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public class Enemy extends Entities {
private static final Logger log = new Logger(Enemy.class.getSimpleName(), Logger.DEBUG);
public Player target;
public float movement = GameConfig.ENEMY_MOVEMENTS;
//Obligatoire pour le JSON
public Enemy() {
}
public Enemy(float x, float y, float width, float height,Color color) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.color = color;
target= new Player();
}
/**
* Cette méthode vérifie si l'ennemie est en collision avec soit un obstacle(Murs, caisses) ou un joueur
*/
public boolean isCollidingObstacle(float x, float y, Array<ObstacleBase> obstacles, Array<Enemy> enemies, Player player1, Player player2, int index) {
for (ObstacleBase obstacle : obstacles) {
if (x >= obstacle.getBounds().getX() && y >= obstacle.getBounds().getY()) {
if (x <= obstacle.getBounds().getWidth() + obstacle.getBounds().getX() - 1 && y <= obstacle.getBounds().getHeight() + obstacle.getBounds().getY() - 1) {
//log.debug("Un obstacle se trouve en " + obstacle.getBounds().getX() + " " + obstacle.getBounds().getY());
return true;
}
}
}
int i = 0;
for (Enemy enemy : enemies) {
if (i == index) {
} else {
if (x == enemy.getX() && y == enemy.getY()) {
return true;
}
}
i++;
}
if (x == player1.getX() && y == player1.getY()) {
return true;
}
if (x == player2.getX() && y == player2.getY()) {
return true;
}
return false;
}
/**
* Cette méthode permet de vérifier si l'ennemie se trouve à côté de la cible
* @return
*/
public boolean nextToTarget(){
if (x == target.getX()+1 && y == target.getY()||x == target.getX()+1 && y == target.getY()||
x == target.getX() && y == target.getY()-1||x == target.getX() && y == target.getY()+1) {
return true;
}
return false;
}
/**
* Cette méthode permet de savoir quel joueur est le plus proche et de le mettre en target pour l'ennemie
*
* @param player1
* @param player2
*/
public void nearPlayer(Player player1, Player player2) {
float diffXP1 = (this.getX() - player1.getX());
float diffXP2 = (this.getX() - player2.getX());
float diffYP1 = (this.getY() - player1.getY());
float diffYP2 = (this.getY() - player2.getY());
if (diffXP1 < 0) {
diffXP1 *= -1;
}
if (diffXP2 < 0) {
diffXP2 *= -1;
}
if (diffYP1 < 0) {
diffYP1 *= -1;
}
if (diffYP2 < 0) {
diffYP2 *= -1;
}
float diffP1=diffYP1-diffXP1;
float diffP2=diffYP2-diffXP2;
if(diffP1<0){
diffP1 *= -1;
}
if(diffP2<0){
diffP2 *= -1;
}
if(diffP1<diffP2){
target.setX(player1.getX());
target.setY(player1.getY());
}else{
target.setX(player2.getX());
target.setY(player2.getY());
}
}
public void update(final Array<ObstacleBase> obstacles, final Array<Enemy> enemies, Player player1, Player player2, int index) {
move(obstacles, enemies, player1, player2, index);
nearPlayer(player1,player2);
}
public void move(final Array<ObstacleBase> obstacles, final Array<Enemy> enemies, Player player1, Player player2, int index) {
if (nextToTarget()) {
endTurn();
}else if(!(movements_done==0)&& movement==movements_done){
endTurn();
} else if (movement > movements_done || movements_done == 0) {
if (target.getX() > this.getX()) {
if (!(isCollidingObstacle(getX() + 1, getY(), obstacles, enemies, player1, player2, index))) {
movements_done += 1;
setX(getX() + 1);
}
} else if (target.getX() < this.getX()) {
if (!(isCollidingObstacle(getX() - 1, getY(), obstacles, enemies, player1, player2, index))) {
movements_done += 1;
setX(getX() - 1);
}
}
if (target.getY() > this.getY()) {
if (!(isCollidingObstacle(getX(), getY() + 1, obstacles, enemies, player1, player2, index))) {
movements_done += 1;
setY(getY() + 1);
}
} else if (target.getY() < this.getY()) {
if (!(isCollidingObstacle(getX(), getY() - 1, obstacles, enemies, player1, player2, index))) {
movements_done += 1;
setY(getY() - 1);
}
}
}
}
} |
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