Exemple #1
0
  public void move(int x, int y, boolean send) {
    Log.info("Moving unit " + data.id);
    if (data.x == x && data.y == y) {
      return;
    }
    if (moved && send) {
      return;
    }
    state.mapActors[data.x][data.y] = null;
    data.x = x;
    data.y = y;
    state.mapActors[data.x][data.y] = this;
    moved = true;

    PulsatioGame game = PulsatioGame.getSingleton();
    if (send && !PulsatioGame.getSingleton().testmode) {
      MoveUnit mu = new MoveUnit(data.id, x, y);
      game.opponent.sendTCP(mu);
    }
    MapState.clearSelectorActors();

    switch (data.team) {
      case UnitData.TEAM_SERVER_PURPLE:
        state.adrenalineteam0 += 0.1f;
        break;
      case UnitData.TEAM_CLIENT_RED:
        state.adrenalineteam1 += 0.1f;
        break;
    }
  }
Exemple #2
0
  public int attack(UnitActor a, boolean send) {
    if (attacked && send) {
      return 0;
    }
    int damage = data.attack - a.data.defense;
    switch (data.team) {
      case UnitData.TEAM_SERVER_PURPLE:
        if (state.adrenalineteam0 >= 1) {
          damage *= 2;
          state.adrenalineteam0 = 0;
        }
        state.adrenalineteam0 += .2f;
        state.adrenalineteam1 += .4f;
        break;
      case UnitData.TEAM_CLIENT_RED:
        if (state.adrenalineteam1 >= 1) {
          damage *= 2;
          state.adrenalineteam1 = 0;
        }
        state.adrenalineteam1 += .2f;
        state.adrenalineteam0 += .4f;
        break;
    }
    state.stage.addActor(new HitEffectActor(a.getX(), a.getY()));
    attacked = true;

    if (send && !PulsatioGame.getSingleton().testmode) {
      AttackUnit au = new AttackUnit(data.id, a.data.id);
      PulsatioGame.getSingleton().opponent.sendTCP(au);
    }

    a.data.health -= damage;
    if (a.data.health <= 0) {
      Log.info("KILLED");
      if (a.data.team == 0) {
        state.team0units.remove(a);
        a.remove();
        state.mapActors[a.data.x][a.data.y] = null;
      }
      if (a.data.team == 1) {
        state.team1units.remove(a);
        a.remove();
        state.mapActors[a.data.x][a.data.y] = null;
      }
    }
    return damage;
  }