コード例 #1
0
ファイル: Darklight2.java プロジェクト: sdcolegr/Darklight2
  @Override
  public void tick(Graphics2D g, Input p1, Input p2, Sound s) {

    // Menu
    if (gameState == 0) {
      // Song
      sound.loadSound("Resources/Sounds/Menu.wav");
      sound.runLoop();

      // background
      g.setColor(Color.BLACK);
      g.fillRect(0, 0, WIDTH, HEIGHT);

      // title
      g.setColor(Color.GREEN);
      g.setFont(new Font("Arial", Font.BOLD, 100));
      centerText("DARKLIGHT 2", g, WIDTH / 2, 180);

      // selection
      g.setColor(Color.RED);
      if (gameState == 0) {
        // Song
        sound.loadSound("Resources/Sounds/Menu.wav");
        sound.runLoop();

        // background
        g.setColor(Color.BLACK);
        g.fillRect(0, 0, WIDTH, HEIGHT);

        // title
        g.setColor(Color.GREEN);
        g.setFont(new Font("Arial", Font.BOLD, 100));
        centerText("DARKLIGHT 2", g, WIDTH / 2, 180);

        // selection
        g.setColor(Color.RED);
        if (button == 0) {

          // PLAY
          g.fillRect(WIDTH / 2 - 160, 240, 320, 90);
          if (justPressed(p1, Button.U)) {
            button = 2;
          }
          if (justPressed(p1, Button.D)) {
            button = 1;
          }
          if (justPressed(p1, Button.A) || justPressed(p1, Button.B) || justPressed(p1, Button.C)) {
            inv[0] = wep1;
            gameState = 1;
            sound.reset();
            sound.stop();
          }
        } else if (button == 1) {

          // LEADERBOARDS
          g.fillRect(WIDTH / 2 - 160, 340, 320, 90);
          if (justPressed(p1, Button.U)) {
            button = 0;
          }
          if (justPressed(p1, Button.D)) {
            button = 2;
          }
          if (justPressed(p1, Button.A) || justPressed(p1, Button.B) || justPressed(p1, Button.C)) {
            gameState = 5;
          }
        } else {
          // EXIT
          g.fillRect(WIDTH / 2 - 160, 440, 320, 90);
          if (justPressed(p1, Button.U)) {
            button = 1;
          }
          if (justPressed(p1, Button.D)) {
            button = 0;
          }
          if (justPressed(p1, Button.A) || justPressed(p1, Button.B) || justPressed(p1, Button.C)) {
            System.exit(0);
          }
        }

        // option boxes
        g.setColor(Color.GREEN);
        g.fillRect(WIDTH / 2 - 150, 250, 300, 70);
        g.fillRect(WIDTH / 2 - 150, 350, 300, 70);
        g.fillRect(WIDTH / 2 - 150, 450, 300, 70);
        // option box text
        g.setColor(Color.BLACK);
        g.setFont(new Font("Arial", Font.PLAIN, 30));
        centerText("PLAY", g, WIDTH / 2, 295);
        centerText("LEADERBOARD", g, WIDTH / 2, 395);
        centerText("EXIT", g, WIDTH / 2, 495);

        //			g.setColor(Color.YELLOW);
        //			g.fillRect(WIDTH/2 - 352, 20, 704, 192);
      }
    }
    // Game
    if (gameState == 1) {
      arena.draw(g);

      // Sound
      sound.loadSound("Resources/Sounds/ambient.wav");
      sound.runLoop();

      //			// offset borders
      //			g.setColor(Color.RED);
      //			g.drawRect(0, 0, arena.xOffsetBorder, HEIGHT);								// left
      //			g.drawRect(WIDTH - arena.xOffsetBorder, 0, arena.xOffsetBorder, HEIGHT);	// right
      //			g.drawRect(0, 0, WIDTH, arena.yOffsetBorder);								// top
      //			g.drawRect(0, HEIGHT - arena.yOffsetBorder, WIDTH, arena.yOffsetBorder);	// bottom

      if (wave.falling) {
        count = 0;
        gameState = 2;
      }

      // wave
      wave.newWave(g, arena, player);
      wave.maintain(g, arena, player, swordSpec);

