mirror of
https://github.com/Noratrieb/Java2DGame.git
synced 2026-01-14 14:05:01 +01:00
moved lots of code around
This commit is contained in:
parent
3566916125
commit
adb8e185fb
21 changed files with 230 additions and 108 deletions
50
src/main/java/core/Coords.java
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50
src/main/java/core/Coords.java
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@ -0,0 +1,50 @@
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package core;
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import core.math.Vector2D;
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/**
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* This class provides everything about the local coordinate system the game uses
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* <p>In this system, the screen is always 100 high and 100 * the screen ration wide.
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* This class is the used to convert these coordinates into the true Java 2D coordinates for the drawing</p>
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*/
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//TODO make this return a vector2d instead of the isX
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public class Coords {
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/**
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* This utility class should not be instantiated
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*/
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private Coords() {
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}
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/**
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* The master object used to get the screen size
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*/
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public static Master master = Master.getMaster();
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public static Vector2D getWorldCoords(Vector2D value) {
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double x = (value.x / (Master.SCREEN_Y_COORDINATES * Master.SCREEN_RATIO) * master.getW());
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double y = (value.y / Master.SCREEN_Y_COORDINATES * master.getH());
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return new Vector2D(x, y);
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}
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/**
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* Get local map coordinates (h=100) from the absolute Java 2D coordinates
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*
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* @param value The Vector2D position in Java 2D coordinates
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* @return The Vector2D position in map coordinates
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*/
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public static Vector2D getMapCoordsFromWorld(Vector2D value) {
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double x = (value.x / master.getW()) * Master.SCREEN_Y_COORDINATES * Master.SCREEN_RATIO;
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double y = (value.y / master.getH()) * Master.SCREEN_Y_COORDINATES;
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return new Vector2D(x, y);
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}
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public static Vector2D getWorldCoordsSize(Vector2D value) {
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//TODO h not w
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double x = (value.x / Master.SCREEN_Y_COORDINATES * master.getW());
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double y = (value.y / Master.SCREEN_Y_COORDINATES * master.getH());
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return new Vector2D(x, y);
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}
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}
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@ -3,6 +3,7 @@ package core;
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import java.awt.*;
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public interface Drawable {
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/**
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* <p>The draw method is called every frame after the update by the master object on each object. Everything
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* about drawing should be handled here in this method.</p>
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@ -14,8 +14,6 @@ import java.awt.*;
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import java.util.ArrayList;
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import java.util.concurrent.atomic.AtomicBoolean;
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//TODO master better accessible or something
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/**
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* The main object that controls everything
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*/
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@ -31,8 +29,10 @@ public class Master extends JPanel {
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*/
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public static final double SCREEN_Y_COORDINATES = 100d;
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@Deprecated
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public static final double SCREEN_X_COORDINATES = 100d * SCREEN_RATIO;
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/**
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* The master object
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*/
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private static Master master;
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/**
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* All GameObjects that exist
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@ -54,12 +54,22 @@ public class Master extends JPanel {
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*/
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private final ArrayList<GameObject> objectBuffer;
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/**
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* Whether the left mouse button has been pressed since the last frame
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*/
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private boolean mousePressed = false;
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/**
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* The current width and height of the game area
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*/
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private int w,h;
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/**
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* Create a new master object
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*/
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public Master() {
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master = this;
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objects = new ArrayList<>();
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objectBuffer = new ArrayList<>();
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collidables = new ArrayList<>();
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@ -80,6 +90,10 @@ public class Master extends JPanel {
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create(new Wall(20, 80, 50, 2));
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}
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public static Master getMaster() {
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return master;
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}
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/**
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* The mein drawing method, handles everything about drawing
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*
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@ -87,7 +101,6 @@ public class Master extends JPanel {
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*/
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private void doDrawing(Graphics g) {
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int w, h;
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if (getWidth() * 9 > getHeight() * 16) {
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h = getHeight();
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w = h / 9 * 16;
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@ -111,7 +124,7 @@ public class Master extends JPanel {
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/**
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* Debug a position, creates a green dot at the position
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*
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* @param pos
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* @param pos The position
