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
17package com.replica.replicaisland;
18
19/**
20 * A general-purpose animation selection system for animating enemy characters.  Most enemy
21 * characters behave similarly, so this code tries to decide which animation bets fits their current
22 * state.  Other code (such as enemy AI) may move these characters around and change the current
23 * ActionType, which will result in this code figuring out which sequence of animations is best to
24 * play.
25 */
26public class EnemyAnimationComponent extends GameComponent {
27
28    public enum EnemyAnimations {
29        IDLE,
30        MOVE,
31        ATTACK,
32        HIDDEN,
33        APPEAR,
34    }
35
36    private enum AnimationState {
37        IDLING,
38        MOVING,
39        HIDING,
40        APPEARING,
41        ATTACKING
42    }
43
44    private SpriteComponent mSprite;
45    private AnimationState mState;
46    private boolean mFacePlayer;
47
48    public EnemyAnimationComponent() {
49        super();
50        setPhase(ComponentPhases.ANIMATION.ordinal());
51        reset();
52    }
53
54    @Override
55    public void reset() {
56        mState = AnimationState.IDLING;
57        mFacePlayer = false;
58        mSprite = null;
59    }
60
61    @Override
62    public void update(float timeDelta, BaseObject parent) {
63        if (mSprite != null) {
64            GameObject parentObject = (GameObject) parent;
65            final float velocityX = parentObject.getVelocity().x;
66
67            GameObject.ActionType currentAction = parentObject.getCurrentAction();
68
69            switch(mState) {
70                case IDLING:
71                    mSprite.playAnimation(EnemyAnimations.IDLE.ordinal());
72                    if (mFacePlayer) {
73                        facePlayer(parentObject);
74                    }
75
76                    if (currentAction == GameObject.ActionType.ATTACK) {
77                        mState = AnimationState.ATTACKING;
78                    } else if (currentAction == GameObject.ActionType.HIDE) {
79                        mState = AnimationState.HIDING;
80                    } else if (Math.abs(velocityX) > 0.0f) {
81                        mState = AnimationState.MOVING;
82                    }
83
84                    break;
85
86                case MOVING:
87                    mSprite.playAnimation(EnemyAnimations.MOVE.ordinal());
88                    final float targetVelocityX = parentObject.getTargetVelocity().x;
89
90                    if (!Utils.close(velocityX, 0.0f)) {
91                        if (velocityX < 0.0f && targetVelocityX < 0.0f) {
92                            parentObject.facingDirection.x = -1.0f;
93                        } else if (velocityX > 0.0f && targetVelocityX > 0.0f) {
94                            parentObject.facingDirection.x = 1.0f;
95                        }
96                    }
97                    if (currentAction == GameObject.ActionType.ATTACK) {
98                        mState = AnimationState.ATTACKING;
99                    } else if (currentAction == GameObject.ActionType.HIDE) {
100                        mState = AnimationState.HIDING;
101                    } else if (Math.abs(velocityX) == 0.0f) {
102                        mState = AnimationState.IDLING;
103                    }
104                    break;
105                case ATTACKING:
106                    mSprite.playAnimation(EnemyAnimations.ATTACK.ordinal());
107                    if (currentAction != GameObject.ActionType.ATTACK
108                            && mSprite.animationFinished()) {
109                        mState = AnimationState.IDLING;
110                    }
111                    break;
112                case HIDING:
113                    mSprite.playAnimation(EnemyAnimations.HIDDEN.ordinal());
114                    if (currentAction != GameObject.ActionType.HIDE) {
115                        mState = AnimationState.APPEARING;
116                    }
117                    break;
118                case APPEARING:
119                    if (mFacePlayer) {
120                        facePlayer(parentObject);
121                    }
122
123                    mSprite.playAnimation(EnemyAnimations.APPEAR.ordinal());
124                    if (mSprite.animationFinished()) {
125                        mState = AnimationState.IDLING;
126                    }
127                    break;
128
129            }
130
131
132        }
133    }
134
135    private void facePlayer(GameObject parentObject) {
136        GameObjectManager manager = sSystemRegistry.gameObjectManager;
137        if (manager != null) {
138            GameObject player = manager.getPlayer();
139            if (player != null) {
140                if (player.getPosition().x < parentObject.getPosition().x) {
141                    parentObject.facingDirection.x = -1.0f;
142                } else {
143                    parentObject.facingDirection.x = 1.0f;
144                }
145            }
146        }
147    }
148
149    public void setSprite(SpriteComponent sprite) {
150        mSprite = sprite;
151    }
152
153    public void setFacePlayer(boolean facePlayer) {
154        mFacePlayer = facePlayer;
155    }
156}
157