Exemple #1
0
  @Override
  public void Draw(SpriteBatch renderer) {
    super.Draw(renderer);
    if (!m_inMenu) {

      m_detectionRange = m_detectionRangeReset;
      SetShieldColor();
      m_pooledShieldEffect.setPosition(m_objectXPosition, m_objectYPosition);
      m_pooledShieldEffect.getEmitters().get(0).getRotation().setHigh((float) m_angleDegrees);
      m_pooledShieldEffect.getEmitters().get(0).getRotation().setLow((float) m_angleDegrees);
      m_pooledShieldEffect.draw(renderer, 1f / 60f);

      DrawHackedIndicator(renderer);
      for (int i = 0; i < m_overTimeEffects.size(); i++) {
        OverTimeEffect e = m_overTimeEffects.get(i);
        if (!e.Action()) {
          m_overTimeEffects.remove(e);
        }
      }

      if (!m_freezeShip) {
        if (m_weaponsFree > 0) {
          ProcessCounterMeasures(renderer);
        } else {
          StopCounterMeasureSound();
        }
        ce.Draw(renderer);
        me.Draw(renderer);
        HandleShieldRecharging();
        HandleBoostRecharge();
      }
    }

    super.Draw(renderer);
  }
 public void dieNow() {
   Gdx.app.debug("BuggySprite", "dieNow called");
   if ((m_dying == false) && (m_alive)) {
     Gdx.app.debug("BuggyrSprite", "dying!!!!");
     this.playSound("vaporize", 0.8f);
     m_inHit = false;
     m_ignoreHits = 0;
     m_explodeDeath = true;
     m_energy = 0;
     this.stopAllAnimations();
     m_invincibleAnimation.stop();
     this.stopSound("buggyDrive");
     PooledEffect effect = m_gameLayer.bombEffectPool.obtain();
     effect.setPosition(this.getX() + this.getWidth() / 2, this.getY());
     m_gameLayer.addParticleEffect(effect);
     this.runAnimation(m_throughDoorAnimation);
     m_dying = true;
     m_deadState = 1;
     if (m_focus == false) {
       m_gameLayer.buggyDieWithoutFocus();
     }
   }
 }