Built a basic movement test, can't test because it doesn't recognize my gamepads.
This commit is contained in:
parent
f56c84ef8e
commit
93f5727569
@ -317,6 +317,7 @@ public class BlueBaseFrames {
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engine.init();
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String path = "textures/Sprite.png";
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String pathToBG = "textures/background_beach.png";
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Frame f = generateStandFrame1();
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ObjectGl blue = new ObjectGl(0f, 60f, 80f, 5f, path, null);
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@ -1,9 +1,12 @@
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package gameplay.Characters.Blue;
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import gameplay.actions.Jump;
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import gameplay.actions.*;
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import gameplay.entities.Character;
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import gameplay.frames.Frame;
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import gameplay.Characters.Blue.BlueBaseFrames;
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import gameplay.input.ButtonIG;
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import java.util.ArrayList;
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import static gameplay.input.ButtonIG.*;
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@ -17,6 +20,39 @@ public class CharacterBlue {
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Frame[] fWalkF = BlueBaseFrames.blueFWalk();
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Frame[] bWalkF = BlueBaseFrames.blueBWalk();
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return new Character();
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ButtonIG[][] fjcmd = {{UP,FORWARD}};
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ButtonIG[][] bjcmd = {{UP,BACK}};
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ButtonIG[][] njcmd = {{UP}};
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Jump fJ = new Jump(fjcmd,fJumpF);
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Jump nJ = new Jump(njcmd,nJumpF);
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Jump bJ = new Jump(bjcmd,bJumpF);
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/*
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* Temporary values to change later
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*/
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Frame[] fDashF = new Frame[0];
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Frame[] bDashF = new Frame[0];
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ThrowPart[] tp = new ThrowPart[0];
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ButtonIG[][] throwCMD = {{BACK,FORWARD,UP,DOWN},{BACK,FORWARD,UP,DOWN},{BACK,FORWARD,UP,DOWN}};
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ButtonIG[][] fdashCMD = {{BACK,FORWARD,UP,DOWN},{BACK,FORWARD,UP,DOWN},{BACK,FORWARD,UP,DOWN}};
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ButtonIG[][] bdashCMD = {{BACK,FORWARD,UP,DOWN},{BACK,FORWARD,UP,DOWN},{BACK,FORWARD,UP,DOWN}};
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Throw th = new Throw(false,throwCMD,tp);
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Dash fDash = new Dash(fdashCMD,fDashF);
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Dash bDash =new Dash(bdashCMD,bDashF);
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Frame[] fallingFs = new Frame[0];
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Frame f = new Frame();
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Attack[] atks = new Attack[0];
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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);
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return c;
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}
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}
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@ -17,7 +17,7 @@ public class Throw implements Action {
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* For example, a Moonsault Press would be something like
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* {{LEFT},{DOWN,LEFT},{DOWN},{DOWN,RIGHT},{RIGHT},{RIGHT,UP},{UP},{A}}
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*/
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private static ButtonIG[][] command;
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private ButtonIG[][] command;
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/**
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* The different sections of the throw
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@ -62,4 +62,10 @@ public class Throw implements Action {
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public Throw() {
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}
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public Throw(boolean isSpecial, ButtonIG[][] command, ThrowPart[] parts) {
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this.isSpecial = isSpecial;
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this.command = command;
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this.parts = parts;
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}
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}
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@ -13,8 +13,8 @@ import java.util.ArrayList;
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*
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*/
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public class Character extends Entity {
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private static int maxHP;
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private static int currentHP;
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private int maxHP;
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private int currentHP;
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/**
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* All of the attacks, both special and normal, of the character
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@ -22,23 +22,23 @@ public class Character extends Entity {
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* For example, you should have something like :
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* {Rising Punch, FireBall, Jump D/C/B/A, Crouch D/C/B/A, Stand D/C/B/A}
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*/
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private static Attack[] attacks;
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private Attack[] attacks;
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private static Jump forwardJump;
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private static Jump neutralJump;
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private static Jump backJump;
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private Jump forwardJump;
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private Jump neutralJump;
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private Jump backJump;
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private static Dash forwardDash;
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private static Dash backDash;
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private Dash forwardDash;
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private Dash backDash;
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private static Throw normalthrow;
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private Throw normalthrow;
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private static Status status;
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private Status status;
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private static Frame[] defaultStandingFrames;
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private static Frame[] defaultCrouchingFrames;
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private static Frame[] forwardWalkFrames;
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private static Frame[] backWalkFrames;
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private Frame[] defaultStandingFrames;
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private Frame[] defaultCrouchingFrames;
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private Frame[] forwardWalkFrames;
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private Frame[] backWalkFrames;
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private Frame hitInAirFrame; //the frame to display when hit in the air. Shouldmake the character rise
