evil-inside/src/ei/game/scene/weapons/Weapon.java

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package ei.game.scene.weapons;
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import ei.engine.effects.Particles;
import ei.engine.math.Vector2f;
import ei.engine.math.Vector2i;
import ei.engine.scene.Entity;
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import ei.engine.scene.Node;
import ei.game.gamestate.InGameState;
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import ei.game.scene.Map;
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/**
* The weapon class.
* @author Jesper Lundin
*
*/
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public abstract class Weapon {
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private int range;
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private int damage;
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private Vector2i target;
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private float velocity;
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private float minVelocity;
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private boolean hit;
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private Particles part;
private Vector2f startPos;
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/**
* Constructor for the class Weapon. Initializes the weapon.
* @param range
* @param startPos
* @param velocity
*/
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public Weapon(Vector2f startPos) {
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this.startPos = startPos;
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this.minVelocity = 5;
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this.hit = false;
part = getWeapon();
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part.setLocation(startPos);
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part.reset();
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}
public void setRange(int range) {
this.range = range;
}
public void setVelocity(float velocity) {
this.velocity = velocity;
}
public void setDamage(int damage) {
this.damage = damage;
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}
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/**
* Launches the weapon type.
* @param target
*/
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public void launch(Vector2i target) {
this.target = target;
}
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/**
* updates the weapons movement and positions, also the behaviour of
* the weapon.
*
*/
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public void update() {
Vector2f vect = Map.getPixelByPos(target.getX(), target.getY());
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if(Math.sqrt(Math.pow((vect.getX()-startPos.getX()), 2) + Math.pow((vect.getY()-startPos.getY()), 2))<=range) {
float yVelocity = (Math.abs((vect.getY()-startPos.getY()) / velocity))/10;
float xVelocity = (Math.abs((vect.getX()-startPos.getX()) / velocity))/10;
System.out.println("xVel: "+xVelocity);
//System.out.println("xVel: "+Math.abs(part.getLocation().getX()-vect.getX()));
if(xVelocity < minVelocity && xVelocity < yVelocity) {
yVelocity = (yVelocity/xVelocity)*minVelocity;
xVelocity = minVelocity;
}
if(yVelocity < minVelocity && yVelocity < xVelocity) {
xVelocity = (xVelocity/yVelocity)*minVelocity;
yVelocity = minVelocity;
}
if(vect.getX() > part.getLocation().getX()) {
part.getLocation().add(xVelocity, 0f, 0f);
}
if(vect.getX() < part.getLocation().getX()) {
part.getLocation().add(-xVelocity, 0f, 0f);
}
if(vect.getY() > part.getLocation().getY()) {
part.getLocation().add(0f, yVelocity, 0f);
}
if(vect.getY() < part.getLocation().getY()) {
part.getLocation().add(0f, -yVelocity, 0f);
}
if(Math.abs(part.getLocation().getX()-vect.getX()) < 10 && Math.abs(part.getLocation().getY()-vect.getY()) < 10) {
part.regenerate = false;
if(!hit) {
InGameState.getMap().getPos(target.getX(), target.getY()).damaged(damage);
hit = true;
}
if(part.isDead()) {
WeaponHandler.getInstance().removeWeapon(this);
}
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}
}
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else{
WeaponHandler.getInstance().removeWeapon(this);
}
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}
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/**
* Returns the node with the weapon.
* @return
*/
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public Entity getNode() {
return part;
}
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protected abstract Particles getWeapon();
}