Corrected classpath, new (and clearer) package arrangement.
This commit is contained in:
42
src/gameplay/Match/match.java
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42
src/gameplay/Match/match.java
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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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/**
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* Main class that describes the base structure of the match, with characters, timer and such
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* @author Victor Azra
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*
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*/
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public class match {
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/**
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* the number of inputs read for each character, a.k.a. for how many frames the inputs are saved in memory.
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*/
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private static final int inputBufferSize = 120;
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private int timer;
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private InputBuffer inputsP1, inputsP2;
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private int hpP1, hpP2;
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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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/**
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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.hpP1 = p1.getMaxHP();
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this.hpP2 = p2.getMaxHP();
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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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18
src/gameplay/actions/Attack.java
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18
src/gameplay/actions/Attack.java
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@ -0,0 +1,18 @@
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package gameplay.actions;
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import gameplay.input.*;
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public class Attack {
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/**
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* Defines if the attack is a special one (E.G. a fireball) or a normal one (a punch)
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*/
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private static boolean isSpecial;
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/**
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* The suite of Inputs to have the move come out.
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* For example, a classic fireball would be something like
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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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31
src/gameplay/entities/Character.java
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31
src/gameplay/entities/Character.java
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@ -0,0 +1,31 @@
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package gameplay.entities;
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import gameplay.frames.Frame;
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/**
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* Character class, which is a sub-class of an entity
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* @author Victor
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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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/**
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* Main constructor for a character. By default its max health is 1000 if not specified
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*/
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public Character() {
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super();
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this.maxHP = 1000;
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}
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public Character(int posx, int posy, Frame f, int maxHP) {
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super(posx, posy, f);
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this.maxHP = maxHP;
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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.getMaxHP();}
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}
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50
src/gameplay/entities/Entity.java
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50
src/gameplay/entities/Entity.java
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@ -0,0 +1,50 @@
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package gameplay.entities;
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import gameplay.frames.Frame;
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/**
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* Entity class, which is the main class regrouping characters and projectiles
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* @author Victor
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*
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*/
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public class Entity {
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private int posx;
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private int posy;
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private Frame currentFrame;
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/**
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* base constructor of the entity class
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*/
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public Entity() {
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this.posx = 0;
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this.posy = 0;
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this.currentFrame = new Frame();
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}
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/**
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* constructor of the entity class with parameters
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* @param posx the position of the entity on the x axis
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* @param posy the position of the entity on the y axis
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* @param f the current frame of the new entity
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*/
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public Entity(int posx, int posy, Frame f) {
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this.posx = posx;
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this.posy = posy;
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this.currentFrame = f;
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}
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public void setPos(int x, int y) {
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this.posx = x;
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this.posy = y;
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}
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public void setCurrentFrame(Frame f) {
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this.currentFrame = f;
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}
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public int getPosX() {return this.posx;}
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public int getPosY() {return this.posy;}
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public Frame getCurrentframe() {return this.currentFrame;}
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}
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4
src/gameplay/entities/Projectile.java
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4
src/gameplay/entities/Projectile.java
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package gameplay.entities;
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public class Projectile extends Entity{
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}
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57
src/gameplay/frames/Frame.java
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57
src/gameplay/frames/Frame.java
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@ -0,0 +1,57 @@
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package gameplay.frames;
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import java.util.ArrayList;
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import gameplay.hitboxes.*;
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/**
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* Main class for frames
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* @author Victor Azra
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*
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*/
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public class Frame {
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private Double move_y;
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private Double move_x;
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private ArrayList<Passive_HitBox> passHitBox;
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private ArrayList<Active_HitBox> actHitBox;
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private ArrayList<Passive_throw_HitBox> passThrowHitBox;
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private ArrayList<Active_throw_Hitbox> actThrowHitBox;
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private Push_HitBox pushHitBox;
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public Frame() {
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this.move_y = 0.0;
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this.move_x = 0.0;
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this.passHitBox = new ArrayList<Passive_HitBox>();
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this.actHitBox = new ArrayList<Active_HitBox>();
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this.passThrowHitBox = new ArrayList<Passive_throw_HitBox>();
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this.actThrowHitBox = new ArrayList<Active_throw_Hitbox>();
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this.pushHitBox = new Push_HitBox();
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}
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public Frame(Double move_y, Double move_x, ArrayList<Passive_HitBox> passHitBox, ArrayList<Active_HitBox> actHitBox,
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ArrayList<Passive_throw_HitBox> passThrowHitBox, ArrayList<Active_throw_Hitbox> actThrowHitBox,
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Push_HitBox pushHitBox) {
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this.move_y = move_y;
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this.move_x = move_x;
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this.passHitBox = passHitBox;
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this.actHitBox = actHitBox;
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this.passThrowHitBox = passThrowHitBox;
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this.actThrowHitBox = actThrowHitBox;
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this.pushHitBox = pushHitBox;
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}
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/*
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* Mainly use for projectiles
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*/
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public Frame(Double move_y, Double move_x, ArrayList<Passive_HitBox> passHitBox, ArrayList<Active_HitBox> actHitBox) {
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this.move_y = move_y;
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this.move_x = move_x;
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this.passHitBox = passHitBox;
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this.actHitBox = actHitBox;
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this.passThrowHitBox = new ArrayList<Passive_throw_HitBox>();
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this.actThrowHitBox = new ArrayList<Active_throw_Hitbox>();
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this.pushHitBox = new Push_HitBox();
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}
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}
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70
src/gameplay/frames/nextFrameBuffer.java
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70
src/gameplay/frames/nextFrameBuffer.java
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@ -0,0 +1,70 @@
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package gameplay.frames;
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/**
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* This will handle the next frames to be played by each entity.
