Main Gameplay Loop done.
Only Missing Throws and Projectile handling. Need to be fused with engine.
This commit is contained in:
parent
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commit
ed2f49ad0e
@ -10,6 +10,7 @@ public class attackPart {
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private double knockbackOnHit, knockbackOnBlock;
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private Frame[] frames;
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private boolean hasHit;
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private boolean isOverHead, isLow, knocksDown;
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/**
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* Constructor with most parameters for an attack part, generally a hit
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@ -20,8 +21,11 @@ public class attackPart {
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* @param knockbackOnHit the distance the enemy gets moved back if hit
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* @param knockbackOnBlock the distance the enemy gets moved back if blocked
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* @param frames the array of frames for the part
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* @param isLow whether or not the hit hits low
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* @param isOverHead whether or not the hit is an overhead
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* @param knocksDown whether or not the hit knocks down
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*/
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public attackPart(int damage, int chipDamage, int hitstun, int blockstun, double knockbackOnHit, double knockbackOnBlock, Frame[] frames) {
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public attackPart(int damage, int chipDamage, int hitstun, int blockstun, double knockbackOnHit, double knockbackOnBlock, Frame[] frames, boolean isLow, boolean isOverHead, boolean knocksDown) {
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this.damage = damage;
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this.chipDamage = chipDamage;
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this.hitstun = hitstun;
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@ -31,6 +35,9 @@ public class attackPart {
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this.frames = frames;
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if(this.frames.length >= 1) {this.frames[this.frames.length-1].setLastFrameOfHit(true);}
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this.hasHit = false;
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this.isLow = isLow;
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this.isOverHead = isOverHead;
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this.knocksDown = knocksDown;
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}
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/**
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@ -48,6 +55,10 @@ public class attackPart {
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this.knockbackOnBlock = 0.0;
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this.hasHit = false;
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if(this.frames.length >= 1) {this.frames[this.frames.length -1].setLastFrameOfHit(true);}
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this.isLow = false;
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this.isOverHead = false;
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this.knocksDown = false;
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}
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public boolean hasHit() {
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@ -124,4 +135,32 @@ public class attackPart {
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this.knockbackOnBlock = aP.getKnockbackOnBlock();
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this.damage = aP.getDamage();
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}
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public boolean isHasHit() {
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return hasHit;
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}
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public boolean isOverHead() {
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return isOverHead;
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}
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public void setOverHead(boolean overHead) {
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isOverHead = overHead;
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}
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public boolean isLow() {
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return isLow;
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}
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public void setLow(boolean low) {
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isLow = low;
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}
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public boolean knocksDown() {
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return knocksDown;
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}
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public void setKnockDown(boolean knocksDown) {
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this.knocksDown = knocksDown;
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}
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}
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@ -3,6 +3,7 @@ package gameplay.entities;
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import gameplay.actions.*;
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import gameplay.frames.Frame;
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import gameplay.frames.nextFrameBuffer;
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import gameplay.input.InputBuffer;
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import java.util.ArrayList;
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@ -38,6 +39,13 @@ public class Character extends Entity {
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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 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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private Frame standGuardFrame;
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private Frame crouchGuardFrame;
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private Frame standHitFrame;
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private Frame crouchHitFrame;
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private ArrayList<attackPart> nextAttackParts;
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@ -176,6 +184,14 @@ public class Character extends Entity {
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}
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}
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/**
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* Removes current attack part from the list,
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* which indicates the character has moved on to the next one
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*/
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public void removeFirstAttackPart() {
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this.nextAttackParts.remove(0);
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}
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public static int getCurrentHP() {
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return currentHP;
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}
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@ -184,10 +200,74 @@ public class Character extends Entity {
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this.currentHP = currentHP;
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}
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/**
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* reduces the current hp of the character by a certain amount.
