private void spawnRandomers() { for (int i = 0; i < randomN; i++) { float x = (float) Math.random() * width; float y = (float) Math.random() * height; float r = (float) Math.sqrt( Math.pow(((Player) players.get(0)).getX() - x, 2) + Math.pow(((Player) players.get(0)).getY() - x, 2)); while (r < distanceLimit) { x = (float) Math.random() * width; y = (float) Math.random() * height; r = (float) Math.sqrt( Math.pow(((Player) players.get(0)).getX() - x, 2) + Math.pow(((Player) players.get(0)).getY() - y, 2)); } enemies.add(new EnemyTypes.Random(x, y, 0.5f, borders)); } spawnRandomersB = false; }
private void spawnBomb() { float x, y; for (int i = 0; i < bombN; i++) { if (Math.random() > .5) { // top/bottom y = (Math.random() > .5) ? borders[1] : borders[3]; x = (float) Math.random() * borders[2] - borders[0]; // width } else { x = (Math.random() > .5) ? borders[0] : borders[2]; y = (float) Math.random() * borders[3] - borders[1]; // height } enemies.add(new EnemyTypes.Bomb(x, y, 1f, borders, scbInstance)); } }
private void levelSetup() { reset(); switch (level) { case 1: distance = 600; monsterN = 0; randomN = 0; rainN = 30; defaultDistance = 600; timeLast = 10000; spawnCircleB = true; break; case 2: distance = 600; monsterN = 0; randomN = 30; rainN = 30; defaultDistance = 600; timeLast += 10000; spawnCircleB = true; break; case 3: distance = 600; monsterN = 30; randomN = 0; rainN = 0; defaultDistance = 600; timeLast += 10000; spawnCircleB = true; break; default: distance = (float) (Math.random() * 200 + 400 - level * 5); monsterN = (int) (Math.random() * 25 + 10 + level); randomN = (int) (Math.random() * 25 + 10 + level); rainN = (int) (Math.random() * 10 + 10 + level); defaultDistance = distance; timeLast += 5000 + level * 1000; spawnCircleB = true; } monsterN *= monsterMultiplier; randomN *= monsterMultiplier; spawnMonsterB = true; spawnRandomersB = true; spawnIncrease = true; spawnRainB = true; }
public V put(K key, V value) { V oldValue = null; int index = Math.abs(key.hashCode()) % SIZE; if (buckets[index] == null) buckets[index] = new ArrayList<MapEntry<K, V>>(); ArrayList<MapEntry<K, V>> bucket = buckets[index]; MapEntry<K, V> pair = new MapEntry<K, V>(key, value); boolean found = false; ListIterator<MapEntry<K, V>> it = bucket.listIterator(); // int probes=0; while (it.hasNext()) { // probes++; MapEntry<K, V> iPair = it.next(); // if(!iPair.getKey().equals(key)) System.out.println("HashCode collision on put, have // key:"+key+" hascode:"+key.hashCode()+" found key:"+iPair.getKey()+" hashcode:"+ // iPair.getKey().hashCode()); if (iPair.getKey().equals(key)) { oldValue = iPair.getValue(); it.set(pair); // Replace old with new found = true; break; } } // System.out.println("put() probes for key "+ key+" :"+probes); if (!found) buckets[index].add(pair); return oldValue; }
private double distanceTo(Actor opponent) { double actorToMoveX = opponent.getAvatar().getTranslateX(); double actorToMoveY = opponent.getAvatar().getTranslateY(); double currentX = getAvatar().getTranslateX(); double currentY = getAvatar().getTranslateY(); double deltaX = actorToMoveX - currentX; double deltaY = actorToMoveY - currentY; double calculatedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); return calculatedDistance; }
