/*
 * Pixel Dungeon
 * Copyright (C) 2012-2015 Oleg Dolya
 *
 * Shattered Pixel Dungeon
 * Copyright (C) 2014-2026 Evan Debenham
 *
 * 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 3 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, see <http://www.gnu.org/licenses/>
 */

package com.shatteredpixel.shatteredpixeldungeon.sprites;

import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.effects.Splash;
import com.watabou.noosa.Game;
import com.watabou.noosa.TextureFilm;
import com.watabou.utils.PointF;

public class SpawnerSprite extends MobSprite {

	public SpawnerSprite() {
		super();

		texture( Assets.Sprites.SPAWNER );

		perspectiveRaise = 8 / 16f;
		shadowOffset = 1.25f;
		shadowHeight = 0.4f;
		shadowWidth = 1f;

		TextureFilm frames = new TextureFilm( texture, 16, 16 );

		idle = new Animation( 8, true );
		idle.frames( frames, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 );

		run = idle.clone();

		attack = idle.clone();

		die = idle.clone();

		play( idle );
	}

	private float baseY = Float.NaN;

	@Override
	public void place(int cell) {
		super.place(cell);
		baseY = y;
	}

	@Override
	public void update() {
		super.update();
		if (!paused){
			if (Float.isNaN(baseY)) baseY = y;
			y = baseY + (float)(Math.sin(Game.timeTotal)/3f);
			shadowOffset = 1.25f - 0.6f*(float)(Math.sin(Game.timeTotal)/3f);
		}
	}

	@Override
	public void die() {
		Splash.around( this, blood(), 100 );
		killAndErase();
	}

	@Override
	public void bloodBurstA(PointF from, int damage) {
		if (alive) {
			super.bloodBurstA(from, damage);
		}
	}
}
