コード例 #1
0
  /**
   * Spawn a character on the map
   *
   * @param MiX Minimum X value
   * @param MiY Minimum Y value
   * @param MaX Maximum X value
   * @param MaY Maximum Y value
   */
  public void Spawn(int MiX, int MiY, int MaX, int MaY) {
    double Nx = 0, Ny = 0;

    // Random coordinate
    Nx = Math.random() * MaX + MiX;
    Ny = Math.random() * MaY + MiY;

    // Store block number
    int BNum = MAP.elementAt(0).getBlockNum(Nx + W / 2, Ny + H / 2);

    // if invalid block number
    if (BNum == -1) {
      Spawn(MiX, MiY, MaX, MaY);
    }

    // if invalid surface
    else if (!isValidSurface(MAP.elementAt(0).Fill[BNum])) {
      Spawn(MiX, MiY, MaX, MaY);
    }

    // if colliding with something
    else if (this.Collision(Nx + W / 2, Ny + H / 2)) {
      Spawn(MiX, MiY, MaX, MaY);
    } else {
      X = Nx;
      Y = Ny;
    }
  }
コード例 #2
0
  /**
   * Used for debugging get list of spells available to character
   *
   * @return List
   */
  public String[] getSpellList() {
    // Make Array
    String[] arg = new String[SPELL_LIST.size()];

    // Assign names
    for (int i = 0; i < arg.length; i++) {
      arg[i] = SPELL_LIST.elementAt(i)[0].NAME;
      System.out.println(arg[i]);
    }

    // Return list
    return arg;
  }
コード例 #3
0
 public void CompleteQuest(int Index) {
   Quest qstComp = QUEST_LIST.elementAt(Index);
   qstComp.STATUS = 3;
   qstComp.QUEST_GIVER.QUEST_LIST.elementAt(0).STATUS = 3;
   qstComp.QUEST_GIVER.QUEST_LIST.removeElementAt(0);
   STATS.IncreaseXP(qstComp.XP);
   GOLD += qstComp.GOLD;
 }
コード例 #4
0
 public void giveQuest(GameCharacter Reciever) {
   if (QUEST_LIST.size() > 0) {
     if (QUEST_LIST.elementAt(0).STATUS == 0) {
       Reciever.QUEST_LIST.add(QUEST_LIST.elementAt(0));
       QUEST_LIST.elementAt(0).play_UpdateSound();
       if (QUEST_LIST.elementAt(0).QTYPE == Quest_Type.DELIVERY) {
         for (int i = 0; i < QUEST_LIST.elementAt(0).TARGET_LIST.ITEM_NAME.size(); i++) {
           Reciever.INVENTORY.addItem(
               QUEST_LIST.elementAt(0).TARGET_LIST.ITEM_NAME.elementAt(i),
               QUEST_LIST.elementAt(0).TARGET_LIST.ITEM_PRICE.elementAt(i),
               QUEST_LIST.elementAt(0).TARGET_LIST.ITEM_QUANTITY.elementAt(i),
               QUEST_LIST.elementAt(0).TARGET_LIST.ITEM_IMAGE.elementAt(i),
               QUEST_LIST.elementAt(0).TARGET_LIST.ITEM_TAG.elementAt(i),
               QUEST_LIST.elementAt(0).TARGET_LIST.STATS.elementAt(i));
         }
       }
       QUEST_LIST.elementAt(0).STATUS = 1;
     }
   }
 }
コード例 #5
0
  /**
   * Draw character in game window
   *
   * @param g Graphics
   * @param Dx X Displacement
   * @param Dy Y Displacement
   * @param G Growth factor
   */
  public void Draw(Graphics g, int Dx, int Dy, double G) {
    // Draw blood
    if (ISDEAD) {
      g.drawImage(
          imgBLOOD,
          (int) (X + Dx - 25),
          (int) (Y + Dy - 15),
          (int) (W * GROWTHFACTOR + 35),
          (int) (H * GROWTHFACTOR + 35),
          null);
    }

    // Quest Givers
    if (CLASS != "Player") {
      for (int i = 0; i < QUEST_LIST.size(); i++) {
        if (QUEST_LIST.elementAt(i).STATUS == 0) {
          g.drawImage(imgQStart, (int) (X + Dx + 5), (int) (Y + Dy - 30), (int) W, 35, null);
        } else if (QUEST_LIST.elementAt(i).STATUS == 2) {
          g.drawImage(imgQEnd, (int) (X + Dx), (int) (Y + Dy - 30), (int) W + 5, 35, null);
        }
      }
    }

