SimplyGladiators/core/src/com/saltosion/gladiator/listeners/ai/HunterAI.java

78 lines
2.4 KiB
Java

/**
* 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.ComponentMapper;
import com.badlogic.ashley.core.Entity;
import com.badlogic.gdx.Gdx;
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 java.util.ArrayList;
public class HunterAI implements AIListener {
private static final ComponentMapper<CPhysics> pm = ComponentMapper.getFor(CPhysics.class);
private static final ComponentMapper<CCombat> cm = ComponentMapper.getFor(CCombat.class);
private float lastRush = 0;
private final float rushInterval;
public HunterAI() {
this.rushInterval = 1f;
}
public HunterAI(float rushInterval) {
this.rushInterval = rushInterval;
}
@Override
public void react(ArrayList<Entity> closeEntities, Entity host) {
lastRush += Gdx.graphics.getDeltaTime();
if (lastRush > rushInterval) {
lastRush = 0;
} else {
return;
}
CCombat c0 = cm.get(host);
CPhysics p0 = pm.get(host);
p0.movingLeft = false;
p0.movingRight = false;
c0.inputs.put(Direction.UP, false);
c0.inputs.put(Direction.DOWN, false);
c0.inputs.put(Direction.LEFT, false);
c0.inputs.put(Direction.RIGHT, false);
for (Entity other : closeEntities) {
CPhysics p1 = pm.get(other);
if (p0.getPosition().x + p0.getSize().x / 3 < p1.getPosition().x - p1.getSize().x / 3) {
p0.movingRight = true;
c0.inputs.put(Direction.RIGHT, true);
} else if (p0.getPosition().x - p0.getSize().x / 3 > p1.getPosition().x + p1.getSize().x / 3) {
p0.movingLeft = true;
c0.inputs.put(Direction.LEFT, true);
}
}
}
}