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 package com.replica.replicaisland; 18 19 import com.replica.replicaisland.GameObject.ActionType; 20 import com.replica.replicaisland.SoundSystem.Sound; 21 22 public class LauncherComponent extends GameComponent { 23 private final static float DEFAULT_LAUNCH_DELAY = 2.0f; 24 private final static float DEFAULT_LAUNCH_MAGNITUDE = 2000.0f; 25 private final static float DEFAULT_POST_LAUNCH_DELAY = 1.0f; 26 private GameObject mShot; 27 private float mLaunchTime; 28 private float mAngle; 29 private float mLaunchDelay; 30 private Vector2 mLaunchDirection; 31 private float mLaunchMagnitude; 32 private float mPostLaunchDelay; 33 private boolean mDriveActions; 34 private GameObjectFactory.GameObjectType mLaunchEffect; 35 private float mLaunchEffectOffsetX; 36 private float mLaunchEffectOffsetY; 37 private Sound mLaunchSound; 38 LauncherComponent()39 public LauncherComponent() { 40 super(); 41 mLaunchDirection = new Vector2(); 42 reset(); 43 setPhase(ComponentPhases.THINK.ordinal()); 44 } 45 46 @Override reset()47 public void reset() { 48 mShot = null; 49 mLaunchTime = 0.0f; 50 mAngle = 0.0f; 51 mLaunchDelay = DEFAULT_LAUNCH_DELAY; 52 mLaunchMagnitude = DEFAULT_LAUNCH_MAGNITUDE; 53 mPostLaunchDelay = DEFAULT_POST_LAUNCH_DELAY; 54 mDriveActions = true; 55 mLaunchEffect = GameObjectFactory.GameObjectType.INVALID; 56 mLaunchEffectOffsetX = 0.0f; 57 mLaunchEffectOffsetY = 0.0f; 58 mLaunchSound = null; 59 } 60 61 @Override update(float timeDelta, BaseObject parent)62 public void update(float timeDelta, BaseObject parent) { 63 final TimeSystem time = sSystemRegistry.timeSystem; 64 final float gameTime = time.getGameTime(); 65 GameObject parentObject = (GameObject)parent; 66 67 if (mShot != null) { 68 if (mShot.life <= 0) { 69 // Looks like the shot is dead. Let's forget about it. 70 // TODO: this is unreliable. We should have a "notify on death" event or something. 71 mShot = null; 72 } else { 73 if (gameTime > mLaunchTime) { 74 fire(mShot, parentObject, mAngle); 75 mShot = null; 76 if (mDriveActions) { 77 parentObject.setCurrentAction(ActionType.ATTACK); 78 } 79 } else { 80 mShot.setPosition(parentObject.getPosition()); 81 } 82 } 83 } else if (gameTime > mLaunchTime + mPostLaunchDelay) { 84 if (mDriveActions) { 85 parentObject.setCurrentAction(ActionType.IDLE); 86 } 87 } 88 } 89 prepareToLaunch(GameObject object, GameObject parentObject)90 public void prepareToLaunch(GameObject object, GameObject parentObject) { 91 if (mShot != object) { 92 if (mShot != null) { 93 // We already have a shot loaded and we are asked to shoot something else. 94 // Shoot the current shot off and then load the new one. 95 fire(mShot, parentObject, mAngle); 96 } 97 final TimeSystem time = sSystemRegistry.timeSystem; 98 final float gameTime = time.getGameTime(); 99 mShot = object; 100 mLaunchTime = gameTime + mLaunchDelay; 101 } 102 } 103 fire(GameObject object, GameObject parentObject, float mAngle)104 private void fire(GameObject object, GameObject parentObject, float mAngle) { 105 if (mDriveActions) { 106 object.setCurrentAction(ActionType.MOVE); 107 } 108 mLaunchDirection.set((float)Math.sin(mAngle), (float)Math.cos(mAngle)); 109 mLaunchDirection.multiply(parentObject.facingDirection); 110 mLaunchDirection.multiply(mLaunchMagnitude); 111 object.setVelocity(mLaunchDirection); 112 113 if (mLaunchSound != null) { 114 SoundSystem sound = sSystemRegistry.soundSystem; 115 if (sound != null) { 116 sound.play(mLaunchSound, false, SoundSystem.PRIORITY_NORMAL); 117 } 118 } 119 120 if (mLaunchEffect != GameObjectFactory.GameObjectType.INVALID) { 121 GameObjectFactory factory = sSystemRegistry.gameObjectFactory; 122 GameObjectManager manager = sSystemRegistry.gameObjectManager; 123 if (factory != null && manager != null) { 124 final Vector2 position = parentObject.getPosition(); 125 126 GameObject effect = factory.spawn(mLaunchEffect, 127 position.x + (mLaunchEffectOffsetX * parentObject.facingDirection.x), 128 position.y + (mLaunchEffectOffsetY * parentObject.facingDirection.y), 129 false); 130 if (effect != null) { 131 manager.add(effect); 132 } 133 } 134 } 135 } 136 setup(float angle, float magnitude, float launchDelay, float postLaunchDelay, boolean driveActions)137 public void setup(float angle, float magnitude, float launchDelay, float postLaunchDelay, boolean driveActions) { 138 mAngle = angle; 139 mLaunchMagnitude = magnitude; 140 mLaunchDelay = launchDelay; 141 mPostLaunchDelay = postLaunchDelay; 142 mDriveActions = driveActions; 143 } 144 setLaunchEffect(GameObjectFactory.GameObjectType effectType, float offsetX, float offsetY)145 public void setLaunchEffect(GameObjectFactory.GameObjectType effectType, float offsetX, float offsetY) { 146 mLaunchEffect = effectType; 147 mLaunchEffectOffsetX = offsetX; 148 mLaunchEffectOffsetY = offsetY; 149 } 150 setLaunchSound(Sound sound)151 public void setLaunchSound(Sound sound) { 152 mLaunchSound = sound; 153 } 154 155 } 156