    // Draw character
    g.drawImage(
        imgCHARAC,
        (int) (X + Dx),
        (int) (Y + Dy),
        (int) (X + Dx + W * G),
        (int) (Y + Dy + H * G),
        (int) (W * FX),
        (int) (H * FY),
        (int) (W * FX + W),
        (int) (H * FY + H),
        null);

    GROWTHFACTOR = G;
  }
コード例 #6
0
  /**
   * Check character collision with all kinds of objects
   *
   * @param x X Coordinate
   * @param y Y Coordinate
   * @return if Character is about to collide with something
   */
  public boolean Collision(double x, double y) {
    boolean blnCol = false;
    // Wall Collision
    for (int i = 0; i < MAP.size(); i++) {
      blnCol = blnCol || WallCollision(x, y, MAP.elementAt(i));
    }
    // Game Object Collision
    for (int i = 0; i < OBJECTS.size(); i++) {
      blnCol = blnCol || ObjectCollision(x, y, OBJECTS.elementAt(i));
    }
    // Game Character collision
    for (int i = 0; i < CHARACTERS.size(); i++) {
      blnCol = blnCol || CharacterCollision(x, y, CHARACTERS.elementAt(i));
    }
    // Game Building Collision
    for (int i = 0; i < BUILD.size(); i++) {
      blnCol = blnCol || BuildingCollision(x, y, BUILD.elementAt(i));
    }

    return blnCol;
  }
コード例 #7
0
 /**
  * add Character collision object
  *
  * @param C Array of Characters
  */
 public void addColisionObject(GameCharacter[] C) {
   for (int i = 0; i < C.length; i++) {
     CHARACTERS.add(C[i]);
   }
 }
コード例 #8
0
 public void removeCollisionObject(GameObject obj) {
   //	for(int i=0;i<obj.length;i++){
   OBJECTS.remove(obj);
   // OBJECTS.add(obj[i]);
   // }
 }
コード例 #9
0
 /**
  * add a Object collision object
  *
  * @param O Array of Objects
  */
 public void addColisionObject(GameObject[] O) {
   for (int i = 0; i < O.length; i++) {
     OBJECTS.add(O[i]);
   }
 }
コード例 #10
0
 /**
  * add a Map collision object
  *
  * @param M Array of GridMap
  */
 public void addColisionObject(GridMap[] M) {
   for (int i = 0; i < M.length; i++) {
     MAP.add(M[i]);
   }
 }
コード例 #11
0
 /**
  * add an array of Building collision object
  *
  * @param M Array of GridMap
  */
 public void addColisionObject(Building[] B) {
   for (int i = 0; i < B.length; i++) {
     BUILD.add(B[i]);
   }
 }
コード例 #12
0
 /**
  * add Building collision object
  *
  * @param B Building
  */
 public void addColisionObject(Building B) {
   BUILD.add(B);
 }
コード例 #13
0
 /**
  * add Character collision object
  *
  * @param C Character
  */
 public void addColisionObject(GameCharacter C) {
   CHARACTERS.add(C);
 }
コード例 #14
0
 /**
  * add a Object collision object
  *
  * @param O Object
  */
 public void addColisionObject(GameObject O) {
   OBJECTS.add(O);
 }
コード例 #15
0
 /**
  * add a Map collision object
  *
  * @param M GridMap
  */
 public void addColisionObject(GridMap M) {
   MAP.add(M);
 }
コード例 #16
0
  /**
   * Constructor to create a character
   *
   * @param x X Position
   * @param y Y Position
   * @param w Width of Image
   * @param h Height of Image
   * @param FileN Name of image file
   * @param S Max number of frames
   */
  public GameCharacter(
      double x, double y, double w, double h, String FileN, int S, int Ty, String c) {
    // Set position and size
    X = x;
    Y = y;
    W = w;
    H = h;

