Far-Out/src/com/sagi/dayan/Games/Elements/Player.java
2016-03-20 23:21:31 +02:00

155 lines
4.4 KiB
Java

package com.sagi.dayan.Games.Elements;
import java.awt.Graphics;
import javax.swing.JPanel;
/**
* Represents a player ship
*/
public class Player extends AnimatedSprite {
private final int NORMAL_ANIMATION = 0, RIGHT_ANIMATION = 1, LEFT_ANIMATION = 2, PADDING_BOTTOM = 35, MORTAL_DELAY = 3;
private int hDirection = 0, vDirection = 0;
private String imagePrefix;
private boolean ableToFire, isMortal, toDraw;
private int fireDelay;
private double imortalPulse = 0.2;
private long lastFired, lastDrawn, created;
private int startX, startY;
private boolean isGameOver;
public Player(int x, int y, int w, int h, int acc, String imgName, double angle, int sWidth, int sHeight, String imagePrefix, int numOfFirstFrames) {
super(x, y, w, h, acc, imgName, angle, sWidth, sHeight, numOfFirstFrames);
this.imagePrefix = imagePrefix;
initFirstAnimation("", numOfFirstFrames);
this.ableToFire = true;
fireDelay = 200;
lastFired = System.currentTimeMillis();
lastDrawn = lastFired;
created = lastDrawn;
setImageDimensions();
isMortal = false;
toDraw = true;
startX = locX;
startY = locY;
isGameOver = false;
}
public boolean isGameOver() {
return isGameOver;
}
public void setGameOver(boolean gameOver) {
isGameOver = gameOver;
}
//when player revived - reset it to default position
public void resetPlayer(){
locX = startX;
locY = startY;
isMortal = false;
lastDrawn = System.currentTimeMillis();
created = lastDrawn;
}
@Override
protected void initFirstAnimation(String spriteSheet, int numOfFirstFrames) {
if(imagePrefix == null)
return;
System.out.println(imagePrefix);
animations.add(new Animation(imagePrefix+"StraighSheet.png", 7, 200));
animations.add(new Animation(imagePrefix+"RightSheet.png", 7, 200));
animations.add(new Animation(imagePrefix+"LeftSheet.png", 7, 200));
}
public boolean isMortal() {
return isMortal;
}
//besides position update, updated whether ship can fire or not
@Override
public void update() {
long now = System.currentTimeMillis();
if(now - lastFired >= fireDelay){
ableToFire = true;
}else{
ableToFire = false;
}
locX += vDirection * acceleration;
locY -= hDirection * acceleration;
if(locX < 0)
locX = 0;
else if(locX > pWidth - animations.get(currentAnimation).getCurrentFrame().getWidth()){
locX = pWidth - animations.get(currentAnimation).getCurrentFrame().getWidth();
}
if(locY < 0)
locY = 0;
else if(locY > pHeight - animations.get(currentAnimation).getCurrentFrame().getHeight() - PADDING_BOTTOM){
locY = pHeight - animations.get(currentAnimation).getCurrentFrame().getHeight() - PADDING_BOTTOM;
}
}
//set horizontal and vertical direction
public void sethDirection(int direction) {
this.hDirection = direction;
}
public void setvDirection(int direction) {
this.vDirection = direction;
if(direction != NORMAL_ANIMATION){
currentAnimation = (direction == 1) ? RIGHT_ANIMATION : LEFT_ANIMATION;
}else{
currentAnimation = 0;
}
}
public boolean isAbleToFire() {
return ableToFire;
}
public void setAbleToFire(boolean ableToFire) {
this.ableToFire = ableToFire;
}
public int getFireDelay() {
return fireDelay;
}
public void setFireDelay(int fireDelay) {
this.fireDelay = fireDelay;
}
//update time since last fired
public void updateFireTime(){
lastFired = System.currentTimeMillis();
}
//if player was dead dont draw (creates blinking effect)
@Override
public void drawSprite(Graphics g, JPanel p){
long now = System.currentTimeMillis();
if(isMortal){
super.drawSprite(g, p);
}else{
if(now - lastDrawn >= imortalPulse * 1000){
toDraw = !toDraw;
lastDrawn = now;
if(now-created >= MORTAL_DELAY * 1000){
isMortal = true;
}
}
if(toDraw) {
super.drawSprite(g, p);
}
}
}
}