DroidQuest/src/com/droidquest/items/Ghost.java

194 lines
4.5 KiB
Java

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