    BASIC_PROCESS = new ProgressBar(new Font("Arial", 36, 36), this);
    BASIC_EFFECTS = new ProgressBar(new Font("Arial", 36, 36), this);
    // Add magic attacks
    // Fireball
    for (int i = 0; i < FIREBALL.length; i++) {
      FIREBALL[i] = new MagicAttack(-500, -500, 39, 41, "Fireball.png", 3, 1, 2, "Fireball");
      FIREBALL[i].STATS.setStats(new String[] {"Damage=10", "Points=10"});
      FIREBALL[i].CASTER = this;
    }
    // Shock
    for (int i = 0; i < SHOCK.length; i++) {
      SHOCK[i] = new MagicAttack(-500, -500, 39, 41, "Shock.png", 2, 1, 0, "Shock");
      SHOCK[i].STATS.setStats(new String[] {"Damage=20", "Points=15"});
      SHOCK[i].CASTER = this;
    }
    // Darkness
    for (int i = 0; i < DARKNESS.length; i++) {
      DARKNESS[i] = new MagicAttack(-500, -500, 165, 164, "Darkness.png", 3, 1, 2, "Darkness");
      DARKNESS[i].STATS.setStats(new String[] {"Damage=100", "Points=50"});
      DARKNESS[i].CASTER = this;
    }
    // Life Drain
    for (int i = 0; i < LIFE_DRAIN.length; i++) {
      LIFE_DRAIN[i] = new MagicAttack(-500, -500, 32, 32, "Life Drain.png", 7, 1, 0, "Life Drain");
      LIFE_DRAIN[i].STATS.setStats(new String[] {"Damage=50", "Points=25"});
      LIFE_DRAIN[i].CASTER = this;
    }
    // Get Image
    try {

      if (isJar()) {
        // Character
        imgCHARAC = getImage("/Graphics/Character/", FileN);

        // Blood
        int BloodType = (int) Math.round(Math.random() * 3) + 1;
        imgBLOOD = getImage("/Graphics/Effects/", "Dead" + BloodType + ".png");

        // Quest
        imgQStart = getImage("/Graphics/Effects/", "Quest_Start.png");
        imgQEnd = getImage("/Graphics/Effects/", "Quest_Complete.png");

      } else {
        // Character
        imgCHARAC = ImageIO.read(Paths.get(DIRECT + FileN).toFile());

        // Blood
        int BloodType = (int) Math.round(Math.random() * 3) + 1;
        imgBLOOD = ImageIO.read(Paths.get(DIRECT2 + "Dead" + BloodType + ".png").toFile());

        // Quest
        imgQStart = ImageIO.read(Paths.get(DIRECT2 + "Quest_Start.png").toFile());
        imgQEnd = ImageIO.read(Paths.get(DIRECT2 + "Quest_Complete.png").toFile());
      }

    } catch (Exception e) {
    }

    // Max number of frames
    SIZE = S;

    // Sprite type
    TYPE = Ty;

    // Assign class
    CLASS = c;
    Cl = c;

    // Add items and attacks according to class
    if (CLASS.equals("Player")) {

      // Add items
      INVENTORY.addItem(
          "Health Potion", 25, 1, "Health Pot.png", "Potion", new String[] {"Points=50"});
      INVENTORY.addItem(
          "Rusted Dagger",
          20,
          1,
          "Dagger_4.png",
          "Meele",
          new String[] {"Damage=10", "Attack Speed=1"});
      INVENTORY.addItem(
          "Wooden Staff",
          20,
          1,
          "Staff_1.png",
          "Meele",
          new String[] {"Damage=5", "Attack Speed=1"});

      // Equip items
      INVENTORY.ItemEffect(1, this);
      // MEELE_WEAPON=null;
      // Assign Magic
      SPELL_LIST.add(FIREBALL);

      // Inventory type
      INVENTORY.Type = "Player";
    } else if (CLASS.equals("Citizen")) {

      // Add items
      INVENTORY.addItem(
          "Health Potion", 25, 1, "Health Pot.png", "Potion", new String[] {"Points=50"});

      // Add Ai
      NAI = new NPCAI(this);

      // Add Gold
      this.GOLD = (int) Math.round(Math.random() * 15 + 5);

      INVENTORY.Type = "Friendly";
    } else if (CLASS.equals("Blacksmith")) {

      // Add items
      INVENTORY.addItem(
          "Silver Dagger",
          250,
          1,
          "Dagger_3.png",
          "Meele",
          new String[] {"Damage=10", "Attack Speed=1"});
      INVENTORY.addItem(
          "Steel Dagger",
          450,
          1,
          "Dagger_5.png",
          "Meele",
          new String[] {"Damage=35", "Attack Speed=1"});
      // INVENTORY.addItem("Assassin blade", 750,1, "Dagger_6.png","Meele",new
      // String[]{"Damage=45","Attack Speed=1"});
      // INVENTORY.addItem("Serpent Dagger", 5000,1, "Dagger_2.png","Meele",new
      // String[]{"Damage=50","Attack Speed=1"});
      // INVENTORY.addItem("Dagger of Time", 5050,1, "Dagger_1.png","Meele",new
      // String[]{"Damage=75","Attack Speed=1"});

