Built a basic movement test, can't test because it doesn't recognize my gamepads.

This commit is contained in:
no 2021-06-10 11:50:38 +02:00
parent f56c84ef8e
commit 93f5727569
5 changed files with 227 additions and 117 deletions

View File

@ -317,6 +317,7 @@ public class BlueBaseFrames {
engine.init();
String path = "textures/Sprite.png";
String pathToBG = "textures/background_beach.png";
Frame f = generateStandFrame1();
ObjectGl blue = new ObjectGl(0f, 60f, 80f, 5f, path, null);

View File

@ -1,9 +1,12 @@
package gameplay.Characters.Blue;
import gameplay.actions.Jump;
import gameplay.actions.*;
import gameplay.entities.Character;
import gameplay.frames.Frame;
import gameplay.Characters.Blue.BlueBaseFrames;
import gameplay.input.ButtonIG;
import java.util.ArrayList;
import static gameplay.input.ButtonIG.*;
@ -17,6 +20,39 @@ public class CharacterBlue {
Frame[] fWalkF = BlueBaseFrames.blueFWalk();
Frame[] bWalkF = BlueBaseFrames.blueBWalk();
return new Character();
ButtonIG[][] fjcmd = {{UP,FORWARD}};
ButtonIG[][] bjcmd = {{UP,BACK}};
ButtonIG[][] njcmd = {{UP}};
Jump fJ = new Jump(fjcmd,fJumpF);
Jump nJ = new Jump(njcmd,nJumpF);
Jump bJ = new Jump(bjcmd,bJumpF);
/*
* Temporary values to change later
*/
Frame[] fDashF = new Frame[0];
Frame[] bDashF = new Frame[0];
ThrowPart[] tp = new ThrowPart[0];
ButtonIG[][] throwCMD = {{BACK,FORWARD,UP,DOWN},{BACK,FORWARD,UP,DOWN},{BACK,FORWARD,UP,DOWN}};
ButtonIG[][] fdashCMD = {{BACK,FORWARD,UP,DOWN},{BACK,FORWARD,UP,DOWN},{BACK,FORWARD,UP,DOWN}};
ButtonIG[][] bdashCMD = {{BACK,FORWARD,UP,DOWN},{BACK,FORWARD,UP,DOWN},{BACK,FORWARD,UP,DOWN}};
Throw th = new Throw(false,throwCMD,tp);
Dash fDash = new Dash(fdashCMD,fDashF);
Dash bDash =new Dash(bdashCMD,bDashF);
Frame[] fallingFs = new Frame[0];
Frame f = new Frame();
Attack[] atks = new Attack[0];
Character c = new Character(0,0,standF[0],1000,atks,fJ,nJ,bJ,fDash,bDash,th,standF,crouchF,fWalkF,bWalkF,f,f,fallingFs,f,f,f,f);
return c;
}
}

View File

@ -17,7 +17,7 @@ public class Throw implements Action {
* For example, a Moonsault Press would be something like
* {{LEFT},{DOWN,LEFT},{DOWN},{DOWN,RIGHT},{RIGHT},{RIGHT,UP},{UP},{A}}
*/
private static ButtonIG[][] command;
private ButtonIG[][] command;
/**
* The different sections of the throw
@ -62,4 +62,10 @@ public class Throw implements Action {
public Throw() {
}
public Throw(boolean isSpecial, ButtonIG[][] command, ThrowPart[] parts) {
this.isSpecial = isSpecial;
this.command = command;
this.parts = parts;
}
}