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* @param dmg the amount of hp to reduce to the character's current hp
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*/
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public void reduceHP(int dmg) {
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this.currentHP = this.currentHP - dmg;
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}
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/**
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* puts the character's current hp back to its max value
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*/
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public void resetCurrentHP() {
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this.currentHP = this.maxHP;
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}
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public Frame getHitInAirFrame() {
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return hitInAirFrame;
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}
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public void setHitInAirFrame(Frame hitInAirFrame) {
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this.hitInAirFrame = hitInAirFrame;
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}
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public Frame getFallingframe() {
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return fallingframe;
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}
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public void setFallingframe(Frame fallingframe) {
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this.fallingframe = fallingframe;
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}
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public Frame[] getKnockedDownFrames() {
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return knockedDownFrames;
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}
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public void setKnockedDownFrames(Frame[] knockedDownFrames) {
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this.knockedDownFrames = knockedDownFrames;
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}
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public Frame getStandGuardFrame() {
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return standGuardFrame;
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}
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public void setStandGuardFrame(Frame standGuardFrame) {
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this.standGuardFrame = standGuardFrame;
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}
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public Frame getCrouchGuardFrame() {
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return crouchGuardFrame;
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}
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public void setCrouchGuardFrame(Frame crouchGuardFrame) {
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this.crouchGuardFrame = crouchGuardFrame;
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}
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public Frame getStandHitFrame() {
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return standHitFrame;
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}
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public void setStandHitFrame(Frame standHitFrame) {
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this.standHitFrame = standHitFrame;
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}
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public Frame getCrouchHitFrame() {
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return crouchHitFrame;
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}
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public void setCrouchHitFrame(Frame crouchHitFrame) {
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this.crouchHitFrame = crouchHitFrame;
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}
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}
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@ -53,7 +53,7 @@ public class Entity {
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public Frame getCurrentframe() {return this.frames.getCurrentFrame();}
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public static nextFrameBuffer Frames() {
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public static nextFrameBuffer getFrames() {
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return frames;
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}
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@ -65,6 +65,8 @@ public class Entity {
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this.frames.emptyQueue();
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}
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public void goToNextFrames() { this.frames.goToNext();}
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/**
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* adds frames to the character queue.
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* Warning : does not clear the queue first
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@ -86,4 +88,6 @@ public class Entity {
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this.frames.addFrameToQueue(f.get(i));
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}
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}
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}
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@ -157,5 +157,28 @@ public class Frame {
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this.lastFrameOfHit = lastFrameOfHit;
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}
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//Inverts all hitboxes of the frame horizontally. Used if the character looks to the left instead of the right
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public void invertHitBoxes() {
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for(Passive_HitBox p: this.passHitBox) {p.reverseHorizontally();}
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for(Active_HitBox p: this.actHitBox) {p.reverseHorizontally();}
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for(Passive_throw_HitBox p: this.passThrowHitBox) {p.reverseHorizontally();}
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for(Active_throw_Hitbox p: this.actThrowHitBox) {p.reverseHorizontally();}
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this.pushHitBox.reverseHorizontally();
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}
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public void clone(Frame f) {
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this.setMove_y(f.getMove_y());
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this.setMove_x(f.getMove_x());
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this.setPassHitBox(f.getPassHitBox());
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this.setActHitBox(f.getActHitBox());
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this.setPassThrowHitBox(f.getPassThrowHitBox());
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this.setActThrowHitBox(f.getActThrowHitBox());
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this.setPushHitBox(f.getPushHitBox());
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this.normalCancellable = f.isNormalCancellable();
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this.specialCancellable = f.isSpecialCancellable();
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this.jumpCancellable = f.jumpCancellable;
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this.moveCancellable = f.isMoveCancellable();
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this.isDashCancellable = f.isDashCancellable;
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this.lastFrameOfHit = islastFrameOfHit();
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}
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}
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@ -67,4 +67,5 @@ public class nextFrameBuffer {
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this.next.addFrameToQueue(f);
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}
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}
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}
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@ -120,4 +120,9 @@ public class HitBox {
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public void setSize_y(Double size_y) {
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this.size_y = size_y;
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}
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public void reverseHorizontally() {
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this.position_x = 0 - position_x;
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this.size_x = 0 - this.size_x;
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}
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}
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@ -138,5 +138,15 @@ public class InputBuffer {
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return ret;
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}
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/**
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* Resets the inputbuffer. Clears every recorded input and puts the position back to 0.
