194 lines
4.5 KiB
Java
194 lines
4.5 KiB
Java
package com.droidquest.items;
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import java.awt.Color;
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import java.awt.Dimension;
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import java.awt.Graphics;
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import java.awt.Graphics2D;
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import java.awt.image.BufferedImage;
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import javax.swing.ImageIcon;
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import com.droidquest.Room;
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import com.droidquest.levels.Level;
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public class Ghost extends Item
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{
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int animationState = 0; // 0=Right, 1=Down, 2=Left, 3=Up
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// x values are 42, 154, 266, 378
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// y values are 58, 186, 314
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transient boolean searched=false;
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transient Item robot[];
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public Ghost(int X, int Y, Room r)
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{
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x=X; y=Y; room=r;
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width = 28; height = 32;
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grabbable = false;
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GenerateIcons();
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}
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public void GenerateIcons()
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{
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robot = new Item[4];
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icons = new ImageIcon[4];
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icons[0]= new ImageIcon(new BufferedImage(width,height,BufferedImage.TYPE_4BYTE_ABGR));
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icons[1]= new ImageIcon(new BufferedImage(width,height,BufferedImage.TYPE_4BYTE_ABGR));
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icons[2]= new ImageIcon(new BufferedImage(width,height,BufferedImage.TYPE_4BYTE_ABGR));
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icons[3]= new ImageIcon(new BufferedImage(width,height,BufferedImage.TYPE_4BYTE_ABGR));
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Graphics g;
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for (int a=0; a<4; a++)
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{
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try
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{
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g = icons[a].getImage().getGraphics();
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}
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catch (NullPointerException e)
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{
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System.out.println("Could not get Graphics pointer to " + getClass() + " Image");
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return;
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}
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Graphics2D g2 = (Graphics2D) g;
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Color transparent = new Color(0,0,0,0);
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g2.setBackground(transparent);
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g2.clearRect(0,0,width,height);
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g.setColor(Color.red);
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g.fillArc(0,0,28,32,0,180);
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g.fillRect(0,16,28,16);
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g.setColor(Color.white);
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g.fillOval(4,8,8,8);
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g.fillOval(16,8,8,8);
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g.setColor(Color.black);
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switch(a)
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{
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case 0: // Right
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g.fillOval(9,10,4,4);
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g.fillOval(21,10,4,4);
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break;
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case 1: // Down
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g.fillOval(7,12,4,4);
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g.fillOval(19,12,4,4);
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break;
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case 2: // Left
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g.fillOval(4,10,4,4);
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g.fillOval(16,10,4,4);
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break;
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case 3: // Up
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g.fillOval(7,8,4,4);
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g.fillOval(19,8,4,4);
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break;
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}
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}
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currentIcon = icons[0].getImage();
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}
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public void Animate()
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{
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// Positions: There are 4x3=12 "nodes" where the ghost travels to
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// and from. Every time the ghost reaches a node position, it looks
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// around for any robots in the area. If it sees a robot it then
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// heads in that direction. Robots that are hit are put in the
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// penalty box and drained of energy. If no robot is found it moves
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// in a random direction.
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if (!searched)
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{
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int rcounter = 0;
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for (int a=0; a<level.items.size(); a++)
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{
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Item item = (Item) level.items.elementAt(a);
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if (item instanceof GenericRobot)
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{
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robot[rcounter] = item;
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rcounter++;
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}
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}
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searched=true;
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}
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boolean flag = false;
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if ( ((x==42) || (x==154) || (x==266) || (x==378))
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&& ( (y==48) || (y==176) || (y==304)) )
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flag=true;
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if (flag)
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{
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boolean decision = false;
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for (int a=0; a<robot.length; a++)
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{
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if (robot[a] != null)
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if (robot[a].room == room)
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{
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Dimension d = robot[a].GetXY();
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if (d.width < 14*28)
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{
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int dx = (d.width + robot[a].width/2) - (x+width/2);
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int dy = (d.height + robot[a].height/2) - (y+height/2);
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if ((Math.abs(dx)<56) || (Math.abs(dy)<64))
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{
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decision=true;
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if (Math.abs(dx)<56)
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{
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if (dy>0)
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animationState=1;
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else
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animationState=3;
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}
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else
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{
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if (dx>0)
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animationState=0;
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else
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animationState=2;
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}
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}
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}
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}
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}
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if (!decision)
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{
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boolean good;
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int backwards = (animationState+2)%4;
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do
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{
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good = true;
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animationState = level.random.nextInt(4);
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if (animationState==0 && x==378) good=false;
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if (animationState==1 && y==304) good=false;
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if (animationState==2 && x== 42) good=false;
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if (animationState==3 && y== 48) good=false;
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if (animationState==backwards) good=false;
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}
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while (!good);
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}
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}
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switch (animationState)
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{
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case 0: // Right
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MoveRight(4);
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break;
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case 1: // Down
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MoveDown(4);
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break;
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case 2: // Left
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MoveLeft(4);
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break;
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case 3: // Up
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MoveUp(4);
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break;
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}
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currentIcon = icons[animationState].getImage();
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for (int a=0; a<4; a++)
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if (robot[a] != null)
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if (Overlaps(robot[a]))
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{
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robot[a].charge=0;
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level.PlaySound(room, Level.DISCHARGESOUND);
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robot[a].x = 16*28+14;
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robot[a].y = 32;
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}
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}
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}
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