Example #1
0
 /**
  * Reach or run away from a given character.
  *
  * @param p_perso target character
  * @param p_fear TRUE=avoid / FALSE=reach
  */
 public void reachAvoidTarget(Perso p_perso, boolean p_fear) {
   float sx = x;
   float sy = y;
   cptMouvement = 0;
   float ddx = p_perso.getX();
   float ddy = p_perso.getY();
   if (p_fear) {
     // Character should run away instead of reach the character p_perso
     ddx = 2 * x - ddx;
     ddy = 2 * y - ddy;
   }
   if ((int) ddx > (int) sx) {
     setX(getX() + Constantes.MONSTER_SPEED);
   } else if ((int) ddx < (int) x) {
     setX(getX() - Constantes.MONSTER_SPEED);
   }
   if ((int) ddy > (int) y) {
     setY(getY() + Constantes.MONSTER_SPEED);
   } else if ((int) ddy < (int) y) {
     setY(getY() - Constantes.MONSTER_SPEED);
   }
   setPos_seqsprite((getPos_seqsprite() + 1) % 512);
   if (EngineZildo.mapManagement.collide((int) x, (int) y, this)) {
     // Le monstre est gêné par un obstacle
     if (!EngineZildo.mapManagement.collide((int) sx, (int) y, this)) {
       setX(sx);
     } else if (!EngineZildo.mapManagement.collide((int) x, (int) sy, this)) {
       setY(sy);
     } else {
       setX(sx);
       setY(sy);
       setPos_seqsprite(0);
       pathFinder.setTarget(null);
       setAlerte(false);
       setAttente(10);
       // On replace la zone de déplacement autour de l'ennemi
       setZone_deplacement(
           EngineZildo.mapManagement.range(x - 16 * 5, y - 16 * 5, x + 16 * 5, y + 16 * 5));
     }
   }
   if (!isGhost()) { // Replace angle if character isn't ghost (moved by script)
     if (x > sx) {
       angle = Angle.EST;
     } else if (x < sx) {
       angle = Angle.OUEST;
     } else if (y > sy) {
       angle = Angle.SUD;
     } else {
       angle = Angle.NORD;
     }
     if (p_fear) {
       angle = Angle.rotate(angle, 2);
     }
   }
   if (sx != x && sy != y) { // Diagonal moves
     setX(sx + (x - sx) * 0.8f);
     setY(sy + (y - sy) * 0.8f);
   }
 }
Example #2
0
  @Override
  public void die(boolean p_link, Perso p_shooter) {
    super.die(p_link, p_shooter);

    if (info == PersoInfo.ENEMY) {
      // Monster just died. We check, a bonus may appear.
      int k, m;
      SpriteAnimation anim = null;
      k = 1 + (int) (Math.random() * 6);
      m = 0;

      ElementDescription itemDesc = carriedItem;
      if (carriedItem != null) {
        anim = SpriteAnimation.FROMGROUND;
      }
      switch (k) {
        case 5:
        case 6:
          anim = SpriteAnimation.BLUE_DROP;
          break;
        case 3:
        case 4:
          anim = SpriteAnimation.GOLDCOIN;
          break;
        case 1:
          anim = SpriteAnimation.GOLDCOIN;
          m = 2;
          break;
      }
      if (anim != null) {
        EngineZildo.spriteManagement.spawnSpriteGeneric(
            anim, (int) x, (int) y, floor, m, null, itemDesc);
      }
    }
  }
Example #3
0
  /**
   * Common animation for PNJ. Do following things:
   *
   * <ol>
   *   <li>Run <b>custom action</b>, if any
   *   <li>Is he dead, or dialoguing ? If so, quit.
   *   <li><b>Jump</b> movement, if he is doing so.
   *   <li><b>Projection</b>, if character is being wounded.
   *   <li><b>Reach</b> his target, if any.
   *   <li>Common move based on {@link MouvementPerso}.
   *   <li>Call to specific {@link #move()} method.
   * </ol>
   *
   * @param compteur_animation
   */
  @Override
  public void animate(int compteur_animation) {

    super.animate(compteur_animation);