View File

@ -13,8 +13,8 @@ import java.util.ArrayList;
*
*/
public class Character extends Entity {
private static int maxHP;
private static int currentHP;
private int maxHP;
private int currentHP;
/**
* All of the attacks, both special and normal, of the character
@ -22,23 +22,23 @@ public class Character extends Entity {
* For example, you should have something like :
* {Rising Punch, FireBall, Jump D/C/B/A, Crouch D/C/B/A, Stand D/C/B/A}
*/
private static Attack[] attacks;
private Attack[] attacks;
private static Jump forwardJump;
private static Jump neutralJump;
private static Jump backJump;
private Jump forwardJump;
private Jump neutralJump;
private Jump backJump;
private static Dash forwardDash;
private static Dash backDash;
private Dash forwardDash;
private Dash backDash;
private static Throw normalthrow;
private Throw normalthrow;
private static Status status;
private Status status;
private static Frame[] defaultStandingFrames;
private static Frame[] defaultCrouchingFrames;
private static Frame[] forwardWalkFrames;
private static Frame[] backWalkFrames;
private Frame[] defaultStandingFrames;
private Frame[] defaultCrouchingFrames;
private Frame[] forwardWalkFrames;
private Frame[] backWalkFrames;
private Frame hitInAirFrame; //the frame to display when hit in the air. Shouldmake the character rise
private Frame fallingframe; //the frame to display when falling from the air
private Frame[] knockedDownFrames;
@ -67,111 +67,137 @@ public class Character extends Entity {
this.currentHP = this.maxHP;
}
public Character(int posx, int posy, Frame f, int maxHP, Attack[] attacks, Jump forwardJump, Jump neutralJump, Jump backJump, Dash forwardDash, Dash backDash, Throw normalthrow, Frame[] defaultStandingFrames, Frame[] defaultCrouchingFrames, Frame[] forwardWalkFrames, Frame[] backWalkFrames, Frame hitInAirFrame, Frame fallingframe, Frame[] knockedDownFrames, Frame standGuardFrame, Frame crouchGuardFrame, Frame standHitFrame, Frame crouchHitFrame) {
super(posx, posy, f);
this.maxHP = maxHP;
this.attacks = attacks;
this.forwardJump = forwardJump;
this.neutralJump = neutralJump;
this.backJump = backJump;
this.forwardDash = forwardDash;
this.backDash = backDash;
this.normalthrow = normalthrow;
this.defaultStandingFrames = defaultStandingFrames;
this.defaultCrouchingFrames = defaultCrouchingFrames;
this.forwardWalkFrames = forwardWalkFrames;
this.backWalkFrames = backWalkFrames;
this.hitInAirFrame = hitInAirFrame;
this.fallingframe = fallingframe;
this.knockedDownFrames = knockedDownFrames;
this.standGuardFrame = standGuardFrame;
this.crouchGuardFrame = crouchGuardFrame;
this.standHitFrame = standHitFrame;
this.crouchHitFrame = crouchHitFrame;
this.nextAttackParts = new ArrayList<attackPart>();
this.nextThrowParts = new ArrayList<ThrowPart>();
this.currentHP = maxHP;
this.status = Status.NORMAL;
}
public void setMaxHP(int HP) {
this.maxHP = HP;
}
public int getMaxHP() { return this.maxHP;}
public static Attack[] getAttacks() {
return attacks;
public Attack[] getAttacks() {
return this.attacks;
}
public static void setAttacks(Attack[] attacks) {
Character.attacks = attacks;
public void setAttacks(Attack[] attacks) {
this.attacks = attacks;
}
public static Jump getForwardJump() {
return forwardJump;
public Jump getForwardJump() {
return this.forwardJump;
}
public static void setForwardJump(Jump forwardJump) {
Character.forwardJump = forwardJump;
public void setForwardJump(Jump forwardJump) {
this.forwardJump = forwardJump;
}
public static Jump getNeutralJump() {
return neutralJump;
public Jump getNeutralJump() {
return this.neutralJump;
}
public static void setNeutralJump(Jump neutralJump) {
Character.neutralJump = neutralJump;
public void setNeutralJump(Jump neutralJump) {
this.neutralJump = neutralJump;
}
public static Jump getBackJump() {
return backJump;
public Jump getBackJump() {
return this.backJump;
}
public static void setBackJump(Jump backJump) {
Character.backJump = backJump;
public void setBackJump(Jump backJump) {
this.backJump = backJump;
}
public static Dash getForwardDash() {
return forwardDash;
public Dash getForwardDash() {
return this.forwardDash;
}
public static void setForwardDash(Dash forwardDash) {
Character.forwardDash = forwardDash;
public void setForwardDash(Dash forwardDash) {
this.forwardDash = forwardDash;
}
public static Dash getBackDash() {
return backDash;
