/** * Unsealed: Whispers of Wisdom. * * Copyright (C) 2012 - Juan 'Nushio' Rodriguez * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License version 3 of * the License as published by the Free Software Foundation * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. * */ package net.k3rnel.unsealed.battle.enemies; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.g2d.Animation; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion; import com.badlogic.gdx.utils.Timer.Task; import net.k3rnel.unsealed.Unsealed; import net.k3rnel.unsealed.battle.BattleEnemy; import net.k3rnel.unsealed.battle.BattleEntity; public class GNU extends BattleEnemy { TextureAtlas atlas; public GNU(TextureAtlas atlas, int hp, int x, int y) { super(hp, x, y); this.atlas = atlas; AtlasRegion atlasRegion = atlas.findRegion( "battle/entities/gnu" ); TextureRegion[][] spriteSheet = atlasRegion.split(97,90); TextureRegion[] frames = new TextureRegion[1]; frames[0] = spriteSheet[0][0]; Animation animation = new Animation(1f,frames); animation.setPlayMode(Animation.LOOP); this.animations.put("blocking",animation); frames = new TextureRegion[6]; frames[0] = spriteSheet[0][1]; frames[1] = spriteSheet[0][2]; animation = new Animation(0.2f,frames); animation.setPlayMode(Animation.NORMAL); this.animations.put("attacking",animation); this.setState(BattleEntity.stateBlocking); this.setHeight(97); this.setWidth(90); } @Override public void act(float delta) { super.act(delta); } @Override public void draw(SpriteBatch batch, float parentAlpha) { super.draw(batch, parentAlpha); } @Override public Task nextTask(){ currentTask = new Task() { @Override public void run() { switch(getState()){ case BattleEntity.stateBlocking: //Clam is currently inside its shell. Lets make it peek. Gdx.app.log(Unsealed.LOG, "Going idle..."); setState(BattleEntity.stateIdle); break; } } }; return currentTask; } }