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      1 /*
      2  * Copyright (C) 2010 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 package com.replica.replicaisland;
     18 
     19 /**
     20  * A component that implements the "pop-out" AI behavior.  Pop-out characters alternate between
     21  * hiding and appearing based on their distance from the player.  They do not move or normally
     22  * attack.
     23  */
     24 public class PopOutComponent extends GameComponent {
     25     private static final int DEFAULT_APPEAR_DISTANCE = 120;
     26     private static final int DEFAULT_HIDE_DISTANCE = 190;
     27     private static final int DEFAULT_ATTACK_DISTANCE = 0;   // No attacking by default.
     28     private float mAppearDistance;
     29     private float mHideDistance;
     30     private float mAttackDistance;
     31     private float mAttackDelay;
     32     private float mAttackLength;
     33     private float mAttackStartTime;
     34     private Vector2 mDistance;
     35     private int mState;
     36     private float mLastAttackCompletedTime;
     37 
     38     private final static int STATE_HIDDEN = 0;
     39     private final static int STATE_VISIBLE = 1;
     40     private final static int STATE_ATTACKING = 2;
     41 
     42     public PopOutComponent() {
     43         super();
     44         setPhase(GameComponent.ComponentPhases.THINK.ordinal());
     45         mDistance = new Vector2();
     46         reset();
     47     }
     48 
     49     @Override
     50     public void reset() {
     51         mAttackDelay = 0;
     52         mAttackLength = 0;
     53         mAttackDistance = DEFAULT_ATTACK_DISTANCE;
     54         mAppearDistance = DEFAULT_APPEAR_DISTANCE;
     55         mHideDistance = DEFAULT_HIDE_DISTANCE;
     56         mState = STATE_HIDDEN;
     57         mLastAttackCompletedTime = 0.0f;
     58     }
     59 
     60     @Override
     61     public void update(float timeDelta, BaseObject parent) {
     62         GameObject parentObject = (GameObject) parent;
     63 
     64         GameObjectManager manager = sSystemRegistry.gameObjectManager;
     65         if (manager != null) {
     66             GameObject player = manager.getPlayer();
     67             if (player != null) {
     68                 mDistance.set(player.getPosition());
     69                 mDistance.subtract(parentObject.getPosition());
     70 
     71                 TimeSystem time = sSystemRegistry.timeSystem;
     72                 final float currentTime = time.getGameTime();
     73 
     74                 switch(mState) {
     75                     case STATE_HIDDEN:
     76                         parentObject.setCurrentAction(GameObject.ActionType.HIDE);
     77                         if (mDistance.length2() < (mAppearDistance * mAppearDistance)) {
     78                             mState = STATE_VISIBLE;
     79                             mLastAttackCompletedTime = currentTime;
     80                         }
     81                         break;
     82                     case STATE_VISIBLE:
     83                         parentObject.setCurrentAction(GameObject.ActionType.IDLE);
     84                         if (mDistance.length2() > (mHideDistance * mHideDistance)) {
     85                             mState = STATE_HIDDEN;
     86                         } else if (mDistance.length2() < (mAttackDistance * mAttackDistance)
     87                                 && currentTime > mLastAttackCompletedTime + mAttackDelay) {
     88                             mAttackStartTime = currentTime;
     89                             mState = STATE_ATTACKING;
     90                         }
     91                         break;
     92                     case STATE_ATTACKING:
     93                         parentObject.setCurrentAction(GameObject.ActionType.ATTACK);
     94                         if (currentTime > mAttackStartTime + mAttackLength) {
     95                             mState = STATE_VISIBLE;
     96                             mLastAttackCompletedTime = currentTime;
     97                         }
     98                         break;
     99                     default:
    100                         assert false;
    101                         break;
    102                 }
    103 
    104             }
    105         }
    106 
    107     }
    108 
    109     public void setupAttack(float distance, float delay, float duration) {
    110         mAttackDistance = distance;
    111         mAttackDelay = delay;
    112         mAttackLength = duration;
    113     }
    114 
    115     public void setAppearDistance(float appearDistance) {
    116         mAppearDistance = appearDistance;
    117     }
    118 
    119     public void setHideDistance(float hideDistance) {
    120         mHideDistance = hideDistance;
    121     }
    122 
    123 
    124 }
    125 
    126 
    127