Iniital commit
|
@ -0,0 +1,28 @@
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|||
# ---> Java
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||||
# Compiled class file
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*.class
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||||
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# Log file
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*.log
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||||
|
||||
# BlueJ files
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*.ctxt
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Dokumente*
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|
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# Mobile Tools for Java (J2ME)
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.mtj.tmp/
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||||
|
||||
# Package Files #
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*.jar
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*.war
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||||
*.nar
|
||||
*.ear
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||||
*.zip
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||||
*.tar.gz
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||||
*.rar
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||||
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||||
# virtual machine crash logs, see http://www.java.com/en/download/help/error_hotspot.xml
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hs_err_pid*
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|
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# Engine-Alpha files
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engine-alpha.log
|
|
@ -0,0 +1,36 @@
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import ea.*;
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/**
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* Ein Feld (eng. Tile) stellt den Grundbaustein einer {@link Karte} dar. Sie
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* sind jeweils quadratische "Fliesen" der Größe 48x48 Pixel. Jede Fliese ist
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* einfach ein Bild, das den Untergrund der Karte darstellt. Der Prototyp
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* bietet vier verschiedene Untergründe. Der Typ wird dem Konstruktor als String
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* übergeben: "gras", "stein", "sand" oder "wasser".
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*
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* Felder sollten möglichst einfach gehalten sein und nicht zu viel Logik enthalten.
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* Allerdings könnte man z.B. auch eine Falle als Feld implemeniteren.
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*/
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public class Feld extends Bild {
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protected boolean istPassierbar;
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/**
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* Konstruktor des Feldes.
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* @param x x-Position
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* @param y y-Position
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* @param typ Typ des Untergrundes
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*/
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public Feld( float x, float y, String typ ) {
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super(x, y, "images/feld_"+typ.toLowerCase()+".gif");
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istPassierbar = (typ.equals("gras") || typ.equals("sand"));
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}
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public boolean istPassierbar() {
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return istPassierbar;
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}
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public void setPassierbar( boolean pPassierbar ) {
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istPassierbar = pPassierbar;
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}
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}
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@ -0,0 +1,62 @@
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import ea.*;
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import ea.internal.gra.PixelFeld;
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import ea.internal.io.ImageLoader;
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import java.awt.*;
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import java.awt.image.BufferedImage;
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public class FigureMaker {
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public static Figur makeFigureFromSprite( String pPath, int pWidth ) {
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return makeFigureFromSprite(pPath, pWidth, pWidth, 0, 0);
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}
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public static Figur makeFigureFromSprite( String pPath, int pWidth, int pHeight, int pRow, int pSpriteCount ) {
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BufferedImage image = ImageLoader.loadExternalImage(pPath);
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int spriteCount = pSpriteCount;
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if( pSpriteCount <= 1 ) {
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spriteCount = image.getWidth() / pWidth;
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}
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PixelFeld[] pfelder = new PixelFeld[spriteCount];
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for ( int s = 0; s < spriteCount; s++ ) {
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pfelder[s] = new PixelFeld(pWidth, pHeight, 1);
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for (int x = 0; x < pWidth; x++) {
|
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for (int y = 0; y < pHeight; y++) {
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Color clr = new Color(image.getRGB(
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(s*pWidth+x),
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(pRow*pHeight+y)
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), true);
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if( clr.getAlpha() > 0 ) {
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pfelder[s].farbeSetzen(x, y, clr);
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}
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}
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}
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}
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Figur fig = new Figur();
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fig.animationSetzen(pfelder);
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return fig;
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}
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public static void main(String[] args) {
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String[] states = new String[]{
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"idle_right", "run_right", "slashup_right", "slashdown_right", "slash_right", "jump_right", "hit_right", "die_right",
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"idle_left", "run_left", "slashup_left", "slashdown_left", "slash_left", "jump_left", "hit_left", "die_left"
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};
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int[] sprite_counts = new int[]{
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13, 8, 10, 10, 10, 6, 4, 7,
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13, 8, 10, 10, 10, 6, 4, 7
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};
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for( int i = 0; i < states.length; i++ ) {
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Figur fig = FigureMaker.makeFigureFromSprite("/Users/jneug/Projekte/Schule/schule-projekte/OOP/BlueJ/40-Zulda/images/adventurer.png", 32, 32, i, sprite_counts[i]);
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DateiManager.schreiben(fig, "/Users/jneug/Projekte/Schule/schule-projekte/OOP/BlueJ/40-Zulda/images/adventurer_"+states[i]+".eaf");
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System.out.println("Wrote figure for state "+states[i]);
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}
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System.out.println("Success!");
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System.exit(0);
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}
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}
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@ -0,0 +1,55 @@
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import ea.*;
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/**
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* Abstrakte Basisklasse für einen Gegenstand. Jeder Gegenstand kennt die Karte,
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* auf der er sich befindet. Die Karte kann sich ändern, wenn der Spieler den
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* Gegenstand einsammelet und auf einer anderen Karte wieder ablegt.
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*/
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public abstract class Gegenstand extends Knoten {
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protected Karte karte;
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public Gegenstand( Karte pKarte ) {
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karte = pKarte;
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}
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public Karte getKarte() {
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return karte;
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}
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public void setKarte( Karte pKarte ) {
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karte = pKarte;
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}
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/**
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* Wird aufgerufen, wenn dieser Gegenstand vom Spieler benutzt wird.
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* @param pLunk
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*/
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public void benutzen( Lunk pLunk ) {}
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/**
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* Wird aufgerufen, wenn der Spieler diesen Gegenstand auf einen Gegner anwendet.
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* @param pLunk
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* @param pGegner
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*/
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public void anwenden( Lunk pLunk, Gegner pGegner ) {}
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/**
|
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* Wird aufgerufen, wenn dieser Gegenstand vom Spieler eingesammelt wird.
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* @param pLunk
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*/
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public abstract void einsammeln( Lunk pLunk );
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|
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/**
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* Wird aufgerufen, wenn dieser Gegenstand vom Spieler eingesammelt wird.
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* @param pLunk
|
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* @param pKarteNeu
|
||||
*/
|
||||
public abstract void ablegen( Lunk pLunk, Karte pKarteNeu );
|
||||
|
||||
/**
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* Wird aufgerufen, wenn der Gegenstand zerstoert wird.
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*/
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public abstract void zerstoeren();
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||||
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}
|
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@ -0,0 +1,73 @@
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import ea.*;
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|
||||
/**
|
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* Abstrakte Basiklasse für Gegner.
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*
|
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* Gegener kennen immer die Karte, auf der sie sich befinden. Sie können ihre Karte
|
||||
* nicht verlassen.
|
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*/
|
||||
public abstract class Gegner extends Bild {
|
||||
|
||||
protected Karte karte;
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|
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private int hitpoints;
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||||
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||||
private int attack;
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||||
|
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private int defense;
|
||||
|
||||
public Gegner(int pHitpoints, int pAttack, int pDefense, Karte pKarte, String pBild ) {
|
||||
super(0, 0, pBild);
|
||||
|
||||
karte = pKarte;
|
||||
|
||||
hitpoints = pHitpoints;
|
||||
attack = pAttack;
|
||||
defense = pDefense;
|
||||
}
|
||||
|
||||
public Karte getKarte() {
|
||||
return karte;
|
||||
}
|
||||
|
||||
public void addHitpoints( int pHp ) {
|
||||
hitpoints += pHp;
|
||||
}
|
||||
|
||||
public int getHitpoints() {
|
||||
return hitpoints;
|
||||
}
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||||
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||||
public void setHitpoints(int hitpoints) {
|
||||
this.hitpoints = hitpoints;
|
||||
}
|
||||
|
||||
public int getAttack() {
|
||||
return attack;
|
||||
}
|
||||
|
||||
public void setAttack(int attack) {
|
||||
this.attack = attack;
|
||||
}
|
||||
|
||||
public int getDefense() {
|
||||
return defense;
|
||||
}
|
||||
|
||||
public void setDefense(int defense) {
|
||||
this.defense = defense;
|
||||
}
|
||||
|
||||
/**
|
||||
* Startet das Verhalten des Gegners. Sollte überschrieben werden.
