use of com.shatteredpixel.shatteredpixeldungeon.actors.Actor in project shattered-pixel-dungeon-gdx by 00-Evan.
the class GrimTrap method activate.
@Override
public void activate() {
Char target = Actor.findChar(pos);
// find the closest char that can be aimed at
if (target == null) {
for (Char ch : Actor.chars()) {
Ballistica bolt = new Ballistica(pos, ch.pos, Ballistica.PROJECTILE);
if (bolt.collisionPos == ch.pos && (target == null || Dungeon.level.trueDistance(pos, ch.pos) < Dungeon.level.trueDistance(pos, target.pos))) {
target = ch;
}
}
}
if (target != null) {
final Char finalTarget = target;
final GrimTrap trap = this;
int damage;
// almost kill the player
if (finalTarget == Dungeon.hero && ((float) finalTarget.HP / finalTarget.HT) >= 0.9f) {
damage = finalTarget.HP - 1;
// kill 'em
} else {
damage = finalTarget.HP;
}
final int finalDmg = damage;
Actor.add(new Actor() {
{
// it's a visual effect, gets priority no matter what
actPriority = VFX_PRIO;
}
@Override
protected boolean act() {
final Actor toRemove = this;
((MagicMissile) finalTarget.sprite.parent.recycle(MagicMissile.class)).reset(MagicMissile.SHADOW, DungeonTilemap.tileCenterToWorld(pos), finalTarget.sprite.center(), new Callback() {
@Override
public void call() {
finalTarget.damage(finalDmg, trap);
if (finalTarget == Dungeon.hero) {
Sample.INSTANCE.play(Assets.SND_CURSED);
if (!finalTarget.isAlive()) {
Dungeon.fail(GrimTrap.class);
GLog.n(Messages.get(GrimTrap.class, "ondeath"));
}
} else {
Sample.INSTANCE.play(Assets.SND_BURNING);
}
finalTarget.sprite.emitter().burst(ShadowParticle.UP, 10);
Actor.remove(toRemove);
next();
}
});
return false;
}
});
} else {
CellEmitter.get(pos).burst(ShadowParticle.UP, 10);
Sample.INSTANCE.play(Assets.SND_BURNING);
}
}
use of com.shatteredpixel.shatteredpixeldungeon.actors.Actor in project shattered-pixel-dungeon-gdx by 00-Evan.
the class WornDartTrap method activate.
@Override
public void activate() {
Char target = Actor.findChar(pos);
// find the closest char that can be aimed at
if (target == null) {
for (Char ch : Actor.chars()) {
Ballistica bolt = new Ballistica(pos, ch.pos, Ballistica.PROJECTILE);
if (bolt.collisionPos == ch.pos && (target == null || Dungeon.level.trueDistance(pos, ch.pos) < Dungeon.level.trueDistance(pos, target.pos))) {
target = ch;
}
}
}
if (target != null) {
final Char finalTarget = target;
final WornDartTrap trap = this;
if (Dungeon.level.heroFOV[pos] || Dungeon.level.heroFOV[target.pos]) {
Actor.add(new Actor() {
{
// it's a visual effect, gets priority no matter what
actPriority = VFX_PRIO;
}
@Override
protected boolean act() {
final Actor toRemove = this;
((MissileSprite) ShatteredPixelDungeon.scene().recycle(MissileSprite.class)).reset(pos, finalTarget.sprite, new Dart(), new Callback() {
@Override
public void call() {
int dmg = Random.NormalIntRange(1, 4) - finalTarget.drRoll();
finalTarget.damage(dmg, trap);
if (finalTarget == Dungeon.hero && !finalTarget.isAlive()) {
Dungeon.fail(trap.getClass());
}
Sample.INSTANCE.play(Assets.SND_HIT, 1, 1, Random.Float(0.8f, 1.25f));
finalTarget.sprite.bloodBurstA(finalTarget.sprite.center(), dmg);
finalTarget.sprite.flash();
Actor.remove(toRemove);
next();
}
});
return false;
}
});
} else {
finalTarget.damage(Random.NormalIntRange(1, 4) - finalTarget.drRoll(), trap);
}
}
}
use of com.shatteredpixel.shatteredpixeldungeon.actors.Actor in project shattered-pixel-dungeon-gdx by 00-Evan.
the class PoisonDartTrap method activate.