    // If character has a delegate action, then do nothing else
    if (action != null) {
      blinkIfWounded();
      return;
    }

    if ((getPv() == 0 && !isWounded()) || getDialoguingWith() != null) {
      return;
    }

    if (mouvement == MouvementZildo.SAUTE) {
      moveJump();
    } else {
      blinkIfWounded();

      move();
    }
    if (!askedVisible) {
      setVisible(false);
    }
  }
Example #4
0
  // /////////////////////////////////////////////////////////////////////////////////////
  // stopBeingWounded
  // /////////////////////////////////////////////////////////////////////////////////////
  @Override
  public void stopBeingWounded() {
    setPx(0.0f);
    setPy(0.0f);
    setX((int) getX());
    setY((int) getY());
    setWounded(false);
    initPersoFX();

    super.stopBeingWounded();
  }
Example #5
0
 @Override
 public void setDesc(SpriteDescription p_desc) {
   super.setDesc(p_desc);
   switch ((PersoDescription) desc) {
     case ABEILLE:
     case CORBEAU:
     case VAUTOUR:
     case CHAUVESOURIS:
     case SPECTRE:
     case OISEAU_VERT:
       flying = true;
   }
 }
Example #6
0
 // /////////////////////////////////////////////////////////////////////////////////////
 // manageCollision
 // /////////////////////////////////////////////////////////////////////////////////////
 // -create collision zone for this character
 // /////////////////////////////////////////////////////////////////////////////////////
 @Override
 public void manageCollision() {
   if ((getInfo() == PersoInfo.ENEMY || getInfo() == PersoInfo.SHOOTABLE_NEUTRAL) && getPv() > 0) {
     // Add this collision record to collision engine
     super.manageCollision();
     /*
      * List<Element> elem=new ArrayList<Element>(); elem.add(this); elem.addAll(persoSprites); for (Element
      * e:elem) { if (e.isSolid()) { Collision c=e.getCollision(); SpriteModel spr=e.getSprModel(); if (c ==
      * null) { int size=(spr.getTaille_x() + spr.getTaille_y()) / 4; c=new Collision((int) e.x, (int) e.y, size,
      * getAngle(), this, DamageType.BLUNT, null); } c.cy-=spr.getTaille_y() / 2; c.cy-=e.z;
      * //EngineZildo.collideManagement.addCollision(c); } }
      */
   }
 }
Example #7
0
  // /////////////////////////////////////////////////////////////////////////////////////
  // beingWounded
  // /////////////////////////////////////////////////////////////////////////////////////
  // IN : cx,cy : enemy's position
  // /////////////////////////////////////////////////////////////////////////////////////
  // Invoked when this character gets wounded by any enemy (=ZILDO)
  // /////////////////////////////////////////////////////////////////////////////////////
  @Override
  public void beingWounded(float cx, float cy, Perso p_shooter, int p_damage) {
    project(cx, cy, 6);
    this.setMouvement(MouvementZildo.TOUCHE);
    this.setWounded(true);
    if (quel_deplacement.isAlertable()) {
      this.setAlerte(true); // Zildo is detected, if it wasn't done !
    }
    this.setPv(getPv() - p_damage);
    this.setSpecialEffect(EngineFX.PERSO_HURT);

    EngineZildo.soundManagement.broadcastSound(BankSound.MonstreTouche, this);

    super.beingWounded(cx, cy, p_shooter, p_damage);
  }
 /**
  * Ajouter un personnage et sa position sur la carte des position du joueur.
  *
  * @param perso le personnage à ajouter
  */
 public void ajoutPerso(Perso perso) {
   this.posPersonnage.put(perso.getPos(), perso);
 }