|
||||
*/
|
||||
public void start() {
|
||||
}
|
||||
|
||||
/**
|
||||
* Stoppt das Verhalten des Gegners. Sollte überschrieben werden.
|
||||
*/
|
||||
public void stopp() {
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,349 @@
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|||
import ea.*;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Arrays;
|
||||
import java.util.Collections;
|
||||
import java.util.List;
|
||||
|
||||
/**
|
||||
* Eine Karte besteht aus 20 mal 15 {@link Feld}ern und stellt einen Ausschnitt
|
||||
* der {@link Welt} dar. Eine Karte hat bis zu vier Nachbarkarten zu denen man
|
||||
* kommt, wenn man den Rand der Karte zu einer der Himmelsrichtungen überschreitet.
|
||||
*
|
||||
* Die Karten im Prototyp werden zufällig ohne Sinn erstellt. Für ein richtiges
|
||||
* Spiel sollten die Karten "von Hand" gebaut werden, indem Felder mit passendem
|
||||
* Untergrund gezielt positioniert werden. (Siehe das Beispiel {@link Karte_0}.)
|
||||
*/
|
||||
public class Karte extends Knoten {
|
||||
|
||||
// Referenz auf die Welt, zu der die Karte gehört
|
||||
protected Welt welt;
|
||||
|
||||
// Die Felder, aus denen die Karte besteht
|
||||
protected Feld[][] felder;
|
||||
|
||||
// Der X-Index der Karte in der Welt
|
||||
private int weltX;
|
||||
|
||||
// Der Y-Index der Karte in der Welt
|
||||
private int weltY;
|
||||
|
||||
// Liste aller Gegenstände, die sich auf der Karte befinden.
|
||||
protected ArrayList<Gegenstand> gegenstaende;
|
||||
|
||||
// Liste aller Gegner, die sich auf der Karte befinden.
|
||||
protected ArrayList<Gegner> gegner;
|
||||
|
||||
/**
|
||||
* Konstruktor der Karte.
|
||||
* @param pX x-Koordinate in der Welt
|
||||
* @param pY y-Koordinate in der Welt
|
||||
*/
|
||||
public Karte( int pX, int pY, Welt pWelt ) {
|
||||
welt = pWelt;
|
||||
weltX = pX;
|
||||
weltY = pY;
|
||||
felder = new Feld[20][15];
|
||||
|
||||
gegner = new ArrayList<>();
|
||||
gegenstaende = new ArrayList<>();
|
||||
|
||||
// Erstelle eine Karte nur aus Grasfeldern
|
||||
for( int i = 0; i < felder.length; i++ ) {
|
||||
for (int j = 0; j < felder[0].length; j++) {
|
||||
felder[i][j] = new Feld(i*48,j*48, "gras");
|
||||
add(felder[i][j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Gibt die Welt zurück, zu der diese Karte gehört.
|
||||
* @return
|
||||
*/
|
||||
public Welt getWelt() {
|
||||
return welt;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gibt die x-Position der Karte im Welt-Array zurück.
|
||||
* @return
|
||||
*/
|
||||
public int getWeltX() {
|
||||
return weltX;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gibt die y-Position der Karte im Welt-Array zurück.
|
||||
* @return
|
||||
*/
|
||||
public int getWeltY() {
|
||||
return weltY;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gibt das Array aller Felder zurück.
|
||||
* @return
|
||||
*/
|
||||
public Feld[][] getFelder() {
|
||||
return felder;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Gibt das Feld zurück, dass in der Karte am angegeben Index liegt. Ist der
|
||||
* Index außerhalb der Karte, wird {@code null} zurück gegeben.
|
||||
* @param i
|
||||
* @param j
|
||||
* @return
|
||||
*/
|
||||
public Feld feldAnIndex( int i, int j ) {
|
||||
if( i >= 0 && i < felder.length && j >= 0 && j < felder[0].length ) {
|
||||
return felder[i][j];
|
||||
} else {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Gibt das Feld zurück, in dem die angegebenen Koordinaten liegen. Sind die
|
||||
* Koordinaten außerhalb der Karte, wird {@code null} zurück gegeben.
|
||||
* @param x
|
||||
* @param y
|
||||
* @return
|
||||
*/
|
||||
public Feld feldAnKoordinate( float x, float y ) {
|
||||
int i = (int) (x/48);
|
||||
int j = (int) (y/48);
|
||||
return feldAnIndex(i, j);
|
||||
}
|
||||
|
||||
/**
|
||||
* Ermittelt das Feld an den Koordinaten des angegebenen Punktes.
|
||||
* @see #feldAnKoordinate(float, float)
|
||||
* @param p
|
||||
* @return
|
||||
*/
|
||||
public Feld feldAnKoordinate( Punkt p ) {
|
||||
return feldAnKoordinate(p.x, p.y);
|
||||
}
|
||||
|
||||
/**
|
||||
* Verschiebt den angegebenen {@link Raum} (Bild, Knoten, Gegner, ...) auf
|
||||
* das angegebene Feld.
|
||||
* @param pRaum Das zu verschiebene Objekt
|
||||
* @param pFeld Das Zielfeld
|
||||
*/
|
||||
public void verschiebeZuFeld( Raum pRaum, Feld pFeld ) {
|
||||
pRaum.mittelpunktSetzen(
|
||||
pFeld.zentrum()
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Verschiebt den angegebenen {@link Raum} (Bild, Knoten, Gegner, ...) auf
|
||||
* das Feld am Index (i|j). Gibt es an diesem Index kein Feld,
|
||||
* passiert nichts.
|
||||
* @param pRaum
|
||||
* @param i
|
||||
* @param j
|
||||
*/
|
||||
public void verschiebeZuFeldAnIndex( Raum pRaum, int i, int j ) {
|
||||
Feld feld = feldAnIndex(i, j);
|
||||
if( feld != null ) {
|
||||
verschiebeZuFeld(pRaum, feld);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Verschiebt den angegebenen {@link Raum} (Bild, Knoten, Gegner, ...) auf
|
||||
* das Feld an den Koordinaten (x|y). Gibt es zu diesen Koordinaten kein Feld,
|
||||
* passiert nichts.
|
||||
* @param pRaum
|
||||
* @param x
|
||||
* @param y
|
||||
*/
|
||||
public void verschiebeZuFeldAnKoordinate( Raum pRaum, float x, float y ) {
|
||||
Feld feld = feldAnKoordinate(x, y);
|
||||
if( feld != null ) {
|
||||
verschiebeZuFeld(pRaum, feld);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Bewegt das angegebene {@link Raum Objekt} ein Feld nach links. Ist das
|
||||
* Objekt am Rand der Karte oder ist das Zielfeld nicht
|
||||
* {@link Feld#istPassierbar() passierbar}, passiert nichts.
|
||||
*/
|
||||
public void bewegeLinks( Gegner pGegner ) {
|
||||
if (pGegner.zentrum().x > 0) {
|
||||
Feld feld = feldAnKoordinate(pGegner.zentrum().x-48, pGegner.zentrum().y);
|
||||
if( feld != null && feld.istPassierbar() ) {
|
||||
verschiebeZuFeld(pGegner, feld);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Bewegt das angegebene {@link Raum Objekt} ein Feld nach rechts. Ist das
|
||||
* Objekt am Rand der Karte oder ist das Zielfeld nicht
|
||||
* {@link Feld#istPassierbar() passierbar}, passiert nichts.