/** * processes a single round of combat between two Actor objects: the <b>attacker</b> is this * object; the <b>defender</b> is received as an argument. This method is called by the * <b>attacker</b> <i>Actor</i> object. This <b>attacker</b> <i>Actor</i> object chooses another * <i>Actor</i> object as the <b>defender</b> by sending a reference-to the second <i>Actor</i> * object. When program execution arrives in <i>combatRound</i>, the method will have access to 2 * sets of <i>Actor</i> attributes (a.k.a. instance fields). In particular, this method will need * to use <i>health</i> and <i>strength</i> to process a single round of combat. As an outcome of * the single round, both <i>Actor</i> objects: the <b>attacker</b> and the <b>defender</b> are * likely to loose some <i>health</i> value, but the <i>Actor</i> object with less <i>strength</i> * will likely incur more damage to their <i>health</i>. You access the <b>attacker</b> instance * fields (such as <i>health</i> using <i>this.health</i> and the <b>defender</b> instance fields * using <i>defender.health</i>. Of course, <i>defender</i> is the name of the stack-oriented * reference-to variable that is sent to the method. * * @param defender a reference to a different <i>Actor</i> object that will engage in combat with * this <i>Actor</i> object. * @return <i>health</i> of the <i>Actor</i> following the combat round. */ public double combatRound(Actor defender) { final double MAX_COMBAT_HEALTH_REDUCTION_OF_LOOSER = 10.0; // health ranges 0.0 to 100.0, thus could loose 0.0 to 10.0 final double MAX_COMBAT_HEALTH_REDUCTION_OF_WINNER = 3.0; // could loose 0.0 to 3.0 double healthAdjustmentOfLooser = -(Math.random() * MAX_COMBAT_HEALTH_REDUCTION_OF_LOOSER) - 1.0; // looser looses at least 1.0 double healthAdjustmentOfWinner = -(Math.random() * MAX_COMBAT_HEALTH_REDUCTION_OF_WINNER) + 1.0; // winner gains at least 1.0 double proportionHitPoints = getHitPoints() / (getHitPoints() + defender.getHitPoints()); // between 0.0 and 1.0 if (Math.random() > proportionHitPoints) { adjustHealth(healthAdjustmentOfLooser); defender.adjustHealth(healthAdjustmentOfWinner); } else { defender.adjustHealth(healthAdjustmentOfLooser); adjustHealth(healthAdjustmentOfWinner); } return getHealth(); } // end combatRound()
@Override public V remove(Object key) { int index = Math.abs(key.hashCode()) % SIZE; if (buckets[index] == null) return null; for (MapEntry<K, V> iPair : buckets[index]) { if (iPair.getKey().equals(key)) { buckets[index].remove(iPair); return iPair.getValue(); } } return null; }
private void spawnCircles() { if (circular) { for (int i = 0; i < ballN; i++) { double degree = Math.random() * 2 * Math.PI; float x = ((Player) players.get(0)).getX() + distance * (float) Math.sin(degree * i); float y = ((Player) players.get(0)).getY() + distance * (float) Math.cos(degree * i); enemies.add(new EnemyTypes.Circle(x, y, invSpeed)); } } else { for (int i = 1; i < (ballN / 2); i++) { float x = (i * 2 * width) / (ballN); float y = 0; enemies.add(new EnemyTypes.Circle(x, y, invSpeed)); } for (int i = (ballN / 2) + 1; i < ballN; i++) { float x = ((i - ballN / 2) * 2 * width) / ballN; float y = height; enemies.add(new EnemyTypes.Circle(x, y, invSpeed)); } } spawnIncrease = false; }
public V get(Object key) { int index = Math.abs(key.hashCode()) % SIZE; if (buckets[index] == null) return null; // int probes=0; for (MapEntry<K, V> iPair : buckets[index]) { // probes++; // if(!iPair.getKey().equals(key)) System.out.println("HashCode collision on put, have // key:"+key+" hascode:"+key.hashCode()+" foune key:"+iPair.getKey()+" hashcode:"+ // iPair.getKey().hashCode()); if (iPair.getKey().equals(key)) return iPair.getValue(); } // System.out.println("get() probes for key "+ key+" :"+probes); return null; }
public double getHitPoints() { return getStrength() + getHealth() * .5 * Math.random(); }
/** * <i>Actor</i> regain health on each cycle of the simulation (and loose health in battles handled * by other code). */ public void gameCycleHealthGain() { final double MAX_CYCLE_HEALTH_GAIN = 2.0; adjustHealth(Math.random() * MAX_CYCLE_HEALTH_GAIN); }