      // If enemy spots, play battle sound
      for (Enemy enemy : wave.enemies.values()) {
        if (enemy.spottedPlayer) {

          // Check to play noise
          int temp = (int) (Math.random() * 150);
          if (temp <= 1) {
            // Check for Ghoul or Golem
            if (enemy.type <= 60) {
              // Play Ghoul sound
              monster.loadSound("Resources/Sounds/ghoul.wav");
              monster.run();
            }

            if (enemy.type > 85) {
              // Play golem sound
              monster.loadSound("Resources/Sounds/golem.wav");
              monster.run();
            }
          }

          battle.loadSound("Resources/Sounds/Game Song.wav");
          battle.runLoop();
          break;
        }
      }

      // Stop battle sound, new wave
      if (wave.waveStart && wave.wave != 0) {
        battle.stop();
        battle.reset();
      }

      // player
      player.draw(g);
      player.movement(p1, arena);
      player.weapon = weapon;
      basicAttack(g, p1);
      specialAttack(g, p1);
      weaponPickup(g, p1, arena);
      weaponSwap(p1);

      if (player.health <= 0) {
        gameState = 3;
        sound.stop();
        sound.reset();
        battle.stop();
        battle.reset();
      }

      if (justPressed(p1, Button.C)) {
        wave.enemies.clear();
      }

      g.setColor(Color.BLACK);
      g.fillRect(0, 0, (int) (player.x - 256), HEIGHT);
      g.fillRect((int) (player.x + 256), 0, (int) (WIDTH - player.x - 255), HEIGHT);
      g.fillRect(0, 0, WIDTH, (int) (player.y - 256));
      g.fillRect(0, (int) (player.y + 256), WIDTH, (int) (HEIGHT - player.y - 255));
      g.drawImage(TextureLoader.light, (int) (player.x - 256), (int) (player.y - 256), null);

      // HUD
      int floor = (wave.wave % 10 == 0) ? (wave.wave + 9) / 10 : (wave.wave + 10) / 10;
      int currentWave = (wave.wave % 10 == 0) ? 10 : wave.wave % 10;
      g.setColor(Color.WHITE);
      g.setFont(new Font("Arial", Font.BOLD, 20));
      g.drawString("Floor " + floor + " | Wave " + currentWave, 5, 20);
      g.setFont(new Font("Arial", Font.PLAIN, 10));
      g.drawString("Remaining enemies: " + wave.enemies.size(), 5, 30);

      g.setColor(Color.DARK_GRAY);
      g.fillRect(347, 531, 330, 10);
      g.fillRect(347, 541, 10, 20);
      g.fillRect(507, 541, 10, 20);
      g.fillRect(667, 541, 10, 20);
      g.fillRect(347, 561, 330, 15);
      g.setColor(Color.GREEN);
      if (player.health <= 100) {
        g.fillRect(357, 541, (int) (150 * (player.health / 100)), 20);
      } else {
        g.fillRect(357, 541, 150, 20);
        g.setColor(Color.ORANGE);
        g.fillRect(357, 541, (int) (150 * ((player.health - 100) / 100)), 20);
      }
      g.setColor(Color.BLUE);
      g.fillRect(
          517 + (int) (150 - (150 * (player.mana / 100))),
          541,
          (int) (150 * (player.mana / 100)),
          20);

      g.dispose();
    }

    // Floor switching
    if (gameState == 2) {
      g.setColor(new Color(0, 0, 0, 4 * count));
      g.fillRect(0, 0, WIDTH, HEIGHT);
      count++;
      if (count == 60) {
        arena = new Arena();
        player.x = WIDTH / 2;
        player.y = HEIGHT / 2;
        wave.falling = false;
        wave.hole = false;
        wave.transition.reset();
        wave.waveStart = true;
        wave.difficulty *= 1.1;
        gameState = 1;
      }
    }

