Пример #1
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);
  }
Пример #2
0
  private void mindControl() {
    if (shortestPath == null) {
      setShortestPath();
      return;
    }

    // WAITING UNDER MIND CONTROL
    if (controlArrived) {
      mcEnd = System.currentTimeMillis();
      mcDelta = (mcEnd - mcStart) / 1000;

      if (mcDelta == 20) {
        mcStart = 0;
        mcEnd = 0;
        mcDelta = 0;

        controlArrived = false;
        mindControl = false;
        atIntersection = true;
        powerUp = false;

        targetIntersection = null;
        shortestPath = null;
        currentRoad = 0;
      }
      return;
    }

    // STOPPED BECAUSE RODE IS CLOSED
    if (currentRoad <= shortestPath.size() - 1 && shortestPath.get(currentRoad).closed) {

      mcStart = System.currentTimeMillis();
      controlArrived = true;

      return;
    }

    // CREATE VELOCITY
    float x = (targetIntersection.getX() - currentIntersection.getX()) * .0005f;
    float y = (targetIntersection.getY() - currentIntersection.getY()) * .0005f;

    // SET VELOCITY
    Sprite.setVx(x * shortestPath.get((currentRoad)).getSpeedLimit() * d.gameSpeed);
    Sprite.setVy(y * shortestPath.get((currentRoad)).getSpeedLimit() * d.gameSpeed);

    // GET SPRITE OF TARGET INTERSECTION
    Sprite tempIntersection =
        ((GameScreen) game.getCurrentScreen()).getIntersections().get(targetIntersection.ID - 1);

    // IF THE PLAYER HAS REACHED TARGET INTERSECTION
    if (tempIntersection.containsPoint(Sprite.getX() + 20, Sprite.getY() + 20)) {
      Sprite.setVx(0);
      Sprite.setVy(0);

      // SET THE X AND Y COORDS OF THE PLAYER ON TO THE SPRITE
      Sprite.setX(tempIntersection.getX());
      Sprite.setY(tempIntersection.getY());

      // INCRAMENT INTERSECTIONS
      currentIntersection = targetIntersection;
      currentRoad++;

      // THE DESTINATION HAS BEEN REACHED, STOPPED EVERYTHING
      if (currentRoad == shortestPath.size()) {

        mcStart = System.currentTimeMillis();
        controlArrived = true;

      } // GET NEXT TARGET NODE
      else {
        if (currentIntersection == shortestPath.get(currentRoad).getNode1()) {
          targetIntersection = shortestPath.get(currentRoad).getNode2();
        } else {
          targetIntersection = shortestPath.get(currentRoad).getNode1();
        }
      }
    }
  }
Пример #3
0
  /*
   *  RANDOMNESS FOR SHORTEST PATH
   */
  private void mindlessTerror() {
    mtEnd = System.currentTimeMillis();
    mtDelta = (mtEnd - mtStart) / 1000;

    if (mtDelta == 20) {
      Sprite.setState(BANDIT_STATE);
      mindlessTerror = false;
      mtStart = 0;
      mtEnd = 0;
      mtDelta = 0;
      powerUp = false;

      shortestPath = null;

      currentRoad = 0;

      return;
    }

    // CHECK COLLISION
    Iterator<PathXPolice> pIt = game.GameScreen.getPolice().iterator();
    while (pIt.hasNext()) {
      PathXPolice p = pIt.next();

      if (p.stunned) {
        continue;
      }
      if (p.mindlessTerror) {
        continue;
      }

      if (p.getSprite().containsPoint(Sprite.getX() + 20, Sprite.getY() + 20)) {
        p.stunStart = System.currentTimeMillis();
        p.stunned = true;
      }
    }

    Iterator<PathXBandit> bIt = game.GameScreen.getBandits().iterator();
    while (bIt.hasNext()) {
      PathXBandit b = bIt.next();

      if (b == this) {
        continue;
      }
      if (b.stunned) {
        continue;
      }
      if (b.mindlessTerror) {
        continue;
      }

      if (b.getSprite().containsPoint(Sprite.getX() + 20, Sprite.getY() + 20)) {
        b.stunStart = System.currentTimeMillis();
        b.stunned = true;
      }
    }