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* @author Victor Azra
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*/
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public class nextFrameBuffer {
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private Frame current;
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private nextFrameBuffer next;
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/**
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* creates a new framebuffer, empty for now
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*/
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public nextFrameBuffer() {
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this.current = null;
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this.next = null;
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}
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public void setCurrentFrame(Frame f) {
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this.current = f;
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}
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public void clone(nextFrameBuffer f) {
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this.current = f.current;
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this.next = f.next;
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}
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public void setNext(nextFrameBuffer f) {
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this.next.clone(f);
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}
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public void emptyQueue() {
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this.next = null;
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}
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public void empty() {
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this.current = null;
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this.next = null;
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}
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public void goToNext() {
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this.current = this.next.current;
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this.next = this.next.next;
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}
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public Frame getCurrentFrame() {
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return this.current;
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}
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public Frame getNextframe() {
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return this.next.current;
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}
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/**
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* Adds a frame at the end of the buffer
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* @param f the frame to add at the end
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*/
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public void addFrameToQueue(Frame f) {
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if(this.current == null) {
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this.current = f;
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} else if(this.next == null){
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nextFrameBuffer fb = new nextFrameBuffer();
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fb.current = f;
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this.next = fb;
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} else {
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this.next.addFrameToQueue(f);
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}
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}
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}
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5
src/gameplay/hitboxes/Active_HitBox.java
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5
src/gameplay/hitboxes/Active_HitBox.java
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package gameplay.hitboxes;
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public class Active_HitBox extends HitBox {
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}
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5
src/gameplay/hitboxes/Active_throw_Hitbox.java
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5
src/gameplay/hitboxes/Active_throw_Hitbox.java
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package gameplay.hitboxes;
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public class Active_throw_Hitbox extends HitBox {
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}
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100
src/gameplay/hitboxes/HitBox.java
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100
src/gameplay/hitboxes/HitBox.java
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package gameplay.hitboxes;
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public class HitBox {
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private Double position_x;
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private Double position_y;
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private Double size_x;
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private Double size_y;
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public HitBox() {
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this.position_x = 0.0;
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this.position_y = 0.0;
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this.size_x = 0.0;
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this.size_y = 0.0;
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}
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public void setPosition_x(Double position_x){
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this.position_x = position_x;
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}
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public void setPosition_y(Double position_y){
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this.position_y = position_y;
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}
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public HitBox(Double position_x, Double position_y, Double size_x, Double size_y) {
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if(position_x < 0.0) {
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position_x = 0.0;
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}else if(position_x > 1.0) {
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position_x = 1.0;
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}
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this.position_x = position_x;
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if(position_y < 0.0) {
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position_y = 0.0;
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}else if(position_y > 1.0) {
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position_y = 1.0;
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}
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this.position_y = position_y;
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if(size_x < 0.0) {
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size_x = 0.0;
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}else if(size_x > 1.0) {
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size_x = 1.0;
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}
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this.size_x = size_x;
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if(size_y < 0.0) {
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size_y = 0.0;
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}else if(size_y > 1.0) {
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size_y = 1.0;
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}
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this.size_y = size_y;
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}
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/*
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* @param hb an Hitbox
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* @return true if HitBox overlap else return false
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*/
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public Boolean hit(HitBox hb) {
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Boolean horiz = false;
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Boolean ver = false;
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Double horizontal1 = this.position_x + this.size_x;
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Double vertical1 = this.position_y + this.size_y;
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Double horizontal2 = hb.position_x + hb.size_x;
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Double vertical2 = hb.position_y + hb.size_y;
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/*
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* HitBox overlap horizontally
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*/
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if(this.position_x < hb.position_x) { //this is at left of hb
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if(hb.position_x < horizontal1) {
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horiz = true;
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}
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}else {//this is at left of hb
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if(this.position_x < horizontal2) {
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horiz = true;
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}
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}
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/*
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* HitBox overlap vertically
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*/
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if(this.position_y < hb.position_y) { //this is at top of hb
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if(hb.position_y < vertical1) {
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ver = true;
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}
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}else {//this is at left of hb
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if(this.position_x < vertical2) {
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ver = true;
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}
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}
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return horiz && ver;
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}
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}
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5
src/gameplay/hitboxes/Passive_HitBox.java
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5
src/gameplay/hitboxes/Passive_HitBox.java
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@ -0,0 +1,5 @@
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package gameplay.hitboxes;
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public class Passive_HitBox extends HitBox {
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}
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5
src/gameplay/hitboxes/Passive_throw_HitBox.java
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5
src/gameplay/hitboxes/Passive_throw_HitBox.java
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package gameplay.hitboxes;
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public class Passive_throw_HitBox extends HitBox {