    // Game Over
    if (gameState == 3) {

      // Sound
      sound.loadSound("Resources/Sounds/Death.wav");
      sound.runOnce();

      g.setColor(Color.RED);
      g.setFont(new Font("Arial", Font.BOLD, 150));
      centerText("GAME OVER", g, WIDTH / 2, HEIGHT / 2);
      wait++;
      yourScore = wave.score;
      waveNum = (wave.wave % 10 == 0) ? 10 : wave.wave % 10;
      if (justPressed(p1, Button.A) || justPressed(p1, Button.B) || justPressed(p1, Button.C)) {

        sound.stop();
        sound.reset();
        gameState = 0;
        reset();
      }

      if (wait == 3000) {
        sound.stop();
        sound.reset();
        gameState = 0;
        reset();
      }
    }
    // Enter Your initials
    if (gameState == 4) {
      g.setColor(Color.BLACK);
      g.fillRect(0, 0, WIDTH, HEIGHT);
      g.setColor(Color.RED);
      g.setFont(new Font("Arial", Font.PLAIN, 45));
      centerText("Enter Your Initials", g, (Game.WIDTH / 2), (Game.HEIGHT / 4));
      centerText("Press C to enter", g, (Game.WIDTH / 2), (Game.HEIGHT / 2 + 100));
      g.drawString(abcs[i], (Game.WIDTH / 2) - 55, (Game.HEIGHT / 2));
      g.drawString(abcs[j], (Game.WIDTH / 2), (Game.HEIGHT / 2));
      g.drawString(abcs[k], (Game.WIDTH / 2) + 55, (Game.HEIGHT / 2));
      name = abcs[i] + abcs[j] + abcs[k];

      if (active1) g.fillRect((Game.WIDTH / 2) - 55, (Game.HEIGHT / 2) + 5, 35, 5);
      if (active2) g.fillRect((Game.WIDTH / 2) + 5, (Game.HEIGHT / 2) + 5, 35, 5);
      if (active3) g.fillRect((Game.WIDTH / 2) + 55, (Game.HEIGHT / 2) + 5, 35, 5);

      if (!pressedBefore) {
        if (p1.pressed(Button.U)
            || p1.pressed(Button.D)
            || p1.pressed(Button.L)
            || p1.pressed(Button.R)
            || p1.pressed(Button.A)
            || p1.pressed(Button.B)
            || p1.pressed(Button.C)) {
          pressedBefore = true;
        } else {
          pressedBefore = false;
        }
      } else {
        if (!p1.pressed(Button.U)
            && !p1.pressed(Button.D)
            && !p1.pressed(Button.L)
            && !p1.pressed(Button.R)
            && !p1.pressed(Button.A)
            && !p1.pressed(Button.B)
            && !p1.pressed(Button.C)) {
          pressedBefore = false;
        } else {
          return;
        }
      }
      if (p1.pressed(Button.C)) {
        storeScores.main();
        reset();
        gameState = 5;
      }
      if (active1) {

        if (p1.pressed(Button.U)) {
          i += 1;
          if (i > abcs.length - 1) i = 0;
        }
        if (p1.pressed(Button.D)) {
          i -= 1;
          if (i < 0) i = abcs.length - 1;
        }
        if (p1.pressed(Button.L)) {
          active1 = false;
          active3 = true;
        }
        if (p1.pressed(Button.R)) {
          active1 = false;
          active2 = true;
        }
        return;
      }
      if (active2) {

        if (p1.pressed(Button.U)) {
          j += 1;
          if (j > abcs.length - 1) j = 0;
        }
        if (p1.pressed(Button.D)) {
          j -= 1;
          if (j < 0) j = abcs.length - 1;
        }
        if (p1.pressed(Button.L)) {
          active2 = false;
          active1 = true;
        }
        if (p1.pressed(Button.R)) {
          active2 = false;
          active3 = true;
        }
        return;
      }
      if (active3) {

        if (p1.pressed(Button.U)) {
          k += 1;
          if (k > abcs.length - 1) k = 0;
        }
        if (p1.pressed(Button.D)) {
          k -= 1;
          if (k < 0) k = abcs.length - 1;
        }
        if (p1.pressed(Button.L)) {
          active3 = false;
          active2 = true;
        }
        if (p1.pressed(Button.R)) {
          active3 = false;
          active1 = true;
        }
        return;
      }
    }