    Iterator<PathXZombie> zIt = game.GameScreen.getZombies().iterator();
    while (zIt.hasNext()) {
      PathXZombie z = zIt.next();

      if (z.stunned) {
        continue;
      }
      if (z.mindlessTerror) {
        continue;
      }

      if (z.getSprite().containsPoint(Sprite.getX() + 20, Sprite.getY() + 20)) {
        z.stunStart = System.currentTimeMillis();
        z.stunned = true;
      }
    }

    if (atIntersection) {
      // IF THERE ARE NO POSSIBLE INTERSECTIONS AVAILABLE, DO NOTHING
      boolean open = false;
      for (int i = 0; i < currentIntersection.getIntersections().size(); i++) {
        if (currentIntersection.getIntersections().get(i).open
            && !currentIntersection.getIntersections().get(i).closed) {
          open = true;
        }
      }
      if (!open) {
        return;
      }

      // RUN WHILE WE DON'T HAVE A TARGET
      int min = 0;
      int max = currentIntersection.getRoads().size();
      while (targetIntersection == null) {
        // GET RANDOM INTERSECTION ATTATCHED TO THE CURRENT INTERSECTION
        int r = (int) ((min + Math.random() * (max - min)));
        Intersection tempIntersection = currentIntersection.getIntersections().get(r);

        if ((tempIntersection == level.getStartingLocation())
            || (tempIntersection == level.getDestination())) {
          continue;
        }

        // FIND A THE ROAD TO TRAVEL ON
        Iterator<Road> roadIt = currentIntersection.getRoads().iterator();
        Road road = null;
        while (roadIt.hasNext()) {
          Road tempRoad = roadIt.next();

          if ((tempRoad.node1 == currentIntersection) && (tempRoad.node2 == tempIntersection)) {

            road = tempRoad;
            break;
          } else if (((tempRoad.node1 == tempIntersection)
                  && (tempRoad.node2 == currentIntersection))
              && !tempRoad.oneWay) {
            road = tempRoad;
            break;
          }
        }

        if (road != null) {
          targetIntersection = tempIntersection;
          currentR = road;
          atIntersection = false;
        }

        if (road == null) {
          targetIntersection = null;
          return;
        }
      }
    } // move
    else {
      // CREATE VELOCITY
      float x = (targetIntersection.getX() - currentIntersection.getX()) * .0005f;
      float y = (targetIntersection.getY() - currentIntersection.getY()) * .0005f;

      // SET VELOCITY
      Sprite.setVx(x * currentR.getSpeedLimit() * d.gameSpeed * 2);
      Sprite.setVy(y * currentR.getSpeedLimit() * d.gameSpeed * 2);

      // GET SPRITE OF TARGET INTERSECTION
      Sprite tempIntersection =
          ((GameScreen) game.getCurrentScreen()).getIntersections().get(targetIntersection.ID - 1);

      // IF THE PLAYER HAS REACHED TARGET INTERSECTION
      if (tempIntersection.containsPoint(Sprite.getX() + 20, Sprite.getY() + 20)) {
        Sprite.setVx(0);
        Sprite.setVy(0);

        // SET THE X AND Y COORDS OF THE PLAYER ON TO THE SPRITE
        Sprite.setX(tempIntersection.getX());
        Sprite.setY(tempIntersection.getY());

        // PREPARE NEXT LOOP FOR CREATING A NEW TARGET INTERSECTION
        currentIntersection = targetIntersection;
        targetIntersection = null;
        atIntersection = true;
      }
    }
  }
Пример #4
0
  private void regularActivity() {
    // REACHED INTERSECTION
    if (atIntersection) {
      if (mindControlSelected) {
        mindControlSelected = false;
        mindControl = true;
        return;
      }

      // RUN WHILE WE DON'T HAVE A TARGET
      int min = 0;
      int max = level.getIntersections().size();

      // RUN WHILE WE DON'T HAVE A TARGET
      while (targetIntersection == null) {
        // GENERATE RANDOM INTERSECTION
        int r = (int) ((min + Math.random() * (max - min)));
        Intersection tempIntersection = level.getIntersections().get(r);

        // IF INTERSECTION IS STARTING OR DESTINATION LOCATION
        if (tempIntersection == level.getPlayerLocation()
            || tempIntersection == level.getDestination()) {
          continue;
        }
        // IF THE INTERSECTION IS THE CURRENT INTERSECTION
        if (tempIntersection == currentIntersection) {
          return;
        }

