@Override public void collided(Sprite s1, Sprite s2) { s1.setActive(false); Integer lives = (Integer) ((BetterSprite) s2).getStat("lives").getStat(); lives -= LIVES_LOST; s2.setX(350); }
@Override public void render(Graphics2D g) { currentPlayField.render(g); // handles those few sprites behind the players that we don't want to // collide immediately upon creation for (Sprite currentSprite : blockQueue) { currentSprite.render(g); } }
@Override public void update(long elapsedTime) { super.update(elapsedTime); // ボタンが左クリックされた時の処理は,他のクラスで定義する。 if (isMouseLeftButtonPressed()) { if (this.bl != null) { this.bl.actionPerformed(); } } }
@Override public void render(Graphics2D g) { super.render(g); createButtonRect(g, true); createText(g); // カーソルが重なったら,ボタンを枠で囲む if (isMouseCursorOverlaped()) { createButtonOutsideRect(g); } }
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()); } }
@Override public void collided(Sprite s1, Sprite s2) { damage = s1.getID(); health = s2.getID(); s2.setID(health - damage); s1.setID(damage - health); s1.setActive(false); if (health - damage < 1) { s2.setActive(false); game.setMoney(game.getMoney() + 10); } getGroup1().removeInactiveSprites(); getGroup2().removeInactiveSprites(); }
public void collided(Sprite player, Sprite enemy) { ((Player) player).reduceHealth(damage); enemy.setActive(false); }