Beispiel #1
0
 /**
  * Gets the mouse pointer we should use when hovering over this entity
  *
  * @param clicked Whether the mouse is being clicked
  * @return a Mouse pointer appearance
  */
 public LayersFeature getMousePointer(boolean clicked) {
   if (Worm.getGameState().inRangeOfCapacitor()) {
     return Worm.getGameState().isBezerk()
         ? Res.getMousePointerBezerkOnTarget()
         : Res.getMousePointerOnTarget();
   } else {
     return Res.getMousePointer();
   }
 }
Beispiel #2
0
 @Override
 public final void spawn(Screen screen) {
   createSprites(screen);
   if (sprite == null) {
     remove();
     return;
   }
   active = true;
   Worm.getGameState().addEntity(this);
   doSpawn();
   update();
 }
Beispiel #3
0
 /** Remove the entity */
 @Override
 public final void remove() {
   removeSprites();
   if (!active) {
     // Already removed
     return;
   }
   active = false;
   Worm.getGameState().removeEntity(this);
   if (node != null) {
     node.remove(this);
     node = null;
   }
   doRemove();
 }
Beispiel #4
0
  /**
   * Can we see this location?
   *
   * @param mapX
   * @param mapY
   * @param positive If non null, if this entity is detected, algorithm returns true
   * @param targetFlying If true, and positive is a flying gidrah, we ignore walls and simply return
   *     true
   * @return true if there is a LOS to the specified map location
   */
  public boolean canSee(float mapX, float mapY, Entity positive, boolean targetFlying) {
    if (targetFlying && positive != null && positive.isFlying()) {
      return true;
    }
    WormGameState gameState = Worm.getGameState();
    GameMap map = gameState.getMap();
    ArrayList<Entity> entities = gameState.getEntities();
    int n = entities.size();
    // Create a list of solid entities we think are somewhere in the LOS
    ENTITYCACHE.clear();
    for (int i = 0; i < n; i++) {
      Entity e = entities.get(i);
      if (e != this && e.isActive() && e.isSolid()) {
        double dist = Util.distanceFromLineToPoint(getX(), getY(), mapX, mapY, e.getX(), e.getY());
        if (dist >= 0.0 && dist <= e.getRadius()) {
          ENTITYCACHE.add(e);
        }
      }
    }
    int numCachedEntities = ENTITYCACHE.size();
    BRESENHAM.plot((int) getX(), (int) getY(), (int) mapX, (int) mapY);
    int oldMapX = -1, oldMapY = -1;
    while (BRESENHAM.next()) {
      int x = BRESENHAM.getX() / MapRenderer.TILE_SIZE;
      int y = BRESENHAM.getY() / MapRenderer.TILE_SIZE;
      if (x != oldMapX || y != oldMapY) {
        for (int z = 0; z < GameMap.LAYERS; z++) {
          Tile tile = map.getTile(x, y, z);
          if (tile != null && !tile.isBulletThrough()) {
            // Tile blocks LOS
            return false;
          }
        }
        oldMapX = x;
        oldMapY = y;
      }

      // Check entity list
      if (positive != null) {
        for (int i = 0; i < numCachedEntities; i++) {
          Entity e = ENTITYCACHE.get(i);
          if (e == positive
              && e.getDistanceTo(BRESENHAM.getX(), BRESENHAM.getY()) < e.getRadius()) {
            return true;
          }
        }
      }

      // Skip 4 pixels at a time
      if (!BRESENHAM.next()) {
        break;
      }
      if (!BRESENHAM.next()) {
        break;
      }
      if (!BRESENHAM.next()) {
        break;
      }
    }
    return true;
  }