Add more documentation
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@ -1,6 +1,5 @@
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/* Eric Li, ICS4U, Completed 6/19/2022
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NonPlayer class defines behaviour for enemies and characters that are not controlled by the player */
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// Eric Li, Charlie Zhao, ICS4U, Completed 6/19/2022
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// the NonPlayer class defines behaviour for enemies and characters that are not controlled by the player
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import javax.sound.sampled.LineUnavailableException;
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import javax.sound.sampled.UnsupportedAudioFileException;
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@ -9,25 +8,24 @@ import java.io.IOException;
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import java.io.Serializable;
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public class NonPlayer extends GenericSprite implements Serializable {
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// please note that these are not static, in contrast to the player class, as different enemies will have different heights
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// please note that these are not static, in contrast to the player class
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// as different enemies have different heights
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public int npcWidth;
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public int npcHeight;
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public int currentXDirection, currentYDirection;
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public boolean isDead;
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public int realX;
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public int health;
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public double fadeCounter;
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public BufferedImageWrapper[][][] spriteArray;
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public NonPlayer(int x, int y, BufferedImageWrapper[][][] sprites, int npcWidth, int npcHeight, int health) throws UnsupportedAudioFileException, LineUnavailableException, IOException {
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public NonPlayer(int x, int y, BufferedImageWrapper[][][] sprites, int npcWidth, int npcHeight, int health) {
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super(x, y, npcHeight, npcWidth);
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// bump = new Sound("sound/bump.wav");
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this.health = health;
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spriteArray = sprites;
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// TODO: remove
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this.npcWidth = npcWidth;
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WIDTH = npcWidth;
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this.npcHeight = npcHeight;
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@ -37,63 +35,73 @@ public class NonPlayer extends GenericSprite implements Serializable {
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fadeCounter = 1;
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}
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// check if the player is colliding with the enemy
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public boolean collidePlayer(Player p){
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if(realX+npcWidth>p.x&&realX<p.x+Player.PLAYER_WIDTH&&y-p.y<Player.PLAYER_HEIGHT&&p.y-y<npcHeight){
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return true;
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}
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return false;
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return realX + npcWidth > p.x && realX < p.x + Player.PLAYER_WIDTH && y - p.y < Player.PLAYER_HEIGHT && p.y - y < npcHeight;
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}
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// update the realX value of the enemy (this is dependent on camera.x and is the x position seen by the player)
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public void update(){
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realX = x-GameFrame.game.camera.x;
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}
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// move the enemy
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public void move() throws UnsupportedAudioFileException, LineUnavailableException, IOException {
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// don't move the enemy if the enemy is dead
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if (isDead) {
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xVelocity = 0;
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// return;
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}
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// have the enemy go the opposite direction if the enemy would be colliding with a tile
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if(!canUpdate(xVelocity, 0)){
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xVelocity*=-1;
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}
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// have the enemy stop falling if they are on the ground
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if(!canUpdate(0, yVelocity)){
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if(yVelocity>0){
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while(canUpdate(0,1)){
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y+=1;
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}
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isGrounded = true;
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} else if(yVelocity<0){
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} else if(yVelocity<0){ // have the enemy stop moving up if they hit something above them
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while(canUpdate(0,-1)){
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y-=1;
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}
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}
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yVelocity = 0;
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}
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// move the object yVelocity and xVelocity pixels away from their current position
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if(canUpdate(0, yVelocity)) {
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y = y + (int) yVelocity;
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x = x + (int) xVelocity;
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}
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// simulate gravity
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if(!isGrounded) {
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yVelocity += 0.3;
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}
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// cap maximum speed
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capSpeed();
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}
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public int draw(Graphics g, int frame) {
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// if the enemy is not dead, animate the enemy sprite by cycling through the frames of the enemy
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if (!isDead) {
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// last frame is reserved for death animation
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frame %= spriteArray[0][0].length - 1;
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// save the current x and y directions so the enemy is facing the right way if it dies
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currentXDirection = (int)(Math.signum(xVelocity) + 1) / 2;
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currentYDirection = (int)(Math.signum(yVelocity) + 1) / 2;
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// x-GameFrame.game.camera.x is used as the camera doesn't follow NPCs
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// draw the enemy
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g.drawImage(spriteArray[currentXDirection][currentYDirection][frame].image, x-GameFrame.game.camera.x, y, null);
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return 1;
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} else {
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// fade the enemy slowly by overlaying a composite on the enemy
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((Graphics2D)g).setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, (float)fadeCounter));
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// draw faded enemy
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g.drawImage(spriteArray[currentXDirection][currentYDirection][spriteArray[0][0].length-1].image, x-GameFrame.game.camera.x, (int)(y+HEIGHT/1.7), null);
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// reset composite to not affect other sprites being drawn
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((Graphics2D)g).setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 1));
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// increase the amount of fade every tick to a maximum fade amount of 100% (total transparency)
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fadeCounter = Math.max(0, fadeCounter-0.01);
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return 0;
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}
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@ -1,10 +1,11 @@
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// Eric Li, Charlie Zhao, ICS4U, Finished 6/18/22
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// create particles when the character jumps or on top of lava
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import java.awt.*;
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import java.io.IOException;
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import java.io.Serializable;
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public class Particle extends GenericSprite implements Serializable {
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public static final int small = 3;
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public static final int big = 10;
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public int xVelocity;
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@ -1,6 +1,5 @@
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/* Eric Li, ICS4U, Completed 5/29/2022
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Paddle class defines behaviours for the left and right player-controlled paddles */
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// Eric Li, Charlie Zhao, ICS4U, Completed 6/20/2022
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// Player class defines behaviours for the player controlled character
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import javax.sound.sampled.LineUnavailableException;
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import javax.sound.sampled.UnsupportedAudioFileException;
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