1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 18package com.replica.replicaisland; 19 20public class AttackAtDistanceComponent extends GameComponent { 21 private static final int DEFAULT_ATTACK_DISTANCE = 100; 22 private float mAttackDistance; 23 private float mAttackDelay; 24 private float mAttackLength; 25 private float mAttackStartTime; 26 private boolean mRequireFacing; 27 private Vector2 mDistance; 28 29 public AttackAtDistanceComponent() { 30 super(); 31 setPhase(GameComponent.ComponentPhases.THINK.ordinal()); 32 mDistance = new Vector2(); 33 reset(); 34 } 35 36 @Override 37 public void reset() { 38 mAttackDelay = 0; 39 mAttackLength = 0; 40 mAttackDistance = DEFAULT_ATTACK_DISTANCE; 41 mRequireFacing = false; 42 } 43 44 @Override 45 public void update(float timeDelta, BaseObject parent) { 46 GameObject parentObject = (GameObject) parent; 47 48 GameObjectManager manager = sSystemRegistry.gameObjectManager; 49 if (manager != null) { 50 GameObject player = manager.getPlayer(); 51 if (player != null) { 52 mDistance.set(player.getPosition()); 53 mDistance.subtract(parentObject.getPosition()); 54 55 TimeSystem time = sSystemRegistry.timeSystem; 56 final float currentTime = time.getGameTime(); 57 final boolean facingPlayer = 58 (Utils.sign(player.getPosition().x - parentObject.getPosition().x) 59 == Utils.sign(parentObject.facingDirection.x)); 60 final boolean facingDirectionCorrect = (mRequireFacing && facingPlayer) 61 || !mRequireFacing; 62 if (parentObject.getCurrentAction() == GameObject.ActionType.ATTACK) { 63 if (currentTime > mAttackStartTime + mAttackLength) { 64 parentObject.setCurrentAction(GameObject.ActionType.IDLE); 65 } 66 } else if (mDistance.length2() < (mAttackDistance * mAttackDistance) 67 && currentTime > mAttackStartTime + mAttackLength + mAttackDelay 68 && facingDirectionCorrect) { 69 mAttackStartTime = currentTime; 70 parentObject.setCurrentAction(GameObject.ActionType.ATTACK); 71 } else { 72 parentObject.setCurrentAction(GameObject.ActionType.IDLE); 73 } 74 } 75 } 76 77 } 78 79 public void setupAttack(float distance, float delay, float duration, boolean requireFacing) { 80 mAttackDistance = distance; 81 mAttackDelay = delay; 82 mAttackLength = duration; 83 mRequireFacing = requireFacing; 84 } 85 86 87} 88