Class Weapon
- java.lang.Object
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- com.badlogic.gdx.graphics.g3d.Renderable
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- com.bombinggames.wurfelengine.core.gameobjects.AbstractGameObject
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- com.bombinggames.wurfelengine.core.gameobjects.AbstractEntity
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- com.bombinggames.wurfelengine.extension.shooting.Weapon
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- All Implemented Interfaces:
com.badlogic.gdx.ai.msg.Telegraph
public class Weapon extends AbstractEntity implements com.badlogic.gdx.ai.msg.Telegraph
- See Also:
- Serialized Form
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Field Summary
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Fields inherited from class com.bombinggames.wurfelengine.core.gameobjects.AbstractEntity
colissionRadius
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Fields inherited from class com.bombinggames.wurfelengine.core.gameobjects.AbstractGameObject
sprite
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Constructor Summary
Constructors Constructor Description Weapon(byte weaponid, AbstractGameObject parent)
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Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description void
dispose()
Deletes the object from the map and every other container.Point
getFixedPos()
Point
getImpactPoint()
returns the position of the laserdot, the point where the aiming impactsint
getReloadingTime()
int
getShots()
int
getShotsLoaded()
int
getWeaponId()
boolean
handleMessage(com.badlogic.gdx.ai.msg.Telegram msg)
void
ignoreBlock(byte id)
boolean
isLoaded()
void
reload()
reloads the weaponvoid
setAimDir(com.badlogic.gdx.math.Vector3 dir)
void
setFireSound(java.lang.String fire, boolean bustSound)
void
setFixedPos(Point fixedPos)
The point where the weapon returns after shooting.void
setLaserHidden(boolean hidden)
void
setMaxDistance(float maxDistance)
void
setReload(java.lang.String reload)
void
shoot()
shoots the weapon. like holding the trigger downvoid
update(float dt)
Manages the weapon-
Methods inherited from class com.bombinggames.wurfelengine.core.gameobjects.AbstractEntity
addComponent, collidesWith, getCollidingEntities, getCollidingEntities, getComponents, getComponents, getCoord, getCoveredBlocks, getDimensionZ, getHealth, getLightlevelB, getLightlevelG, getLightlevelR, getMass, getName, getPoint, getPosition, getRegisteredEntities, getSpriteCategory, getSpriteId, getSpriteValue, hasPosition, heal, isIndestructible, isInMemoryArea, isMarkedDS, isOnGround, isSavedPersistent, markAsVisitedDS, registerEngineEntities, registerEntity, removeComponent, removeFromMap, requestChunk, setDamageSounds, setDimensionZ, setHealth, setIndestructible, setLightlevel, setMass, setName, setPosition, setPosition, setSavePersistent, setSpriteCategory, setSpriteId, setSpriteValue, setUseRawDelta, shouldBeDisposed, spawn, takeDamage, useRawDelta
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Methods inherited from class com.bombinggames.wurfelengine.core.gameobjects.AbstractGameObject
getColor, getDepth, getPixmap, getRotation, getScaling, getSprite, getSprite, getSpritesheet, getSpritesheetPath, getTextureDiffuse, getTextureNormal, isHidden, loadSheet, render, render, setColor, setCustomSpritesheet, setHidden, setRotation, setScaling, shouldBeRendered, staticDispose, updateSpriteCache
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Constructor Detail
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Weapon
public Weapon(byte weaponid, AbstractGameObject parent)
- Parameters:
weaponid
-parent
- the object which holds the weapon
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Method Detail
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setFixedPos
public void setFixedPos(Point fixedPos)
The point where the weapon returns after shooting.- Parameters:
fixedPos
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setMaxDistance
public void setMaxDistance(float maxDistance)
- Parameters:
maxDistance
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getFixedPos
public Point getFixedPos()
- Returns:
- can be null
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getWeaponId
public int getWeaponId()
- Returns:
- the weapon's id
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update
public void update(float dt)
Manages the weapon- Overrides:
update
in classAbstractEntity
- Parameters:
dt
- t in ms
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setAimDir
public void setAimDir(com.badlogic.gdx.math.Vector3 dir)
- Parameters:
dir
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shoot
public void shoot()
shoots the weapon. like holding the trigger down
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ignoreBlock
public void ignoreBlock(byte id)
- Parameters:
id
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reload
public void reload()
reloads the weapon
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getShotsLoaded
public int getShotsLoaded()
- Returns:
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getShots
public int getShots()
- Returns:
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getReloadingTime
public int getReloadingTime()
- Returns:
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setFireSound
public void setFireSound(java.lang.String fire, boolean bustSound)
- Parameters:
fire
-bustSound
- true if one sound per bust. false to play sound at every shot.
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setReload
public void setReload(java.lang.String reload)
- Parameters:
reload
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getImpactPoint
public Point getImpactPoint()
returns the position of the laserdot, the point where the aiming impacts- Returns:
- a copy
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dispose
public void dispose()
Description copied from class:AbstractEntity
Deletes the object from the map and every other container. The opposite to spawn() but also sets a flag to remove it completely.- Overrides:
dispose
in classAbstractEntity
- See Also:
AbstractEntity.shouldBeDisposed()
,AbstractEntity.removeFromMap()
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handleMessage
public boolean handleMessage(com.badlogic.gdx.ai.msg.Telegram msg)
- Specified by:
handleMessage
in interfacecom.badlogic.gdx.ai.msg.Telegraph
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setLaserHidden
public void setLaserHidden(boolean hidden)
- Parameters:
hidden
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isLoaded
public boolean isLoaded()
- Returns:
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