      INVENTORY.addItem(
          "Steel Sword",
          450,
          1,
          "Sword_1.png",
          "Meele",
          new String[] {"Damage=30", "Attack Speed=0.65"});
      INVENTORY.addItem(
          "Iron Sword",
          50,
          1,
          "Sword_2.png",
          "Meele",
          new String[] {"Damage=15", "Attack Speed=0.65"});
      INVENTORY.addItem(
          "Silver Sword",
          100,
          1,
          "Sword_5.png",
          "Meele",
          new String[] {"Damage=20", "Attack Speed=0.5"});
      // INVENTORY.addItem("Iron Scimitar", 150,1, "Sword_7.png","Meele",new
      // String[]{"Damage=15","Attack Speed=0.75"});
      // INVENTORY.addItem("Steel Scimitar", 500,1, "Sword_4.png","Meele",new
      // String[]{"Damage=50","Attack Speed=0.75"});
      // INVENTORY.addItem("Steel Katana", 450,1, "Sword_6.png","Meele",new
      // String[]{"Damage=40","Attack Speed=0.95"});
      // INVENTORY.addItem("Butcher's Sword", 5000,1, "Sword_3.png","Meele",new
      // String[]{"Damage=100","Attack Speed=0.55"});
      // INVENTORY.addItem("Blood Thirster", 6000,1, "Sword_8.png","Meele",new
      // String[]{"Damage=200","Attack Speed=0.75"});

      INVENTORY.addItem(
          "Iron Hammer",
          150,
          1,
          "Hammer_1.png",
          "Meele",
          new String[] {"Damage=40", "Attack Speed=0.15"});
      // INVENTORY.addItem("Steel Hammer", 450,1, "Hammer_0.png","Meele",new
      // String[]{"Damage=60","Attack Speed=0.15"});
      // INVENTORY.addItem("Iron Mace", 50,1, "Mace_1.png","Meele",new String[]{"Damage=15","Attack
      // Speed=0.5"});

      INVENTORY.addItem("Steel Helmet", 250, 1, "Head_1.png", "H_armor", new String[] {"Armor=20"});
      INVENTORY.addItem("Iron Helmet", 150, 1, "Head_2.png", "H_armor", new String[] {"Armor=5"});
      // INVENTORY.addItem("Iron Horn Helmet", 350,1, "Head_6.png","H_armor",new
      // String[]{"Armor=50","Magic Resist=0"});
      // INVENTORY.addItem("Steel Horn Helmet", 500,1, "Head_7.png","H_armor",new
      // String[]{"Armor=80","Magic Resist=0"});
      // INVENTORY.addItem("Skysteel Helmet", 4000,1, "Head_4.png","H_armor",new
      // String[]{"Armor=60","Magic Resist=25"});

      INVENTORY.addItem(
          "Iron Cuirass", 250, 1, "Chest_4.png", "C_armor", new String[] {"Armor=20"});
      INVENTORY.addItem(
          "Steel Cuirass", 350, 1, "Chest_1.png", "C_armor", new String[] {"Armor=30"});
      // INVENTORY.addItem("Scale Cuirass", 550,1, "Chest_3.png","C_armor",new
      // String[]{"Armor=50"});
      // INVENTORY.addItem("Dark metal Cuirass", 750,1, "Chest_6.png","C_armor",new
      // String[]{"Armor=70"});
      // INVENTORY.addItem("Master Cuirass", 3050,1, "Chest_5.png","C_armor",new
      // String[]{"Armor=80","Magic Resist=25"});
      // INVENTORY.addItem("Legendary Cuirass", 3050,1, "Chest_2.png","C_armor",new
      // String[]{"Armor=100","Magic Resist=100"});

      INVENTORY.addItem(
          "Wooden Shield",
          50,
          1,
          "Shield_1.png",
          "Shield",
          new String[] {"Armor=5", "Magic Resist=0"});

      // Add AI
      NAI = new NPCAI(this);

      // Identify as trader
      INVENTORY.Type = "Trader";

      // Set Stats
      STATS.setStats(new String[] {"Level = 5 "});
      MAX_HEALTH = 200;
      HEALTH = (int) MAX_HEALTH;
    } else if (CLASS.equals("Alchemist")) {
      // Add Items
      INVENTORY.addItem(
          "Health Potion", 25, 50, "Health Pot.png", "Potion", new String[] {"Points=50"});
      INVENTORY.addItem(
          "Mana Potion", 20, 50, "Mana Pot.png", "Potion", new String[] {"Points=50"});
      INVENTORY.addItem(
          "Speed Potion", 10, 50, "Speed Pot.png", "Potion", new String[] {"Points=5"});
      // INVENTORY.addItem("Invisib Potion", 50, 10, "Invisibility Pot.png","Potion",new
      // String[]{"Points=5"});

      // Add AI
      NAI = new NPCAI(this);

