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

80 lines
2.2 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.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 PanicAI implements AIListener {
private float swingCd = 0;
private final float swingInterval;
public PanicAI() {
swingInterval = 0.75f;
}
public PanicAI(float swingInterval) {
this.swingInterval = swingInterval;
}
@Override
public void react(ArrayList<Entity> closeEntities, Entity host) {
CPhysics po = host.getComponent(CPhysics.class);
CCombat co = host.getComponent(CCombat.class);
co.inputs.put(Direction.UP, false);
co.inputs.put(Direction.DOWN, false);
co.inputs.put(Direction.RIGHT, false);
co.inputs.put(Direction.LEFT, false);
if (closeEntities.isEmpty()) {
po.jumping = false;
return;
}
if (po.isGrounded()) {
po.jumping = true;
}
if (swingCd < swingInterval) {
swingCd += Gdx.graphics.getDeltaTime();
} else {
swingCd = 0;
switch ((int) Math.ceil(Math.random() * 6)) {
case 1:
co.inputs.put(Direction.LEFT, true);
break;
case 2:
co.inputs.put(Direction.RIGHT, true);
break;
case 3:
co.inputs.put(Direction.DOWN, true);
break;
case 4:
co.inputs.put(Direction.UP, true);
break;
}
}
}
}