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private Frame fallingframe; //the frame to display when falling from the air
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private Frame[] knockedDownFrames;
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@ -67,111 +67,137 @@ public class Character extends Entity {
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this.currentHP = this.maxHP;
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}
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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) {
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super(posx, posy, f);
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this.maxHP = maxHP;
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this.attacks = attacks;
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this.forwardJump = forwardJump;
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this.neutralJump = neutralJump;
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this.backJump = backJump;
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this.forwardDash = forwardDash;
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this.backDash = backDash;
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this.normalthrow = normalthrow;
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this.defaultStandingFrames = defaultStandingFrames;
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this.defaultCrouchingFrames = defaultCrouchingFrames;
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this.forwardWalkFrames = forwardWalkFrames;
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this.backWalkFrames = backWalkFrames;
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this.hitInAirFrame = hitInAirFrame;
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this.fallingframe = fallingframe;
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this.knockedDownFrames = knockedDownFrames;
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this.standGuardFrame = standGuardFrame;
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this.crouchGuardFrame = crouchGuardFrame;
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this.standHitFrame = standHitFrame;
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this.crouchHitFrame = crouchHitFrame;
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this.nextAttackParts = new ArrayList<attackPart>();
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this.nextThrowParts = new ArrayList<ThrowPart>();
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this.currentHP = maxHP;
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this.status = Status.NORMAL;
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}
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public void setMaxHP(int HP) {
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this.maxHP = HP;
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}
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public int getMaxHP() { return this.maxHP;}
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public static Attack[] getAttacks() {
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return attacks;
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public Attack[] getAttacks() {
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return this.attacks;
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}
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public static void setAttacks(Attack[] attacks) {
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Character.attacks = attacks;
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public void setAttacks(Attack[] attacks) {
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this.attacks = attacks;
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}
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public static Jump getForwardJump() {
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return forwardJump;
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public Jump getForwardJump() {
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return this.forwardJump;
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}
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public static void setForwardJump(Jump forwardJump) {
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Character.forwardJump = forwardJump;
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public void setForwardJump(Jump forwardJump) {
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this.forwardJump = forwardJump;
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}
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public static Jump getNeutralJump() {
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return neutralJump;
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public Jump getNeutralJump() {
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return this.neutralJump;
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}
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public static void setNeutralJump(Jump neutralJump) {
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Character.neutralJump = neutralJump;
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public void setNeutralJump(Jump neutralJump) {
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this.neutralJump = neutralJump;
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}
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public static Jump getBackJump() {
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return backJump;
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public Jump getBackJump() {
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return this.backJump;
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}
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public static void setBackJump(Jump backJump) {
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Character.backJump = backJump;
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public void setBackJump(Jump backJump) {
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this.backJump = backJump;
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}
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public static Dash getForwardDash() {
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return forwardDash;
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public Dash getForwardDash() {
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return this.forwardDash;
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}
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public static void setForwardDash(Dash forwardDash) {
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Character.forwardDash = forwardDash;
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public void setForwardDash(Dash forwardDash) {
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this.forwardDash = forwardDash;
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}
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public static Dash getBackDash() {
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return backDash;
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public Dash getBackDash() {
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return this.backDash;
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}
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public static void setBackDash(Dash backDash) {
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Character.backDash = backDash;
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public void setBackDash(Dash backDash) {
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this.backDash = backDash;
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}
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public static Throw getNormalthrow() {
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return normalthrow;
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public Throw getNormalthrow() {
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return this.normalthrow;
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}
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public static void setNormalthrow(Throw normalthrow) {
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Character.normalthrow = normalthrow;
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public void setNormalthrow(Throw normalthrow) {
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this.normalthrow = normalthrow;
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}
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public static Status getStatus() {
