/*
 * Pixel Dungeon
 * Copyright (C) 2012-2015  Oleg Dolya
 *
 * Shattered Pixel Dungeon
 * Copyright (C) 2014-2019 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.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.watabou.noosa.TextureFilm;
import com.watabou.noosa.audio.Sample;
import com.watabou.noosa.particles.Emitter;

public class BlacksmithSprite extends MobSprite {
	
	private Emitter emitter;
	
	public BlacksmithSprite() {
		super();
		
		texture( Assets.TROLL );
		
		TextureFilm frames = new TextureFilm( texture, 13, 16 );
		
		idle = new Animation( 15, true );
		idle.frames( frames, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 3 );
		
		run = new Animation( 20, true );
		run.frames( frames, 0 );
		
		die = new Animation( 20, false );
		die.frames( frames, 0 );
		
		play( idle );
	}
	
	@Override
	public void link( Char ch ) {
		super.link( ch );
		
		emitter = new Emitter();
		emitter.autoKill = false;
		emitter.pos( x + 7, y + 12 );
		parent.add( emitter );
	}
	
	@Override
	public void update() {
		super.update();
		
		if (emitter != null) {
			emitter.visible = visible;
		}
	}
	
	@Override
	public void onComplete( Animation anim ) {
		super.onComplete( anim );
		
		//FIXME should figure out why onComplete is called constantly when an animation is paused
		if (visible && emitter != null && anim == idle && !paused) {
			emitter.burst( Speck.factory( Speck.FORGE ), 3 );
			float volume = 0.2f / (Dungeon.level.distance( ch.pos, Dungeon.hero.pos ));
			Sample.INSTANCE.play( Assets.SND_EVOKE, volume, volume, 0.8f  );
		}
	}

}
