public void moveEnemyProjectile() { // For ALL projectiles, increase their y value for (int i = 0; i < projectileAmount; i++) { if (enemyProj[i].isVisible()) { // if it has been shot enemyProj[i].setPositionY(enemyProj[i].getPositionY() + 5); enemyProj[i].setLocation(enemyProjX[i], enemyProj[i].getPositionY()); checkForHit(); // Check for hit after it has been moved // This is to prevent spawn camping, while the player is // respawning (not visible) // then the shots will break on the shield if (!player.isVisible()) { if (enemyProj[i].getPositionY() > shield.getLocation().getY()) { enemyProj[i].setVisible(false); } } else { if (enemyProj[i].getPositionY() > 755) { enemyProj[i].setVisible(false); } } } } }
public void mouseDragged(MouseEvent e) { gameCursorLabel.setLocation(e.getX() - XFUDGE, e.getY() - YFUDGE); hitBox.setLocation(gameCursorLabel.getLocation()); menuCursorLabel.setLocation(e.getX(), e.getY()); for (int i = 0; i < aLabel.size(); i++) sendCursorLocation(aLabel.get(i)); // Tells certain bugs where you are }
public void checkForLoss() { // I made thereAreInvaders() after if (thereAreInvaders()) { if (getLowerMost().getPositionY() + getLowerMost().getIcon().getIconHeight() > shield.getLocation().getY() + 5) { // gay // ^ Remi wrote that loss(); } } }
@Override public void mouseMoved(MouseEvent e) { Point p = e.getPoint(); Point l = node.getLocation(); Dimension d = node.getSize(); if (l.x <= p.x && l.y <= p.y && l.x + d.width >= p.x && l.y + d.height >= p.y) { tipLabel.setText(tooltip); } parent.repaint(); }
public void mouseMoved(MouseEvent e) { gameCursorLabel.setLocation(e.getX() - XFUDGE, e.getY() - YFUDGE); hitBox.setLocation(gameCursorLabel.getLocation()); menuCursorLabel.setLocation(e.getX(), e.getY()); for (int i = 0; i < aLabel.size(); i++) sendCursorLocation(aLabel.get(i)); // Tells certain bugs where you are if (onTitleScreen) { // When game is not running, the cursors are directly on pointer // Checks if mouse is over a box if ((e.getX() >= 55 && e.getX() <= 55 + 54 && e.getY() >= 695 && e.getY() <= 695 + 61) || (e.getX() >= 725 && e.getX() <= 725 + 54 && e.getY() >= 695 && e.getY() <= 695 + 61)) rainbowCursorAnimation(); else menuCursorLabelAnimating = false; } }
/** * The run method of this Timer Task The bots tend to follow the character of the user wherever it * go. When the user's char is on the opposite floor, the bots will go to the portal(door) leading * to the same floor where the character is If the character and the bots are on the same floor, * the bots will go to the direction where the user's character is. The effect of the fighting or * pushing of the user's character is also defined here. With the user of bare hand, the user's * push to the bots is stronger but of limited range. On the other side, with the use of the gun, * the user's range is wide but the push is weak */ public void run() { movementCount++; movementIndex++; movementIndex = movementIndex % Archers.frameCount; if (movementIndex % movementFactor == 0) { if (temp == 0) { botLabel.setLocation( (int) botLabel.getLocation().getX(), (int) botLabel.getLocation().getY() - (movementFactor * 3)); botLabel.setIcon( new ImageIcon( Toolkit.getDefaultToolkit() .createImage( Archers.getBufferedImageArray(Archers.bot_NORTH)[movementIndex] .getSource()))); if ((int) botLabel.getLocation().getY() <= 0) temp = 1; // botLabel.setIcon(null); // botLabel.setBounds(1000, 440, 115, 144); } else if (temp == 1) { botLabel.setLocation( (int) botLabel.getLocation().getX(), (int) botLabel.getLocation().getY() + (movementFactor * 3)); botLabel.setIcon( new ImageIcon( Toolkit.getDefaultToolkit() .createImage( Archers.getBufferedImageArray(Archers.bot_SOUTH)[movementIndex] .getSource()))); if ((int) botLabel.getLocation().getY() >= 400) temp = 0; } } }
public void moveProjectile() { // if the player's shot exists if (playerProj.isVisible()) { playerProj.setPositionY(playerProj.getPositionY() - 5); // Move it down (higher edge of the screen) playerProj.setLocation(playerProjX, playerProj.getPositionY()); // Check for hit checkForHit(); } if (playerProj.getPositionY() <= ceiling.getLocation().getY() + 5) { playerProj.setVisible(false); } checkForHit(); }