@Override
public void activate() {
Char target = Actor.findChar(pos);
// find the closest char that can be aimed at
if (target == null) {
for (Char ch : Actor.chars()) {
Ballistica bolt = new Ballistica(pos, ch.pos, Ballistica.PROJECTILE);
if (bolt.collisionPos == ch.pos && (target == null || Dungeon.level.trueDistance(pos, ch.pos) < Dungeon.level.trueDistance(pos, target.pos))) {
target = ch;
}
}
}
if (target != null) {
final Char finalTarget = target;
final PoisonDartTrap trap = this;
if (Dungeon.level.heroFOV[pos] || Dungeon.level.heroFOV[target.pos]) {
Actor.add(new Actor() {
{
// it's a visual effect, gets priority no matter what
actPriority = VFX_PRIO;
}
@Override
protected boolean act() {
final Actor toRemove = this;
((MissileSprite) ShatteredPixelDungeon.scene().recycle(MissileSprite.class)).reset(pos, finalTarget.sprite, new PoisonDart(), new Callback() {
@Override
public void call() {
int dmg = Random.NormalIntRange(1, 4) - finalTarget.drRoll();
finalTarget.damage(dmg, trap);
if (finalTarget == Dungeon.hero && !finalTarget.isAlive()) {
Dungeon.fail(trap.getClass());
}
Buff.affect(finalTarget, Poison.class).set(4 + Dungeon.depth);
Sample.INSTANCE.play(Assets.SND_HIT, 1, 1, Random.Float(0.8f, 1.25f));
finalTarget.sprite.bloodBurstA(finalTarget.sprite.center(), dmg);
finalTarget.sprite.flash();
Actor.remove(toRemove);
next();
}
});
return false;
}
});
} else {
finalTarget.damage(Random.NormalIntRange(1, 4) - finalTarget.drRoll(), trap);
Buff.affect(finalTarget, Poison.class).set(4 + Dungeon.depth);
}
}
}
use of com.shatteredpixel.shatteredpixeldungeon.actors.Actor in project shattered-pixel-dungeon-gdx by 00-Evan.
the class Dungeon method switchLevel.
@SuppressWarnings("deprecation")
public static void switchLevel(final Level level, int pos) {
if (pos < 0 || pos >= level.length()) {
pos = level.exit;
}
PathFinder.setMapSize(level.width(), level.height());
Dungeon.level = level;
DriedRose.restoreGhostHero(level, pos);
Actor.init();
Actor respawner = level.respawner();
if (respawner != null) {
Actor.add(level.respawner());
}
hero.pos = pos;
Light light = hero.buff(Light.class);
hero.viewDistance = light == null ? level.viewDistance : Math.max(Light.DISTANCE, level.viewDistance);
hero.curAction = hero.lastAction = null;
observe();
try {
saveAll();
} catch (IOException e) {
ShatteredPixelDungeon.reportException(e);
/*This only catches IO errors. Yes, this means things can go wrong, and they can go wrong catastrophically.
But when they do the user will get a nice 'report this issue' dialogue, and I can fix the bug.*/
}
}
use of com.shatteredpixel.shatteredpixeldungeon.actors.Actor in project shattered-pixel-dungeon-gdx by 00-Evan.
the class Amulet method doPickUp.
@Override
public boolean doPickUp(Hero hero) {
if (super.doPickUp(hero)) {
if (!Statistics.amuletObtained) {
Statistics.amuletObtained = true;
Badges.validateVictory();
hero.spend(-TIME_TO_PICK_UP);
// add a delayed actor here so pickup behaviour can fully process.
Actor.addDelayed(new Actor() {
@Override
protected boolean act() {
Actor.remove(this);
showAmuletScene(true);
return false;
}
}, -5);
}
return true;
} else {
return false;
}
}
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