package gameplay.Characters.Blue; import gameplay.actions.*; import gameplay.entities.Character; import gameplay.frames.Frame; import gameplay.Characters.Blue.BlueBaseFrames.*; import gameplay.input.ButtonIG; import java.util.ArrayList; import static gameplay.Characters.Blue.BlueNormals.*; import static gameplay.Characters.Blue.BlueSpecials.blueLDP; import static gameplay.input.ButtonIG.*; public class CharacterBlue { public static Character generateCharBlue(){ Frame[] standF = BlueBaseFrames.blueStandFrames(); Frame[] crouchF = BlueBaseFrames.blueCrouchFrames(); Frame[] nJumpF = BlueBaseFrames.blueNeutralJump(); Frame[] fJumpF = BlueBaseFrames.blueForwardJump(); Frame[] bJumpF = BlueBaseFrames.blueBackJump(); Frame[] fWalkF = BlueBaseFrames.blueFWalk(); Frame[] bWalkF = BlueBaseFrames.blueBWalk(); ButtonIG[][] fjcmd = {{UP,FORWARD}}; ButtonIG[][] bjcmd = {{UP,BACK}}; ButtonIG[][] njcmd = {{UP}}; Jump fJ = new Jump(fjcmd,fJumpF); Jump nJ = new Jump(njcmd,nJumpF); Jump bJ = new Jump(bjcmd,bJumpF); Attack[] atks = {blueLDP(),blueFordwardRoundHouse(),blueCrouchFierce(),blueCrouchJab(),blueStandHeavyKick(),blueStandJab(),blueFordwardRoundHouse()}; Frame shf = BlueMisc.blueStandHit(); Frame chf = BlueMisc.blueCrouchHit(); Frame sbf = BlueMisc.blueStandGuard(); Frame cbf = BlueMisc.blueCrouchGuard(); /* * Temporary values to change later */ Frame[] fDashF = BlueMisc.blueFDash(); Frame[] bDashF = BlueMisc.blueBDash(); ThrowPart[] tp = new ThrowPart[0]; ButtonIG[][] throwCMD = {{BACK,FORWARD,UP,DOWN},{BACK,FORWARD,UP,DOWN},{BACK,FORWARD,UP,DOWN}}; ButtonIG[][] fdashCMD = {{FORWARD},{},{FORWARD}}; ButtonIG[][] bdashCMD = {{BACK},{},{BACK}}; Throw th = new Throw(false,throwCMD,tp); Dash fDash = new Dash(fdashCMD,fDashF); Dash bDash =new Dash(bdashCMD,bDashF); Frame[] fallingFs = new Frame[0]; Frame f = new Frame(); Character c = new Character(0,0,standF[0],1000,atks,fJ,nJ,bJ,fDash,bDash,th,standF,crouchF,fWalkF,bWalkF,f,f,fallingFs,sbf,cbf,shf,chf); return c; } }