/** * do damage to character * * @param Dmg Amount of Damage */ public void Damage(int Dmg, int Type) { // If character is already dead then dont do damage if (ISDEAD) return; // Do damage if (Type == 1) { // DAMAGE FROM PHYSICAL ATTACK if (STATS.ARMOR > Dmg) return; HEALTH = HEALTH - Dmg + STATS.ARMOR; } else if (Type == 2) { // DAMAGE FROM MAGIC ATTACK if (STATS.MAGIC_RESIST > Dmg) return; HEALTH = HEALTH - Dmg + STATS.MAGIC_RESIST; } // If an Npc then run and hide if (NAI != null) { NAI.State = "alarmed"; } // Death condition if (HEALTH <= 0) { // If player is dead if (this.CLASS.equals("Player")) { HEALTH = 0; // Quit game JOptionPane.showMessageDialog(null, "You are dead"); X = 100; Y = 100; Opify(50); HEALTH = (int) MAX_HEALTH; } else { // If other character // set Death stats ISDEAD = true; HEALTH = 0; // display death CLASS = Cl + " (Dead)"; // Rot effect for (int i = 0; i < imgCHARAC.getWidth(); i++) { for (int j = 0; j < imgCHARAC.getHeight(); j++) { imgCHARAC.setRGB(i, j, imgCHARAC.getRGB(i, j) * (int) Math.pow(3, 3)); } } // Make inventory open to looting INVENTORY.OPEN_INVEN = true; } } }
/** Prototype give player a leveled up look */ public void Opify(double Fac) { for (int i = 0; i < imgCHARAC.getWidth(); i++) { for (int j = 0; j < imgCHARAC.getHeight(); j++) { if (imgCHARAC.getRGB(i, j) != imgCHARAC.getRGB(2, 2)) { imgCHARAC.setRGB(i, j, (int) Math.round(imgCHARAC.getRGB(i, j) * Fac)); } } } }