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*/
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public void debugPos(Vector2D pos) {
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create(new DebugPos(pos, new Vector2D(10, 10)));
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@ -130,7 +143,7 @@ public class Master extends JPanel {
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public void refresh() {
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objects.addAll(objectBuffer);
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objectBuffer.clear();
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objects.forEach(t -> t.update(this));
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objects.forEach(GameObject::update);
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mousePressed = false;
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repaint();
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}
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@ -164,10 +177,19 @@ public class Master extends JPanel {
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}
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public void addDrawable(Drawable d){
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public void addDrawable(Drawable d) {
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drawables.add(d);
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}
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/**
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* Check whether a collidables collide with another one
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*
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* @param col The collidable to be checked
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* @return True if it collides with something, false if it doesn't - Should return a Collision
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*/
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@Deprecated
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//TODO make it return a Collision
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public boolean doesCollide(Collidable col) {
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boolean collides = false;
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@ -187,4 +209,20 @@ public class Master extends JPanel {
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}
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return collides;
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}
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public int getW() {
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return w;
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}
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public int getH() {
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return h;
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}
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public void destroy(GameObject gameObject) {
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objects.remove(gameObject);
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drawables.remove(gameObject);
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if(gameObject instanceof Collidable){
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collidables.remove(gameObject);
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}
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}
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}
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@ -92,6 +92,7 @@ public class Vector2D {
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/**
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* Add two Vectors
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*
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* @param a Vector a
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* @param b Vector b
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* @return The result
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@ -102,6 +103,7 @@ public class Vector2D {
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/**
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* Subtract two Vectors
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*
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* @param a Vector a
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* @param b Vector b
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* @return The result
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@ -112,16 +114,16 @@ public class Vector2D {
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/**
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* Rotate a point around another point
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*
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* <p>
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* This method can now be trusted
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*
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* @param center The center of the rotation
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* @param value The point to be rotated, absolut to the center
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* @param rotation The rotation angle in radians
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* @param center The center of the rotation
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* @param value The point to be rotated, absolut to the center
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* @param rotation The rotation angle in radians
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* @param rotationDirection The direction, -1 for clockwise, 1 for counterclockwise
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* @return The rotated point
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*/
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public static Vector2D rotateAround(Vector2D center, Vector2D value, double rotation, int rotationDirection){
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public static Vector2D rotateAround(Vector2D center, Vector2D value, double rotation, int rotationDirection) {
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Vector2D dif = Vector2D.subtract(value, center);
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@ -135,29 +137,30 @@ public class Vector2D {
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/**
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* Rotate a point around another point
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*
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* <p>
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* This method can now be trusted
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*
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* @param center The center of the rotation
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* @param value The point to be rotated, absolut to the center
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* @param center The center of the rotation
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* @param value The point to be rotated, absolut to the center
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* @param rotation The rotation angle in radians
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* @return The rotated point
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*/
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public static Vector2D rotateAround(Vector2D center, Vector2D value, double rotation){
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public static Vector2D rotateAround(Vector2D center, Vector2D value, double rotation) {
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return rotateAround(center, value, rotation, COUNTERCLOCKWISE);
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}
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/**
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* Get a unit vector with magnitude 1 and the direction
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*
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* @param direction The direction of the vector
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* @return The unit vector
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*/
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public static Vector2D getUnitVector(double direction){
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public static Vector2D getUnitVector(double direction) {
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return rotateAround(new Vector2D(), new Vector2D(0, 1), direction);
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}
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public static double distance(Vector2D a, Vector2D b){
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public static double distance(Vector2D a, Vector2D b) {
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Vector2D dif = subtract(a, b);
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return Math.sqrt(dif.x * dif.x + dif.y + dif.y);
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}