|
||||
*/
|
||||
public void bewegeRechts( Gegner pGegner ) {
|
||||
if (pGegner.zentrum().x < 19*48) {
|
||||
Feld feld = feldAnKoordinate(pGegner.zentrum().x+48, pGegner.zentrum().y);
|
||||
if( feld != null && feld.istPassierbar() ) {
|
||||
verschiebeZuFeld(pGegner, feld);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Bewegt das angegebene {@link Raum Objekt} ein Feld nach oben. Ist das
|
||||
* Objekt am Rand der Karte oder ist das Zielfeld nicht
|
||||
* {@link Feld#istPassierbar() passierbar}, passiert nichts.
|
||||
*/
|
||||
public void bewegeHoch( Gegner pGegner ) {
|
||||
if (pGegner.zentrum().y > 0) {
|
||||
Feld feld = feldAnKoordinate(pGegner.zentrum().x, pGegner.zentrum().y-48);
|
||||
if( feld != null && feld.istPassierbar() ) {
|
||||
verschiebeZuFeld(pGegner, feld);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Bewegt das angegebene {@link Raum Objekt} ein Feld nach unten. Ist das
|
||||
* Objekt am Rand der Karte oder ist das Zielfeld nicht
|
||||
* {@link Feld#istPassierbar() passierbar}, passiert nichts.
|
||||
*/
|
||||
public void bewegeRunter( Gegner pGegner ) {
|
||||
if (pGegner.zentrum().y < 14*48) {
|
||||
Feld feld = feldAnKoordinate(pGegner.zentrum().x, pGegner.zentrum().y+48);
|
||||
if( feld != null && feld.istPassierbar() ) {
|
||||
verschiebeZuFeld(pGegner, feld);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Wird aufgerufen, wenn die Karte von der {@link Welt} angezeigt wird. Also
|
||||
* dann, wenn {@link Lunk} sich über den Rand der aktuellen Karte hinaus
|
||||
* auf diese Karte bewegt.
|
||||
* <p>
|
||||
* Hier kann z.B. die Bewegung der Monster gestartet werden, oder die
|
||||
* Karte auf einen Startzustand zurückgesetzt werden.
|
||||
*/
|
||||
public void karteAnzeigen() {
|
||||
// Starte die Gegner
|
||||
for( Gegner g: gegner ) {
|
||||
g.start();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Wird aufgerufen, wenn die Karte von der {@link Welt} versteckt wird. Also
|
||||
* dann, wenn dies die aktuelle Karte ist und {@link Lunk} sich über den Rand
|
||||
* der Karte hinaus auf eine andere Karte bewegt.
|
||||
* <p>
|
||||
* hier kann zum Beispiel die Bewegung der Monster gestoppt werden, etc.
|
||||
*/
|
||||
public void karteVerstecken() {
|
||||
// StStoppe die Gegner
|
||||
for( Gegner g: gegner ) {
|
||||
g.stopp();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Fügt den Gegenstand dieser Karte auf dem Feld mit dem angegbenen Index hinzu.
|
||||
* @param pGegenstand
|
||||
*/
|
||||
public void addGegenstand( int i, int j, Gegenstand pGegenstand ) {
|
||||
verschiebeZuFeldAnIndex(pGegenstand, i, j);
|
||||
add(pGegenstand);
|
||||
gegenstaende.add(pGegenstand);
|
||||
}
|
||||
|
||||
/**
|
||||
* Fügt den Gegner dieser Karte auf dem dem Feld mit dem angegbenen Index hinzu.
|
||||
* @param pGegener
|
||||
*/
|
||||
public void addGegner( int i, int j, Gegner pGegener ) {
|
||||
verschiebeZuFeldAnIndex(pGegener, i, j);
|
||||
add(pGegener);
|
||||
gegner.add(pGegener);
|
||||
}
|
||||
|
||||
/**
|
||||
* Entfernt einen Gegenstand aus der Karte. Der Gegenstand wird nicht
|
||||
* zerstört oder anderweitig modifiziert. Falls dies gewünscht ist,
|
||||
* muss explizit im Programm passieren.
|
||||
* @param pGegenstand
|
||||
*/
|
||||
public void entferneGegenstand( Gegenstand pGegenstand ) {
|
||||
entfernen(pGegenstand);
|
||||
gegenstaende.remove(pGegenstand);
|
||||
}
|
||||
|
||||
/**
|
||||
* Entfernt einen Gegner aus der Karte und dem Spiel. Der Ticker
|
||||
* des Gegners wird gestoppt.
|
||||
* @param pGegner
|
||||
*/
|
||||
public void entferneGegner( Gegner pGegner ) {
|
||||
pGegner.stopp();
|
||||
entfernen(pGegner);
|
||||
gegner.remove(pGegner);
|
||||
}
|
||||
|
||||
/**
|
||||
* Gibt eine Liste aller Gegenstände zurück, die sich auf dieser Karte
|
||||
* befinden.
|
||||
* @return
|
||||
*/
|
||||
public ArrayList<Gegenstand> getGegenstaende() {
|
||||
return this.gegenstaende;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gibt eine Liste aller Gegner zurück, die sich auf dieser Karte befinden.
|
||||
* @return
|
||||
*/
|
||||
public ArrayList<Gegner> getGegner() {
|
||||
return this.gegner;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gibt eine Liste aller {@link Gegner} zurück, die sich aktuell auf dem
|
||||
* angegebenen Feld befinden.
|
||||
* @param pFeld
|
||||
* @return
|
||||
*/
|
||||
public ArrayList<Gegner> getGegnerAufFeld( Feld pFeld ) {
|
||||
ArrayList<Gegner> list = new ArrayList<>(gegner.size());
|
||||
for( Gegner g: gegner ) {
|
||||
if (pFeld.beinhaltet(g.zentrum())) {
|
||||
list.add(g);
|
||||
}
|
||||
}
|
||||
return list;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gibt eine Liste aller {@link Gegenstand Gegenstände} zurück, die sich
|
||||
* aktuell auf dem angegebenen Feld befinden.
|
||||
* @param pFeld
|
||||
* @return
|
||||
*/
|
||||
public ArrayList<Gegenstand> getGegenstaendeAufFeld( Feld pFeld ) {
|
||||
ArrayList<Gegenstand> list = new ArrayList<>(gegenstaende.size());
|
||||
for( Gegenstand g: gegenstaende ) {
|
||||
if (pFeld.beinhaltet(g.zentrum())) {
|
||||
list.add(g);
|
||||
}
|
||||
}
|
||||
return list;
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,86 @@
|
|||
import ea.DateiManager;
|
||||
|
||||
import java.util.Arrays;
|
||||
import java.util.Collection;
|
||||
import java.util.Collections;
|
||||
import java.util.List;
|
||||
|
||||
/**
|
||||
* Beispiel einer "von Hand" erstellten Karte in der Spielwelt.
|
||||
*/
|
||||
public class Karte_0 extends Karte {
|
||||
|
||||
public Karte_0( int x, int y, Welt pWelt ) {
|
||||
super(x, y, pWelt);
|
||||
|
||||
for( int i = 0; i < felder.length; i++ ) {
|
||||
if( i < 9 || i > 10 ) {
|
||||
addFeld(i, 0, "stein");
|
||||
}
|
||||
addFeld(i, 14, "stein");
|
||||
}
|
||||
for (int j = 0; j < felder[0].length; j++) {
|
||||
if( j != 7 ){
|
||||
addFeld(0, j, "stein");
|
||||
addFeld(19, j, "stein");
|
||||
}
|
||||
}
|
||||
|
||||
int centerX = 4, centerY = 5;
|
||||
addFeld(centerX, centerY-1, "wasser");
|
||||
addFeld(centerX-1, centerY, "wasser");
|
||||
addFeld(centerX, centerY, "wasser");
|
||||
addFeld(centerX+1, centerY, "wasser");
|
||||
addFeld(centerX, centerY+1, "wasser");
|
||||
|
||||
addFeld(centerX, centerY-2, "sand");
|
||||
addFeld(centerX-2, centerY, "sand");
|
||||
addFeld(centerX, centerY+2, "sand");
|
||||
addFeld(centerX+2, centerY, "sand");
|
||||
addFeld(centerX-1, centerY-1, "sand");
|
||||
addFeld(centerX+1, centerY-1, "sand");
|
||||
addFeld(centerX+1, centerY+1, "sand");
|
||||
addFeld(centerX-1, centerY+1, "sand");
|
||||
|
||||
centerX = 11;
|
||||
centerY = 5;
|
||||
for( int i = 0; i < 6; i++ ) {
|
||||
for (int j = 0; j < 6; j++) {
|
||||
if( i == 0 || j == 0 || i == 5 || j == 5 ) {
|
||||
addFeld(centerX+i, centerY+j, "sand");
|
||||
} else {
|
||||
addFeld(centerX+i, centerY+j, "stein");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Einen Ork als Gegner einfügen
|
||||
addGegner(2, 2, new Ork(this));
|
||||
|
||||
// Einen Trank als Gegenstand einfügen
|
||||
addFeld(18, 13, "sand");
|
||||
addGegenstand(18,13, new TrankAngriff(this));
|
||||
}
|
||||
|
||||
/**
|
||||
* Hilfsmethode, um einfach ein Feld an einem Index i,j in die Karte einzufügen.
