blob: 2f5fda1e0befc551e4999e2e69945edb72527945 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
|
/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.replica.replicaisland;
/**
* A component that implements the "pop-out" AI behavior. Pop-out characters alternate between
* hiding and appearing based on their distance from the player. They do not move or normally
* attack.
*/
public class PopOutComponent extends GameComponent {
private static final int DEFAULT_APPEAR_DISTANCE = 120;
private static final int DEFAULT_HIDE_DISTANCE = 190;
private static final int DEFAULT_ATTACK_DISTANCE = 0; // No attacking by default.
private float mAppearDistance;
private float mHideDistance;
private float mAttackDistance;
private float mAttackDelay;
private float mAttackLength;
private float mAttackStartTime;
private Vector2 mDistance;
private int mState;
private float mLastAttackCompletedTime;
private final static int STATE_HIDDEN = 0;
private final static int STATE_VISIBLE = 1;
private final static int STATE_ATTACKING = 2;
public PopOutComponent() {
super();
setPhase(GameComponent.ComponentPhases.THINK.ordinal());
mDistance = new Vector2();
reset();
}
@Override
public void reset() {
mAttackDelay = 0;
mAttackLength = 0;
mAttackDistance = DEFAULT_ATTACK_DISTANCE;
mAppearDistance = DEFAULT_APPEAR_DISTANCE;
mHideDistance = DEFAULT_HIDE_DISTANCE;
mState = STATE_HIDDEN;
mLastAttackCompletedTime = 0.0f;
}
@Override
public void update(float timeDelta, BaseObject parent) {
GameObject parentObject = (GameObject) parent;
GameObjectManager manager = sSystemRegistry.gameObjectManager;
if (manager != null) {
GameObject player = manager.getPlayer();
if (player != null) {
mDistance.set(player.getPosition());
mDistance.subtract(parentObject.getPosition());
TimeSystem time = sSystemRegistry.timeSystem;
final float currentTime = time.getGameTime();
switch(mState) {
case STATE_HIDDEN:
parentObject.setCurrentAction(GameObject.ActionType.HIDE);
if (mDistance.length2() < (mAppearDistance * mAppearDistance)) {
mState = STATE_VISIBLE;
mLastAttackCompletedTime = currentTime;
}
break;
case STATE_VISIBLE:
parentObject.setCurrentAction(GameObject.ActionType.IDLE);
if (mDistance.length2() > (mHideDistance * mHideDistance)) {
mState = STATE_HIDDEN;
} else if (mDistance.length2() < (mAttackDistance * mAttackDistance)
&& currentTime > mLastAttackCompletedTime + mAttackDelay) {
mAttackStartTime = currentTime;
mState = STATE_ATTACKING;
}
break;
case STATE_ATTACKING:
parentObject.setCurrentAction(GameObject.ActionType.ATTACK);
if (currentTime > mAttackStartTime + mAttackLength) {
mState = STATE_VISIBLE;
mLastAttackCompletedTime = currentTime;
}
break;
default:
assert false;
break;
}
}
}
}
public void setupAttack(float distance, float delay, float duration) {
mAttackDistance = distance;
mAttackDelay = delay;
mAttackLength = duration;
}
public void setAppearDistance(float appearDistance) {
mAppearDistance = appearDistance;
}
public void setHideDistance(float hideDistance) {
mHideDistance = hideDistance;
}
}
|