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@ -165,9 +168,10 @@ public class Vector2D {
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/**
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* Copy this object
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*
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* @return A copy of this object
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*/
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public Vector2D copy(){
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public Vector2D copy() {
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return new Vector2D(x, y);
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}
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27
src/main/java/core/physics/Collision.java
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27
src/main/java/core/physics/Collision.java
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package core.physics;
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public class Collision {
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Collidable a;
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Collidable b;
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boolean haveCollided;
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public Collision(Collidable a, Collidable b, boolean haveCollided) {
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this.a = a;
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this.b = b;
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this.haveCollided = haveCollided;
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}
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public Collidable getA() {
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return a;
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}
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public Collidable getB() {
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return b;
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}
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public boolean isHaveCollided() {
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return haveCollided;
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}
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}
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@ -10,6 +10,8 @@ import java.awt.*;
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*/
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public class RectHitBox extends Hitbox {
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int w,h;
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/**
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* The corners of the rectangle like this:
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* <p>x1 x2</p>
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@ -148,7 +150,32 @@ public class RectHitBox extends Hitbox {
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@Override
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public void draw(Graphics2D g2d, int w, Master master) {
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g2d.setPaint(Color.BLUE);
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g2d.fillRect((int) x1.y, (int) x1.y, (int) (x2.x - x1.x), (int) (y1.y - x1.y));
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this.w = w;
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int h = (int) (w / Master.SCREEN_RATIO);
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int xAbs = (int) getWorldCoords(x1.x, true);
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int yAbs = (int) getWorldCoords(x1.y, false);
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int sizeXAbs = (int) getWorldCoordsSize(x2.x - x1.x, true);
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int sizeYAbs = (int) getWorldCoordsSize(y1.y - x1.y, false);
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g2d.fillRect(xAbs, yAbs, sizeXAbs, sizeYAbs);
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g2d.setPaint(Color.MAGENTA);
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}
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public double getWorldCoords(double value, boolean isX) {
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if (isX) {
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return (value / (Master.SCREEN_Y_COORDINATES * Master.SCREEN_RATIO) * w);
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} else {
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return (value / Master.SCREEN_Y_COORDINATES * h);
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}
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}
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public double getWorldCoordsSize(double value, boolean isX) {
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if (isX) {
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return (value / Master.SCREEN_Y_COORDINATES * w);
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} else {
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return (value / Master.SCREEN_Y_COORDINATES * h);
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}
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}
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}
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@ -21,6 +21,6 @@ public class DebugPos extends GameObject {
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}
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@Override
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public void update(Master master) {
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public void update() {
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}
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}
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@ -1,5 +1,6 @@
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package objects;
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import core.Coords;
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import core.Drawable;
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import core.Master;
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import core.math.Vector2D;
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@ -9,7 +10,7 @@ import java.awt.*;
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/**
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* The GameObject class is the superclass of every GameObject that can be displayed on screen. It has the 2
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* {@link #update(Master)} and {@link #draw(Graphics2D, int, Master)} methods that have to be
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* {@link #update()} and {@link #draw(Graphics2D, int, Master)} methods that have to be
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*/
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public abstract class GameObject implements Drawable {
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@ -23,6 +24,8 @@ public abstract class GameObject implements Drawable {
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protected Color mainColor;
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protected Master master;
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public GameObject(double x, double y, double xSize, double ySize) {
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this(new Vector2D(x, y), new Vector2D(xSize, ySize));
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}
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@ -32,6 +35,7 @@ public abstract class GameObject implements Drawable {
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this.size = size;
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this.velocity = new Vector2D();
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mainColor = Color.BLACK;
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this.master = Master.getMaster();
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}
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@ -40,17 +44,15 @@ public abstract class GameObject implements Drawable {
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* that is needed for the game to work should be here in this method.</p>
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* <p>No drawing should be made in this method. The {@code debug} method can be called on the master.</p>
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* <p>This function is <i>NOT</i> intended to be called manually.</p>
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*
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* @param master The master object itself
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*/
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public abstract void update(Master master);
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public abstract void update();
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/**
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* A simple method to move the object to a Vector2D. This method should be called instead of doing it manually.