|
||||
* @param i i-Index des Feldes
|
||||
* @param j j-Index des Feldes
|
||||
* @param typ Typ des Untergrundes (bestimmt auch die Passierbarkeit)
|
||||
*/
|
||||
private void addFeld(int i, int j, String typ ) {
|
||||
felder[i][j] = new Feld(i*48, j * 48, typ);
|
||||
add(felder[i][j]);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void karteAnzeigen() {
|
||||
super.karteAnzeigen();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void karteVerstecken() {
|
||||
super.karteVerstecken();
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,36 @@
|
|||
import java.util.Random;
|
||||
|
||||
/**
|
||||
* Pseudozufällig generierte Karte, basierend auf der x- und y-Koordinate der
|
||||
* Karte in der Welt.
|
||||
*/
|
||||
public class Karte_Random extends Karte {
|
||||
|
||||
public Karte_Random(int x, int y, Welt pWelt) {
|
||||
super(x, y, pWelt);
|
||||
|
||||
Random rand = new Random((x+1)*(y+1)*1592873L);
|
||||
|
||||
for( int i = 0; i < felder.length; i++ ) {
|
||||
for (int j = 0; j < felder[0].length; j++) {
|
||||
int typ = rand.nextInt(4);
|
||||
switch( typ ) {
|
||||
case 1:
|
||||
felder[i][j] = new Feld(i*48,j*48, "stein");
|
||||
break;
|
||||
case 2:
|
||||
felder[i][j] = new Feld(i*48,j*48, "sand");
|
||||
break;
|
||||
case 3:
|
||||
felder[i][j] = new Feld(i*48,j*48, "wasser");
|
||||
break;
|
||||
default:
|
||||
felder[i][j] = new Feld(i*48,j*48, "gras");
|
||||
break;
|
||||
}
|
||||
add(felder[i][j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,92 @@
|
|||
import ea.*;
|
||||
|
||||
/**
|
||||
* Spielfigur des Hauptcharacters.
|
||||
*
|
||||
* Im Prototypen besitzt die Figur verschiedene Zustände und Aktionen, die
|
||||
* ausgeführt werden können. Ansonsten gibt es noch keine Spiellogik.
|
||||
*/
|
||||
public class Lunk extends ActionFigur {
|
||||
|
||||
private int hitpoints;
|
||||
|
||||
private int attack;
|
||||
private int defense;
|
||||
|
||||
public Lunk() {
|
||||
super(new Figur(0, 0, "images/adventurer_idle_right.eaf"), "idle_right");
|
||||
|
||||
neuerZustand(new Figur(0, 0, "images/adventurer_run_right.eaf"), "run_right");
|
||||
neuerZustand(new Figur(0, 0, "images/adventurer_die_right.eaf"), "die_right");
|
||||
|
||||
neuerZustand(new Figur(0, 0, "images/adventurer_idle_left.eaf"), "idle_left");
|
||||
neuerZustand(new Figur(0, 0, "images/adventurer_run_left.eaf"), "run_left");
|
||||
neuerZustand(new Figur(0, 0, "images/adventurer_die_left.eaf"), "die_left");
|
||||
|
||||
neueAktion(new Figur(0, 0, "images/adventurer_slashup_right.eaf"), "slashup_right");
|
||||
neueAktion(new Figur(0, 0, "images/adventurer_slashdown_right.eaf"), "slashdown_right");
|
||||
neueAktion(new Figur(0, 0, "images/adventurer_slash_right.eaf"), "slash_right");
|
||||
neueAktion(new Figur(0, 0, "images/adventurer_jump_right.eaf"), "jump_right");
|
||||
neueAktion(new Figur(0, 0, "images/adventurer_hit_right.eaf"), "hit_right");
|
||||
|
||||
neueAktion(new Figur(0, 0, "images/adventurer_slashup_left.eaf"), "slashup_left");
|
||||
neueAktion(new Figur(0, 0, "images/adventurer_slashdown_left.eaf"), "slashdown_left");
|
||||
neueAktion(new Figur(0, 0, "images/adventurer_slash_left.eaf"), "slash_left");
|
||||
neueAktion(new Figur(0, 0, "images/adventurer_jump_left.eaf"), "jump_left");
|
||||
neueAktion(new Figur(0, 0, "images/adventurer_hit_left.eaf"), "hit_left");
|
||||
|
||||
hitpoints = 1000;
|
||||
attack = 100;
|
||||
defense = 10;
|
||||
}
|
||||
|
||||
public void setzePosition( float newX, float newY ) {
|
||||
Figur aktFig = aktuelleFigur();
|
||||
verschieben(new Vektor(
|
||||
newX - aktFig.getX(),
|
||||
newY - aktFig.getY()
|
||||
));
|
||||
}
|
||||
|
||||
|
||||
@Override
|
||||
public boolean bewegen( Vektor v ) {
|
||||
this.verschieben(v);
|
||||
return true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public float getX() {
|
||||
return aktuelleFigur().getX();
|
||||
}
|
||||
|
||||
@Override
|
||||
public float getY() {
|
||||
return aktuelleFigur().getY();
|
||||
}
|
||||
|
||||
public int getDefense() {
|
||||
return defense;
|
||||
}
|
||||
|
||||
public int getAttack() {
|
||||
return attack;
|
||||
}
|
||||
|
||||
public void setAttack(int attack) {
|
||||
this.attack = attack;
|
||||
}
|
||||
|
||||
public void setDefense(int defense) {
|
||||
this.defense = defense;
|
||||
}
|
||||
|
||||
public int getHitpoints() {
|
||||
return hitpoints;
|
||||
}
|
||||
|
||||
public void addHitpoints( int pHp ) {
|
||||
hitpoints += pHp;
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,74 @@
|
|||
import ea.*;
|
||||
|
||||
import java.util.Random;
|
||||
|
||||
/**
|
||||
* Ein Ork ist ein prototypischer Gegner, der sich durch die Welt bewegt. Im
|
||||
* Momeent allerdings ohne Interaktionen mit dem Spieler.
|
||||
*
|
||||
* Das Verhalten des orks wird in der methode "tick()" implementiert.
|
||||
*/
|
||||
public class Ork extends Gegner implements Ticker {
|
||||
|
||||
public Ork( Karte pKarte) {
|
||||
super(300, 30, 10, pKarte, "images/monster_1.gif");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void tick() {
|
||||
/*aufg*
|
||||
// TODO: Implementiere ein Verhalten für den Ork. Er könnte sich zum
|
||||
Beispiel zufällig durch die Welt bewegen. (Nutze z.B. die Klasse
|
||||
Random dafür: https://link.ngb.schule/zufallszahlen).
