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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;
public class AttackAtDistanceComponent extends GameComponent {
private static final int DEFAULT_ATTACK_DISTANCE = 100;
private float mAttackDistance;
private float mAttackDelay;
private float mAttackLength;
private float mAttackStartTime;
private boolean mRequireFacing;
private Vector2 mDistance;
public AttackAtDistanceComponent() {
super();
setPhase(GameComponent.ComponentPhases.THINK.ordinal());
mDistance = new Vector2();
reset();
}
@Override
public void reset() {
mAttackDelay = 0;
mAttackLength = 0;
mAttackDistance = DEFAULT_ATTACK_DISTANCE;
mRequireFacing = false;
}
@Override
public void update(float timeDelta, BaseObject parent) {
GameObject parentObject = (GameObject) parent;
GameObjectManager manager = sSystemRegistry.gameObjectManager;
if (manager != null) {
GameObject player = manager.getPlayer();
if (player != null) {
mDistance.set(player.getPosition());
mDistance.subtract(parentObject.getPosition());
TimeSystem time = sSystemRegistry.timeSystem;
final float currentTime = time.getGameTime();
final boolean facingPlayer =
(Utils.sign(player.getPosition().x - parentObject.getPosition().x)
== Utils.sign(parentObject.facingDirection.x));
final boolean facingDirectionCorrect = (mRequireFacing && facingPlayer)
|| !mRequireFacing;
if (parentObject.getCurrentAction() == GameObject.ActionType.ATTACK) {
if (currentTime > mAttackStartTime + mAttackLength) {
parentObject.setCurrentAction(GameObject.ActionType.IDLE);
}
} else if (mDistance.length2() < (mAttackDistance * mAttackDistance)
&& currentTime > mAttackStartTime + mAttackLength + mAttackDelay
&& facingDirectionCorrect) {
mAttackStartTime = currentTime;
parentObject.setCurrentAction(GameObject.ActionType.ATTACK);
} else {
parentObject.setCurrentAction(GameObject.ActionType.IDLE);
}
}
}
}
public void setupAttack(float distance, float delay, float duration, boolean requireFacing) {
mAttackDistance = distance;
mAttackDelay = delay;
mAttackLength = duration;
mRequireFacing = requireFacing;
}
}