    // high scores
    if (gameState == 5) {
      storeScores.Read();
      g.setColor(Color.BLACK);
      g.fillRect(0, 0, WIDTH, HEIGHT);
      g.setColor(Color.RED);
      g.setFont(new Font("Arial", Font.PLAIN, 35));
      centerText("High Scores", g, (Game.WIDTH / 2), (Game.HEIGHT / 16));
      g.drawLine(0, Game.HEIGHT / 16 + 8, 1200, Game.HEIGHT / 16 + 8);
      g.drawString("Enemies killed", Game.WIDTH / 2 + 150, Game.HEIGHT / 16 + 60);
      g.drawString("Wave", Game.WIDTH / 2, Game.HEIGHT / 16 + 60);
      g.drawString("Floor", Game.WIDTH / 2 - 210, Game.HEIGHT / 16 + 60);
      int height = -80;
      for (int l = 0; l < 10; l++) {
        g.drawString(storeScores.nameList.get(l), Game.WIDTH / 2 - 400, Game.HEIGHT / 8 - height);
        height = height - 40;
      }
      // g.drawString(storeScores, Game.WIDTH / 2, Game.HEIGHT / 2);
      wait++;
      if (wait == 1005) {
        sound.stop();
        sound.reset();
        wait = 0;
        yourScore = 0;
        waveNum = 0;
        i = 0;
        j = 0;
        k = 0;
        floorNum = 0;
        gameState = 0;
      }
    }

    updateKeyState(p1);
  }
コード例 #2
0
ファイル: Darklight2.java プロジェクト: sdcolegr/Darklight2
  public void specialAttack(Graphics2D g, Input p1) {

    swordSpecHelper(g);

    if (justPressed(p1, Button.B)) {
      if (player.weapon.name.equals("Short Sword")) {
        if (swordSpec) {
          swordSpec = false;

          // Stop special noise
          wepspec.stop();
          wepspec.reset();

        } else if (!swordSpec && player.mana > 0) {
          // Start special noise
          weps.loadSound("Resources/Sounds/special.wav");
          weps.run();

          wepspec.loadSound("Resources/Sounds/fire.wav");
          wepspec.runLoop();
          swordSpec = true;
        }
      }
      if (player.weapon.name.equals("Greatsword") && player.mana >= 40 && spDelay == 0) {

        // Greatsword spec sound
        weps.loadSound("Resources/Sounds/special.wav");
        weps.run();

        player.mana -= 40;
        spDelay = player.weapon.delay;
        for (Enemy enemy : wave.enemies.values()) {
          if (enemy.x + enemy.size / 2 + arena.xOffset > player.x - 128
              && enemy.x - enemy.size / 2 + arena.xOffset < player.x + 128
              && enemy.y + enemy.size / 2 + arena.yOffset > player.y - 128
              && enemy.y - enemy.size / 2 + arena.yOffset < player.y + 128) {
            enemy.health -= player.weapon.spDamage;
            // UP
            if (enemy.x + arena.xOffset + enemy.size / 2 >= player.x - 32
                && enemy.x + arena.xOffset - enemy.size / 2 <= player.x + 32
                && enemy.y + arena.yOffset + enemy.size / 2 >= player.y - 96
                && enemy.y + arena.yOffset - enemy.size / 2 <= player.y - 33) {
              enemy.y -= 32;
            }
            // DOWN
            if (enemy.x + arena.xOffset - enemy.size / 2 <= player.x + 32
                && enemy.x + arena.xOffset + enemy.size / 2 >= player.x - 32
                && enemy.y + arena.yOffset - enemy.size / 2 <= player.y + 96
                && enemy.y + arena.yOffset + enemy.size / 2 >= player.y + 33) {
              enemy.y += 32;
            }
            // LEFT
            if (enemy.x + arena.xOffset - enemy.size / 2 <= player.x - 32
                && enemy.x + arena.xOffset + enemy.size / 2 >= player.x - 96
                && enemy.y + arena.yOffset - enemy.size / 2 <= player.y + 32
                && enemy.y + arena.yOffset + enemy.size / 2 >= player.y - 32) {
              enemy.x -= 32;
            }
            // RIGHT
            if (enemy.x + arena.xOffset + enemy.size / 2 >= player.x + 32
                && enemy.x + arena.xOffset - enemy.size / 2 <= player.x + 96
                && enemy.y + arena.yOffset + enemy.size / 2 >= player.y - 32
                && enemy.y + arena.yOffset - enemy.size / 2 <= player.y + 32) {
              enemy.x += 32;
            }
          }
        }
        g.drawRect((int) (player.x - 128), (int) (player.y - 128), 256, 256);
      }
      if (player.weapon.name.equals("Spear") && player.mana >= 25 && spDelay == 0) {