|
||||
*aufg*/
|
||||
//ml*
|
||||
Random rand = new Random();
|
||||
int direction = rand.nextInt(4);
|
||||
switch( direction ) {
|
||||
case 1:
|
||||
karte.bewegeLinks(this);
|
||||
break;
|
||||
case 2:
|
||||
karte.bewegeHoch(this);
|
||||
break;
|
||||
case 3:
|
||||
karte.bewegeRunter(this);
|
||||
break;
|
||||
default:
|
||||
karte.bewegeRechts(this);
|
||||
break;
|
||||
}
|
||||
|
||||
Lunk lunk = karte.getWelt().getSpieler();
|
||||
|
||||
// Sind der Ork und der Spieler auf demselben Feld?
|
||||
Feld orkFeld = karte.feldAnKoordinate(zentrum());
|
||||
Feld lunkFeld = karte.feldAnKoordinate(lunk.zentrum());
|
||||
|
||||
if( orkFeld.equals(lunkFeld) ) {
|
||||
// TODO: Berechne den Schaden, den Lunk nimmt
|
||||
lunk.addHitpoints((int) ((this.getAttack() - lunk.getDefense()) * -0.5) );
|
||||
lunk.aktionSetzen("hit_right");
|
||||
}
|
||||
//*ml
|
||||
}
|
||||
|
||||
/**
|
||||
* Startet das Verhalten des Gegners.
|
||||
*/
|
||||
@Override
|
||||
public void start() {
|
||||
// Anmelden, sodass die tick()-Methode alle 250 ms ausgeführt wird
|
||||
Manager.standard.anmelden(this, 250);
|
||||
}
|
||||
|
||||
/**
|
||||
* Stoppt das Verhalten des Gegners.
|
||||
*/
|
||||
@Override
|
||||
public void stopp() {
|
||||
// Abmelden, sodass der Ork sich nicht mehr bewegt
|
||||
Manager.standard.abmelden(this);
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,65 @@
|
|||
import ea.*;
|
||||
|
||||
public class TrankAngriff extends Gegenstand implements Ticker {
|
||||
|
||||
private int wirkung = 100;
|
||||
|
||||
// Steuerung der Animation
|
||||
private int delta = 0;
|
||||
private int speed = 2;
|
||||
|
||||
public TrankAngriff( Karte pKarte ) {
|
||||
super(pKarte);
|
||||
add(new Bild(0,0,"images/trank_lila.gif"));
|
||||
|
||||
// Anmelden, sodass die tick()-Methode alle 100 ms ausgeführt wird
|
||||
Manager.standard.anmelden(this, 100);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void tick() {
|
||||
/*aufg*
|
||||
// TODO: Wie funktioniert die Animation? Erstelle eine Tabelle für die Variablen
|
||||
// delta und speed und notiere ihre Veränderungen bei mehrmaligem Aufruf der tick()-Methode.
|
||||
// TODO: Experimentiere mit anderen Werten für delta und speed.
|
||||
*aufg*/
|
||||
if( delta >= 5*Math.abs(speed) || delta <= -5*Math.abs(speed) )
|
||||
speed = -1*speed;
|
||||
delta += speed;
|
||||
verschieben(0, speed);
|
||||
}
|
||||
|
||||
|
||||
@Override
|
||||
public void benutzen( Lunk pLunk ) {
|
||||
pLunk.setAttack( pLunk.getAttack() + wirkung );
|
||||
zerstoeren();
|
||||
}
|
||||
|
||||
|
||||
@Override
|
||||
public void anwenden( Lunk pLunk, Gegner pGegner ) {
|
||||
pGegner.setAttack( pGegner.getAttack() + wirkung );
|
||||
zerstoeren();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void einsammeln(Lunk pLunk) {
|
||||
benutzen(pLunk);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void ablegen(Lunk pLunk, Karte pKarteNeu) {
|
||||
setKarte(pKarteNeu);
|
||||
pKarteNeu.verschiebeZuFeldAnKoordinate(this, pLunk.aktuelleFigur().zentrum().x, pLunk.aktuelleFigur().zentrum().x);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void zerstoeren() {
|
||||
// Abmelden, sodass die tick()-Methode nicht mehr ausgeführt wird.
|
||||
Manager.standard.abmelden(this);
|
||||
// Gegenstand aus dem Spiel entfernen
|
||||
karte.entferneGegenstand(this);
|
||||
leeren();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,54 @@
|
|||
import ea.*;
|
||||
|
||||
import java.util.Random;
|
||||
|
||||
/**
|
||||
* Ein Ork ist ein prototypischer Gegner, der sich durch die Welt bewegt. Im
|
||||
* Momeent allerdings ohne Interaktionen mit dem Spieler.
|
||||
*
|
||||
* Das Verhalten des orks wird in der methode "tick()" implementiert.
|
||||
*/
|
||||
public class Troll extends Gegner implements Ticker {
|
||||
|
||||
public Troll( Karte pKarte) {
|
||||
super(300, 30, 10, pKarte, "images/monster_1.gif");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void tick() {
|
||||
Lunk lunk = karte.getWelt().getSpieler();
|
||||
|
||||
// Richtung zu Lunk bestimmen
|
||||
Vektor richtung = new Vektor(zentrum(), lunk.zentrum());
|
||||
// Länge des Vektors auf 24 setzen
|
||||
Vektor bewegung = richtung.normiert().multiplizieren(24);
|
||||
// In Richung Lunk bewegen.
|
||||
verschieben(bewegung);
|
||||
|
||||
// Schneiden sich das Bild des Trolls und das von Lunk?
|
||||
if( this.schneidet(lunk) ) {
|
||||
// TODO: Berechne den Schaden, den Lunk nimmt
|
||||
lunk.addHitpoints((int) ((this.getAttack() - lunk.getDefense()) * -0.3) );
|
||||
lunk.aktionSetzen("hit_right");
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Startet das Verhalten des Gegners.
|
||||
*/
|
||||
@Override
|
||||
public void start() {
|
||||
// Anmelden, sodass die tick()-Methode alle 250 ms ausgeführt wird
|
||||
Manager.standard.anmelden(this, 250);
|
||||
}
|
||||
|
||||
/**
|
||||
* Stoppt das Verhalten des Gegners.
|
||||
*/
|
||||
@Override
|
||||
public void stopp() {
|
||||
// Abmelden, sodass der Ork sich nicht mehr bewegt
|
||||
Manager.standard.abmelden(this);
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,243 @@
|
|||
import ea.*;
|
||||
|
||||
import java.util.ArrayList;
|
||||
|
||||
/**
|
||||
* Die Spielwelt besetht aus 4x3 {@link Karte}n, durch dei die {@link Lunk Spielfigur}
|
||||
* wandern kann. Sie enthaät alles, was im Spiel sichtbar ist und interagieren kann.
|
||||
*
|
||||
* Sie prüft, ob die Bewegung einer Figur erlaub tist und setzt ggf. die Figuren
|
||||
* auf eine neue Position (z.B. auch auf eine neue Karte).
|
||||
*
|
||||
* Der Prototyp enthält als Beispiel eine Karte mit wenig Inhalt und einigen
|
||||
* zufälligen Elementen.
|
||||
*/
|
||||
public class Welt extends Knoten {
|
||||
|
||||
// Index der aktuelle sichtbaren Karte im Karten-Array
|
||||
private int karteX, karteY;
|
||||
|
||||
// Speicher der 12 Karten
|
||||
private Karte[][] karten;
|
||||
|
||||
// Referenz zur Spielfigur
|
||||
private Lunk lunk;
|
||||
|
||||
// Aktuelle Position der Spielerfigur als Index der aktuellen Karte
|
||||
// (Index des Feldes, auf dem Lunk steht.)