public Dash getBackDash() {
return this.backDash;
}
public static void setBackDash(Dash backDash) {
Character.backDash = backDash;
public void setBackDash(Dash backDash) {
this.backDash = backDash;
}
public static Throw getNormalthrow() {
return normalthrow;
public Throw getNormalthrow() {
return this.normalthrow;
}
public static void setNormalthrow(Throw normalthrow) {
Character.normalthrow = normalthrow;
public void setNormalthrow(Throw normalthrow) {
this.normalthrow = normalthrow;
}
public static Status getStatus() {
return status;
public Status getStatus() {
return this.status;
}
public static void setStatus(Status status) {
Character.status = status;
public void setStatus(Status status) {
this.status = status;
}
public static Frame[] getDefaultStandingFrames() {
return defaultStandingFrames;
public Frame[] getDefaultStandingFrames() {
return this.defaultStandingFrames;
}
public static void setDefaultStandingFrames(Frame[] defaultStandingFrames) {
Character.defaultStandingFrames = defaultStandingFrames;
public void setDefaultStandingFrames(Frame[] defaultStandingFrames) {
this.defaultStandingFrames = defaultStandingFrames;
}
public static Frame[] getDefaultCrouchingFrames() {
return defaultCrouchingFrames;
public Frame[] getDefaultCrouchingFrames() {
return this.defaultCrouchingFrames;
}
public static void setDefaultCrouchingFrames(Frame[] defaultCrouchingFrames) {
Character.defaultCrouchingFrames = defaultCrouchingFrames;
public void setDefaultCrouchingFrames(Frame[] defaultCrouchingFrames) {
this.defaultCrouchingFrames = defaultCrouchingFrames;
}
public static Frame[] getForwardWalkFrames() {
return forwardWalkFrames;
public Frame[] getForwardWalkFrames() {
return this.forwardWalkFrames;
}
public static void setForwardWalkFrames(Frame[] forwardWalkFrames) {
Character.forwardWalkFrames = forwardWalkFrames;
public void setForwardWalkFrames(Frame[] forwardWalkFrames) {
this.forwardWalkFrames = forwardWalkFrames;
}
public static Frame[] getBackWalkFrames() {
return backWalkFrames;
public Frame[] getBackWalkFrames() {
return this.backWalkFrames;
}
public static void setBackWalkFrames(Frame[] backWalkFrames) {
Character.backWalkFrames = backWalkFrames;
public void setBackWalkFrames(Frame[] backWalkFrames) {
this.backWalkFrames = backWalkFrames;
}
public ArrayList<attackPart> getNextAttackParts() {
return nextAttackParts;
return this.nextAttackParts;
}
public void setNextAttackParts(ArrayList<attackPart> nextAttackParts) {
@ -194,7 +220,7 @@ public class Character extends Entity {
}
public ArrayList<ThrowPart> getNextThrowParts() {
return nextThrowParts;
return this.nextThrowParts;
}
public void setNextThrowParts(ArrayList<ThrowPart> nextAttackParts) {
@ -216,8 +242,8 @@ public class Character extends Entity {
this.nextThrowParts.remove(0);
}
public static int getCurrentHP() {
return currentHP;
public int getCurrentHP() {
return this.currentHP;
}
public void setCurrentHP(int currentHP) {
@ -240,7 +266,7 @@ public class Character extends Entity {
}
public Frame getHitInAirFrame() {
return hitInAirFrame;
return this.hitInAirFrame;
}
public void setHitInAirFrame(Frame hitInAirFrame) {
@ -248,7 +274,7 @@ public class Character extends Entity {
}
public Frame getFallingframe() {
return fallingframe;
return this.fallingframe;
}
public void setFallingframe(Frame fallingframe) {
@ -256,7 +282,7 @@ public class Character extends Entity {
}
public Frame[] getKnockedDownFrames() {
return knockedDownFrames;
return this.knockedDownFrames;
}
public void setKnockedDownFrames(Frame[] knockedDownFrames) {
@ -264,7 +290,7 @@ public class Character extends Entity {
}
public Frame getStandGuardFrame() {
return standGuardFrame;
return this.standGuardFrame;
}
public void setStandGuardFrame(Frame standGuardFrame) {
@ -272,7 +298,7 @@ public class Character extends Entity {
}
public Frame getCrouchGuardFrame() {
return crouchGuardFrame;
return this.crouchGuardFrame;
}
public void setCrouchGuardFrame(Frame crouchGuardFrame) {
@ -280,7 +306,7 @@ public class Character extends Entity {
}
public Frame getStandHitFrame() {
return standHitFrame;
return this.standHitFrame;
}
public void setStandHitFrame(Frame standHitFrame) {
@ -288,7 +314,7 @@ public class Character extends Entity {
}
public Frame getCrouchHitFrame() {
return crouchHitFrame;
return this.crouchHitFrame;
}
public void setCrouchHitFrame(Frame crouchHitFrame) {