        // IF THERE IS NO PATH
        shortestPath =
            ((GameScreen) game.getCurrentScreen())
                .getGraphManager()
                .shortestNoCRDijkstraPath(currentIntersection, tempIntersection);

        if (shortestPath == null && currentIntersection.closed) {
          continue;
        }

        try {
          currentR = shortestPath.get(0);
          // FIND FIRST NODE
          if (currentIntersection == shortestPath.get(0).getNode1()) {
            targetIntersection = shortestPath.get(0).getNode2();
          } else {
            targetIntersection = shortestPath.get(0).getNode1();
          }
        } catch (NullPointerException | IndexOutOfBoundsException e) {
          continue;
        }
      }

      atIntersection = false;
    } else {
      // CREATE VELOCITY
      float x = (targetIntersection.getX() - currentIntersection.getX()) * .0005f;
      float y = (targetIntersection.getY() - currentIntersection.getY()) * .0005f;

      if (shortestPath != null) {
        // SET VELOCITY
        Sprite.setVx(x * shortestPath.get((currentRoad)).getSpeedLimit() * d.gameSpeed);
        Sprite.setVy(y * shortestPath.get((currentRoad)).getSpeedLimit() * d.gameSpeed);
      } else {
        // SET VELOCITY
        Sprite.setVx(x * currentR.getSpeedLimit() * d.gameSpeed);
        Sprite.setVy(y * currentR.getSpeedLimit() * d.gameSpeed);
      }

      Sprite tempIntersection =
          ((GameScreen) game.getCurrentScreen()).getIntersections().get(targetIntersection.ID - 1);

      // RECOVERING FROM A RED LIGHT
      if (tempIntersection.containsPoint(Sprite.getX() + 20, Sprite.getY() + 20) && rl) {
        Sprite.setVx(0);
        Sprite.setVy(0);

        // SET THE X AND Y COORDS OF THE PLAYER ON TO THE SPRITE
        Sprite.setX(tempIntersection.getX());
        Sprite.setY(tempIntersection.getY());

        // REVERSE THE RL
        rl = false;
        currentIntersection = targetIntersection;
        targetIntersection = null;
        shortestPath = null;
        currentRoad = 0;

        atIntersection = true;

      } // IF THE PLAYER HAS REACHED TARGET INTERSECTION
      else if (tempIntersection.containsPoint(Sprite.getX() + 20, Sprite.getY() + 20)) {
        Sprite.setVx(0);
        Sprite.setVy(0);

        // SETTING UP RECOVERING FROM A RED LIGHT
        if (rl) {
          rl = false;
          currentIntersection = targetIntersection;
          targetIntersection = null;
          atIntersection = true;

          return;
        }

        // WE HIT A RED LIGHT
        if (!targetIntersection.open && !rl) {
          rl = true;

          Intersection i = currentIntersection;
          currentIntersection = targetIntersection;
          targetIntersection = i;

          return;
        }

        // SET THE X AND Y COORDS OF THE PLAYER ON TO THE SPRITE
        Sprite.setX(tempIntersection.getX());
        Sprite.setY(tempIntersection.getY());

        // INCRAMENT INTERSECTIONS
        currentIntersection = targetIntersection;
        currentRoad++;

        if (shortestPath == null) {
          targetIntersection = null;
          shortestPath = null;
          atIntersection = true;
          Sprite.setVx(0);
          Sprite.setVy(0);
          currentRoad = 0;

          return;
        }

        // THE DESTINATION HAS BEEN REACHED, STOPPED EVERYTHING
        if (currentRoad == shortestPath.size()) {

          targetIntersection = null;
          shortestPath = null;
          atIntersection = true;
          Sprite.setVx(0);
          Sprite.setVy(0);
          currentRoad = 0;
        } // GET NEXT TARGET NODE
        else {
          currentR = shortestPath.get(currentRoad);
          if (currentIntersection == shortestPath.get(currentRoad).getNode1()) {
            targetIntersection = shortestPath.get(currentRoad).getNode2();
          } else {
            targetIntersection = shortestPath.get(currentRoad).getNode1();
          }
        }
      }
    }
  }