private void initPlatformFSM() { List<String> imNames = new ArrayList<String>(); imNames.add("resources/platform1.png"); myPlatform = new SimplePlatform(2800, 280, imNames); List<String> imNames2 = new ArrayList<String>(); imNames2.add("resources/Switch1.jpg"); imNames2.add("resources/Switch2.jpg"); mySwitch = new PlatformSwitch(2500, 660, imNames2); List<AbstractPlatform> plats = new ArrayList<AbstractPlatform>(); plats.add(myPlatform); List<AbstractPlatformState> transition = new ArrayList<AbstractPlatformState>(); transition.add(new SimpleState()); transition.add(new UpDownState()); AbstractEvent event = new SimpleEvent(transition, plats); event = new SwitchEvent(mySwitch, event); // event = new RandomEvent(event); myEvent = event; myEvent.setControlledPlatforms(plats); allSprites.add(myPlatform); allSprites.add(mySwitch); myPlayfield.add(mySwitch); myPlayfield.add(myPlatform); // playMusic("resources/smb3-world1.mid"); }
public void Shoot( long elapsedTime, Timer fireRate, SpriteGroup Projectile, BufferedImage Image, Sprite s) { HomingProjectile shot; if (isEnableShoot() == true) { shot = new HomingProjectile(Image, s); shot.setLocation(this.getX() + 15, this.getY() - 5); shot.fireAtTarget(s, elapsedTime); Projectile.add(shot); setEnableShoot(false); fireRate.refresh(); } else { if (fireRate.action(elapsedTime)) setEnableShoot(true); } }
public void initResources() { loadLevel("demo2"); allSprites = new SpriteGroup("allSprites"); for (AnimatedGameSprite sprite : myPlayfield.getMySprites()) { allSprites.add(sprite); } initPlatformFSM(); initEnemyFSM(); myCollisions = new GameCollisionManager(); ArrayList<CollisionSpec> specList = new ArrayList<CollisionSpec>(); CollisionSpec spec = new CollisionSpec(); spec.addActMap("FIGHTER", "instantFighterDeath"); spec.addActMap("ENEMY", "instantEnemyDeath"); specList.add(spec); CollisionSpec spec2 = new CollisionSpec(); spec2.addActMap("FIGHTER", "fighterStandOnTop"); spec2.addActMap("FIGHTER", "fighterHitObject"); spec2.addActMap("PLATFORM", ""); spec2.addActMap("PLATFORM", "actionBreak"); specList.add(spec2); CollisionSpec spec3 = new CollisionSpec(); spec3.addActMap("ENEMY", "enemyStandOnTop"); spec3.addActMap("PLATFORM", ""); specList.add(spec3); CollisionSpec spec4 = new CollisionSpec(); spec4.addActMap("BONUSOBJECT", "bonusObjectDestruction"); spec4.addActMap("FIGHTER", "fighterGetPowerUp"); specList.add(spec4); CollisionSpec spec5 = new CollisionSpec(); spec5.addActMap("BONUSOBJECT", "bonusObjectStandOnTop"); spec5.addActMap("PLATFORM", ""); specList.add(spec5); CollisionSpec spec6 = new CollisionSpec(); spec6.addActMap("PLATFORMSWITCH", "switchPlatform"); spec6.addActMap("FIGHTER", ""); specList.add(spec6); myCollisions.setCollisionGroup(allSprites, allSprites); myCollisions.addSpecList(specList); }
private void initEnemyFSM() { List<String> images = new ArrayList<String>(); images.add("resources/Bowser.jpg"); myEnemy = new Enemy(1500, 200, images); myEnemy.setState(PassiveState.getInstance()); myEnemy.setGroup("UNIQUE"); List<String> images2 = new ArrayList<String>(); images2.add("resources/Fireball.jpg"); AnimatedGameSprite wep = new AnimatedGameSprite(-1000, -1000, images2); Weapon weapon = new Fireball(wep, -0.1, 100000000, 200); Attribute att = new ProjectileAttack(weapon); myEnemy.addAttribute(att); allSprites.add(myEnemy); myPlayfield.add(myEnemy); }
public void deployPlayerBlocks() { for (Sprite currentPlayer : currentPlayField.getGroup("humanPlayerGroup").getSprites()) { if (currentPlayer != null) { blockQueue.add( new Sprite(currentPlayer.getImage(), currentPlayer.getX(), currentPlayer.getY())); } } for (Sprite currentPlayer : currentPlayField.getGroup("computerPlayerGroup").getSprites()) { if (currentPlayer != null) { blockQueue.add( new Sprite(currentPlayer.getImage(), currentPlayer.getX(), currentPlayer.getY())); } } while (blockQueue.size() > FPS / 5) { playerBlocks.add(blockQueue.remove()); } }
public void createEnemies( int width, long currentTime, SpriteGroup enemies, SpriteGroup bullets, BufferedImage i, BufferedImage s) { if (currentTime - lastTime > delayTime) { int row = r.nextInt(9) + 1; Enemy en = new Enemy(i, s, bullets); en.setLocation(width - 100, 800 / row + 200); double xSpeed = r.nextInt(100) / 100.0; double ySpeed = (r.nextInt(100) / 100.0) - (r.nextInt(100) / 100.0); en.setSpeed(-xSpeed / 2.0, ySpeed / 10.0); enemies.add(en); lastTime = currentTime; delayTime -= 60; } }
private void addTile(MapTile t) { tiles.add(t); tileGroup.add(t); }
public void addTower(Tower t) { towers.add(t); }
public void addProjectile(Projectile projectile) { projectiles.add(projectile); }