3D spaceshooter with online scoreboard, online demos, ship building. Now entirely defunct, but might be resurrected
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sector/src/net/sector/entities/enemies/EntityShipBurger.java

115 lines
2.7 KiB

package net.sector.entities.enemies;
import net.sector.entities.EEntity;
import net.sector.entities.Entity;
import net.sector.entities.EntityNavigable;
import net.sector.entities.IDamageable;
import net.sector.entities.shots.EntityPlasma;
import net.sector.level.SuperContext;
import net.sector.models.Models;
import net.sector.models.PhysModel;
import net.sector.util.Utils;
import com.porcupine.color.RGB;
import com.porcupine.coord.Coord;
import com.porcupine.coord.Vec;
/**
* Enemy burger entity
*
* @author Ondřej Hruška (MightyPork)
*/
public class EntityShipBurger extends EntityNavigable {
private static PhysModel burgerModel = Models.enemyBurger;
private static final double mMoveSpeed = 0.075;
/**
* Enemy Burger
*
* @param scale scale (1)
* @param pos center pos
*/
public EntityShipBurger(double scale, Coord pos) {
super(burgerModel, mMoveSpeed, scale, pos);
setDefaultDriver();
}
/**
* Enemy Burger scale=1
*
* @param pos center pos
*/
public EntityShipBurger(Coord pos) {
super(burgerModel, mMoveSpeed, 1, pos);
setDefaultDriver();
}
private void setDefaultDriver() {
setDriver(SuperContext.basicDrivers.getDriver("burger_zone"));
}
@Override
public double getFireSensitivity() {
return 0.8;
}
// @Override
// public void setShipLevel(int level) {
// this.level = level;
// super.adjustForScale(1 + level * 0.5);
// }
@Override
public void shootOnce(int gunIndex) {
if (Utils.canSkipRendering(getPos())) return;
Vec dir = getGunShotDir(gunIndex);
if (dir == null) return;
double slevel = 1 + 0.3 * scale;
EntityPlasma shot = new EntityPlasma(getPos(), dir, this, gunIndex == 100 ? 3 : slevel);
shot.setColor(new RGB(1, 0.6, 0.6, 1)).setScale(0.1 + 0.05 * scale);
//shot.getMotion().add_ip(getMotion());
scene.add(shot);
}
@Override
public Vec getGunShotDir(int gunIndex) {
// 0 to player
// 1 in direction of rotation
// other in dir of motion
if (gunIndex == 0) return getVectorToPlayer();
if (gunIndex == 1) return getRotateAimVector();
if (gunIndex == 100) return getVectorToClosestAsteroid();
return getMotion();
}
@Override
public void onImpact(Entity hitBy) {
defaultOnImpact(hitBy);
}
@Override
public void onDeath() {
explodeForce(getPos(), mass, true);
}
@Override
public double getHealthMax() {
return model.getHealth(scale);
}
@Override
public void addDamage(IDamageable source, double points) {
if (!isEmpParalyzed()) {
if (source.getType() == EEntity.ENEMY) return;
if (source.getType() == EEntity.NATURAL) return;
if (source.getType() == EEntity.SHOT_BAD) return;
if (source.getType() == EEntity.MINE) return;
}
super.addDamage(source, points);
}
}