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return status;
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public Status getStatus() {
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return this.status;
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}
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public static void setStatus(Status status) {
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Character.status = status;
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public void setStatus(Status status) {
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this.status = status;
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}
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public static Frame[] getDefaultStandingFrames() {
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return defaultStandingFrames;
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public Frame[] getDefaultStandingFrames() {
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return this.defaultStandingFrames;
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}
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public static void setDefaultStandingFrames(Frame[] defaultStandingFrames) {
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Character.defaultStandingFrames = defaultStandingFrames;
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public void setDefaultStandingFrames(Frame[] defaultStandingFrames) {
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this.defaultStandingFrames = defaultStandingFrames;
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}
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public static Frame[] getDefaultCrouchingFrames() {
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return defaultCrouchingFrames;
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public Frame[] getDefaultCrouchingFrames() {
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return this.defaultCrouchingFrames;
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}
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public static void setDefaultCrouchingFrames(Frame[] defaultCrouchingFrames) {
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Character.defaultCrouchingFrames = defaultCrouchingFrames;
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public void setDefaultCrouchingFrames(Frame[] defaultCrouchingFrames) {
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this.defaultCrouchingFrames = defaultCrouchingFrames;
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}
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public static Frame[] getForwardWalkFrames() {
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return forwardWalkFrames;
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public Frame[] getForwardWalkFrames() {
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return this.forwardWalkFrames;
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}
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public static void setForwardWalkFrames(Frame[] forwardWalkFrames) {
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Character.forwardWalkFrames = forwardWalkFrames;
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public void setForwardWalkFrames(Frame[] forwardWalkFrames) {
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this.forwardWalkFrames = forwardWalkFrames;
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}
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public static Frame[] getBackWalkFrames() {
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return backWalkFrames;
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public Frame[] getBackWalkFrames() {
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return this.backWalkFrames;
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}
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public static void setBackWalkFrames(Frame[] backWalkFrames) {
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Character.backWalkFrames = backWalkFrames;
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public void setBackWalkFrames(Frame[] backWalkFrames) {
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this.backWalkFrames = backWalkFrames;
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}
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public ArrayList<attackPart> getNextAttackParts() {
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return nextAttackParts;
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return this.nextAttackParts;
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}
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public void setNextAttackParts(ArrayList<attackPart> nextAttackParts) {
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@ -194,7 +220,7 @@ public class Character extends Entity {
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}
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public ArrayList<ThrowPart> getNextThrowParts() {
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return nextThrowParts;
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return this.nextThrowParts;
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}
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public void setNextThrowParts(ArrayList<ThrowPart> nextAttackParts) {
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@ -216,8 +242,8 @@ public class Character extends Entity {
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this.nextThrowParts.remove(0);
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}
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public static int getCurrentHP() {
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return currentHP;
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public int getCurrentHP() {
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return this.currentHP;
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}
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public void setCurrentHP(int currentHP) {
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@ -240,7 +266,7 @@ public class Character extends Entity {
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}
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public Frame getHitInAirFrame() {
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return hitInAirFrame;
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return this.hitInAirFrame;
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}
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public void setHitInAirFrame(Frame hitInAirFrame) {
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@ -248,7 +274,7 @@ public class Character extends Entity {
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}
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public Frame getFallingframe() {
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return fallingframe;
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return this.fallingframe;
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}
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public void setFallingframe(Frame fallingframe) {
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@ -256,7 +282,7 @@ public class Character extends Entity {
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}
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public Frame[] getKnockedDownFrames() {
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return knockedDownFrames;
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return this.knockedDownFrames;
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}
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public void setKnockedDownFrames(Frame[] knockedDownFrames) {
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@ -264,7 +290,7 @@ public class Character extends Entity {
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}
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public Frame getStandGuardFrame() {
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return standGuardFrame;
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return this.standGuardFrame;
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}
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public void setStandGuardFrame(Frame standGuardFrame) {
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@ -272,7 +298,7 @@ public class Character extends Entity {
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}
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public Frame getCrouchGuardFrame() {
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return crouchGuardFrame;
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return this.crouchGuardFrame;
