完善AttackAbleObject.java
AttackAbleObject添加isHit方法判断,当enemy未死时,是否被player攻击,考察2个条件:
dyn.hasHitBoxCollide(this):player的hitbox是否和enemy的hurtbox发生了重叠
dyn.isHitting():player是否正在攻击(player和enemy离得很近,但没有按下攻击键,也会触发第一个条件)
public abstract class AttackAbleObject extends GameObject{
private Transform _transform;
private int _cx1;
private int _cx2;
private int _cy1;
private int _cy2;
private boolean _hitting = false;
private int _hp = 0;
private int _strength;
public AttackAbleObject(Transform trans, int hp, int strength,
int hurt_x, int hurt_y, int hurtscale_x, int hurtscale_y, int hitoffset_x1,
int hitoffset_y1, int hitoffset_x2, int hitoffset_y2) {
super(trans,hurt_x,hurt_y,hurtscale_x, hurtscale_y);
_hp = hp;
_strength = strength;
_transform = trans;
this.setHitBoxOffsets(hitoffset_x1,hitoffset_y1,hitoffset_x2,hitoffset_y2);
}
public Shape getHitBox(){
AffineTransform as = new AffineTransform();
as.setTransform(_transform.getTransform());
return as.createTransformedShape(new Rectangle(_cx1,_cy1,_cx2,_cy2));
}
public void setHitBoxOffsets(int x1,int y1, int x2, int y2){
_cx1 = x1;
_cx2 = x2;
_cy1 = y1;
_cy2 = y2;
}
public void setStrength(int strength){
_strength = strength;
}
public int getStrength(){
return _strength;
}
public void setHp(int hp){
_hp = hp;
}
public int getHp(){
return _hp;
}
public void takeDamage(AttackAbleObject dyn){
setHp(getHp()-dyn.getStrength());
}
public boolean isHitting(){
return _hitting;
}
public void setHitting(boolean hit){
_hitting = hit;
}
public boolean hasHitBoxCollide(GameObject other){
Area areaA = new Area(getHitBox());
areaA.intersect(new Area(other.getHurtBox()));
return !areaA.isEmpty() && Math.abs(getZ()-other.getZ())< Config.Z_FIGHT_DIST;
}
public boolean isDead(){
return getHp()<=0;
}
public boolean isHit(AttackAbleObject dyn){
if(!isDead()){
if(dyn.hasHitBoxCollide(this) && dyn.isHitting()){
return true;
}
else{
return false;
}
}
return false;
}
}
enemy的update方法中判断是否被player攻击,如果是,减血(this.takeDamage(_player))
public class Enemy extends AttackAbleObject{
@Override
public void update(Graphics2D g){
_animator.show(g);
followPath();
if(!this.isDead()){
_animator.show(g);
followPath();
if(this.isHit(_player)){
this.takeDamage(_player);
}
}
}
同时player的handleAttack()方法中要设置正在攻击(setHitting(true))
public class Player extends AttackAbleObject{
void handleAttack(){
if(_attack){
_hitDelayTimer -= Config.TIMER_DIF;
if(_hitDelayTimer<=_hitBoxDelay){
setHitting(true);
}
if(_hitDelayTimer<=0){
_rdyToAttack = true;
_attack = false;
}
如果您迷路了,请参考完整源码:
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