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*/
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public void clear(){
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for(int i = 0; i < this.size; i++) {
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this.inputList[i].clear();
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}
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this.pos = 0;
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}
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}
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@ -84,4 +84,13 @@ public class Inputs {
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return s;
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}
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/**
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* Clears the input (puts them all to false)
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*/
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public void clear(){
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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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@ -5,6 +5,7 @@ import engine.input.GamepadInput;
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import gameplay.actions.Attack;
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import gameplay.actions.attackPart;
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import gameplay.entities.Status;
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import gameplay.frames.Frame;
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import gameplay.hitboxes.Active_HitBox;
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import gameplay.hitboxes.Passive_HitBox;
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import gameplay.input.InputBuffer;
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@ -28,6 +29,11 @@ public class match {
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*/
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private static final int inputBufferSize = 120;
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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 int timer;
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private InputBuffer inputsP1, inputsP2;
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private int roundsWonP1, roundsWonP2;
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@ -60,8 +66,8 @@ public class match {
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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, 250); //TODO : change to better values if needed
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this.p2.setPos(500, 250); //TODO : change to better values if needed
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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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}
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/**
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@ -144,11 +150,9 @@ public class match {
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nextFrame = false;
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if (engine.shouldClose()) engine.setRunning(false);
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} */
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int frame = 0;
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boolean goToNextFrame = true;
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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()); //TOD0 : Change to not empty chars
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match match = new match(new Character(),new Character()); //TODO : Change to not empty chars
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if (Joystick1Present) {
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gamepad1 = new GamepadInput(GLFW_JOYSTICK_1);
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@ -214,6 +218,47 @@ public class match {
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case 21:
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handleThrows();
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handleHits(p1,p2,inputsP2);
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handleHits(p2,p1,inputsP1);
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ac(22);
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break;
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//Update of the current frame of each character
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case 22:
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if(p1.getCurrentframe().islastFrameOfHit()) {
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p1.removeFirstAttackPart();
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}
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if(p2.getCurrentframe().islastFrameOfHit()) {
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p2.removeFirstAttackPart();
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}
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nextFrame(p1,inputsP1);
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nextFrame(p2,inputsP2);
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updatePos(p1);
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updatePos(p2);
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boolean p1LooksRight = p1.getPosX() < p2.getPosX();
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if(p1LooksRight) {
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Frame f = new Frame();
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f.clone(p2.getCurrentframe());
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f.invertHitBoxes();
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p2.setCurrentFrame(f);
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} else {
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Frame f = new Frame();
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f.clone(p1.getCurrentframe());
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f.invertHitBoxes();
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p1.setCurrentFrame(f);
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}
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ac(23);
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break;
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//Waits the end of 1/60th of a second since start of frame then loops back to start
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case 23:
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timeStamp2 = System.currentTimeMillis();
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while(timeStamp2-timeStamp1<(1000/60)) {
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timeStamp2 = System.currentTimeMillis();
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}
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frameCount++;
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timeStamp1 = System.currentTimeMillis();
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ac(10);
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break;
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}
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}
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@ -322,7 +367,7 @@ public class match {
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boolean touchV = (aH.getPosY() - aH.getSize_y() < pH.getPosY()) && (aH.getPosY() > pH.getPosY() - pH.getSize_y());
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if(touchH && touchV) {
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if(p2.)
