change dsome things inmatch, added the start of amain function.
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.gitignore
vendored
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.gitignore
vendored
@ -3,3 +3,4 @@
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/bin/
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/.idea/
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/.project
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/jeu-de-combat.iml
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@ -14,5 +14,9 @@ public class Attack {
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* {{DOWN},{DOWN,RIGHT},{RIGHT},{A}}
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*/
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private static Button[][] command;
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/**
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* The different sections of the attack
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*/
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private attackPart[] parts;
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}
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114
src/gameplay/actions/attackPart.java
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114
src/gameplay/actions/attackPart.java
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@ -0,0 +1,114 @@
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package gameplay.actions;
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import gameplay.frames.Frame;
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/**
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* This class represent one section (generally one isolated hit) of an attack.
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*/
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public class attackPart {
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private int damage, chipDamage, hitstun, blockstun;
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private double knockbackOnHit, knockbackOnBlock;
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private Frame[] frames;
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private boolean hasHit;
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/**
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* Constructor with most parameters for an attack part, generally a hit
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* @param damage the damage dealt to the enemy if the attack part connects
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* @param chipDamage the damage dealt to the enemy if the attack part is blocked
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* @param hitstun the amount of frames where the enemy is in hitstun if the attack part connects
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* @param blockstun the amount of frames where the enemy is in blockstun if the attack part is blocked
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* @param knockbackOnHit the distance the enemy gets moved back if hit
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* @param knockbackOnBlock the distance the enemy gets moved back if blocked
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* @param frames the array of frames for the part
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*/
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public attackPart(int damage, int chipDamage, int hitstun, int blockstun, double knockbackOnHit, double knockbackOnBlock, Frame[] frames) {
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this.damage = damage;
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this.chipDamage = chipDamage;
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this.hitstun = hitstun;
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this.blockstun = blockstun;
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this.knockbackOnHit = knockbackOnHit;
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this.knockbackOnHit = knockbackOnBlock;
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this.frames = frames;
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this.hasHit = false;
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}
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/**
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* Constructor for an attack part with only a frames array as parameter.
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* Generally for a move startup or recovery.
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* @param frames the array of frames for the part
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*/
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public attackPart(Frame[] frames) {
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this.frames = frames;
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this.damage = 0;
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this.chipDamage = 0;
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this.hitstun = 0;
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this.blockstun = 0;
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this.knockbackOnHit = 0.0;
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this.knockbackOnBlock = 0.0;
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this.hasHit = false;
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}
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public boolean hasHit() {
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return hasHit;
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}
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public void setHasHit(boolean hasHit) {
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this.hasHit = hasHit;
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}
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public int getDamage() {
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return this.damage;
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}
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public void setDamage(int damage) {
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this.damage = damage;
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}
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public int getChipDamage() {
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return this.chipDamage;
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}
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public void setChipDamage(int chipDamage) {
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this.chipDamage = chipDamage;
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}
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public int getHitstun() {
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return hitstun;
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}
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public void setHitstun(int hitstun) {
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this.hitstun = hitstun;
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}
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public int getBlockstun() {
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return blockstun;
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}
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public void setBlockstun(int blockstun) {
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this.blockstun = blockstun;
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}
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public double getKnockbackOnHit() {
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return knockbackOnHit;
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}
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public void setKnockbackOnHit(double knockback) {
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this.knockbackOnHit = knockback;
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}
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public Frame[] getFrames() {
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return frames;
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}
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public void setFrames(Frame[] frames) {
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this.frames = frames;
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}
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public double getKnockbackOnBlock() {
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return knockbackOnBlock;
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}
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public void setKnockbackOnBlock(double knockbackOnBlock) {
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this.knockbackOnBlock = knockbackOnBlock;
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}
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}
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@ -3,6 +3,7 @@ package gameplay.match;
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import gameplay.input.InputBuffer;
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import gameplay.entities.*;
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import gameplay.entities.Character;
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import engine.Engine;
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/**
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* Main class that describes the base structure of the match, with characters, timer and such
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@ -37,6 +38,19 @@ public class match {
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this.roundsWonP1 = 0;
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this.roundsWonP2 = 0;
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}
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/**
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* Main function of a match. Contains the main gameplay loop.
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* @param args arguments
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*/
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public static void main(String args[]) {
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Character p1 = new Character(); //TODO : change to not a blank
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Character p2 = new Character(); //TODO : same as above
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match match = new match(p1,p2);
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}
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}
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