Files
SpaceShooter/com/spaceshooter/EnemyManager.java
T
2014-07-06 15:07:28 -07:00

187 lines
4.5 KiB
Java

package com.spaceshooter;
import java.util.ArrayList;
import java.util.LinkedList;
import java.util.List;
import java.util.ListIterator;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Intersector;
import com.badlogic.gdx.math.MathUtils;
public class EnemyManager {
public List<Enemy> enemyList;
private List<Enemy> enemyQueue; /*holds references to enemies that need to be added.
since you cannot add while iterating through a list */
private float enemyTimer;
private boolean collision = false;
EnemyManager() {
enemyList = new LinkedList<Enemy>();
enemyQueue = new LinkedList<Enemy>();
enemyTimer = 0.0f;
}
public void update(Player player, ScoreHandler scorehandler,
BulletManager bulletManager) {
enemyTimer += Gdx.graphics.getDeltaTime() / 5;
createEnemy(MathUtils.random(SpaceShooter.getLeftBound()/2,SpaceShooter.getRightBound()/2),
SpaceShooter.getTopBound() + 100);
ListIterator<Enemy> enemyIter = enemyList.listIterator();
while (enemyIter.hasNext()) {
Enemy e = enemyIter.next();
e.updateEnemy(player, bulletManager);
if (player != null) {
if (Intersector.overlaps(e.getBoundingRectangle(),
player.getBoundingRectangle()) == true) {
if (!player.isBlinking) {
/*
* In the future, check for enemy types and add a higher or
* lower score Depending on the enemy
*/
player.killPlayer();
collision = true;
}
}
}
if ((e.getY() < SpaceShooter.getBottomBound() - e.getHeight()) ||
(e.getY() > SpaceShooter.getTopBound() + e.getHeight() + 500) ||
(e.getX() < SpaceShooter.getLeftBound() - e.getWidth() - 100) ||
(e.getX() > SpaceShooter.getRightBound() + e.getWidth() + 100) )
enemyIter.remove();
else if (collision) {
e.hit();
if (e.isDead) {
enemyIter.remove();
}
collision = false;
}
}
//Add enemies that are part of the queue now that we are not iterating.
for (Enemy e : enemyQueue) {
if (e != null)
enemyList.add(e);
}
//Clear the queue:
enemyQueue.clear();
}
public void addEnemy(Enemy enemy,float x,float y) {
enemy.setPosition(x, y);
enemyQueue.add(enemy);
}
public List<Enemy> getList() {
return enemyList;
}
public void createEnemy(float x, float y) {
if (enemyTimer > 0.7f) {
int rand = MathUtils.random(11);
rand = 0;
if (rand == 0) {
//Enemy enemy = new EnemyTurret();
EnemyMissileShip enemy = new EnemyMissileShip(this);
enemy.setPosition(x, y);
enemyList.add(enemy);
enemyTimer = 0.0f;
} else if (rand == 1) {
EnemyPatterns.blockade(this, x, y,"EnemySpinner",5,0);
enemyTimer = 0.0f;
}
else if (rand == 2) {
EnemyPatterns.blockade(this, x, y,"EnemyPopcorn",5,2);
enemyTimer = 0.0f;
}
else if (rand == 3) {
EnemyPatterns.sineWave(this, x, y,15,"EnemyPopcorn");
enemyTimer = 0.0f;
}
else if (rand == 4) {
//EnemyPatterns.sineWave(this, x, y,2,"EnemyKiller1");
EnemyPatterns.blockade(this, x, y,"EnemyKiller1",3,0);
enemyTimer = 0.0f;
}
else if (rand == 5) {
EnemyPatterns.sineWave(this, x, y,2,"EnemyKiller1");
enemyTimer = 0.0f;
}
else if (rand == 6) {
EnemyRedship enemy = new EnemyRedship();
enemy.setPosition(x, y);
enemyList.add(enemy);
enemyTimer = 0.0f;
}
else if (rand == 7) {
EnemyEye enemy = new EnemyEye();
enemy.setPosition(x, y);
enemyList.add(enemy);
enemyTimer = 0.0f;
}
else if (rand == 8) {
EnemyCargo enemy = new EnemyCargo(this);
enemy.setPosition(x, y);
enemyList.add(enemy);
enemyTimer = 0.0f;
}
else if (rand == 9) {
EnemyFactory enemy = new EnemyFactory(this);
enemy.setPosition(x, y);
enemyList.add(enemy);
EnemyFactory enemy2 = new EnemyFactory(this);
enemy2.setPosition(x + enemy2.getWidth() + 20, y);
enemyList.add(enemy2);
enemyTimer = 0.0f;
}
else if (rand == 10) {
EnemyHoming enemy = new EnemyHoming();
enemy.setPosition(x, y);
enemyList.add(enemy);
enemyTimer = 0.0f;
}
else if (rand == 11) {
EnemyTongue enemy = new EnemyTongue(this);
enemy.setPosition(x, y);
enemyList.add(enemy);
}
}
}
public void draw(SpriteBatch batch) {
for (Enemy e : enemyList) {
if (e != null) {
e.draw(batch);
if (e instanceof EnemyMissile)
((EnemyMissile) e).drawParticle(batch);
e.processHits();
}
}
}
public void clear() {
enemyList.clear();
}
}