177 lines
8.6 KiB
Java
177 lines
8.6 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.level;
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import com.badlogic.ashley.core.Entity;
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import com.badlogic.gdx.graphics.g2d.Sprite;
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import com.badlogic.gdx.math.Vector2;
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import com.saltosion.gladiator.components.CAI;
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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.components.CRenderedObject;
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import com.saltosion.gladiator.listeners.BasicDeathListener;
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import com.saltosion.gladiator.listeners.ai.DummyAI;
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import com.saltosion.gladiator.util.AppUtil;
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import com.saltosion.gladiator.util.Direction;
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import com.saltosion.gladiator.util.Global;
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import com.saltosion.gladiator.util.Name;
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import com.saltosion.gladiator.util.SpriteLoader;
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import com.saltosion.gladiator.util.SpriteSequence;
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public class EntityFactory {
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private final static int IDLE_ANIMATION_SPEED = 1, RUN_ANIMATION_SPEED = 15, SWING_ANIMATION_SPEED = 10;
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public Entity createPlayer(Vector2 pos) {
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return createPlayer(pos, Direction.RIGHT);
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}
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public Entity createPlayer(Vector2 pos, Direction initialDirection) {
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Entity player = new Entity();
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player.flags |= Global.FLAG_ALIVE;
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// Graphics
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player.add(createPlayerRenderedObject());
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// Physics
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player.add(new CPhysics().setSize(1.5f, 3.299f).setPosition(pos.x, pos.y)
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.setDirection(initialDirection).setMoveSpeed(15f));
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// Combat
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player.add(new CCombat().setBaseDamage(100).setHealth(1000)
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.setCombatListener(new BasicDeathListener()));
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AppUtil.engine.addEntity(player);
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AppUtil.player = player;
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return player;
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}
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public Entity createEnemy(Vector2 pos) {
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return createEnemy(pos, Direction.RIGHT);
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}
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public Entity createEnemy(Vector2 pos, Direction initialDirection) {
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return createEnemy(pos, initialDirection, new CAI().setReactDistance(5).setAIListener(new DummyAI()));
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}
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public Entity createEnemy(Vector2 pos, Direction initialDirection, CAI cai) {
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Entity enemy = new Entity();
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enemy.flags |= Global.FLAG_ALIVE;
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// Graphics
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enemy.add(createPlayerRenderedObject());
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// Physics
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enemy.add(new CPhysics().setSize(1.5f, 3.299f).setPosition(pos.x, pos.y)
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.setDirection(initialDirection).setMoveSpeed(14f));
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// Combat
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enemy.add(new CCombat().setBaseDamage(100).setHealth(1000)
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.setCombatListener(new BasicDeathListener()));
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enemy.add(cai);
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AppUtil.engine.addEntity(enemy);
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return enemy;
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}
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private CRenderedObject createPlayerRenderedObject() {
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CRenderedObject renderedObject = new CRenderedObject();
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// Sprite[x][y][flip]
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Sprite[][][] playerSprites = new Sprite[2][19][2];
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for (int x = 0; x < 2; x++) {
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for (int y = 0; y < 19; y++) {
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Sprite noFlip = SpriteLoader.loadSprite(Name.PLAYERIMG, x, y, 128, 112);
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Sprite flip = new Sprite(noFlip);
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flip.flip(true, false);
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playerSprites[x][y][0] = noFlip;
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playerSprites[x][y][1] = flip;
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}
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}
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renderedObject.setChannelName("default", "legs");
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renderedObject.addChannel("torso");
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// Idle animations
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SpriteSequence torsoIdleRightSequence = new SpriteSequence(IDLE_ANIMATION_SPEED).addSprite(playerSprites[0][0][0]).addSprite(playerSprites[0][1][0]);
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renderedObject.addSequence("Torso-Idle-Right", torsoIdleRightSequence);
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SpriteSequence legsIdleRightSquence = new SpriteSequence(IDLE_ANIMATION_SPEED).addSprite(playerSprites[1][0][0]).addSprite(playerSprites[1][1][0]);
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renderedObject.addSequence("Legs-Idle-Right", legsIdleRightSquence);
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SpriteSequence torsoIdleLeftSequence = new SpriteSequence(IDLE_ANIMATION_SPEED).addSprite(playerSprites[0][0][1]).addSprite(playerSprites[0][1][1]);