        wepspec.loadSound("Resources/Sounds/special.wav");
        wepspec.run();

        player.mana -= 25;
        spDelay = player.weapon.delay;
        // UP
        if (player.direction == 0) {
          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + enemy.size / 2 + arena.xOffset > player.x - player.size / 2 - 16
                && enemy.x - enemy.size / 2 + arena.xOffset < player.x + player.size / 2 + 16
                && enemy.y + enemy.size / 2 + arena.yOffset > player.y - player.size / 2 - 192
                && enemy.y - enemy.size / 2 + arena.yOffset < player.y - player.size / 2) {
              enemy.health -= player.weapon.spDamage;
              enemy.y -= 32;
            }
          }
          g.drawRect(
              (int) (player.x - player.size / 2 - 16),
              (int) (player.y - player.size / 2 - 192),
              96,
              192);
        }
        // DOWN
        if (player.direction == 1) {
          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + enemy.size / 2 + arena.xOffset > player.x - player.size / 2 - 16
                && enemy.x - enemy.size / 2 + arena.xOffset < player.x + player.size / 2 + 16
                && enemy.y + enemy.size / 2 + arena.yOffset > player.y + player.size / 2
                && enemy.y - enemy.size / 2 + arena.yOffset < player.y + player.size / 2 + 192) {
              enemy.health -= player.weapon.spDamage;
              enemy.y += 32;
            }
          }
          g.drawRect(
              (int) (player.x - player.size / 2 - 16), (int) (player.y + player.size / 2), 96, 192);
        }
        // LEFT
        if (player.direction == 2) {
          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + enemy.size / 2 + arena.xOffset > player.x - player.size / 2 - 192
                && enemy.x - enemy.size / 2 + arena.xOffset < player.x - player.size / 2
                && enemy.y + enemy.size / 2 + arena.yOffset > player.y - player.size / 2 - 16
                && enemy.y - enemy.size / 2 + arena.yOffset < player.y + player.size / 2 + 16) {
              enemy.health -= player.weapon.spDamage;
              enemy.x -= 32;
            }
          }
          g.drawRect(
              (int) (player.x - player.size / 2 - 192),
              (int) (player.y - player.size / 2 - 16),
              192,
              96);
        }
        // RIGHT
        if (player.direction == 3) {
          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + enemy.size / 2 + arena.xOffset > player.x + player.size / 2
                && enemy.x - enemy.size / 2 + arena.xOffset < player.x + player.size / 2 + 192
                && enemy.y + enemy.size / 2 + arena.yOffset > player.y - player.size / 2 - 16
                && enemy.y - enemy.size / 2 + arena.yOffset < player.y + player.size / 2 + 16) {
              enemy.health -= player.weapon.spDamage;
              enemy.x += 32;
            }
          }
          g.drawRect(
              (int) (player.x + player.size / 2), (int) (player.y - player.size / 2 - 16), 192, 96);
        }
      }
    }
    if (spDelay > 0) {
      spDelay--;
    }
  }
コード例 #3
0
ファイル: Darklight2.java プロジェクト: sdcolegr/Darklight2
  public void basicAttack(Graphics2D g, Input p1) {

    if (justPressed(p1, Button.A) && delay == 0) {
      delay = player.weapon.delay;
      if (player.weapon.name.equals("Short Sword")) {

        weps.loadSound("Resources/Sounds/short.wav");
        weps.run();

