package com.gebauz.burutaru.game.entities;
import com.gebauz.bauzoid.graphics.sprite.Sprite;
import com.gebauz.bauzoid.graphics.sprite.SpriteInstance;
import com.gebauz.bauzoid.math.Matrix4;
import com.gebauz.bauzoid.math.collision.AABoundingBox;
import com.gebauz.bauzoid.math.collision.Shape;
import com.gebauz.bauzoid.math.collision.ShapeUtil;
import com.gebauz.burutaru.GameConsts;
import com.gebauz.burutaru.game.GameLogic;
public class PowerUpBomb
extends Entity
{
// Constants========================================================================================
public static final int MAX_BOMBS =
1;
public static final int BOMB_DAMAGE =
10;
public static final float BOMB_WIDTH =
35;
public static final float BOMB_HEIGHT = BOMB_WIDTH/
2;
public static final float FALL_ACCELERATION =
550;
public static final float INITIAL_FALL_SPEED =
20;
public static final float FORWARD_SPEED =
100;
// Embedded Types===================================================================================
public class Bomb
extends Projectile
{
public SpriteInstance spriteInstance =
null;
private float mFallSpeed = INITIAL_FALL_SPEED
;
public Bomb
()
{
super(BOMB_DAMAGE
);
spriteInstance =
new SpriteInstance
(getGraphics
(), mBombSprite, mBombShape
);
spriteInstance.
param.
w = BOMB_WIDTH
;
spriteInstance.
param.
h = BOMB_HEIGHT
;
spriteInstance.
param.
pivotX = BOMB_WIDTH
;
spriteInstance.
param.
pivotY = BOMB_HEIGHT/
2;
setAlive
(false);
}
public void launch
(float x,
float y
)
{
spriteInstance.
param.
x = x
;
spriteInstance.
param.
y = y
;
mFallSpeed = INITIAL_FALL_SPEED
;
setAlive
(true);
}
public void update
(float deltaTime
)
{
// TODO: acceleration
mFallSpeed += FALL_ACCELERATION
* deltaTime
;
spriteInstance.
param.
x += mFallSpeed
* deltaTime
* 0.5f
;
spriteInstance.
param.
y += mFallSpeed
* deltaTime
;
getGameLogic
().
checkProjectileHit(this);
if (getGameLogic
().
isOutOfScreen(spriteInstance.
param))
{
// out of screen -> make un alive
setAlive
(false);
}
}
public void render
()
{
spriteInstance.
render();
}
@
Override
public void processHit
(Enemy enemy
)
{
// spawn impact effect
enemy.
hit(getDamage
());
setAlive
(false);
// spawn series of impact explosions that are damaging as well
}
@
Override
public AABoundingBox getBounds
()
{
return spriteInstance.
param.
getBoundingBox();
}
@
Override
public Shape getShape
()
{
return spriteInstance.
getShape();
}
@
Override
public Matrix4 getShapeTransform
()
{
return spriteInstance.
param.
getTransform();
}
}
// Fields===========================================================================================
private Sprite mBombSprite =
null;
private Shape mBombShape =
null;
private Bomb mBombs
[] =
new Bomb
[MAX_BOMBS
];
// Methods==========================================================================================
public PowerUpBomb
(GameLogic gameLogic
)
{
super(gameLogic
);
mBombSprite =
new Sprite
(getGraphics
(),
"data/textures/bomb.png");
}
@
Override
public void initAsync
()
{
mBombSprite.
initAsync();
}
@
Override
public void init
()
{
mBombSprite.
init();
mBombShape = ShapeUtil.
createShapeFromFile("data/textures/bomb.shape");
for (int i =
0; i
< MAX_BOMBS
; i++
)
{
mBombs
[i
] =
new Bomb
();
}
}
@
Override
public void exit
()
{
mBombShape =
null;
if (mBombSprite
!=
null)
{
mBombSprite.
dispose();
mBombSprite =
null;
}
}
@
Override
public void update
(float deltaTime
)
{
for (int i =
0; i
< mBombs.
length; i++
)
{
if (mBombs
[i
].
isAlive())
mBombs
[i
].
update(deltaTime
);
}
}
@
Override
public void render
()
{
for (int i =
0; i
< mBombs.
length; i++
)
{
if (mBombs
[i
].
isAlive())
mBombs
[i
].
render();
}
}
public void launch
(float x,
float y
)
{
for (int i =
0; i
< MAX_BOMBS
; i++
)
{
if (!mBombs
[i
].
isAlive())
{
mBombs
[i
].
launch(x, y
);
}
}
}
// Getters/Setters==================================================================================
}