Пример #1
0
  public Lvl3Boss(ITextureRegion pTextureRegion) {
    super(
        (float) (0 + (int) (Math.random() * ((1024 - 0) + 1))),
        (float) (0 + (int) (Math.random() * ((640 - 0) + 1))),
        pTextureRegion,
        ResourceManager.getInstance().engine.getVertexBufferObjectManager());
    // super(200,200,
    // pTextureRegion,ResourceManager.getInstance().engine.getVertexBufferObjectManager());
    sprite = this;
    // enemyPhysics = PhysicsFactory.createBoxBody(GameLevel.getInstance().mPhysicsWorld, sprite,
    // BodyType.StaticBody, enemyFixtureDef);;
    fromX = sprite.getX();
    fromY = sprite.getY();
    // Handle rotation of every sprite

    // sprite.setRotation(MathUtils.radToDeg(rotationAngle));

    // GameLevel.getInstance().bulletTimerHandler = bossBulletTimerHandler;

    setUpBoss();
    GameLevel.getInstance().attachChild(sprite);

    // sprite = new
    // TODO Auto-generated constructor stub
  }
Пример #2
0
  private void setUpBoss() {
    // beenHit = false;
    sprite.setVisible(true);
    sprite.setIgnoreUpdate(false);
    sprite.setColor(1, 1, 1);
    sprite.setCullingEnabled(true);
    // GameLevel.getInstance().attachChild(sprite);
    bulletPool = new Lvl3BossLaserPool(8);
    // PLAYER LASER SETUP
    // Create new laser
    Log.v("", "calls for a Boss laser");

    Log.v("Boss1", sprite.getX() + " " + sprite.getY());

    moveBoss1 = new MoveModifier(duration, fromX, fromY, toX, toY);

    sprite.registerEntityModifier(moveBoss1);

    // SETUP ENEMY LASER
    ResourceManager.getInstance()
        .engine
        .registerUpdateHandler(
            bossBulletTimerHandler =
                new TimerHandler(
                    3f,
                    new ITimerCallback() {

                      @Override
                      public void onTimePassed(TimerHandler pTimerHandler) {
                        // TODO Auto-generated method stub
                        bossBulletTimerHandler.setTimerSeconds(1f);
                        bossBulletTimerHandler.reset();
                        // Log.v("", "time runs every second");
                        if (GameLevel.getInstance().BossReady) {
                          // Log.v(""," Enemy recycledOrNot? " + recycleBullet);
                          if (recycleBullet == true) {

                            if (bulletPool.getAvailableItemCount() > 0) {
                              bullet =
                                  bulletPool.obtainPoolItem(
                                      sprite.getX(), sprite.getY(), sprite.getRotation(), sprite);
                              // Log.v(""," After get a new bullet on scene " + recycleBullet);
                              // GameLevel.getInstance().EnemyLaser = bullet;
                              bulletLifeEnd = false;
                              explodeAnimation = false;
                              recycleBullet = false;
                              Log.v("", "BULLET CREATED FOR BOSS 3 !");
                            }

                          } else {
                            // bulletPool.recyclePoolItem((Lvl3BossLaser)bullet);

                            ResourceManager.getInstance()
                                .engine
                                .runOnUpdateThread(
                                    new Runnable() {
                                      @Override
                                      public void run() {

                                        if (bullet != null) {
                                          // bullet.detachSelf();
                                          Log.v("", "BULLET RECYCLED FOR BOSS 3 !");
                                          // bulletLifeEnd = true;
                                          // Log.v("","Removes bullet from scene");
                                          recycleBullet = true;
                                          // Log.v(""," After detach bullet from Scene? " +
                                          // recycleBullet);
                                        }
                                      }
                                    });
                          }
                        }
                      }
                    }));
    // END SETUP ENEMY LASER
    // setup timer handler for boss bullets so they can be cleared by the GameLevel.
    setTimerHandler(bossBulletTimerHandler);
    bossBulletTimerHandler = getTimerHandler();
  }