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/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.replica.replicaisland;
import com.replica.replicaisland.GameObject.ActionType;
import com.replica.replicaisland.SoundSystem.Sound;
public class LauncherComponent extends GameComponent {
private final static float DEFAULT_LAUNCH_DELAY = 2.0f;
private final static float DEFAULT_LAUNCH_MAGNITUDE = 2000.0f;
private final static float DEFAULT_POST_LAUNCH_DELAY = 1.0f;
private GameObject mShot;
private float mLaunchTime;
private float mAngle;
private float mLaunchDelay;
private Vector2 mLaunchDirection;
private float mLaunchMagnitude;
private float mPostLaunchDelay;
private boolean mDriveActions;
private GameObjectFactory.GameObjectType mLaunchEffect;
private float mLaunchEffectOffsetX;
private float mLaunchEffectOffsetY;
private Sound mLaunchSound;
public LauncherComponent() {
super();
mLaunchDirection = new Vector2();
reset();
setPhase(ComponentPhases.THINK.ordinal());
}
@Override
public void reset() {
mShot = null;
mLaunchTime = 0.0f;
mAngle = 0.0f;
mLaunchDelay = DEFAULT_LAUNCH_DELAY;
mLaunchMagnitude = DEFAULT_LAUNCH_MAGNITUDE;
mPostLaunchDelay = DEFAULT_POST_LAUNCH_DELAY;
mDriveActions = true;
mLaunchEffect = GameObjectFactory.GameObjectType.INVALID;
mLaunchEffectOffsetX = 0.0f;
mLaunchEffectOffsetY = 0.0f;
mLaunchSound = null;
}
@Override
public void update(float timeDelta, BaseObject parent) {
final TimeSystem time = sSystemRegistry.timeSystem;
final float gameTime = time.getGameTime();
GameObject parentObject = (GameObject)parent;
if (mShot != null) {
if (mShot.life <= 0) {
// Looks like the shot is dead. Let's forget about it.
// TODO: this is unreliable. We should have a "notify on death" event or something.
mShot = null;
} else {
if (gameTime > mLaunchTime) {
fire(mShot, parentObject, mAngle);
mShot = null;
if (mDriveActions) {
parentObject.setCurrentAction(ActionType.ATTACK);
}
} else {
mShot.setPosition(parentObject.getPosition());
}
}
} else if (gameTime > mLaunchTime + mPostLaunchDelay) {
if (mDriveActions) {
parentObject.setCurrentAction(ActionType.IDLE);
}
}
}
public void prepareToLaunch(GameObject object, GameObject parentObject) {
if (mShot != object) {
if (mShot != null) {
// We already have a shot loaded and we are asked to shoot something else.
// Shoot the current shot off and then load the new one.
fire(mShot, parentObject, mAngle);
}
final TimeSystem time = sSystemRegistry.timeSystem;
final float gameTime = time.getGameTime();
mShot = object;
mLaunchTime = gameTime + mLaunchDelay;
}
}
private void fire(GameObject object, GameObject parentObject, float mAngle) {
if (mDriveActions) {
object.setCurrentAction(ActionType.MOVE);
}
mLaunchDirection.set((float)Math.sin(mAngle), (float)Math.cos(mAngle));
mLaunchDirection.multiply(parentObject.facingDirection);
mLaunchDirection.multiply(mLaunchMagnitude);
object.setVelocity(mLaunchDirection);
if (mLaunchSound != null) {
SoundSystem sound = sSystemRegistry.soundSystem;
if (sound != null) {
sound.play(mLaunchSound, false, SoundSystem.PRIORITY_NORMAL);
}
}
if (mLaunchEffect != GameObjectFactory.GameObjectType.INVALID) {
GameObjectFactory factory = sSystemRegistry.gameObjectFactory;
GameObjectManager manager = sSystemRegistry.gameObjectManager;
if (factory != null && manager != null) {
final Vector2 position = parentObject.getPosition();
GameObject effect = factory.spawn(mLaunchEffect,
position.x + (mLaunchEffectOffsetX * parentObject.facingDirection.x),
position.y + (mLaunchEffectOffsetY * parentObject.facingDirection.y),
false);
if (effect != null) {
manager.add(effect);
}
}
}
}
public void setup(float angle, float magnitude, float launchDelay, float postLaunchDelay, boolean driveActions) {
mAngle = angle;
mLaunchMagnitude = magnitude;
mLaunchDelay = launchDelay;
mPostLaunchDelay = postLaunchDelay;
mDriveActions = driveActions;
}
public void setLaunchEffect(GameObjectFactory.GameObjectType effectType, float offsetX, float offsetY) {
mLaunchEffect = effectType;
mLaunchEffectOffsetX = offsetX;
mLaunchEffectOffsetY = offsetY;
}
public void setLaunchSound(Sound sound) {
mLaunchSound = sound;
}
}