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*
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* @param target The target position
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*/
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public void moveTo(Vector2D target, Master master) {
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public void moveTo(Vector2D target) {
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Vector2D oldPos = position;
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this.position = target;
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@ -70,13 +72,11 @@ public abstract class GameObject implements Drawable {
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public void drawRect(Graphics2D g2d, int w) {
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this.w = w;
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h = (int) (this.w / Master.SCREEN_RATIO);
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int xAbs = (int) getWorldCoords(position.x, true);
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int yAbs = (int) getWorldCoords(position.y, false);
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int sizeXAbs = (int) getWorldCoordsSize(size.x, true);
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int sizeYAbs = (int) getWorldCoordsSize(size.y, false);
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Vector2D abs = Coords.getWorldCoords(position);
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Vector2D sizeAbs = Coords.getWorldCoordsSize(size);
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g2d.setPaint(mainColor);
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g2d.fillRect(xAbs, yAbs, sizeXAbs, sizeYAbs);
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g2d.fillRect((int) abs.x, (int) abs.y, (int) sizeAbs.x, (int) sizeAbs.y);
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}
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/**
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@ -88,13 +88,11 @@ public abstract class GameObject implements Drawable {
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public void drawOval(Graphics2D g2d, int w) {
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this.w = w;
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h = (int) (this.w / Master.SCREEN_RATIO);
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int xAbs = (int) getWorldCoords(position.x, true);
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int yAbs = (int) getWorldCoords(position.y, false);
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int sizeXAbs = (int) getWorldCoordsSize(size.x, true);
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int sizeYAbs = (int) getWorldCoordsSize(size.y, false);
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Vector2D abs = Coords.getWorldCoords(position);
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Vector2D sizeAbs = Coords.getWorldCoordsSize(size);
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g2d.setPaint(mainColor);
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g2d.fillOval(xAbs, yAbs, sizeXAbs, sizeYAbs);
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g2d.fillOval((int) abs.x, (int) abs.y, (int) sizeAbs.x, (int) sizeAbs.y);
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}
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/**
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@ -108,63 +106,41 @@ public abstract class GameObject implements Drawable {
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public void drawRoundRect(Graphics2D g2d, int w, int arcW, int arcH) {
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this.w = w;
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h = (int) (w / Master.SCREEN_RATIO);
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int xAbs = (int) getWorldCoords(position.x, true);
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int yAbs = (int) getWorldCoords(position.y, false);
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int sizeXAbs = (int) getWorldCoordsSize(size.x, true);
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int sizeYAbs = (int) getWorldCoordsSize(size.y, false);
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Vector2D abs = Coords.getWorldCoords(position);
