/*
*
* Created: Jun 7 2006
*
* Copyright (C) 1999-2000 Fabien Sanglard
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
package rtype.entity;
import java.util.Random;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.vector.Vector2f;
import rtype.BonusFactory;
import rtype.Prototyp;
public class LadyBird extends Enemy
{
private int BONUS_RANGE = 600;
private int BONUS_LIMIT = 1;
public LadyBird()
{
this.type = LADYBIRD;
init();
animationSpeed = 15f;
setRatio(0.45f);
flipYAxis();
this.fireSpeed = 0.05f;
lastFireCounter = Prototyp.random.nextInt();
animationCursor = System.currentTimeMillis() % (this.animationTextures.length -1) ;
this.life = 1;
}
public void draw()
{
animationCursor += animationSpeed * tick ;
animationCursor %= animationTextures.length;
GL11.glLoadIdentity();
GL11.glTranslatef(position.x,position.y,Prototyp.DEFAULT_Z); // Translate Into/Out Of The Screen By z
GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.animationTextures[(int)animationCursor].getTextureId() );
if (freezing)
GL11.glBlendFunc(GL11.GL_SRC_ALPHA,GL11.GL_ONE);
else
GL11.glBlendFunc(GL11.GL_SRC_ALPHA,GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glBegin(GL11.GL_QUADS);
{
GL11.glTexCoord2f(textureRight,textureUp); //Upper right
GL11.glVertex2f(width, -height);
GL11.glTexCoord2f(textureLeft,textureUp); //Upper left
GL11.glVertex2f(-width, -height);
GL11.glTexCoord2f(textureLeft,textureDown); //Lower left
GL11.glVertex2f(-width,height);
GL11.glTexCoord2f(textureRight,textureDown); // Lower right
GL11.glVertex2f(width,height);
}
GL11.glEnd();
}
public void update()
{
super.update();
this.lastFireCounter += this.fireSpeed * tick ;
if (this.lastFireCounter > 1)
{
this.lastFireCounter = 0;
this.fire();
}
}
public void fire()
{
// Fire a bullet to player's ship
Vector2f directionToplayer = new Vector2f(Prototyp.player1.position.x-this.position.x,Prototyp.player1.position.y-this.position.y);
directionToplayer.normalise();
directionToplayer.x *= 50;
directionToplayer.y *= 50;
EnemyBullet b = new EnemyBullet();
b.spawn(this.position,directionToplayer,Prototyp.enemies);
//Entity.dumpEntity(this);
}
Bonus bonus = null;
private Bonus presetBonus = null;
@Override
public boolean collided(Entity entity)
{
if ( super.collided(entity))
{
if (presetBonus != null)
bonus = presetBonus;
if (bonus == null && Prototyp.random.nextInt(BONUS_RANGE) <= BONUS_LIMIT)
bonus = BonusFactory.createBonus(Prototyp.random.nextInt(Bonus.BONUS_COUNT)+BONUS_BOOSTER);
if (bonus != null)
bonus.spawn(this.position,this.speed,Prototyp.bonus);
return true;
}
return false;
}
public Bonus getPresetBonus() {
return presetBonus;
}
public void setPresetBonus(Bonus presetBonus) {
this.presetBonus = presetBonus;
}
}