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getHit(p2,hit,inputsP2.getLatestInputs());
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hit.setHasHit(true);
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aP.set(0,hit);
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}
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@ -332,4 +377,101 @@ public class match {
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}
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}
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/**
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* Handles a character getting hit by an attack part.
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* @param c the character that's getting hit
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* @param aP the attackPart hitting the character
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* @param inputs the current inputs of c
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*/
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private static void getHit(Character c, attackPart aP, Inputs inputs) {
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boolean getsHit = (c.getStatus() == Status.JUMPING) || (c.getStatus() == Status.HITINAIR) || (c.getStatus() == Status.FALLING)
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|| inputs.containsInput(ButtonIG.BACK)
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|| (aP.isLow() && !inputs.containsInput(ButtonIG.DOWN))
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|| (aP.isOverHead() && inputs.containsInput(ButtonIG.DOWN));
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Frame[] nextFrames;
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c.clearNextFrames();
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if(getsHit) {
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switch (c.getStatus()) {
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case JUMPING: case HITINAIR: case FALLING :
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nextFrames = new Frame[20];
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for(int i = 0; i < nextFrames.length; i++) {
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nextFrames[i] = c.getHitInAirFrame();
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}
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c.addNextFrames(nextFrames);
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c.reduceHP(aP.getDamage());
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c.setStatus(Status.HITINAIR);
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break;
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default :
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c.clearNextFrames();
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if(!aP.knocksDown()) {
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nextFrames = new Frame[aP.getHitstun()];
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if (inputs.containsInput(ButtonIG.DOWN)) {
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for (int i = 0; i < nextFrames.length; i++) {
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nextFrames[i] = c.getCrouchHitFrame();
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}
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} else {
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for (int i = 0; i < nextFrames.length; i++) {
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nextFrames[i] = c.getStandHitFrame();
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}
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}
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} else {
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nextFrames = new Frame[c.getKnockedDownFrames().length];
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for (int i = 0; i < nextFrames.length; i++) {
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nextFrames[i] = c.getKnockedDownFrames()[i];
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}
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}
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c.addNextFrames(nextFrames);
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c.reduceHP(aP.getDamage());
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break;
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}
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} else {
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nextFrames = new Frame[aP.getBlockstun()];
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if(inputs.containsInput(ButtonIG.DOWN)) {
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for(int i = 0; i < nextFrames.length; i++) {
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nextFrames[i] = c.getCrouchGuardFrame();
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}
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} else {
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for(int i = 0; i < nextFrames.length; i++) {
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nextFrames[i] = c.getStandGuardFrame();
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}
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}
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c.reduceHP(aP.getChipDamage());
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c.addNextFrames(nextFrames);
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}
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}
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/**
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* Sets the character to its next logical frame
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* @param c the character
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* @param in the input buffer corresponding to the character
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*/
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private void nextFrame(Character c, InputBuffer in) {
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if(!c.getFrames().getNextframe().equals(null)){
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c.goToNextFrames();
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} else {
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switch(c.getStatus()) {
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case FALLING:case HITINAIR:
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if(c.getPosY() > groundLevel){
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c.setStatus(Status.FALLING);
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c.setCurrentFrame(c.getFallingframe());
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} else {
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c.setPos(c.getPosX(),groundLevel);
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c.setStatus(Status.KNOCKEDDOWN);
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c.addNextFrames(c.getKnockedDownFrames());
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}
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default:
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c.setStatus(Status.NORMAL);
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if(in.getLatestInputs().containsInput(ButtonIG.DOWN)) {
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c.addNextFrames(c.getDefaultCrouchingFrames());
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} else {c.addNextFrames(c.getDefaultStandingFrames());}
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break;
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}
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}
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}
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private void updatePos(Character c) {
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c.setPos((int)(c.getPosX()+c.getCurrentframe().getMove_x()),(int)(c.getPosY()+c.getCurrentframe().getMove_y()));
|
||||
}
|
||||
|
||||
}
|
||||
|
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Reference in New Issue
Block a user