        // UP
        if (player.direction == 0) {
          AnimationLoader.wick.setAnimation(14);
          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + arena.xOffset - enemy.size / 2 <= player.x + 48
                && enemy.x + arena.xOffset + enemy.size / 2 >= player.x - 48
                && enemy.y + arena.yOffset - enemy.size / 2 <= player.y - 33
                && enemy.y + arena.yOffset + enemy.size / 2 >= player.y - 96) {
              if (swordSpec) {
                enemy.health -= (1.5 * player.weapon.damage);
              } else {
                enemy.health -= player.weapon.damage;
              }
              generateMana();
            }
          }
          g.drawRect((int) (player.x - 48), (int) (player.y - 96), weapon.width, weapon.length);
        }
        // DOWN
        if (player.direction == 1) {
          AnimationLoader.wick.setAnimation(4);
          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + arena.xOffset + enemy.size / 2 >= player.x - 48
                && enemy.x + arena.xOffset - enemy.size / 2 <= player.x + 48
                && enemy.y + arena.yOffset + enemy.size / 2 >= player.y + 36
                && enemy.y + arena.yOffset - enemy.size / 2 <= player.y + 96) {
              if (swordSpec) {
                enemy.health -= (1.5 * player.weapon.damage);
              } else {
                enemy.health -= player.weapon.damage;
              }
              generateMana();
            }
          }
          g.drawRect((int) (player.x - 48), (int) (player.y + 32), weapon.width, weapon.length);
        }
        // LEFT
        if (player.direction == 2) {
          AnimationLoader.wick.setAnimation(6);
          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + arena.xOffset + enemy.size / 2 >= player.x - 96
                && enemy.x + arena.xOffset - enemy.size / 2 <= player.x - 36
                && enemy.y + arena.yOffset + enemy.size / 2 >= player.y - 32
                && enemy.y + arena.yOffset - enemy.size / 2 <= player.y + 32) {
              if (swordSpec) {
                enemy.health -= (1.5 * player.weapon.damage);
              } else {
                enemy.health -= player.weapon.damage;
              }
              generateMana();
            }
          }
          g.drawRect((int) (player.x - 96), (int) (player.y - 48), weapon.length, weapon.width);
        }
        // RIGHT
        if (player.direction == 3) {
          AnimationLoader.wick.setAnimation(5);
          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + arena.xOffset - enemy.size / 2 <= player.x + 96
                && enemy.x + arena.xOffset + enemy.size / 2 >= player.x + 36
                && enemy.y + arena.yOffset - enemy.size / 2 <= player.y + 32
                && enemy.y + arena.yOffset + enemy.size / 2 >= player.y - 32) {
              if (swordSpec) {
                enemy.health -= (1.5 * player.weapon.damage);
              } else {
                enemy.health -= player.weapon.damage;
              }
              generateMana();
            }
          }
          g.drawRect((int) (player.x + 32), (int) (player.y - 48), weapon.length, weapon.width);
        }
      }
      if (player.weapon.name.equals("Greatsword")) {

        weps.loadSound("Resources/Sounds/great.wav");
        weps.run();

        // UP
        if (player.direction == 0) {

          AnimationLoader.wick.setAnimation(15);

          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + arena.xOffset + enemy.size / 2 > player.x - 32
                && enemy.x + arena.xOffset - enemy.size / 2 < player.x + 32
                && enemy.y + arena.yOffset + enemy.size / 2 > player.y - 96
                && enemy.y + arena.yOffset - enemy.size / 2 < player.y - 33) {
              enemy.health -= player.weapon.damage;
              enemy.y -= 32;
              generateMana();
            }
          }
          g.drawRect((int) (player.x - 96), (int) (player.y - 96), weapon.width, weapon.length);
        }
        // DOWN
        if (player.direction == 1) {
          AnimationLoader.wick.setAnimation(7);

          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + arena.xOffset - enemy.size / 2 < player.x + 32
                && enemy.x + arena.xOffset + enemy.size / 2 > player.x - 32
                && enemy.y + arena.yOffset - enemy.size / 2 < player.y + 96
                && enemy.y + arena.yOffset + enemy.size / 2 > player.y + 33) {
              enemy.health -= player.weapon.damage;
              enemy.y += 32;
              generateMana();
            }
          }
          g.drawRect((int) (player.x - 96), (int) player.y, weapon.width, weapon.length);
        }
        // LEFT
        if (player.direction == 2) {
          AnimationLoader.wick.setAnimation(9);

