CannonShooter/core/src/de/samdev/cannonshooter/entities/CannonHearth.java

107 lines
2.9 KiB
Java

package de.samdev.cannonshooter.entities;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import de.samdev.absgdx.framework.entities.Entity;
import de.samdev.absgdx.framework.entities.colliosiondetection.CollisionGeometryOwner;
import de.samdev.absgdx.framework.entities.colliosiondetection.geometries.CollisionGeometry;
import de.samdev.absgdx.framework.layer.GameLayer;
import de.samdev.cannonshooter.Textures;
import de.samdev.cannonshooter.ZLayers;
import de.samdev.cannonshooter.level.StandardLevel;
public class CannonHearth extends Entity {
private static final Color COLOR_HEARTLESS = new Color(0.75f, 0.75f, 0.75f, 1f);
private static final float ROTATION_SPEED = 0.125f;
private float rotation = 0;
private Cannon cannon;
private StandardLevel level;
public CannonHearth(Cannon owner) {
super(Textures.cannon_hearth[0], 2, 2);
cannon = owner;
setPosition(owner.getPositionX(), owner.getPositionY());
setZLayer(ZLayers.LAYER_CANNON_HEARTH);
}
@Override
public void render(SpriteBatch sbatch, ShapeRenderer srenderer) {
sbatch.setColor(COLOR_HEARTLESS);
renderTexture(sbatch, Textures.cannon_hearth[63], 0, 0);
sbatch.setColor(cannon.team.teamColor);
renderTexture(sbatch, Textures.cannon_hearth[(int)(cannon.power * 63)], 0, 0);
sbatch.setColor(Color.WHITE);
}
@Override
public void beforeUpdate(float delta) {
if (cannon.power < 1) {
if (rotation != 0 && cannon.power > 0) {
rotation = (rotation - delta * ROTATION_SPEED * cannon.team.speedMultiplier);
if (rotation < 0) rotation = 0;
}
if (cannon.power == 0){
if (! cannon.team.isNeutral) cannon.setTeam(level.team_neutral);
rotation = (rotation - delta * ROTATION_SPEED * cannon.team.speedMultiplier);
if (rotation < 0) rotation += 45;
}
} else {
rotation = (rotation - delta * ROTATION_SPEED * cannon.team.speedMultiplier);
if (rotation < 0) rotation += 45;
}
}
@Override
public float getTextureRotation() {
return rotation;
}
@Override
public void onLayerAdd(GameLayer layer) {
level = (StandardLevel) layer;
}
@Override
public void onActiveCollide(CollisionGeometryOwner passiveCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
//
}
@Override
public void onPassiveCollide(CollisionGeometryOwner activeCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
//
}
@Override
public void onActiveMovementCollide(CollisionGeometryOwner passiveCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
//
}
@Override
public void onPassiveMovementCollide(CollisionGeometryOwner activeCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
//
}
@Override
public boolean canCollideWith(CollisionGeometryOwner other) {
return false;
}
@Override
public boolean canMoveCollideWith(CollisionGeometryOwner other) {
return false;
}
}