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}
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13
src/gameplay/hitboxes/Push_HitBox.java
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13
src/gameplay/hitboxes/Push_HitBox.java
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package gameplay.hitboxes;
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public class Push_HitBox extends HitBox {
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public Push_HitBox() {
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super();
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}
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public Push_HitBox(Double position_x, Double position_y, Double size_x, Double size_y) {
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super(position_x, position_y, size_x, size_y);
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}
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}
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19
src/gameplay/input/Button.java
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19
src/gameplay/input/Button.java
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package gameplay.input;
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public enum Button {
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UP, DOWN, LEFT, RIGHT, A, B, C, D;
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public int toInt() {
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switch (this) {
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case UP : return 0;
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case DOWN : return 1;
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case LEFT : return 2;
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case RIGHT : return 3;
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case A : return 4;
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case B : return 5;
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case C : return 6;
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case D : return 7;
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default : return -1;
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}
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}
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}
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80
src/gameplay/input/InputBuffer.java
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80
src/gameplay/input/InputBuffer.java
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package gameplay.input;
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public class InputBuffer {
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/**
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* a list of various inputs being recorded, such as inputs pressed at each frame
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* Each element is a tab where each element represent a possible input
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* (UP, Down, Right, Left, A, B, C, D)
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* if the value at the corresponding index is true, then the input is pressed
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* By default, no input is pressed.
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*/
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private Inputs[] inputList;
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/*
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* the size of the input buffer
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*/
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private int size;
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/*
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* the current position in the tab of the last newest input recorded
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* This should never bee accessed outside of this class.
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*/
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private int pos;
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/**
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* base constructor of the InputBuffer. Creates a buffer of size 1, with every input empty
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*/
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public InputBuffer() {
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this.size = 1;
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this.pos = 0;
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this.inputList = new Inputs[1];
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}
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public InputBuffer(int size) {
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this.size = size;
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this.pos = 0;
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this.inputList = new Inputs[this.size];
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for(int i = 0; i < this.size; i++) {
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this.inputList[i] = new Inputs();
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}
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}
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/**
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* @return the latest added inputs
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*/
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public Inputs getLatestInputs() {
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return this.inputList[this.pos];
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}
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/**
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* Sets the last input without moving the current position
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* @param inputs
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*/
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private void setLatestInputs(Inputs inputs) {
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this.inputList[pos] = inputs;
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}
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/**
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* advances the current position to the next one (goes back to the first if at the end
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*/
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private void nextPos() {
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this.pos++;
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if(this.pos == size) {this.pos = 0;}
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}
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/**
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* record a new input in the
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* @param inputs a size 8 tab of inputs
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*/
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private void recordInputs(Inputs inputs) {
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this.nextPos();
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this.setLatestInputs(inputs);
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}
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}
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66
src/gameplay/input/Inputs.java
Normal file
66
src/gameplay/input/Inputs.java
Normal file
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package gameplay.input;
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/**
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* The class handling the parsing of one input.
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* @author Victor
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*
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*/
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public class Inputs {
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private static final int numberOfInputs = 8;
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private static boolean[] tab;
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public Inputs() {
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this.tab = new boolean[numberOfInputs];
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for(int i = 0; i < numberOfInputs; i ++) {
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this.tab[i] = false;
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}
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}
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/**
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* record one input
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* @param i the integer value corresponding to the tab location
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*/
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public void recordOneInput(Button b) {
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int i = b.toInt();
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this.tab[i] = true;
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}
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/**
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* Check if a specific input (for example UP) has been recorded
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* @param i the integer value corresponding to the input
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* @return
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*/
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public boolean containsInput(Button b) {
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return this.tab[b.toInt()];
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}
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/**
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* Check if a number of inputs are contained simultaneously
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* @param in a number of inputs. Check if those are containes in this
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* @return true if all inputs of in are also in this
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*/
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public boolean containsInputs(Inputs in) {
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for(int i = 0; i < numberOfInputs; i++) {
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if(this.tab[i] != in.getInputs()[i]) {return false;}
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}
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return true;
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}
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/**
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* Check if a number of inputs are contained simultaneously, in the form of an array of Buttons
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* @param bs a number of inputs. Check if those are contained in this
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* @return true if all inputs of in are also in this
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*/
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public boolean containsButtonTab(Button[] bs) {
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for(int i = 0; i < bs.length; i++) {
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if(!this.containsInput(bs[i])) { return false;}
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||||
}
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return true;
|
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}
|
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|
||||
public boolean[] getInputs() {
|
||||
return this.tab;
|
||||
}
|
||||
|
||||
|
||||
}
|
Reference in New Issue
Block a user