corrent dist method
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@@ -11,8 +11,8 @@ public class Main extends Game {
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private World world;
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public static final int WIDTH = 1440; // Fensterbreite
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public static final int HEIGHT = 1056; // Fensterhöhe
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public static final int WIDTH = 1000; // Fensterbreite
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public static final int HEIGHT = 800; // Fensterhöhe
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public Main() {
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super(WIDTH, HEIGHT);
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@@ -5,7 +5,6 @@ import main.entities.Entity;
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import main.entities.Player;
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import main.entities.Snake;
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import main.entities.Spider;
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import main.maps.Corridor;
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import main.maps.Map;
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import main.maps.TestMap;
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@@ -14,7 +13,7 @@ import main.maps.TestMap;
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*/
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public class World extends Knoten {
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public static final int SCALE_FACTOR = 6; // Der Basis Zoomfaktor
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public static final int SCALE_FACTOR = 4; // Der Basis Zoomfaktor
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public static final int SCALE = SCALE_FACTOR * Tile.getSize(); // Eine Gameunit ist so viele pixel lang
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private Map currentMap; // Die Map die aktuell angezeigt werden soll.
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@@ -105,7 +105,7 @@ public abstract class Entity implements Ticker {
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* @return die entifernung zu diesem Entity
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*/
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public float dist(Entity e) {
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return (float) Math.sqrt(e.posX * e.posX + posY * posY);
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return (float) Math.sqrt((e.posX - posX) * (e.posX - posX) + (e.posY - posY) * (e.posY - posY));
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}
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}
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@@ -1,6 +1,5 @@
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package main.entities;
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import ea.Farbe;
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import ea.Taste;
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import main.Main;
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import main.SheetLoader;
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@@ -9,7 +9,8 @@ import main.Tile;
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public class Snake extends LivingEntity {
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private static SheetLoader loader = new SheetLoader("/res/images/snake_spritesheet_calciumtrice.png", 32, 32, new int[] { 10, 10, 10, 10, 10 });
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private static SheetLoader loader = new SheetLoader("/res/images/snake_spritesheet_calciumtrice.png", 32, 32,
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new int[] { 10, 10, 10, 10, 10 });
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public Snake() {
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super(loader.getFigur(0), "idle");
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@@ -40,17 +41,24 @@ public class Snake extends LivingEntity {
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}
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}
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if (nearestPlayer != null && lineOfSightClear(nearestPlayer)) {
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Vektor toPlayer = new Vektor(nearestPlayer.posX - posX, nearestPlayer.posY - posY);
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toPlayer = toPlayer.normiert();
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velX += toPlayer.x * accelleration;
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velY += toPlayer.y * accelleration;
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zustandSetzen("walk");
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} else {
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if (dist(nearestPlayer) < 1f) {
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zustandSetzen("attack");
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} else {
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Vektor toPlayer = new Vektor(nearestPlayer.posX - posX, nearestPlayer.posY - posY);
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toPlayer = toPlayer.normiert();
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velX += toPlayer.x * accelleration;
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velY += toPlayer.y * accelleration;
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zustandSetzen("walk");
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}
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} else
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{
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if (actionFigur.aktuellesVerhalten().equals("walk")) {
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zustandSetzen("lost_sight");
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}
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if (actionFigur.aktuellesVerhalten().equals("lost_sight")
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&& actionFigur.aktuelleFigur().aktuellesBild() == actionFigur.aktuelleFigur().animation().length - 1) {
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if (actionFigur.aktuellesVerhalten().equals("lost_sight") && actionFigur.aktuelleFigur()
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.aktuellesBild() == actionFigur.aktuelleFigur().animation().length - 1) {
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actionFigur.aktuelleFigur().animationsBildSetzen(0);
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zustandSetzen("idle");
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}
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