      // Identify as trader
      INVENTORY.Type = "Trader";
    } else if (CLASS.equals("Inn Keeper")) {
      // Add Items
      INVENTORY.addItem("Roasted Fish", 15, 10, "Fish.png", "Food", new String[] {"Points=5"});
      INVENTORY.addItem("Apple", 15, 10, "Apple.png", "Food", new String[] {"Points=2"});

      // Add AI
      NAI = new NPCAI(this);

      // Identify as trader
      INVENTORY.Type = "Trader";
    } else if (CLASS.equals("Mage")) {

      INVENTORY.addItem(
          "Leather Cap",
          250,
          1,
          "Head_8.png",
          "H_armor",
          new String[] {"Armor=5", "Magic Resist=25"});
      INVENTORY.addItem(
          "Dark Leather Cap",
          300,
          1,
          "Head_9.png",
          "H_armor",
          new String[] {"Armor=5", "Magic Resist=50"});
      // INVENTORY.addItem("Jesters Cap", 500,1, "Head_5.png","H_armor",new
      // String[]{"Armor=10","Magic Resist=90"});
      // INVENTORY.addItem("Skull Helmet", 5000,1, "Head_3.png","H_armor",new
      // String[]{"Armor=100","Magic Resist=100"});
      INVENTORY.addItem(
          "Shock Spell Stone",
          250,
          1,
          "Stone_1.png",
          "SpellStoner",
          new String[] {"Damage=" + SHOCK[0].STATS.DAMAGE});
      // INVENTORY.addItem("Darkness Spell Stone", 500,1, "Stone_1.png","SpellStoner",new
      // String[]{"Damage="+DARKNESS[0].STATS.DAMAGE});
      INVENTORY.addItem(
          "Life Drain Spell Stone",
          300,
          1,
          "Stone_1.png",
          "SpellStoner",
          new String[] {"Damage=" + LIFE_DRAIN[0].STATS.DAMAGE});

      // Add AI
      NAI = new NPCAI(this);

      // Identify as trader
      INVENTORY.Type = "Trader";

    } else if (CLASS.equals("Skeleton")) {

      // Add items
      INVENTORY.addItem(
          "Bone Club", 5, 1, "Mace_2.png", "Meele", new String[] {"Damage=5", "Attack Speed=1"});

      // Add Gold
      this.GOLD = (int) Math.round(Math.random() * 10 + 2);

      // Use Item
      INVENTORY.ItemEffect(0, this);

      // Add AI
      EAI = new EnemyAI(this);
    } else if (CLASS.equals("Skeleton Chieftan")) {

      // Add Item
      INVENTORY.addItem(
          "Iron Sword",
          50,
          1,
          "Sword_2.png",
          "Meele",
          new String[] {"Damage=15", "Attack Speed=0.65"});
      INVENTORY.addItem(
          "Health Potion", 25, 1, "Health Pot.png", "Potion", new String[] {"Points=50"});

      // Add Gold
      this.GOLD = (int) Math.round(Math.random() * 50 + 25);

      // Use Item
      INVENTORY.ItemEffect(0, this);

      // Assign Stats
      STATS.LEVEL = 3;
      HEALTH = 250;
      MAX_HEALTH = 250;

      // Opify
      Opify(1 / 1.25);

      // Add AI
      EAI = new EnemyAI(this);
    } else if (CLASS.equals("Shaman")) {

      // Add items
      INVENTORY.addItem(
          "Health Potion", 25, 1, "Health Pot.png", "Potion", new String[] {"Points=50"});

      // Add Ai
      NAI = new NPCAI(this);

    } else if (CLASS.equals("Dark Elf")) {

      // Add items
      INVENTORY.addItem(
          "Rusted Dagger",
          20,
          1,
          "Dagger_4.png",
          "Meele",
          new String[] {"Damage=10", "Attack Speed=1"});
      INVENTORY.addItem("Iron Helmet", 150, 1, "Head_2.png", "H_armor", new String[] {"Armor=5"});

      // Assign Stats
      STATS.LEVEL = 2;
      HEALTH = 150;
      MAX_HEALTH = 150;

      // Add Gold
      this.GOLD = (int) Math.round(Math.random() * 15 + 2);

      // Use Item
      INVENTORY.ItemEffect(0, this);
      INVENTORY.ItemEffect(1, this);

      // Add Ai
      EAI = new EnemyAI(this);

    } else if (CLASS.equals("Prisoner")) {
      INVENTORY.addItem("Key", 0, 1, "Key.png", "Key", new String[] {});
      // NAI= new NPCAI(this);
    }
  }