Example #1
0
  public CannonBody(Body body, float radius, int direction, float offset, boolean searchLight) {
    super(body, radius, direction, offset, true, false);
    bodyType = BODY_TYPE.METAL;

    float random = MathUtils.random();

    if (random < .5f) {
      image = ResourceFactory.getInstance().getItemImage("cannon1");
      type = CANNON_TYPE.SINGLE;
      weapon = new Gun();
      weapon.onPickup(this);
    } else {
      image = ResourceFactory.getInstance().getItemImage("cannon2");
      type = CANNON_TYPE.DOUBLE;
      weapon = new Fireball();
      weapon.onPickup(this);
    }

    if (searchLight) {
      addLight(
          LightFactory.getInstance()
              .getConeLight(
                  getBody().getPosition(),
                  Config.getDimensions().WORLD_WIDTH,
                  3,
                  Color.RED,
                  startDirection,
                  2));
      light.setSoftnessLength(Config.TILE_SIZE_X);
      light.setActive(false);
      light.setStaticLight(false);
      light.setSoft(false);
      light.setXray(true);
    }
  }
Example #2
0
  @Override
  public void update() {
    if (!isActive()) return;

    posCpy.set(GameModel.getPlayer().position);
    diffToPlayer.set(posCpy.sub(position));

    float wantedAngle = MathUtils.atan2(diffToPlayer.y, diffToPlayer.x);
    /*
                      ^
            3,14 <--- |----> 0
    */
    if (direction == AbstractMap.N && (wantedAngle > MathUtils.PI || wantedAngle < 0)) return;
    else if (direction == AbstractMap.S && wantedAngle > 0) return;
    else if (direction == AbstractMap.W
        && (!(wantedAngle < MathUtils.PI / 2f && wantedAngle > -MathUtils.PI / 2f))) return;
    else if (direction == AbstractMap.E
        && (!(wantedAngle > MathUtils.PI / 2f || wantedAngle < -MathUtils.PI / 2f))) return;

    body.setTransform(position.x, position.y, wantedAngle);

    if (diffToPlayer.len() < Config.getDimensions().WORLD_WIDTH / 2f)
      if (MathUtils.random()
          < (type == CANNON_TYPE.SINGLE ? Config.BULLET_RATE_LOW : Config.BULLET_RATE_MEDIUM)) {
        float angle = body.getAngle() * MathUtils.radiansToDegrees;

        origin.set(position).add(diffToPlayer.scl(.1f));
        posCpy.set(GameModel.getPlayer().position);

        if (type == CANNON_TYPE.SINGLE) {
          weapon.fire1(origin, posCpy.rotate(MathUtils.random(-1, 1)));
          createGunSmoke(angle);
        } else if (type == CANNON_TYPE.DOUBLE) {
          weapon.fire1(origin, posCpy.rotate(MathUtils.random(-1, 1)));
          weapon.fire2(origin, posCpy.rotate(MathUtils.random(-1, 1)));
        }
      }
  }