Пример #1
0
  private void renderSprite(Graphics g, Sprite s) {

    // ONLY RENDER THE VISIBLE ONES
    if (!s.getState().equals(PathXSpriteState.INVISIBLE.toString())) {
      SpriteType bgST = s.getSpriteType();
      Image img = bgST.getStateImage(s.getState());
      g.drawImage(img, (int) s.getX(), (int) s.getY(), bgST.getWidth(), bgST.getHeight(), null);
    }
  }
Пример #2
0
  public PathXBandit(final PathXGame game, GameLevel level) {
    this.game = game;
    this.level = level;
    thisB = this;

    d = (PathXDataModel) game.getDataModel();

    int r = 0;
    int min = 0;
    int max = level.getIntersections().size();
    while (currentIntersection == null) {
      r = (int) ((min + Math.random() * (max - min)));
      if (r != 0 && r != 1) {
        Intersection tempIntersection = level.getIntersections().get(r);
        if (tempIntersection.open
            && (tempIntersection != level.getStartingLocation()
                || tempIntersection != level.getDestination())) {
          currentIntersection = tempIntersection;
        }
      }
    }

    PropertiesManager props = PropertiesManager.getPropertiesManager();
    String imgPath = props.getProperty(PathX.PathXPropertyType.PATH_IMG);

    BufferedImage img;
    SpriteType sT;

    // LOAD THE BACKGROUNDS, WHICH ARE GUI DECOR
    img = game.loadImage(imgPath + props.getProperty(PathX.PathXPropertyType.IMAGE_BANDIT));
    sT = new SpriteType(BANDIT_TYPE);
    sT.addState(BANDIT_STATE, img);
    img =
        game.loadImage(imgPath + props.getProperty(PathX.PathXPropertyType.IMAGE_BANDIT_SELECTED));
    sT.addState(BANDIT_SELECTED_STATE, img);
    img =
        game.loadImage(imgPath + props.getProperty(PathX.PathXPropertyType.IMAGE_BANDIT_MINDLESS));
    sT.addState(BANDIT_MINDLESS_STATE, img);
    Sprite =
        new Sprite(sT, currentIntersection.x - 20, currentIntersection.y - 20, 0, 0, BANDIT_STATE);
    Sprite.setActionListener(
        new ActionListener() {
          @Override
          public void actionPerformed(ActionEvent ae) {
            PathXDataModel d = (PathXDataModel) game.getDataModel();
            if (game.GameScreen.flatTire && !powerUp) {
              game.GameScreen.flatTire = false;
              game.GameScreen.currentPowerUp = "";
              d.updateMoney(-20);
              flatTire = true;
              timeStart = System.currentTimeMillis();
              powerUp = true;
              return;
            }

            if (game.GameScreen.emptyGasTank && !powerUp) {
              game.GameScreen.emptyGasTank = false;
              game.GameScreen.currentPowerUp = "";
              d.updateMoney(-20);
              emptyGasTank = true;
              timeStart = System.currentTimeMillis();
              powerUp = true;
              return;
            }

            if (game.GameScreen.mindControl && !powerUp && !game.GameScreen.selected) {
              Sprite.setState(BANDIT_SELECTED_STATE);
              game.GameScreen.banditControlled = thisB;
              game.GameScreen.selected = true;
              return;
            }
            if (game.GameScreen.mindlessTerror
                && !powerUp
                && !stunned
                && !game.GameScreen.selected) {
              ((PathXDataModel) game.getDataModel()).updateMoney(-30);
              Sprite.setState(BANDIT_MINDLESS_STATE);
              mindlessTerror = true;
              powerUp = true;
              game.GameScreen.currentPowerUp = "";

              mtStart = System.currentTimeMillis();
            }
          }
        });
    moneyHeld = (int) Math.round(level.getMoney() * .2);
  }