Пример #1
0
 protected void specificUpdate(GameTime gameTime) {
   this.applyGravity();
   super.de.update(gameTime);
   if (!this.actable
       && (MathUtils.abs((float) (this.Pos.x - this._player.Pos.x)) <= this.actDis)) {
     this.actable = true;
   }
   if (this.actable) {
     super._Paused = false;
     if (super._Frame == 8) {
       super._TimePerFrame = 0.06666667f;
       super.setAnimation(new int[] {9, 10, 11, 10});
       this.moveable = true;
     }
   }
   if (this.moveable) {
     if ((this.Pos.x - this._player.Pos.x) >= 0f) {
       this.i_am_hardly_walking_to_left = true;
       this.i_am_hardly_walking_to_right = false;
       this.isfacingToLeft = true;
       this.Pos.x -= this.VX;
     } else {
       this.i_am_hardly_walking_to_left = false;
       this.i_am_hardly_walking_to_right = true;
       this.isfacingToLeft = false;
       this.Pos.x += this.VX;
     }
   }
   super.color = LColor.white;
 }
Пример #2
0
  @Override
  public void update(int elapsedTime) {
    super.update(elapsedTime);

    if (stunned <= 0.0) {
      // TODO: Different logic
      facePlayer();
      approachPlayer();
    }
  }
Пример #3
0
  @Override
  public void update(GameContainer gameContainer, int deltaTime) throws SlickException {
    animations[animType].update(deltaTime);
    super.update(gameContainer, deltaTime);

    if (isAttacking) {
      long delta =
          world.getGame().getGameContainer().getTime() - attackStart - getAttackOffsetTime();
      if (delta >= ATTACK_MISSILE_WAIT * missileIndex
          && missileIndex < PROJECTILE_COORDINATES.length) {
        Tadpole tadpole = new Tadpole(this, getTadpoleAttack());
        getWorld().addEntity(tadpole);
        missileIndex++;
      }
    }
  }
Пример #4
0
 @Override
 public void update(float dt, ArrayList<GameObject> objects) {
   super.update(dt, objects);
   if (!usingAction && !activityTimer.isDone()) {
     activityTimer.update_timer(dt);
   }
   if (activityTimer.isDone()) {
     usingAction = true;
     this.animationManager.changeAnimation("MovementGlow", 30, false);
     activityTimer.reset_timer();
   }
   if (this.animationManager.getCurrentAnimation().equals("MovementGlow")
       && this.animationManager.isDone()) {
     this.room.spawn_object(new XP(this.draw, this.sounds, this.textures, this));
     usingAction = false;
     this.animationManager.changeAnimation("Movement", 30, true);
   }
 }
Пример #5
0
 @Override
 public void run() {
   // update game and update animations
   while (true) {
     player.update();
     for (Enemy e : enemies) {
       e.update();
     }
     for (Wall w : walls) {
       w.update();
     }
     repaint();
     try {
       Thread.sleep(17);
     } catch (InterruptedException e) {
       e.printStackTrace();
     }
   }
 }
Пример #6
0
 @Override
 public void update() {
   super.update();
   moveTowardsPlayer(0.05f);
 }