|
||||
private int lunkX, lunkY;
|
||||
|
||||
public Welt( Lunk pLunk ) {
|
||||
lunk = pLunk;
|
||||
|
||||
// Initialisiere die Karten der Welt
|
||||
karten = new Karte[4][3];
|
||||
for( int i = 0; i < karten.length; i++ ) {
|
||||
for (int j = 0; j < karten[0].length; j++) {
|
||||
if( i == 2 && j == 2 ) {
|
||||
karten[i][j] = new Karte_0(i, j, this);
|
||||
} else if( i == 0 || j == 0 ) {
|
||||
karten[i][j] = new Karte_Random(i, j, this);
|
||||
} else {
|
||||
karten[i][j] = new Karte(i, j, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Zeige die erste Karte, die angezeigt werden soll.
|
||||
karteX = 2;
|
||||
karteY = 2;
|
||||
add(karten[karteX][karteY]);
|
||||
karten[karteX][karteY].karteAnzeigen();
|
||||
|
||||
// Setze Lunks Startposition auf der aktuellen Karte.
|
||||
lunkX = 10;
|
||||
lunkY = 8;
|
||||
karten[karteX][karteY].verschiebeZuFeldAnIndex(lunk, lunkX, lunkY);
|
||||
add(lunk);
|
||||
}
|
||||
|
||||
/**
|
||||
* Gibt den Spielercharakter zurück.
|
||||
* @return
|
||||
*/
|
||||
public Lunk getSpieler() {
|
||||
return lunk;
|
||||
}
|
||||
|
||||
/**
|
||||
* Bewegt den {@ink Lunk Spielercharakter} ein Feld nach links. Überschreitet
|
||||
* die Figur den Rand der Karte, wird die aktuelle Karte gewechselt, sofern
|
||||
* nicht der Rand der Welt erreicht wurde. Ist das Feld nicht passierbar
|
||||
* oder der Rand der Welt erricht, passiert nichts.
|
||||
*/
|
||||
public void bewegeLinks() {
|
||||
lunk.zustandSetzen("run_left");
|
||||
if (lunk.aktuelleFigur().getX() < 48) {
|
||||
if( karteX > 0 ) {
|
||||
wechseleKarte(karteX-1, karteY);
|
||||
|
||||
karten[karteX][karteY].verschiebeZuFeldAnKoordinate(lunk, 19*48, lunk.getY());
|
||||
}
|
||||
} else {
|
||||
Feld feld = karten[karteX][karteY].feldAnKoordinate(lunk.getX()-48, lunk.getY());
|
||||
// feld ist ungleich null, da sonst nicht der else-Zweig ausgeführt werden würde
|
||||
if( feld.istPassierbar() ) {
|
||||
karten[karteX][karteY].verschiebeZuFeld(lunk, feld);
|
||||
|
||||
// Gegenstände auf dem neuen Feld einsammeln
|
||||
for( Gegenstand g: karten[karteX][karteY].getGegenstaendeAufFeld(feld) ) {
|
||||
g.einsammeln(lunk);
|
||||
}
|
||||
}
|
||||
}
|
||||
lunk.zustandSetzen("idle_left");
|
||||
}
|
||||
|
||||
/**
|
||||
* Bewegt den {@ink Lunk Spielercharakter} ein Feld nach rechts. Überschreitet
|
||||
* die Figur den Rand der Karte, wird die aktuelle Karte gewechselt, sofern
|
||||
* nicht der Rand der Welt erreicht wurde. Ist das Feld nicht passierbar
|
||||
* oder der Rand der Welt erricht, passiert nichts.
|
||||
*/
|
||||
public void bewegeRechts() {
|
||||
lunk.zustandSetzen("run_right");
|
||||
if (lunk.aktuelleFigur().getX() >= 19*48) {
|
||||
if( karteX < 3 ) {
|
||||
wechseleKarte(karteX+1, karteY);
|
||||
|
||||
karten[karteX][karteY].verschiebeZuFeldAnKoordinate(lunk, 0, lunk.getY());
|
||||
}
|
||||
} else {
|
||||
Feld feld = karten[karteX][karteY].feldAnKoordinate(lunk.getX()+48, lunk.getY());
|
||||
// feld ist ungleich null, da sonst nicht der else-Zweig ausgeführt werden würde
|
||||
if( feld.istPassierbar() ) {
|
||||
karten[karteX][karteY].verschiebeZuFeld(lunk, feld);
|
||||
|
||||
// Gegenstände auf dem neuen Feld einsammeln
|
||||
for( Gegenstand g: karten[karteX][karteY].getGegenstaendeAufFeld(feld) ) {
|
||||
g.einsammeln(lunk);
|
||||
}
|
||||
}
|
||||
}
|
||||
lunk.zustandSetzen("idle_right");
|
||||
}
|
||||
|
||||
/**
|
||||
* Bewegt den {@ink Lunk Spielercharakter} ein Feld nach oben. Überschreitet
|
||||
* die Figur den Rand der Karte, wird die aktuelle Karte gewechselt, sofern
|
||||
* nicht der Rand der Welt erreicht wurde. Ist das Feld nicht passierbar
|
||||
* oder der Rand der Welt erricht, passiert nichts.
|
||||
*/
|
||||
public void bewegeHoch() {
|
||||
lunk.zustandSetzen("run_right");
|
||||
if (lunk.aktuelleFigur().getY() < 48) {
|
||||
if( karteY > 0 ) {
|
||||
wechseleKarte(karteX, karteY-1);
|
||||
|
||||
karten[karteX][karteY].verschiebeZuFeldAnKoordinate(lunk, lunk.getX(), 14*48);
|
||||
}
|
||||
} else {
|
||||
Feld feld = karten[karteX][karteY].feldAnKoordinate(lunk.getX(), lunk.getY()-48);
|
||||
// feld ist ungleich null, da sonst nicht der else-Zweig ausgeführt werden würde
|
||||
if( feld.istPassierbar() ) {
|
||||
karten[karteX][karteY].verschiebeZuFeld(lunk, feld);
|
||||
|
||||
// Gegenstände auf dem neuen Feld einsammeln
|
||||
for( Gegenstand g: karten[karteX][karteY].getGegenstaendeAufFeld(feld) ) {
|
||||
g.einsammeln(lunk);
|
||||
}
|
||||
}
|
||||
}
|
||||
lunk.zustandSetzen("idle_right");
|
||||
}
|
||||
|
||||
/**
|
||||
* Bewegt den {@ink Lunk Spielercharakter} ein Feld nach unten. Überschreitet
|
||||
* die Figur den Rand der Karte, wird die aktuelle Karte gewechselt, sofern
|
||||
* nicht der Rand der Welt erreicht wurde. Ist das Feld nicht passierbar
|
||||
* oder der Rand der Welt erricht, passiert nichts.
|
||||
*/
|
||||
public void bewegeRunter() {
|
||||
lunk.zustandSetzen("run_left");
|
||||
if (lunk.aktuelleFigur().getY() >= 14*48) {
|
||||
if( karteY < 2 ) {
|
||||
wechseleKarte(karteX, karteY+1);
|
||||
|
||||
karten[karteX][karteY].verschiebeZuFeldAnKoordinate(lunk, lunk.getX(), 0);
|
||||
}
|
||||
} else {
|
||||
Feld feld = karten[karteX][karteY].feldAnKoordinate(lunk.getX(), lunk.getY()+48);
|
||||
// feld ist ungleich null, da sonst nicht der else-Zweig ausgeführt werden würde
|
||||
if( feld.istPassierbar() ) {
|
||||
karten[karteX][karteY].verschiebeZuFeld(lunk, feld);
|
||||
|
||||
// Gegenstände auf dem neuen Feld einsammeln
|
||||
for( Gegenstand g: karten[karteX][karteY].getGegenstaendeAufFeld(feld) ) {
|
||||
g.einsammeln(lunk);
|
||||
}
|
||||
}
|
||||
}
|
||||
lunk.zustandSetzen("idle_left");
|
||||
}
|
||||
|
||||
/**
|
||||
* Lässt den {@ink Lunk Spielercharakter} alle Gegner auf dem Feld rechts
|
||||
* von ihm attackieren. Gegener deren Hitpoints auf Null sinken, werden aus
|
||||
* der Karte entfernt.