View File

@ -1,7 +1,11 @@
package gameplay.match;
import engine.Engine;
import engine.input.Button;
import engine.input.GamepadInput;
import engine.math.Vector3f;
import engine.object.ObjectGl;
import gameplay.Characters.Blue.CharacterBlue;
import gameplay.actions.Attack;
import gameplay.actions.attackPart;
import gameplay.actions.Throw;
@ -36,42 +40,36 @@ public class match {
/**
* the level of the "ground", used to determine if a character is in the air or not.
*/
private static final int groundLevel = 250;
private static final int groundLevel = 200;
private int timer;
private InputBuffer inputsP1, inputsP2;
private int roundsWonP1, roundsWonP2;
private Character p1, p2; //characters of player 1 and 2
private static int timer;
private static InputBuffer inputsP1, inputsP2;
private static int roundsWonP1, roundsWonP2;
private static Character p1, p2; //characters of player 1 and 2
private static long timeStamp1;
private static long timeStamp2;
private static int frameCount;
private static int oldPosXp1;
private static int oldPosXp2;
private static int oldPosYp1;
private static int oldPosYp2;
private static GamepadInput gamepad1 = null;
private static GamepadInput gamepad2 = null;
/**
* base constructor of the match class.
* Initiates a new match with with two given characters
*/
public match(Character p1, Character p2) {
this.timer = 99;
this.inputsP1 = new InputBuffer(inputBufferSize);
this.inputsP2 = new InputBuffer(inputBufferSize);
this.p1 = p1;
this.p2 = p2;
this.roundsWonP1 = 0;
this.roundsWonP2 = 0;
}
private static ObjectGl objP1,objP2;
private static Engine engine;
private static Frame f;
/**
* Starts a new round, by placing the timer back at base value, characters back at full hp and such.
*/
private void startNewRound() {
this.timer = 99;
this.inputsP1 = new InputBuffer(inputBufferSize);
this.inputsP2 = new InputBuffer(inputBufferSize);
this.p1.setPos(-500, groundLevel); //TODO : change to better values if needed
this.p2.setPos(500, groundLevel); //TODO : change to better values if needed
private static void startNewRound() {
timer = 99;
inputsP1 = new InputBuffer(inputBufferSize);
inputsP2 = new InputBuffer(inputBufferSize);
p1.setPos(-750, groundLevel); //TODO : change to better values if needed
p2.setPos(-750, groundLevel); //TODO : change to better values if needed
}
/**
@ -79,7 +77,7 @@ public class match {
* Used for playing animations and such.
* TODO : Implement this once we know what to do.
*/
private void endRound() {
private static void endRound() {
}
@ -88,7 +86,7 @@ public class match {
* Used for playing animations and such.
* TODO : Implement this once we know what to do.
*/
private void endMatch() {
private static void endMatch() {
}
@ -156,7 +154,32 @@ public class match {
} */
boolean Joystick1Present = glfwJoystickPresent(GLFW_JOYSTICK_1);
boolean Joystick2Present = glfwJoystickPresent(GLFW_JOYSTICK_2);
match match = new match(new Character(),new Character()); //TODO : Change to not empty chars
engine = new Engine(640, 480, new Vector3f(4.0f, 3.0f));
engine.init();
String path = "textures/Sprite.png";
String pathToBG = "textures/background_beach.png";
ObjectGl background = new ObjectGl(0f,1f,1f,10f, pathToBG, null);
background.setTextureWrap(0,0,621, 224, ObjectGl.DEFAULT);
background.translate(new Vector3f(-3011.0f, 1400.0f, 1.0f));