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renderedObject.addSequence("Torso-Idle-Left", torsoIdleLeftSequence);
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SpriteSequence legsIdleLeftSquence = new SpriteSequence(IDLE_ANIMATION_SPEED).addSprite(playerSprites[1][0][1]).addSprite(playerSprites[1][1][1]);
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renderedObject.addSequence("Legs-Idle-Left", legsIdleLeftSquence);
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// Running animations
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SpriteSequence torsoRunRightSequence = new SpriteSequence(RUN_ANIMATION_SPEED).addSprite(playerSprites[0][2][0])
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.addSprite(playerSprites[0][3][0]).addSprite(playerSprites[0][4][0]).addSprite(playerSprites[0][5][0])
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.addSprite(playerSprites[0][6][0]).addSprite(playerSprites[0][5][0]).addSprite(playerSprites[0][4][0])
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.addSprite(playerSprites[0][3][0]);
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renderedObject.addSequence("Torso-Run-Right", torsoRunRightSequence);
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SpriteSequence legsRunRightSequence = new SpriteSequence(RUN_ANIMATION_SPEED).addSprite(playerSprites[1][2][0])
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.addSprite(playerSprites[1][3][0]).addSprite(playerSprites[1][4][0]).addSprite(playerSprites[1][5][0])
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.addSprite(playerSprites[1][6][0]).addSprite(playerSprites[1][7][0]).addSprite(playerSprites[1][8][0])
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.addSprite(playerSprites[1][9][0]);
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renderedObject.addSequence("Legs-Run-Right", legsRunRightSequence);
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SpriteSequence torsoRunLeftSequence = new SpriteSequence(RUN_ANIMATION_SPEED).addSprite(playerSprites[0][2][1])
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.addSprite(playerSprites[0][3][1]).addSprite(playerSprites[0][4][1]).addSprite(playerSprites[0][5][1])
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.addSprite(playerSprites[0][6][1]).addSprite(playerSprites[0][5][1]).addSprite(playerSprites[0][4][1])
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.addSprite(playerSprites[0][3][1]);
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renderedObject.addSequence("Torso-Run-Left", torsoRunLeftSequence);
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SpriteSequence legsRunLeftSequence = new SpriteSequence(RUN_ANIMATION_SPEED).addSprite(playerSprites[1][2][1])
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.addSprite(playerSprites[1][3][1]).addSprite(playerSprites[1][4][1]).addSprite(playerSprites[1][5][1])
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.addSprite(playerSprites[1][6][1]).addSprite(playerSprites[1][7][1]).addSprite(playerSprites[1][8][1])
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.addSprite(playerSprites[1][9][1]);
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renderedObject.addSequence("Legs-Run-Left", legsRunLeftSequence);
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// Jumping animation
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SpriteSequence legsJumpRightSequence = new SpriteSequence(SWING_ANIMATION_SPEED).addSprite(playerSprites[1][8][0]);
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renderedObject.addSequence("Legs-Jump-Right", legsJumpRightSequence);
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SpriteSequence legsJumpLeftSequence = new SpriteSequence(SWING_ANIMATION_SPEED).addSprite(playerSprites[1][8][1]);
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renderedObject.addSequence("Legs-Jump-Left", legsJumpLeftSequence);
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// Combat animations
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SpriteSequence torsoCombatRightSequence = new SpriteSequence(SWING_ANIMATION_SPEED).addSprite(playerSprites[0][7][0])
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.addSprite(playerSprites[0][8][0]).addSprite(playerSprites[0][9][0]).addSprite(playerSprites[0][10][0]);
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renderedObject.addSequence("Torso-Combat-Right", torsoCombatRightSequence);
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SpriteSequence torsoCombatLeftSequence = new SpriteSequence(SWING_ANIMATION_SPEED).addSprite(playerSprites[0][7][1])
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.addSprite(playerSprites[0][8][1]).addSprite(playerSprites[0][9][1]).addSprite(playerSprites[0][10][1]);
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renderedObject.addSequence("Torso-Combat-Left", torsoCombatLeftSequence);
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SpriteSequence torsoCombatRightDownSequence = new SpriteSequence(SWING_ANIMATION_SPEED).addSprite(playerSprites[0][11][0])
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.addSprite(playerSprites[0][12][0]).addSprite(playerSprites[0][13][0]).addSprite(playerSprites[0][14][0]);
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renderedObject.addSequence("Torso-Combat-Right-Down", torsoCombatRightDownSequence);
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SpriteSequence torsoCombatRightUpSequence = new SpriteSequence(SWING_ANIMATION_SPEED).addSprite(playerSprites[0][15][0])
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.addSprite(playerSprites[0][16][0]).addSprite(playerSprites[0][17][0]).addSprite(playerSprites[0][18][0]);
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renderedObject.addSequence("Torso-Combat-Right-Up", torsoCombatRightUpSequence);
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SpriteSequence torsoCombatLeftDownSequence = new SpriteSequence(SWING_ANIMATION_SPEED).addSprite(playerSprites[0][11][1])
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.addSprite(playerSprites[0][12][1]).addSprite(playerSprites[0][13][1]).addSprite(playerSprites[0][14][1]);
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renderedObject.addSequence("Torso-Combat-Left-Down", torsoCombatLeftDownSequence);
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SpriteSequence torsoCombatLeftUpSequence = new SpriteSequence(SWING_ANIMATION_SPEED).addSprite(playerSprites[0][15][1])
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.addSprite(playerSprites[0][16][1]).addSprite(playerSprites[0][17][1]).addSprite(playerSprites[0][18][1]);
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renderedObject.addSequence("Torso-Combat-Left-Up", torsoCombatLeftUpSequence);
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renderedObject.playAnimation("torso", "Torso-Idle-Right");
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renderedObject.playAnimation("legs", "Legs-Idle-Right");
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return renderedObject;
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}
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}
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