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

97 lines
2.5 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 stateChange = 0;
private final float stateChangeInterval;
public PanicAI() {
stateChangeInterval = 1;
}
public PanicAI(float stateChangeInterval) {
this.stateChangeInterval = stateChangeInterval;
}
@Override
public void react(ArrayList<Entity> closeEntities, Entity host) {
stateChange += Gdx.graphics.getDeltaTime();
if (stateChange > stateChangeInterval) {
stateChange = 0;
} else {
return;
}
if (closeEntities.isEmpty()) {
return;
}
CPhysics po = host.getComponent(CPhysics.class);
CCombat co = host.getComponent(CCombat.class);
po.movingLeft = false;
po.movingRight = false;
po.jumping = false;
po.setMoveSpeed(16);
co.inputs.put(Direction.UP, false);
co.inputs.put(Direction.DOWN, false);
co.inputs.put(Direction.RIGHT, false);
co.inputs.put(Direction.LEFT, false);
switch ((int) Math.ceil(Math.random() * 4)) {
case 1:
po.movingLeft = true;
break;
case 2:
po.movingRight = true;
break;
}
switch ((int) Math.ceil(Math.random() * 3)) {
case 1:
po.jumping = true;
break;
}
switch ((int) Math.ceil(Math.random() * 8)) {
case 1:
co.inputs.put(Direction.UP, true);
break;
case 2:
co.inputs.put(Direction.DOWN, true);
break;
case 3:
co.inputs.put(Direction.RIGHT, true);
break;
case 4:
co.inputs.put(Direction.LEFT, true);
break;
}
}
}