engine.add_objectGl(background);
p1 = CharacterBlue.generateCharBlue();
p2 = CharacterBlue.generateCharBlue();
objP1 = new ObjectGl(1f, 60f, 80f, 5f, path, null);
objP2 = new ObjectGl(2f, 60f, 80f, 5f, path, null);
engine.add_objectGl(objP1);
engine.add_objectGl(objP2);
f = p1.getCurrentframe();
objP1.setTextureWrap(f.getSprite()[0], f.getSprite()[1], f.getSprite()[2], f.getSprite()[3], ObjectGl.STICK_TOP);
objP1.translate(new Vector3f(-750,200,0));
f = p2.getCurrentframe();
objP2.setTextureWrap(f.getSprite()[0], f.getSprite()[1], f.getSprite()[2], f.getSprite()[3], ObjectGl.STICK_TOP);
objP2.translate(new Vector3f(750,200,0));
objP2.flipTextureWrapH();
if (Joystick1Present) {
gamepad1 = new GamepadInput(GLFW_JOYSTICK_1);
@ -166,10 +189,12 @@ public class match {
gamepad2 = new GamepadInput(GLFW_JOYSTICK_2);
gamepad2.inputRefresh();
}
ac(0);
}
private void ac(int i) {
private static void ac(int i) {
System.out.println(i);
switch (i) {
//initiate a round
@ -182,6 +207,11 @@ public class match {
//checks if one or both of the chars are out of health
case 10:
oldPosXp1 = p1.getPosX();
oldPosXp2 = p2.getPosX();
oldPosYp1 = p1.getPosY();
oldPosYp2 = p2.getPosY();
if(p1.getCurrentHP() <= 0 && p2.getCurrentHP() <= 0) { ac(11);}
else if(p1.getCurrentHP() <= 0) { ac(12);}
else if(p2.getCurrentHP() <= 0) { ac(13);}
@ -210,8 +240,8 @@ public class match {
//read both players inputs
case 20:
gamepad1.inputRefresh();
gamepad2.inputRefresh();
inputsP1.recordInputsFromGamepad(gamepad1, p1.getPosX() < p2.getPosX());
gamepad2.inputRefresh();
inputsP2.recordInputsFromGamepad(gamepad2, p2.getPosX() <= p1.getPosX());
handleInputs(p1, inputsP1);
handleInputs(p2, inputsP2);
@ -238,18 +268,29 @@ public class match {
nextFrame(p2,inputsP2);
updatePos(p1);
updatePos(p2);
f = p1.getCurrentframe();
objP1.setTextureWrap(f.getSprite()[0], f.getSprite()[1], f.getSprite()[2], f.getSprite()[3], ObjectGl.STICK_TOP);
objP1.translate(new Vector3f(p1.getPosX()-oldPosXp1,p1.getPosY()-oldPosYp1,0));
f = p2.getCurrentframe();
objP2.setTextureWrap(f.getSprite()[0], f.getSprite()[1], f.getSprite()[2], f.getSprite()[3], ObjectGl.STICK_TOP);
objP2.translate(new Vector3f(p2.getPosX()-oldPosXp2,p2.getPosY()-oldPosYp2,0));
boolean p1LooksRight = p1.getPosX() < p2.getPosX();
if(p1LooksRight) {
Frame f = new Frame();
f.clone(p2.getCurrentframe());
f.invertHitBoxes();
p2.setCurrentFrame(f);
Frame nf = new Frame();
nf.clone(p2.getCurrentframe());
nf.invertHitBoxes();
p2.setCurrentFrame(nf);
objP2.flipTextureWrapH();
} else {
Frame f = new Frame();
f.clone(p1.getCurrentframe());
f.invertHitBoxes();
p1.setCurrentFrame(f);
Frame nf = new Frame();
nf.clone(p1.getCurrentframe());
nf.invertHitBoxes();
p1.setCurrentFrame(nf);
objP1.flipTextureWrapH();
}
engine.update();
engine.render();
ac(23);
break;
@ -472,7 +513,7 @@ public class match {
* @param c the character
* @param in the input buffer corresponding to the character
*/
private void nextFrame(Character c, InputBuffer in) {
private static void nextFrame(Character c, InputBuffer in) {
if(!c.getFrames().getNextframe().equals(null)){
c.goToNextFrames();
} else {
@ -496,7 +537,7 @@ public class match {
}
}
private void updatePos(Character c) {
private static void updatePos(Character c) {
c.setPos((int)(c.getPosX()+c.getCurrentframe().getMove_x()),(int)(c.getPosY()+c.getCurrentframe().getMove_y()));
}