forked from IF-LK-2020/zulda
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92
Lunk.java
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92
Lunk.java
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import ea.*;
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/**
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* Spielfigur des Hauptcharacters.
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*
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* Im Prototypen besitzt die Figur verschiedene Zustände und Aktionen, die
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* ausgeführt werden können. Ansonsten gibt es noch keine Spiellogik.
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*/
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public class Lunk extends ActionFigur {
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private int hitpoints;
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private int attack;
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private int defense;
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public Lunk() {
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super(new Figur(0, 0, "images/adventurer_idle_right.eaf"), "idle_right");
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neuerZustand(new Figur(0, 0, "images/adventurer_run_right.eaf"), "run_right");
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neuerZustand(new Figur(0, 0, "images/adventurer_die_right.eaf"), "die_right");
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neuerZustand(new Figur(0, 0, "images/adventurer_idle_left.eaf"), "idle_left");
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neuerZustand(new Figur(0, 0, "images/adventurer_run_left.eaf"), "run_left");
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neuerZustand(new Figur(0, 0, "images/adventurer_die_left.eaf"), "die_left");
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neueAktion(new Figur(0, 0, "images/adventurer_slashup_right.eaf"), "slashup_right");
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neueAktion(new Figur(0, 0, "images/adventurer_slashdown_right.eaf"), "slashdown_right");
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neueAktion(new Figur(0, 0, "images/adventurer_slash_right.eaf"), "slash_right");
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neueAktion(new Figur(0, 0, "images/adventurer_jump_right.eaf"), "jump_right");
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neueAktion(new Figur(0, 0, "images/adventurer_hit_right.eaf"), "hit_right");
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neueAktion(new Figur(0, 0, "images/adventurer_slashup_left.eaf"), "slashup_left");
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neueAktion(new Figur(0, 0, "images/adventurer_slashdown_left.eaf"), "slashdown_left");
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neueAktion(new Figur(0, 0, "images/adventurer_slash_left.eaf"), "slash_left");
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neueAktion(new Figur(0, 0, "images/adventurer_jump_left.eaf"), "jump_left");
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neueAktion(new Figur(0, 0, "images/adventurer_hit_left.eaf"), "hit_left");
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hitpoints = 1000;
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attack = 100;
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defense = 10;
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}
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public void setzePosition( float newX, float newY ) {
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Figur aktFig = aktuelleFigur();
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verschieben(new Vektor(
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newX - aktFig.getX(),
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newY - aktFig.getY()
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));
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}
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@Override
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public boolean bewegen( Vektor v ) {
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this.verschieben(v);
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return true;
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}
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@Override
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public float getX() {
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return aktuelleFigur().getX();
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}
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@Override
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public float getY() {
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return aktuelleFigur().getY();
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}
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public int getDefense() {
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return defense;
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}
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public int getAttack() {
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return attack;
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}
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public void setAttack(int attack) {
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this.attack = attack;
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}
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public void setDefense(int defense) {
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this.defense = defense;
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}
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public int getHitpoints() {
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return hitpoints;
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}
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public void addHitpoints( int pHp ) {
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hitpoints += pHp;
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}
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}
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