@Override
 public void update(long elapsedTime) {
   if (fireTopBeamTimer.action(elapsedTime)) {
     topBeamReloaded = true;
   }
   if (fireBottomBeamTimer.action(elapsedTime)) {
     bottomBeamReloaded = true;
   }
   if (fireRedRayTimer.action(elapsedTime)) {
     redRayReloaded = true;
   }
   this.updateMovement(elapsedTime);
 }
Пример #2
0
 public void Shoot(
     long elapsedTime, Timer fireRate, SpriteGroup Projectile, BufferedImage Image, Sprite s) {
   HomingProjectile shot;
   if (isEnableShoot() == true) {
     shot = new HomingProjectile(Image, s);
     shot.setLocation(this.getX() + 15, this.getY() - 5);
     shot.fireAtTarget(s, elapsedTime);
     Projectile.add(shot);
     setEnableShoot(false);
     fireRate.refresh();
   } else {
     if (fireRate.action(elapsedTime)) setEnableShoot(true);
   }
 }
Пример #3
0
  @Override
  public void update(long elapsedTime) {
    if (jumpTimer.isActive() && jumpTimer.action(elapsedTime)) {
      // incremental jump time has been used up
      jumpTimer.setActive(false);
    }

    if (attackCooldown.isActive() && attackCooldown.action(elapsedTime)) {
      // incremental jump time has been used up
      attackCooldown.setActive(false);
    }

    manageUserInput(elapsedTime);
    super.update(elapsedTime);
  }
Пример #4
0
  public void update(long time) {

    if (clock.action(time)) {
      getGame().setSeconds(getGame().getSeconds() + 1);
    }

    getProj_monsterCollision().checkCollision();

    getMonsters().update(time);

    towers.update(time);
    projectiles.update(time);
    if (game.endlessMode) {
      currentLevel = game.getEndlessLevel();
    } else {
      try {
        if (currentLevel.getWaveRemaining() < 2) {
          nextLevel();
        }
      } catch (Exception e) {
      }
    }
    currentLevel.update(time);
  }
Пример #5
0
  public void manageUserInput(long timeElapsed) {
    ///////// check for left or right movement /////////
    // maximum horizontal speed is 0.2
    // but when flying the speed is limited to 0.05
    double maxSpeed = 0.5;
    jumping = false;
    if (attackCooldown.isActive() == false) {
      attaking = false;
    }
    if (!attaking) {
      if (game.keyDown(KeyEvent.VK_LEFT)) {
        // moving left
        // momentum speed :-)
        addHorizontalSpeed(timeElapsed, -0.002, -maxSpeed);
        //			setDirection(LEFT);
        //			setStatus(WALKING);
        if (facing != false) {
          BufferedImage[] flippedImages = getImages();
          facing = false;
          for (int i = 0; i < flippedImages.length; i++) {
            flippedImages[i] = ImageUtil.flip(flippedImages[i]);
          }
          this.setImages(flippedImages);
        }
        setAnimationFrame(5, 9);
      } else if (game.keyDown(KeyEvent.VK_RIGHT)) {
        // moving right
        addHorizontalSpeed(timeElapsed, 0.002, maxSpeed);
        //			setDirection(RIGHT);
        //			setStatus(WALKING);
        if (facing != true) {
          BufferedImage[] flippedImages = getImages();
          facing = true;
          for (int i = 0; i < flippedImages.length; i++) {
            flippedImages[i] = ImageUtil.flip(flippedImages[i]);
          }
          this.setImages(flippedImages);
        }
        setAnimationFrame(5, 9);
      } else { // left and right arrow not pressed
        // gradually stop robo horizontal speed
        if (getHorizontalSpeed() > 0) {
          addHorizontalSpeed(timeElapsed, -0.05, 0);

        } else if (getHorizontalSpeed() < 0) {
          addHorizontalSpeed(timeElapsed, 0.05, 0);

        } else { // getHorizontalSpeed() == 0
          // robo is not moving, set status as standing
          //				setStatus(STAND);
          setAnimationFrame(0, 0);
        }
      }
    }

    ///////// check for jumping /////////
    if (game.keyPressed(KeyEvent.VK_UP)) {
      // debugging initial jump
      //			System.out.println("pressing up key!! "+
      //							   "flying = "+flying+
      //							   ", jumping = "+jumping+
      //							   ", vspeed = "+getVerticalSpeed());

      // use keyPressed(..) instead keyDown(..), to avoid repetitive jump
      if (!jumping && getVerticalSpeed() == 0) {
        // jump robo jump!
        jumping = true;
        setVerticalSpeed(-0.65);
        setAnimationFrame(9, 9);
        // activate incremental jump
        jumpTimer.setActive(true);
      }
    }
    if (game.keyPressed(KeyEvent.VK_A)) {
      //            System.out.println("Attaack!!"+attackCooldown.isActive()+"
      // time:"+attackCooldown.getCurrentTick());
      if (attackCooldown.isActive() == false) {
        if (getHorizontalSpeed() > 0) {
          addHorizontalSpeed(timeElapsed, -0.05, 0);
        } else if (getHorizontalSpeed() < 0) {
          addHorizontalSpeed(timeElapsed, 0.05, 0);
        } else {
          setAnimationFrame(1, 3);
        }
        attackCooldown.setActive(true);
        attaking = true;
      } else {
        attackCooldown.action(timeElapsed);
      }
    }
    //        else if (game.keyDown(controls[UP_KEY])) {
    //			if (flying) {
    //				// max vertical speed when flying
    //				setVerticalSpeed(-maxSpeed);
    //
    //			} else if (jumping && getVerticalSpeed() < 0 &&
    //					   jumpTimer.isActive()) {
    //				// pressing up key while jumping
    //				// increase jump speed
    //				addVerticalSpeed(timeElapsed, -0.002, -1);
    //			}
    //
    //		} else if (game.keyDown(controls[DOWN_KEY])) {
    //			if (flying) {
    //				setVerticalSpeed(maxSpeed);
    //
    //			} else if (getVerticalSpeed() == 0 &&
    //					   game.keyDown(controls[SHIFT_KEY])) {
    //				// shift down
    //				shiftDown = true;
    //			}
    //
    //		} else {
    //			if (flying && getHorizontalSpeed() == 0) {
    //				// when flying but not moving,
    //				// the robo will slowly fall down
    //				setVerticalSpeed(maxSpeed/2);
    //			}
    //		}

    // if not flying, robo will always fall down
    // this is called.... gravity :-)
    if (!jumping) {
      addVerticalSpeed(timeElapsed, 0.002, 0.5);
    }

    ///////// check for firing /////////
    //		if (game.keyPressed(controls[FIRE_KEY]) &&
    //			fireTimer.isActive() == false) {
    //			// refresh refire timer
    //			fireTimer.setActive(true);
    //
    //			game.playSound("sounds/Fire.wav");
    //
    //			// add projectile and fire animation
    //			BufferedImage image = (getDirection() == LEFT) ?
    //								  projectileImage[0] : projectileImage[1];
    //
    //			game.PROJECTILE.add(new Projectile(this));
    //			game.playfield.add(new FireAnimation(this));
    //		}
  }
 @Override
 public void setUp(long elapsedTime) {
   if (!timer.action(elapsedTime)) return;
   doRecurrent(elapsedTime);
   executions--;
 }