/*
* Copyright (c) 2003-onwards Shaven Puppy Ltd
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'Shaven Puppy' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package worm.features;
import net.puppygames.applet.Screen;
import net.puppygames.applet.effects.BlastEffect;
import net.puppygames.applet.effects.EmitterFeature;
import worm.Entity;
import worm.Worm;
import worm.entities.Bullet;
import worm.screens.GameScreen;
import com.shavenpuppy.jglib.opengl.GLTexture;
import com.shavenpuppy.jglib.resources.Feature;
import com.shavenpuppy.jglib.resources.Range;
/**
* Describes a bullet
* @author Cas
*/
public class BulletFeature extends Feature {
private static final long serialVersionUID = 1L;
/*
* Feature data
*/
/** Appearance */
private LayersFeature appearance;
/** Movement speed in pixels / frame. 1 = slow, 16 = ludicrously fast */
private Range speed;
/** Base speed, for attenuating damage with distance */
private float baseSpeed;
/** Blaster tech */
private boolean blaster;
/** Deceleration rate */
private float deceleration;
/** Ricochet emitter */
private String ricochetEmitter;
/** Flash emitter */
private String flashEmitter;
/** Damage */
private int damage;
/** Armour piercing */
private int ap;
/** Explosion delay */
private int explosionDelay;
/** Exploding */
private boolean exploding;
/** Explosion radius */
private int explosionRadius;
/** Explosion duration */
private int explosionDuration;
/** Explosion fade duration */
private int explosionFadeDuration;
/** Explosion texture */
private String explosionTexture;
/** Stun duration */
private int stun;
/** Passthrough */
private boolean passThrough;
/** Targeted - stops when it reaches its target */
private boolean targeted;
/** Mini - dangerous to gidlets */
private boolean mini;
/** Max range, ticks */
private int range;
private transient EmitterFeature ricochetEmitterResource;
private transient EmitterFeature flashEmitterResource;
private transient GLTexture explosionTextureResource;
/**
* C'tor
*/
public BulletFeature() {
}
/**
* C'tor
* @param name
*/
public BulletFeature(String name) {
super(name);
}
public boolean isMini() {
return mini;
}
/**
* @return Returns the speed.
*/
public float getSpeed() {
return speed.getValue();
}
/**
* @return the damage
*/
public int getDamage() {
return damage;
}
/**
* @return true if this is a blaster round
*/
public boolean isBlaster() {
return blaster;
}
/**
* @return the armour piercing value
*/
public int getArmourPiercing() {
return ap;
}
/**
* @return true if this bullet passes through aliens
*/
public boolean isPassThrough() {
return passThrough;
}
/**
* @return the ricochetEmitterResource
*/
public EmitterFeature getRicochetEmitter() {
return ricochetEmitterResource;
}
/**
* @return the flashEmitterResource
*/
public EmitterFeature getFlashEmitter() {
return flashEmitterResource;
}
/**
* Spawn!
* @param screen
* @return
*/
public Bullet spawn(Screen screen, Entity source, int sx, int sy, int tx, int ty, int extraDamage) {
Bullet b = new Bullet(source, sx, sy, tx, ty, this, extraDamage);
b.spawn(screen);
b.setRemainingRange(range);
return b;
}
/**
* @return Returns the explosionDuration.
*/
public int getExplosionDuration() {
return explosionDuration;
}
/**
* @return Returns the exploding.
*/
public boolean isExploding() {
return exploding;
}
public BlastEffect createBlastEffect(boolean dangerousToGidrahs, int x, int y) {
float radius = dangerousToGidrahs && exploding && Worm.getGameState().isResearched(ResearchFeature.PLASTIC) ? explosionRadius * 2.0f : explosionRadius;
BlastEffect ret = new BlastEffect(x, y, explosionDuration, explosionFadeDuration, radius, radius, explosionTextureResource);
ret.setOffset(GameScreen.getSpriteOffset());
ret.spawn(GameScreen.getInstance());
GameScreen.shake(10);
// Sound effect is done by ricochet emitter
return ret;
}
/**
* @return Returns the explosionDelay.
*/
public int getExplosionDelay() {
return explosionDelay;
}
/**
* @return Returns the deceleration.
*/
public float getDeceleration() {
return deceleration;
}
/**
* @return the appearance
*/
public LayersFeature getAppearance() {
return appearance;
}
/**
* @return stun duration
*/
public int getStun() {
return stun;
}
/**
* @return the targeted
*/
public boolean isTargeted() {
return targeted;
}
public float getBaseSpeed() {
return baseSpeed;
}
}