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}
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public void setCrouchGuardFrame(Frame crouchGuardFrame) {
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@ -280,7 +306,7 @@ public class Character extends Entity {
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}
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public Frame getStandHitFrame() {
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return standHitFrame;
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return this.standHitFrame;
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}
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public void setStandHitFrame(Frame standHitFrame) {
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@ -288,7 +314,7 @@ public class Character extends Entity {
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}
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public Frame getCrouchHitFrame() {
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return crouchHitFrame;
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return this.crouchHitFrame;
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}
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public void setCrouchHitFrame(Frame crouchHitFrame) {
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@ -1,7 +1,11 @@
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package gameplay.match;
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import engine.Engine;
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import engine.input.Button;
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import engine.input.GamepadInput;
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import engine.math.Vector3f;
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import engine.object.ObjectGl;
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import gameplay.Characters.Blue.CharacterBlue;
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import gameplay.actions.Attack;
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import gameplay.actions.attackPart;
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import gameplay.actions.Throw;
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@ -36,42 +40,36 @@ public class match {
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/**
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* the level of the "ground", used to determine if a character is in the air or not.
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*/
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private static final int groundLevel = 250;
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private static final int groundLevel = 200;
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private int timer;
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private InputBuffer inputsP1, inputsP2;
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private int roundsWonP1, roundsWonP2;
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private Character p1, p2; //characters of player 1 and 2
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private static int timer;
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private static InputBuffer inputsP1, inputsP2;
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private static int roundsWonP1, roundsWonP2;
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private static Character p1, p2; //characters of player 1 and 2
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private static long timeStamp1;
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private static long timeStamp2;
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private static int frameCount;
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private static int oldPosXp1;
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private static int oldPosXp2;
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private static int oldPosYp1;
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private static int oldPosYp2;
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private static GamepadInput gamepad1 = null;
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private static GamepadInput gamepad2 = null;
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/**
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* base constructor of the match class.
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* Initiates a new match with with two given characters
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*/
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public match(Character p1, Character p2) {
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this.timer = 99;
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this.inputsP1 = new InputBuffer(inputBufferSize);
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this.inputsP2 = new InputBuffer(inputBufferSize);
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this.p1 = p1;
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this.p2 = p2;
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this.roundsWonP1 = 0;
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this.roundsWonP2 = 0;
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}
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private static ObjectGl objP1,objP2;
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private static Engine engine;
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private static Frame f;
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/**
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* Starts a new round, by placing the timer back at base value, characters back at full hp and such.
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*/
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private void startNewRound() {
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this.timer = 99;
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this.inputsP1 = new InputBuffer(inputBufferSize);
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this.inputsP2 = new InputBuffer(inputBufferSize);
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this.p1.setPos(-500, groundLevel); //TODO : change to better values if needed
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this.p2.setPos(500, groundLevel); //TODO : change to better values if needed
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private static void startNewRound() {
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timer = 99;
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inputsP1 = new InputBuffer(inputBufferSize);
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inputsP2 = new InputBuffer(inputBufferSize);
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p1.setPos(-750, groundLevel); //TODO : change to better values if needed
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p2.setPos(-750, groundLevel); //TODO : change to better values if needed
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}
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/**
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@ -79,7 +77,7 @@ public class match {
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* Used for playing animations and such.
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* TODO : Implement this once we know what to do.
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*/
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private void endRound() {
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private static void endRound() {
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}
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@ -88,7 +86,7 @@ public class match {
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* Used for playing animations and such.
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* TODO : Implement this once we know what to do.
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*/
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private void endMatch() {
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private static void endMatch() {
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}
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@ -156,7 +154,32 @@ public class match {
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} */
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boolean Joystick1Present = glfwJoystickPresent(GLFW_JOYSTICK_1);
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boolean Joystick2Present = glfwJoystickPresent(GLFW_JOYSTICK_2);
|
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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()));
|
||||
}
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user