mirror of
https://github.com/jwinterm/SpaceShooter.git
synced 2026-10-17 05:51:30 +02:00
105 lines
4.0 KiB
Java
105 lines
4.0 KiB
Java
package com.spaceshooter;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.Texture;
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public class EnemyRedship extends Enemy {
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private float bulletTimer;
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private float angryTimer;
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private Texture angryTexture;
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private Texture happyTexture;
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private boolean isAngry;
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private boolean alternateShot;
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private float angle;
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EnemyRedship() {
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super(50, ResourceManager.EnemyRedShip1); // tons of health! (45)
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angryTexture = ResourceManager.getAssetManager().get(
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ResourceManager.EnemyRedShip1b, Texture.class);
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happyTexture = ResourceManager.getAssetManager().get(
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ResourceManager.EnemyRedShip1, Texture.class);
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setOrigin(getWidth() / 2, getHeight() / 2);
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bulletTimer = 0f;
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angryTimer = 0f;
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isAngry = false;
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alternateShot = false;
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angle= 0.0f;
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}
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public void updateEnemy(Player player, BulletManager bulletManager) {
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angle += Gdx.graphics.getDeltaTime()*100f;
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angryTimer += (Gdx.graphics.getDeltaTime() / 5);
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if (isAngry == false) {
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if (angryTimer > 0.5f) {
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setTexture(angryTexture);
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isAngry = true;
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}
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} else if (isAngry == true) {
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bulletTimer += (Gdx.graphics.getDeltaTime() / 5);
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if (bulletTimer > 0.10f && alternateShot == false) {
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bulletManager.getList().add(
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new EnemyBulletBasic(getX() + 118, getY(),
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SpaceShooter.getBulletSpeed() * (float) Math.cos(Math.PI / 3),SpaceShooter.getBulletSpeed(), 0));
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bulletManager.getList().add(
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new EnemyBulletBasic(getX() + 118, getY(), 0, SpaceShooter.getBulletSpeed(), 0));
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bulletManager.getList().add(
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new EnemyBulletBasic(getX() + 118, getY(), (-1f * SpaceShooter.getBulletSpeed())
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* (float) Math.cos(Math.PI / 3),SpaceShooter.getBulletSpeed(), 0));
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bulletManager.getList().add(
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new EnemyBulletBasic(getX() + 10, getY(),
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SpaceShooter.getBulletSpeed() * (float) Math.cos(Math.PI / 3),SpaceShooter.getBulletSpeed(), 0));
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bulletManager.getList().add(
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new EnemyBulletBasic(getX() + 10, getY(), 0, SpaceShooter.getBulletSpeed(), 0));
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bulletManager.getList().add(
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new EnemyBulletBasic(getX() + 10, getY(), (-1f * SpaceShooter.getBulletSpeed())
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* (float) Math.cos(Math.PI / 3),SpaceShooter.getBulletSpeed(), 0));
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alternateShot = true;
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bulletTimer = 0;
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}
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if (bulletTimer > 0.10f && alternateShot == true) {
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bulletManager.getList().add(
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new EnemyBulletBasic(getX() + 118, getY(),
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SpaceShooter.getBulletSpeed() * (float) Math.sin(Math.PI / 3),SpaceShooter.getBulletSpeed(), 0));
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bulletManager.getList().add(
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new EnemyBulletBasic(getX() + 118, getY(), 0,SpaceShooter.getBulletSpeed(), 0));
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bulletManager.getList().add(
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new EnemyBulletBasic(getX() + 118, getY(), (-1f * SpaceShooter.getBulletSpeed())
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* (float) Math.sin(Math.PI / 3),SpaceShooter.getBulletSpeed(), 0));
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bulletManager.getList().add(
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new EnemyBulletBasic(getX() + 10, getY(),
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SpaceShooter.getBulletSpeed() * (float) Math.sin(Math.PI / 3),SpaceShooter.getBulletSpeed(), 0));
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bulletManager.getList().add(
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new EnemyBulletBasic(getX() + 10, getY(), 0,SpaceShooter.getBulletSpeed(), 0));
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bulletManager.getList().add(
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new EnemyBulletBasic(getX() + 10, getY(), (-1f * SpaceShooter.getBulletSpeed())
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* (float) Math.sin(Math.PI / 3),SpaceShooter.getBulletSpeed(), 0));
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alternateShot = false;
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bulletTimer = 0;
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}
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if (angryTimer > 1.0f) {
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isAngry = false;
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setTexture(happyTexture);
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angryTimer = 0f;
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}
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}
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if (player != null)
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setPosition(getX() + 4f*(float)Math.sin(Math.toRadians(angle)),getY() - 30*Gdx.graphics.getDeltaTime());
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else
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setPosition(getX() + 4f*(float)Math.sin(Math.toRadians(angle)),getY() - 100*Gdx.graphics.getDeltaTime());
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}
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@Override
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public void hit() { // Make it easier for the player to see hits. Turns to
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// pink instead of red.
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// setY(getY() + 150 * Gdx.graphics.getDeltaTime()); Possible impact
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// powerup??
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gotHit = true;
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setColor(Color.CLEAR);
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health--;
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if (health <= 0)
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isDead = true;
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}
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} |