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Vector2D sizeAbs = Coords.getWorldCoordsSize(size);
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g2d.setPaint(mainColor);
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g2d.fillRoundRect(xAbs, yAbs, sizeXAbs, sizeYAbs, arcW, arcH);
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g2d.fillRoundRect((int) abs.x, (int) abs.y, (int) sizeAbs.x, (int) sizeAbs.y, arcW, arcH);
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}
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public double getWorldCoords(double value, boolean isX) {
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if (isX) {
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return (value / (Master.SCREEN_Y_COORDINATES * Master.SCREEN_RATIO) * w);
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} else {
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return (value / Master.SCREEN_Y_COORDINATES * h);
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}
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public void destroy() {
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master.destroy(this);
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}
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public Vector2D getMapCoordsFromWorld(Vector2D value){
|
||||
double x = (value.x / w) * Master.SCREEN_Y_COORDINATES * Master.SCREEN_RATIO;
|
||||
double y = (value.y / h) * Master.SCREEN_Y_COORDINATES;
|
||||
|
||||
public Vector2D getMapCoords(Vector2D value) {
|
||||
double x = (position.x + value.x / 100d * size.x);
|
||||
double y = (position.y + value.y / 100d * size.y);
|
||||
return new Vector2D(x, y);
|
||||
|
||||
}
|
||||
|
||||
public double getWorldCoordsSize(double value, boolean isX) {
|
||||
if (isX) {
|
||||
return (value / Master.SCREEN_Y_COORDINATES * w);
|
||||
} else {
|
||||
return (value / Master.SCREEN_Y_COORDINATES * h);
|
||||
}
|
||||
public Vector2D getMapCoordsSize(Vector2D value) {
|
||||
double x = (value.x / 100d * size.x);
|
||||
double y = (value.y / 100d * size.y);
|
||||
return new Vector2D(x, y);
|
||||
|
||||
}
|
||||
|
||||
|
||||
public double getMapCoords(double value, boolean isX) {
|
||||
if (isX) {
|
||||
return (position.x + value / 100d * size.x);
|
||||
} else {
|
||||
return (position.y + value / 100d * size.y);
|
||||
}
|
||||
public Vector2D getWorldCoordsFromLocal(Vector2D value) {
|
||||
return Coords.getWorldCoords(getMapCoords(value));
|
||||
}
|
||||
|
||||
public double getMapCoordsSize(double value, boolean useX) {
|
||||
if (useX) {
|
||||
return (value / 100d * size.x);
|
||||
} else {
|
||||
return (value / 100d * size.y);
|
||||
}
|
||||
public Vector2D getWorldCoordsFromLocalSize(Vector2D value) {
|
||||
return Coords.getWorldCoordsSize(getMapCoordsSize(value));
|
||||
}
|
||||
|
||||
public int getWorldCoordsFromLocal(double value, boolean isX) {
|
||||
return (int) getWorldCoords(getMapCoords(value, isX), isX);
|
||||
}
|
||||
|
||||
public int getWorldCoordsFromLocalSize(double value, boolean useX) {
|
||||
return (int) getWorldCoordsSize(getMapCoordsSize(value, useX), useX);
|
||||
}
|
||||
|
||||
public Vector2D getCenterPosition(){
|
||||
return new Vector2D(position.x - size.x/2, position.y - size.y/2);
|
||||
public Vector2D getCenterPosition() {
|
||||
return new Vector2D(position.x - size.x / 2, position.y - size.y / 2);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -35,8 +35,8 @@ public class BattleShip extends GameObject {
|
|||
}
|
||||
|
||||
@Override
|
||||
public void update(Master master) {
|
||||
turrets.forEach((turret -> turret.update(master)));
|
||||
public void update() {
|
||||
turrets.forEach(Turret::update);
|
||||
}
|
||||
|
||||
public void addTurret(Turret turret){
|
||||
|
|
|
|||
|
|
@ -21,7 +21,7 @@ public class Shell extends GameObject {
|
|||
}
|
||||
|
||||
@Override
|
||||
public void update(Master master) {
|
||||
public void update() {
|
||||
position.add(velocity);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
package objects.ships;
|
||||
|
||||
import core.Coords;
|
||||
import core.Master;
|
||||
import core.math.Vector2D;
|
||||
import core.physics.Collidable;
|
||||
|
|
@ -26,11 +27,11 @@ public class Submarine extends GameObject implements Collidable {
|
|||
}
|
||||
|
||||
@Override
|
||||
