80 lines
2.2 KiB
Java
80 lines
2.2 KiB
Java
/**
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* GladiatorBrawler is a 2D swordfighting game.
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* Copyright (C) 2015 Jeasonfire/Allexit
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.saltosion.gladiator.listeners.ai;
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import com.badlogic.ashley.core.Entity;
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import com.badlogic.gdx.Gdx;
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import com.saltosion.gladiator.components.CCombat;
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import com.saltosion.gladiator.components.CPhysics;
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import com.saltosion.gladiator.listeners.AIListener;
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import com.saltosion.gladiator.util.Direction;
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import java.util.ArrayList;
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public class PanicAI implements AIListener {
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private float swingCd = 0;
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private final float swingInterval;
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public PanicAI() {
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swingInterval = 0.75f;
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}
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public PanicAI(float swingInterval) {
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this.swingInterval = swingInterval;
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}
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@Override
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public void react(ArrayList<Entity> closeEntities, Entity host) {
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CPhysics po = host.getComponent(CPhysics.class);
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CCombat co = host.getComponent(CCombat.class);
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co.inputs.put(Direction.UP, false);
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co.inputs.put(Direction.DOWN, false);
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co.inputs.put(Direction.RIGHT, false);
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co.inputs.put(Direction.LEFT, false);
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if (closeEntities.isEmpty()) {
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po.jumping = false;
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return;
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}
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if (po.isGrounded()) {
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po.jumping = true;
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}
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if (swingCd < swingInterval) {
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swingCd += Gdx.graphics.getDeltaTime();
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} else {
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swingCd = 0;
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switch ((int) Math.ceil(Math.random() * 6)) {
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case 1:
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co.inputs.put(Direction.LEFT, true);
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break;
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case 2:
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co.inputs.put(Direction.RIGHT, true);
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break;
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case 3:
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co.inputs.put(Direction.DOWN, true);
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break;
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case 4:
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co.inputs.put(Direction.UP, true);
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break;
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}
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}
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}
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}
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