private double distanceTo(Actor opponent) { double actorToMoveX = opponent.getAvatar().getTranslateX(); double actorToMoveY = opponent.getAvatar().getTranslateY(); double currentX = getAvatar().getTranslateX(); double currentY = getAvatar().getTranslateY(); double deltaX = actorToMoveX - currentX; double deltaY = actorToMoveY - currentY; double calculatedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); return calculatedDistance; }
/** * processes a single round of combat between two Actor objects: the <b>attacker</b> is this * object; the <b>defender</b> is received as an argument. This method is called by the * <b>attacker</b> <i>Actor</i> object. This <b>attacker</b> <i>Actor</i> object chooses another * <i>Actor</i> object as the <b>defender</b> by sending a reference-to the second <i>Actor</i> * object. When program execution arrives in <i>combatRound</i>, the method will have access to 2 * sets of <i>Actor</i> attributes (a.k.a. instance fields). In particular, this method will need * to use <i>health</i> and <i>strength</i> to process a single round of combat. As an outcome of * the single round, both <i>Actor</i> objects: the <b>attacker</b> and the <b>defender</b> are * likely to loose some <i>health</i> value, but the <i>Actor</i> object with less <i>strength</i> * will likely incur more damage to their <i>health</i>. You access the <b>attacker</b> instance * fields (such as <i>health</i> using <i>this.health</i> and the <b>defender</b> instance fields * using <i>defender.health</i>. Of course, <i>defender</i> is the name of the stack-oriented * reference-to variable that is sent to the method. * * @param defender a reference to a different <i>Actor</i> object that will engage in combat with * this <i>Actor</i> object. * @return <i>health</i> of the <i>Actor</i> following the combat round. */ public double combatRound(Actor defender) { final double MAX_COMBAT_HEALTH_REDUCTION_OF_LOOSER = 10.0; // health ranges 0.0 to 100.0, thus could loose 0.0 to 10.0 final double MAX_COMBAT_HEALTH_REDUCTION_OF_WINNER = 3.0; // could loose 0.0 to 3.0 double healthAdjustmentOfLooser = -(Math.random() * MAX_COMBAT_HEALTH_REDUCTION_OF_LOOSER) - 1.0; // looser looses at least 1.0 double healthAdjustmentOfWinner = -(Math.random() * MAX_COMBAT_HEALTH_REDUCTION_OF_WINNER) + 1.0; // winner gains at least 1.0 double proportionHitPoints = getHitPoints() / (getHitPoints() + defender.getHitPoints()); // between 0.0 and 1.0 if (Math.random() > proportionHitPoints) { adjustHealth(healthAdjustmentOfLooser); defender.adjustHealth(healthAdjustmentOfWinner); } else { defender.adjustHealth(healthAdjustmentOfLooser); adjustHealth(healthAdjustmentOfWinner); } return getHealth(); } // end combatRound()
// Creates a countdown from time to 0 public Countdown(final int time) { timeLeft = new ReadOnlyIntegerWrapper(time); timeLeftDouble = new ReadOnlyDoubleWrapper(time); // Does the counting to 0 timeline = new Timeline( // start frame new KeyFrame(Duration.ZERO, new KeyValue(timeLeftDouble, time)), // end frame new KeyFrame(Duration.seconds(time), new KeyValue(timeLeftDouble, 0))); timeLeftDouble.addListener( o -> { timeLeft.set((int) Math.ceil(timeLeftDouble.get())); }); }
public double getHitPoints() { return getStrength() + getHealth() * .5 * Math.random(); }
/** * <i>Actor</i> regain health on each cycle of the simulation (and loose health in battles handled * by other code). */ public void gameCycleHealthGain() { final double MAX_CYCLE_HEALTH_GAIN = 2.0; adjustHealth(Math.random() * MAX_CYCLE_HEALTH_GAIN); }