public void update(Master master) {
|
||||
public void update() {
|
||||
Point mouse = master.getMouseLocation();
|
||||
Vector2D relPos = getMapCoordsFromWorld(new Vector2D(mouse.x, mouse.y));
|
||||
Vector2D relPos = Coords.getMapCoordsFromWorld(new Vector2D(mouse.x, mouse.y));
|
||||
Vector2D centerRelPos = new Vector2D(relPos.x - size.x/2, relPos.y - size.y/2);
|
||||
moveTo(centerRelPos, master);
|
||||
moveTo(centerRelPos);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
|
|
|||
|
|
@ -45,26 +45,25 @@ public class Turret extends GameObject {
|
|||
public void draw(Graphics2D g2d, int w, Master master) {
|
||||
h = w / 16 * 9;
|
||||
g2d.setPaint(mainColor);
|
||||
int xAbs = battleShip.getWorldCoordsFromLocal(position.x, true);
|
||||
int yAbs = battleShip.getWorldCoordsFromLocal(position.y, false);
|
||||
int sizeAbs = battleShip.getWorldCoordsFromLocalSize(size.x, true);
|
||||
int xCenterAbs = xAbs + sizeAbs / 2;
|
||||
int yCenterAbs = yAbs + sizeAbs / 2;
|
||||
Vector2D abs = battleShip.getWorldCoordsFromLocal(position);
|
||||
int sizeAbs = (int) battleShip.getWorldCoordsFromLocalSize(size).x;
|
||||
int xCenterAbs = (int) (abs.x + sizeAbs / 2);
|
||||
int yCenterAbs = (int) (abs.y + sizeAbs / 2);
|
||||
|
||||
g2d.fillOval(xAbs, yAbs, sizeAbs, sizeAbs);
|
||||
g2d.fillOval((int) abs.x, (int) abs.y, (int) sizeAbs, (int) sizeAbs);
|
||||
|
||||
g2d.setStroke(new BasicStroke(battleShip.getWorldCoordsFromLocalSize(10, true), BasicStroke.CAP_BUTT,
|
||||
g2d.setStroke(new BasicStroke((int) battleShip.getWorldCoordsFromLocalSize(new Vector2D(10, 0)).x, BasicStroke.CAP_BUTT,
|
||||
BasicStroke.JOIN_BEVEL));
|
||||
|
||||
//BARRELS---------------------------------------
|
||||
|
||||
g2d.setPaint(Color.BLACK);
|
||||
int barrelSpacing = sizeAbs / (barrelAmount + 1);
|
||||
int barrelSpacing = (int) (sizeAbs / (barrelAmount + 1));
|
||||
g2d.rotate(rotation, xCenterAbs, yCenterAbs);
|
||||
|
||||
for (int i = 0; i < barrelAmount; i++) {
|
||||
int barrelX = xAbs + (i + 1) * barrelSpacing;
|
||||
int frontPosY = yAbs - sizeAbs / 2;
|
||||
int barrelX = (int) (abs.x + (i + 1) * barrelSpacing);
|
||||
int frontPosY = (int) (abs.y - sizeAbs / 2);
|
||||
g2d.drawLine(barrelX, yCenterAbs, barrelX, frontPosY);
|
||||
|
||||
if (lastShot + SHOT_EFFECT_TIME > System.currentTimeMillis()) {
|
||||
|
|
@ -79,13 +78,12 @@ public class Turret extends GameObject {
|
|||
}
|
||||
|
||||
@Override
|
||||
public void update(Master master) {
|
||||
public void update() {
|
||||
|
||||
int xAbs = battleShip.getWorldCoordsFromLocal(position.x, true);
|
||||
int yAbs = battleShip.getWorldCoordsFromLocal(position.y, false);
|
||||
int sizeAbs = battleShip.getWorldCoordsFromLocalSize(size.x, true);
|
||||
int xCenterAbs = xAbs + sizeAbs / 2;
|
||||
int yCenterAbs = yAbs + sizeAbs / 2;
|
||||
Vector2D abs = battleShip.getWorldCoordsFromLocal(position);
|
||||
int sizeAbs = (int) battleShip.getWorldCoordsFromLocalSize(size).x;
|
||||
int xCenterAbs = (int) (abs.x + sizeAbs / 2);
|
||||
int yCenterAbs = (int) (abs.y + sizeAbs / 2);
|
||||
|
||||
Point msLoc = master.getMouseLocation();
|
||||
double targetRotation = -Math.atan2(xCenterAbs - msLoc.x, yCenterAbs - msLoc.y);
|
||||
|
|
@ -93,11 +91,11 @@ public class Turret extends GameObject {
|
|||
|
||||
rotation = ExMath.angleLerp(rotation, targetRotation, ROTATION_SPEED);
|
||||
|
||||
int barrelSpacing = sizeAbs / (barrelAmount + 1);
|
||||
int barrelSpacing = (int) (sizeAbs / (barrelAmount + 1));
|
||||
|
||||
for (int i = 0; i < barrelAmount; i++) {
|
||||
int barrelX = xAbs + (i + 1) * barrelSpacing;
|
||||
int frontPosY = yAbs - sizeAbs / 2;
|
||||
int barrelX = (int) (abs.x + (i + 1) * barrelSpacing);
|
||||
int frontPosY = (int) (abs.y - sizeAbs / 2);
|
||||
|
||||
if (master.isMousePressed()) {
|
||||
lastShot = System.currentTimeMillis();
|
||||
|
|
|
|||
|
|
@ -41,7 +41,7 @@ public class Grid extends GameObject {
|
|||
}
|
||||
|
||||
@Override
|
||||
public void update(Master master) {
|
||||
public void update() {
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -24,7 +24,7 @@ public class Wall extends GameObject implements Collidable {
|
|||
}
|
||||
|
||||
@Override
|
||||
public void update(Master master) {
|
||||
public void update() {
|
||||
}
|
||||
|
||||
@Override
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue