Improve ranged weapons and use dice rolls to determine range and HP
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@@ -5,22 +5,27 @@ import java.util.Random;
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import lombok.*;
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import com.bartlomiejpluta.base.api.context.Context;
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import com.bartlomiejpluta.base.api.entity.Entity;
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import com.bartlomiejpluta.base.api.animation.Animation;
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import com.bartlomiejpluta.base.api.move.*;
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import com.bartlomiejpluta.base.lib.animation.*;
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import com.bartlomiejpluta.base.util.random.DiceRoller;
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import com.bartlomiejpluta.demo.database.model.RangedWeaponModel;
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import com.bartlomiejpluta.demo.entity.Character;
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import com.bartlomiejpluta.demo.util.DiceRoller;
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import com.bartlomiejpluta.demo.event.HitEvent;
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public class RangedWeapon implements Weapon {
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private final Random random = new Random();
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private final Context context;
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private final DiceRoller roller;
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private final DiceRoller dmgRoller;
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private final DiceRoller rangeRoller;
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private final BulletAnimationRunner animation;
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private final String sound;
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private final AnimationRunner punchAnimation;
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private final String punchSound;
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private final AnimationRunner missAnimation;
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private final String missSound;
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@Getter
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private String name;
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@@ -31,25 +36,29 @@ public class RangedWeapon implements Weapon {
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public RangedWeapon(@NonNull Context context, @NonNull RangedWeaponModel template) {
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this.context = context;
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this.name = template.getName();
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this.roller = DiceRoller.of(template.getDamage());
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this.dmgRoller = DiceRoller.of(template.getDamage());
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this.rangeRoller = DiceRoller.of(template.getRange());
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this.cooldown = template.getCooldown();
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this.animation = new BulletAnimationRunner(template.getAnimation())
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.range(template.getRange())
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.infinite()
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.offset(0, -15)
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.onHit(this::onHit)
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.onMiss(this::onMiss)
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.speed(0.25f)
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.animationSpeed(0.07f)
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.scale(0.6f);
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this.sound = template.getSound();
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this.punchAnimation = new SimpleAnimationRunner(template.getPunchAnimation());
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this.punchSound = template.getPunchSound();
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this.missAnimation = new SimpleAnimationRunner(template.getMissAnimation())
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.scale(0.4f);
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this.missSound = template.getMissSound();
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}
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private void onHit(Movable attacker, Entity target) {
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if(target.isBlocking() && target instanceof Character) {
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var character = (Character) target;
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var damage = roller.roll();
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var damage = dmgRoller.roll();
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character.hit(damage);
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punchAnimation.run(context, character.getLayer(), character);
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context.playSound(punchSound);
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@@ -57,11 +66,17 @@ public class RangedWeapon implements Weapon {
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}
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}
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private void onMiss(Movable attacker, Animation animation) {
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missAnimation.run(context, ((Character) attacker).getLayer(), animation.getPosition());
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context.playSound(missSound);
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}
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@Override
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public boolean attack(Character attacker) {
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var direction = attacker.getFaceDirection();
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context.playSound(sound);
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animation
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.range(rangeRoller.roll())
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.direction(direction)
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.rotation(direction.xAngle - 180)
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.run(context, attacker.getLayer(), attacker);
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