Пример #1
0
  /**
   * Check character collision with all kinds of objects
   *
   * @param x X Coordinate
   * @param y Y Coordinate
   * @return if Character is about to collide with something
   */
  public boolean Collision(double x, double y) {
    boolean blnCol = false;
    // Wall Collision
    for (int i = 0; i < MAP.size(); i++) {
      blnCol = blnCol || WallCollision(x, y, MAP.elementAt(i));
    }
    // Game Object Collision
    for (int i = 0; i < OBJECTS.size(); i++) {
      blnCol = blnCol || ObjectCollision(x, y, OBJECTS.elementAt(i));
    }
    // Game Character collision
    for (int i = 0; i < CHARACTERS.size(); i++) {
      blnCol = blnCol || CharacterCollision(x, y, CHARACTERS.elementAt(i));
    }
    // Game Building Collision
    for (int i = 0; i < BUILD.size(); i++) {
      blnCol = blnCol || BuildingCollision(x, y, BUILD.elementAt(i));
    }

    return blnCol;
  }
Пример #2
0
  /**
   * Used for debugging get list of spells available to character
   *
   * @return List
   */
  public String[] getSpellList() {
    // Make Array
    String[] arg = new String[SPELL_LIST.size()];

    // Assign names
    for (int i = 0; i < arg.length; i++) {
      arg[i] = SPELL_LIST.elementAt(i)[0].NAME;
      System.out.println(arg[i]);
    }

    // Return list
    return arg;
  }
Пример #3
0
 public void giveQuest(GameCharacter Reciever) {
   if (QUEST_LIST.size() > 0) {
     if (QUEST_LIST.elementAt(0).STATUS == 0) {
       Reciever.QUEST_LIST.add(QUEST_LIST.elementAt(0));
       QUEST_LIST.elementAt(0).play_UpdateSound();
       if (QUEST_LIST.elementAt(0).QTYPE == Quest_Type.DELIVERY) {
         for (int i = 0; i < QUEST_LIST.elementAt(0).TARGET_LIST.ITEM_NAME.size(); i++) {
           Reciever.INVENTORY.addItem(
               QUEST_LIST.elementAt(0).TARGET_LIST.ITEM_NAME.elementAt(i),
               QUEST_LIST.elementAt(0).TARGET_LIST.ITEM_PRICE.elementAt(i),
               QUEST_LIST.elementAt(0).TARGET_LIST.ITEM_QUANTITY.elementAt(i),
               QUEST_LIST.elementAt(0).TARGET_LIST.ITEM_IMAGE.elementAt(i),
               QUEST_LIST.elementAt(0).TARGET_LIST.ITEM_TAG.elementAt(i),
               QUEST_LIST.elementAt(0).TARGET_LIST.STATS.elementAt(i));
         }
       }
       QUEST_LIST.elementAt(0).STATUS = 1;
     }
   }
 }
Пример #4
0
  /**
   * Draw character in game window
   *
   * @param g Graphics
   * @param Dx X Displacement
   * @param Dy Y Displacement
   * @param G Growth factor
   */
  public void Draw(Graphics g, int Dx, int Dy, double G) {
    // Draw blood
    if (ISDEAD) {
      g.drawImage(
          imgBLOOD,
          (int) (X + Dx - 25),
          (int) (Y + Dy - 15),
          (int) (W * GROWTHFACTOR + 35),
          (int) (H * GROWTHFACTOR + 35),
          null);
    }

    // Quest Givers
    if (CLASS != "Player") {
      for (int i = 0; i < QUEST_LIST.size(); i++) {
        if (QUEST_LIST.elementAt(i).STATUS == 0) {
          g.drawImage(imgQStart, (int) (X + Dx + 5), (int) (Y + Dy - 30), (int) W, 35, null);
        } else if (QUEST_LIST.elementAt(i).STATUS == 2) {
          g.drawImage(imgQEnd, (int) (X + Dx), (int) (Y + Dy - 30), (int) W + 5, 35, null);
        }
      }
    }

    // Draw character
    g.drawImage(
        imgCHARAC,
        (int) (X + Dx),
        (int) (Y + Dy),
        (int) (X + Dx + W * G),
        (int) (Y + Dy + H * G),
        (int) (W * FX),
        (int) (H * FY),
        (int) (W * FX + W),
        (int) (H * FY + H),
        null);

    GROWTHFACTOR = G;
  }