use of com.shatteredpixel.shatteredpixeldungeon.effects.TorchHalo in project shattered-pixel-dungeon-gdx by 00-Evan.
the class CharSprite method add.
public void add(State state) {
switch(state) {
case BURNING:
burning = emitter();
burning.pour(FlameParticle.FACTORY, 0.06f);
if (visible) {
Sample.INSTANCE.play(Assets.SND_BURNING);
}
break;
case LEVITATING:
levitation = emitter();
levitation.pour(Speck.factory(Speck.JET), 0.02f);
break;
case INVISIBLE:
if (invisible != null) {
invisible.killAndErase();
}
invisible = new AlphaTweener(this, 0.4f, 0.4f);
if (parent != null) {
parent.add(invisible);
} else
alpha(0.4f);
break;
case PARALYSED:
paused = true;
break;
case FROZEN:
iceBlock = IceBlock.freeze(this);
paused = true;
break;
case ILLUMINATED:
GameScene.effect(halo = new TorchHalo(this));
break;
case CHILLED:
chilled = emitter();
chilled.pour(SnowParticle.FACTORY, 0.1f);
break;
case DARKENED:
darkBlock = DarkBlock.darken(this);
break;
case MARKED:
marked = emitter();
marked.pour(ShadowParticle.UP, 0.1f);
break;
case HEALING:
healing = emitter();
healing.pour(Speck.factory(Speck.HEALING), 0.5f);
}
}
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