|
||||
*/
|
||||
public void attackeRechts() {
|
||||
Karte aktuelleKarte = karten[karteX][karteY];
|
||||
Feld feldRechts = aktuelleKarte.feldAnKoordinate(lunk.zentrum().x+48, lunk.zentrum().y);
|
||||
ArrayList<Gegner> gegnerRechts = aktuelleKarte.getGegnerAufFeld(feldRechts);
|
||||
for( Gegner g: gegnerRechts ) {
|
||||
// TODO: Überlgen, wie Schaden berechnet wird ...
|
||||
g.addHitpoints((int) ((lunk.getAttack() - g.getDefense()) * -0.5) );
|
||||
|
||||
if( g.getHitpoints() <= 0 ) {
|
||||
aktuelleKarte.entferneGegner(g);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Lässt den {@ink Lunk Spielercharakter} alle Gegner auf dem Feld links
|
||||
* von ihm attackieren. Gegener deren Hitpoints auf Null sinken, werden aus
|
||||
* der Karte entfernt.
|
||||
*/
|
||||
public void attackeLinks() {
|
||||
Karte aktuelleKarte = karten[karteX][karteY];
|
||||
Feld feldRechts = aktuelleKarte.feldAnKoordinate(lunk.zentrum().x-48, lunk.zentrum().y);
|
||||
ArrayList<Gegner> gegnerRechts = aktuelleKarte.getGegnerAufFeld(feldRechts);
|
||||
for( Gegner g: gegnerRechts ) {
|
||||
// TODO: Überlgen, wie Schaden berechnet wird ...
|
||||
g.addHitpoints((int) ((lunk.getAttack() - g.getDefense()) * -0.5) );
|
||||
|
||||
if( g.getHitpoints() <= 0 ) {
|
||||
aktuelleKarte.entferneGegner(g);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Tauscht die aktuelle Karte gegen eine neue am Index (i|j) im Karten-Array
|
||||
* aus. Gibt es an diesem index keine Karte, dann passiert nichts.
|
||||
* @param i Horizontaler Index der neuen Karte
|
||||
* @param j Vertikaler Index der neuen Karte
|
||||
*/
|
||||
private void wechseleKarte( int i, int j ) {
|
||||
if( i >= 0 || i < karten.length && j >= 0 && j < karten[0].length ) {
|
||||
karten[karteX][karteY].karteVerstecken();
|
||||
entfernen(karten[karteX][karteY]);
|
||||
karteX = i;
|
||||
karteY = j;
|
||||
add(karten[karteX][karteY]);
|
||||
karten[karteX][karteY].karteAnzeigen();
|
||||
|
||||
// Lunk einmal entfernen und wieder adden, damit die Figur
|
||||
// nicht von der neuen Karte verdeckt wird.
|
||||
entfernen(lunk);
|
||||
add(lunk);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,56 @@
|
|||
import ea.*;
|
||||
|
||||
/**
|
||||
* Hauptklasse des Spiels. Hier werden die Objekte erstellt und alles
|
||||
* gestartet. Die Klasse reagiert auf Eingaben des Nutzers und gibt diese
|
||||
* zum Beispiel an die {@link Lunk Spielfigur} oder die {@link Welt} weiter.
|
||||
*/
|
||||
public class Zulda extends Game {
|
||||
|
||||
private Welt welt;
|
||||
|
||||
private Lunk lunk;
|
||||
|
||||
public Zulda() {
|
||||
super(960, 720, "Zulda the Game");
|
||||
|
||||
|
||||
lunk = new Lunk();
|
||||
|
||||
welt = new Welt(lunk);
|
||||
wurzel.add(welt);
|
||||
|
||||
Sound musik = new Sound("sounds/And-the-Machines-Came-at-Midnight.mp3");
|
||||
musik.loop();
|
||||
}
|
||||
|
||||
/**
|
||||
* Diese Methode verarbeitet alle Tasteneingaben während des Spiels.
|
||||
* @param tastencode
|
||||
*/
|
||||
@Override
|
||||
public void tasteReagieren(int tastencode) {
|
||||
if( tastencode == Taste.LINKS ) {
|
||||
welt.bewegeLinks();
|
||||
} else if( tastencode == Taste.RECHTS ) {
|
||||
welt.bewegeRechts();
|
||||
} else if( tastencode == Taste.OBEN ) {
|
||||
welt.bewegeHoch();
|
||||
} else if( tastencode == Taste.UNTEN ) {
|
||||
welt.bewegeRunter();
|
||||
} else if( tastencode == Taste.LEERTASTE ) {
|
||||
if( lunk.aktuellesVerhalten().endsWith("right") ) {
|
||||
lunk.aktionSetzen("slash_right");
|
||||
welt.attackeRechts();
|
||||
} else {
|
||||
lunk.aktionSetzen("slash_left");
|
||||
welt.attackeLinks();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void main(String[] args) {
|
||||
new Zulda();
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,202 @@
|
|||
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
|
||||
and distribution as defined by Sections 1 through 9 of this document.
|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by
|
||||
the copyright owner that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all
|
||||
other entities that control, are controlled by, or are under common
|
||||
control with that entity. For the purposes of this definition,
|
||||
"control" means (i) the power, direct or indirect, to cause the
|
||||
direction or management of such entity, whether by contract or
|
||||
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||
|
||||
"You" (or "Your") shall mean an individual or Legal Entity
|
||||
exercising permissions granted by this License.
|
||||
|
||||
"Source" form shall mean the preferred form for making modifications,
|
||||
including but not limited to software source code, documentation
|
||||
source, and configuration files.
|
||||
|
||||
"Object" form shall mean any form resulting from mechanical
|
||||
transformation or translation of a Source form, including but
|
||||
not limited to compiled object code, generated documentation,
|
||||
and conversions to other media types.
|
||||
|
||||
"Work" shall mean the work of authorship, whether in Source or
|
||||
Object form, made available under the License, as indicated by a
|
||||
copyright notice that is included in or attached to the work
|
||||
(an example is provided in the Appendix below).
|
||||
|
||||
"Derivative Works" shall mean any work, whether in Source or Object
|
||||
form, that is based on (or derived from) the Work and for which the
|
||||
editorial revisions, annotations, elaborations, or other modifications
|
||||
represent, as a whole, an original work of authorship. For the purposes
|
||||
of this License, Derivative Works shall not include works that remain
|
||||
separable from, or merely link (or bind by name) to the interfaces of,
|
||||
the Work and Derivative Works thereof.
|
||||
|
||||
"Contribution" shall mean any work of authorship, including
|
||||
the original version of the Work and any modifications or additions
|
||||
to that Work or Derivative Works thereof, that is intentionally
|
||||
submitted to Licensor for inclusion in the Work by the copyright owner
|
||||
or by an individual or Legal Entity authorized to submit on behalf of
|
||||
the copyright owner. For the purposes of this definition, "submitted"
|
||||
means any form of electronic, verbal, or written communication sent
|
||||
to the Licensor or its representatives, including but not limited to
|
||||
communication on electronic mailing lists, source code control systems,
|
||||
and issue tracking systems that are managed by, or on behalf of, the
|
||||
Licensor for the purpose of discussing and improving the Work, but
|
||||
excluding communication that is conspicuously marked or otherwise
|
||||
designated in writing by the copyright owner as "Not a Contribution."
|
||||
|
||||
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||
on behalf of whom a Contribution has been received by Licensor and
|
||||
subsequently incorporated within the Work.
|
||||
|
||||
2. Grant of Copyright License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
copyright license to reproduce, prepare Derivative Works of,
|
||||
publicly display, publicly perform, sublicense, and distribute the
|
||||
Work and such Derivative Works in Source or Object form.
