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/EntityShipFalcon.java

125 lines
2.5 KiB

package net.sector.entities.enemies;
import net.sector.effects.Effects;
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.EntityLaser;
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 ship entity
*
* @author Ondřej Hruška (MightyPork)
*/
public class EntityShipFalcon extends EntityNavigable {
private static PhysModel shipModel = Models.enemyFalcon;
private static final double mMoveSpeed = 0.15;
/**
* Enemy ship
*
* @param scale
* @param pos
*/
public EntityShipFalcon(double scale, Coord pos) {
super(shipModel, mMoveSpeed, scale, pos);
setDefaultDriver();
}
@Override
public double getEmpSensitivity() {
return 0.3;
}
@Override
public double getFireSensitivity() {
return 0.8;
}
/**
* Enemy ship, scale=1
*
* @param pos
*/
public EntityShipFalcon(Coord pos) {
super(shipModel, mMoveSpeed, 1, pos);
setDefaultDriver();
}
@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);
}
private void setDefaultDriver() {
setDriver(SuperContext.basicDrivers.getDriver("falcon"));
}
// @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;
Coord left = getShotPos(-2, 2);
Coord right = getShotPos(2, 2);
Vec motion = getGunShotDir(gunIndex);
RGB red = RGB.PURPLE;
if (collider.pos.z > 0) {
scene.add(new EntityLaser(left, motion, this, red, 5));
scene.add(new EntityLaser(right, motion, this, red, 5));
}
}
@Override
public Vec getGunShotDir(int gunIndex) {
return getRotateAimVector();
}
@Override
public void onImpact(Entity hitBy) {
defaultOnImpact(hitBy);
}
@Override
public void onDeath() {
explodeForce(getPos(), mass*2, true);
}
@Override
public double getHealthMax() {
return model.getHealth(scale);
}
@Override
public void onUpdate() {
super.onUpdate();
}
}