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(); } } }
public void stopHover(boolean forReals) { if (m_hover) { m_hoverSprite.setVisible(false); this.stopAllAnimations(); m_hover = false; m_dx = 0; m_dy = 0; m_climbing = false; m_inSwamp = false; maxSpeedX = defaultMaxSpeedX; if (forReals) { m_gameLayer.setPlayerXOffsetTarget(0); } } if (m_wrappedUp) { m_wrappedUp = false; this.stopAllAnimations(); } }
public BuggySprite( TextureAtlas myTextures, TiledMapTileLayer pTiles, TiledMapTileLayer lTiles, ArrayList<PlatformSprite> platforms, GameInputManager inputManager, int lives, World world, MainGameLayer gameLayer) { super(myTextures.findRegion("buggy_F1"), pTiles, lTiles); standRegion = myTextures.findRegion("buggy_F1"); m_walkAnimation = new AnimateSpriteFrame(myTextures, new String[] {"buggy_F1", "buggy_F2"}, 0.3f, -1); m_standAnimation = new AnimateSpriteFrame(myTextures, new String[] {"buggy_F1"}, 1.0f, -1); m_attackAnimation = new AnimateSpriteFrame(myTextures, new String[] {"man_stand_F1"}, 0.3f, 1); m_hitAnimation = null; m_tutorialAnimation = new AnimateSpriteFrame(myTextures, new String[] {"buggy_F1"}, 0.5f, -1); m_idleAnimation = new AnimateSpriteFrame(myTextures, new String[] {"buggy_F1"}, 0.5f, -1); m_throughDoorAnimation = new AnimateFadeOut(0.5f); m_floatAnimation = new AnimateSpriteFrame(myTextures, new String[] {"man_jump_F3", "man_jump_F3"}, 0.65f, -1); m_teleportIn = new AnimateFadeIn(0.35f); m_teleportOut = new AnimateFadeOut(0.35f); AnimateTranslateVertical f1 = new AnimateTranslateVertical(1.0f, 0f, -3f, 1); AnimateTranslateVertical f2 = new AnimateTranslateVertical(3.0f, 1.0f, -1f, 1); GameAnimateable[] af = {f1, f2}; m_floatAnimation2 = new GameAnimationSequence(af, -1); AnimateFade fo = new AnimateFade(0.2f, 0.9f, 0.2f); AnimateDelay delay = new AnimateDelay(0.25f); AnimateFade fi = new AnimateFade(0.2f, 0.2f, 0.9f); AnimateFade ff = new AnimateFade(0.25f, 0.2f, 1.0f); GameAnimateable[] a = {fo, fi, delay, fo, fi, delay, fo, ff}; m_invincibleAnimation = new GameAnimationSequence(a, 1); m_invincibleAnimation.setIgnoreStop(true); m_inputManager = inputManager; m_platforms = platforms; m_activeWeapon = null; maxSpeedX = 6.0f; defaultMaxSpeedX = 6.0f; maxSpeedY = 4.0f; maxFallVelocity = 20.0f; m_horizontalDragFactor = 1.0f; m_climbingDragFactor = 0.25f; m_gravity = 0.8f; m_jumping = false; m_climbing = false; m_currDir = 1; m_lives = lives; m_boundingBox.width = this.getBoundingRectangle().width / 4; m_boundOffX = this.getBoundingRectangle().width / 2; m_boundingBox.height = this.getBoundingRectangle().height / 5; m_gameLayer = gameLayer; this.runAnimation(m_standAnimation); if (gameLayer.m_stage > 1) pLight = gameLayer.createConeLight(new Color(0.8f, 0.8f, 0.5f, 0.75f), 1100, 0, 0, 0, 25); else pLight = gameLayer.createConeLight(new Color(0.8f, 0.8f, 0.5f, 0.35f), 700, 0, 0, 0, 25); pLight.setXray(true); pLight.setActive(false); m_lightX = this.getWidth() - 20; }