|
||||
|
||||
3. Grant of Patent License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
(except as stated in this section) patent license to make, have made,
|
||||
use, offer to sell, sell, import, and otherwise transfer the Work,
|
||||
where such license applies only to those patent claims licensable
|
||||
by such Contributor that are necessarily infringed by their
|
||||
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@ -0,0 +1,94 @@
|
|||
Copyright (c) 2011, Juan Pablo del Peral (juan@huertatipografica.com.ar),
|
||||
with Reserved Font Names "Acme"
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
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||||
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||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
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|
||||
include source files, build scripts and documentation.
|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
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|
||||
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|
||||
remain under this license does not apply to any document created
|
||||
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|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
After Width: | Height: | Size: 569 B |
After Width: | Height: | Size: 480 B |
After Width: | Height: | Size: 567 B |
After Width: | Height: | Size: 398 B |
After Width: | Height: | Size: 608 B |
|
@ -0,0 +1,16 @@
|
|||
Alligung.png, CC BY-SA 4.0 Jonas Neugebauer
|
||||
|
||||
hintergrund.jpg, Quelle: https://pixabay.com/photos/bullfight-arena-spanish-pride-389342/
|
||||
|
||||
Pixabay License
|
||||
|
||||
mages and Videos on Pixabay are made available under the Pixabay License on the following terms. Under the Pixabay License you are granted an irrevocable, worldwide, non-exclusive and royalty free right to use, download, copy, modify or adapt the Images and Videos for commercial or non-commercial purposes. Attribution of the photographer or Pixabay is not required but is always appreciated.
|
||||
|
||||
The Pixabay License does not allow:
|
||||
|
||||
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|
||||
sale or distribution of Images or Videos e.g. as a posters, digital prints or physical products, without adding any additional elements or otherwise adding value;
|
||||
depiction of identifiable persons in an offensive, pornographic, obscene, immoral, defamatory or libelous way; or
|
||||
any suggestion that there is an endorsement of products and services by depicted persons, brands, and organisations, unless permission was granted.
|
||||
|
||||
Please be aware that while all Images and Videos on Pixabay are free to use for commercial and non-commercial purposes, depicted items in the Images or Videos, such as identifiable people, logos, brands, etc. may be subject to additional copyrights, property rights, privacy rights, trademarks etc. and may require the consent of a third party or the license of these rights - particularly for commercial applications. Pixabay does not represent or warrant that such consents or licenses have been obtained, and expressly disclaims any liability in this respect.
|
After Width: | Height: | Size: 1.7 KiB |
After Width: | Height: | Size: 3.2 KiB |
After Width: | Height: | Size: 1.1 KiB |
After Width: | Height: | Size: 2.6 KiB |
|
@ -0,0 +1,150 @@
|
|||
#BlueJ package file
|
||||
dependency1.from=Lebensbalken
|
||||
dependency1.to=Hehomon
|
||||
dependency1.type=UsesDependency
|
||||
dependency2.from=Spiel
|
||||
dependency2.to=Hehomon
|
||||
dependency2.type=UsesDependency
|
||||
dependency3.from=Spiel
|
||||
dependency3.to=Arena
|
||||
dependency3.type=UsesDependency
|
||||
dependency4.from=Spiel
|
||||
dependency4.to=Alligung
|
||||
dependency4.type=UsesDependency
|
||||
dependency5.from=Arena
|
||||
dependency5.to=Hehomon
|
||||
dependency5.type=UsesDependency
|
||||
dependency6.from=Arena
|
||||
dependency6.to=Lebensbalken
|
||||
dependency6.type=UsesDependency
|
||||
dependency7.from=Arena
|
||||
dependency7.to=Anzeige
|
||||
dependency7.type=UsesDependency
|
||||
dependency8.from=Arena
|
||||
dependency8.to=Auswahlliste
|
||||
dependency8.type=UsesDependency
|
||||
dependency9.from=Arena
|
||||
dependency9.to=HehomonAnimierer
|
||||
dependency9.type=UsesDependency
|
||||
editor.fx.0.height=0
|
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editor.fx.0.width=0
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editor.fx.0.x=0
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editor.fx.0.y=0
|
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objectbench.height=101
|
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objectbench.width=1217
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package.divider.horizontal=0.6
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package.divider.vertical=0.8497913769123783
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package.editor.height=604
|
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package.editor.width=1103
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package.editor.x=39
|
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package.editor.y=23
|
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package.frame.height=777
|
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package.frame.width=1241
|
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package.numDependencies=9
|
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package.numTargets=14
|
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package.showExtends=true
|
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package.showUses=true
|
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project.charset=UTF-8
|
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readme.height=58
|
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readme.name=@README
|
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readme.width=47
|
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readme.x=10
|
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readme.y=10
|
||||
target1.height=50
|
||||
target1.name=Shigong
|
||||
target1.showInterface=false
|
||||
target1.type=ClassTarget
|
||||
target1.width=100
|
||||
target1.x=30
|
||||
target1.y=330
|
||||
target10.height=50
|
||||
target10.name=Salamanyte
|
||||
target10.showInterface=false
|
||||
target10.type=ClassTarget
|
||||
target10.width=100
|
||||
target10.x=150
|
||||
target10.y=290
|
||||
target11.height=50
|
||||
target11.name=Wokachu
|
||||
target11.showInterface=false
|
||||
target11.type=ClassTarget
|
||||
target11.width=80
|
||||
target11.x=150
|
||||
target11.y=350
|
||||
target12.height=50
|
||||
target12.name=Alligung
|
||||
target12.showInterface=false
|
||||
target12.type=ClassTarget
|
||||
target12.width=80
|
||||
target12.x=30
|
||||
target12.y=240
|
||||
target13.height=50
|
||||
target13.name=Anzeige
|
||||
target13.showInterface=false
|
||||
target13.type=ClassTarget
|
||||
target13.width=80
|
||||
target13.x=800
|
||||
target13.y=300
|
||||
target14.height=50
|
||||
target14.name=Gardon
|
||||
target14.showInterface=false
|
||||
target14.type=ClassTarget
|
||||
target14.width=80
|
||||
target14.x=10
|
||||
target14.y=390
|
||||
target2.height=50
|
||||
target2.name=HehomonAnimierer
|
||||
target2.showInterface=false
|
||||
target2.type=ClassTarget
|
||||
target2.width=150
|
||||
target2.x=400
|
||||
target2.y=430
|
||||
target3.height=50
|
||||
target3.name=Auswahlliste
|
||||
target3.showInterface=false
|
||||
target3.type=ClassTarget
|
||||
target3.width=100
|
||||
target3.x=780
|
||||
target3.y=370
|
||||
target4.height=110
|
||||
target4.name=Arena
|
||||
target4.showInterface=false
|
||||
target4.type=ClassTarget
|
||||
target4.width=240
|
||||
target4.x=480
|
||||
target4.y=50
|
||||
target5.height=130
|
||||
target5.name=Hehomon
|
||||
target5.showInterface=false
|
||||
target5.type=ClassTarget
|
||||
target5.width=120
|
||||
target5.x=80
|
||||
target5.y=30
|
||||
target6.height=80
|
||||
target6.name=Lebensbalken
|
||||
target6.showInterface=false
|
||||
target6.type=ClassTarget
|
||||
target6.width=130
|
||||
target6.x=750
|
||||
target6.y=200
|
||||
target7.height=50
|
||||
target7.name=Mantairy
|
||||
target7.showInterface=false
|
||||
target7.type=ClassTarget
|
||||
target7.width=80
|
||||
target7.x=10
|
||||
target7.y=170
|
||||
target8.height=40
|
||||
target8.name=Spiel
|
||||
target8.showInterface=false
|
||||
target8.type=ClassTarget
|
||||
target8.width=80
|
||||
target8.x=370
|
||||
target8.y=220
|
||||
target9.height=50
|
||||
target9.name=Toxo
|
||||
target9.showInterface=false
|
||||
target9.type=ClassTarget
|
||||
target9.width=80
|
||||
target9.x=160
|
||||
target9.y=220
|
|
@ -0,0 +1,2 @@
|
|||
Music by Eric Matyas
|
||||
http://soundimage.org
|