Added RelentlessAI.

This commit is contained in:
Jeasonfire 2015-05-18 03:47:07 +03:00
parent c5ae116c1c
commit 63f50a199a
3 changed files with 80 additions and 2 deletions

View File

@ -47,7 +47,7 @@ public class InputHandler implements InputProcessor {
addInput(Keys.RIGHT, Name.SWING_RIGHT, false);
addInput(Keys.UP, Name.SWING_UP, false);
addInput(Keys.DOWN, Name.SWING_DOWN, false);
addInput(Keys.F2, Name.DEBUG, false);
addInput(Keys.F2, Name.DEBUG, true);
addInput(Keys.ESCAPE, Name.SKIP_INTRO, false);
}

View File

@ -79,7 +79,7 @@ public class BasicDeathListener implements CombatListener {
}
public int getGoreAmount(int damage) {
return (damage - 89) / 8 * Global.GORE_LEVEL;
return (damage - 80) / 8 * Global.GORE_LEVEL;
}
}

View File

@ -0,0 +1,78 @@
/**
* GladiatorBrawler is a 2D swordfighting game.
* Copyright (C) 2015 Jeasonfire/Allexit
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.saltosion.gladiator.listeners.ai;
import com.badlogic.ashley.core.Entity;
import com.saltosion.gladiator.components.CCombat;
import com.saltosion.gladiator.components.CPhysics;
import com.saltosion.gladiator.listeners.AIListener;
import com.saltosion.gladiator.util.Direction;
import com.saltosion.gladiator.util.Log;
import java.util.ArrayList;
public class RelentlessAI implements AIListener {
@Override
public void react(ArrayList<Entity> closeEntities, Entity host) {
float dist = -1;
Entity closestEntity = null;
CPhysics p0 = host.getComponent(CPhysics.class);
p0.movingRight = false;
p0.movingLeft = false;
for (Entity entity : closeEntities) {
CPhysics p1 = entity.getComponent(CPhysics.class);
float newDist = p0.getPosition().cpy().add(p1.getPosition().cpy().scl(-1)).len();
if (dist == -1 || newDist < dist) {
dist = newDist;
closestEntity = entity;
}
}
if (closestEntity == null) {
return;
}
CPhysics p1 = closestEntity.getComponent(CPhysics.class);
if (p0.getPosition().x + p0.getSize().x / 3 < p1.getPosition().x - p1.getSize().x / 3) {
p0.movingRight = true;
} else if (p0.getPosition().x - p0.getSize().x / 3 > p1.getPosition().x + p1.getSize().x / 3) {
p0.movingLeft = true;
}
CCombat c0 = host.getComponent(CCombat.class);
c0.inputs.put(Direction.RIGHT, false);
c0.inputs.put(Direction.LEFT, false);
c0.inputs.put(Direction.UP, false);
c0.inputs.put(Direction.DOWN, false);
if (dist < c0.getSwingSize().x + c0.getSwingSize().y) {
if (p0.getPosition().x + p0.getSize().x / 3 < p1.getPosition().x - p1.getSize().x / 3) {
c0.inputs.put(Direction.RIGHT, true);
} else if (p0.getPosition().x - p0.getSize().x / 3 > p1.getPosition().x + p1.getSize().x / 3) {
c0.inputs.put(Direction.LEFT, true);
}
if (p0.getPosition().y < p1.getPosition().y) {
Log.info("asd");
c0.inputs.put(Direction.UP, true);
} else if (p0.getPosition().y > p1.getPosition().y) {
Log.info("asd");
c0.inputs.put(Direction.DOWN, true);
}
}
}
}