          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + arena.xOffset - enemy.size / 2 < player.x - 32
                && enemy.x + arena.xOffset + enemy.size / 2 > player.x - 96
                && enemy.y + arena.yOffset - enemy.size / 2 < player.y + 32
                && enemy.y + arena.yOffset + enemy.size / 2 > player.y - 32) {
              enemy.health -= player.weapon.damage;
              enemy.x -= 32;
              generateMana();
            }
          }
          g.drawRect((int) (player.x - 96), (int) (player.y - 96), weapon.length, weapon.width);
        }
        // RIGHT
        if (player.direction == 3) {
          AnimationLoader.wick.setAnimation(8);

          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + arena.xOffset + enemy.size / 2 > player.x + 32
                && enemy.x + arena.xOffset - enemy.size / 2 < player.x + 96
                && enemy.y + arena.yOffset + enemy.size / 2 > player.y - 32
                && enemy.y + arena.yOffset - enemy.size / 2 < player.y + 32) {
              enemy.health -= player.weapon.damage;
              enemy.x += 32;
              generateMana();
            }
          }
          g.drawRect((int) player.x, (int) (player.y - 96), weapon.length, weapon.width);
        }
      }
      if (player.weapon.name.equals("Spear")) {

        weps.loadSound("Resources/Sounds/spear.wav");
        weps.run();

        // UP
        if (player.direction == 0) {
          AnimationLoader.wick.setAnimation(12);

          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + arena.xOffset + enemy.size / 2 >= player.x + weapon.width
                && enemy.x + arena.xOffset - enemy.size / 2 <= player.x + weapon.width
                && enemy.y + arena.yOffset + enemy.size / 2 >= player.y - weapon.length - 32
                && enemy.y + arena.yOffset - enemy.size / 2 <= player.y - 32) {
              enemy.health -= player.weapon.damage;
              generateMana();
            }
          }
          g.drawRect((int) player.x, (int) (player.y - 160), weapon.width, weapon.length);
        }
        // DOWN
        if (player.direction == 1) {
          AnimationLoader.wick.setAnimation(13);

          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + arena.xOffset + enemy.size / 2 >= player.x + weapon.width
                && enemy.x + arena.xOffset - enemy.size / 2 <= player.x + weapon.width
                && enemy.y + arena.yOffset + enemy.size / 2 >= player.y + 32
                && enemy.y + arena.yOffset - enemy.size / 2 <= player.y + weapon.length + 32) {
              enemy.health -= player.weapon.damage;
              generateMana();
            }
          }
          g.drawRect((int) player.x, (int) (player.y + 32), weapon.width, weapon.length);
        }
        // LEFT
        if (player.direction == 2) {
          AnimationLoader.wick.setAnimation(11);

          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + arena.xOffset + enemy.size / 2 >= player.x - weapon.length - 32
                && enemy.x + arena.xOffset - enemy.size / 2 <= player.x - 32
                && enemy.y + arena.yOffset + enemy.size / 2 >= player.y + weapon.width
                && enemy.y + arena.yOffset - enemy.size / 2 <= player.y + weapon.width) {
              enemy.health -= player.weapon.damage;
              generateMana();
            }
          }
          g.drawRect((int) (player.x - 160), (int) player.y, weapon.length, weapon.width);
        }
        // RIGHT
        if (player.direction == 3) {
          AnimationLoader.wick.setAnimation(10);

          for (Enemy enemy : wave.enemies.values()) {
            if (enemy.x + arena.xOffset + enemy.size / 2 >= player.x + 32
                && enemy.x + arena.xOffset - enemy.size / 2 <= player.x + 32 + weapon.length
                && enemy.y + arena.yOffset + enemy.size / 2 >= player.y + weapon.width
                && enemy.y + arena.yOffset - enemy.size / 2 <= player.y + weapon.width) {
              enemy.health -= player.weapon.damage;
              generateMana();
            }
          }
          g.drawRect((int) (player.x + 32), (int) player.y, weapon.length, weapon.width);
        }
      }
    }
    if (delay > 0) {
      delay--;
    }
  }