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Player.java
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//package
package entity;
import java.awt.AlphaComposite;
//imports
import java.awt.Color;
import java.awt.Font;
import java.awt.FontFormatException;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.RenderingHints;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.io.InputStream;
import javax.imageio.ImageIO;
//Import Gamepanel and KeyHandler from main class
import Main.GamePanel;
import Main.KeyHandler;
import Main.UtilityTool;
import tile.Tile;
//public class Player extends Entity
public class Player extends Entity {
//Graphics 2D g2
Graphics2D g2;
//KeyHandler KeyH
KeyHandler keyH;
//Public final int screen X and Y
public final int screenX;
public final int screenY;
//Constructor
public Player(GamePanel gp, KeyHandler keyH) {
//super(gp)
super(gp);
//Screen X and Y
screenX=gp.screenWidth/2 -(gp.tileSize/2);
screenY=gp.screenHeight/2-(gp.tileSize/2);
//this==this
this.keyH=keyH;
//instantiate Rectangle class
solidArea = new Rectangle();
//Set up solidArea
solidArea.x=8;
solidArea.y=66;
solidAreaDefaultX= solidArea.x;
solidAreaDefaultY= solidArea.y;
solidArea.width=32;
solidArea.height=32;
//attackArea width and height equals 36
attackArea.width=36;
attackArea.height=36;
//call setDefaultValues method
setDefaultValues();
//call getPlayerImage method
getPlayerImage();
//call getPlayerAttackImage
getPlayerAttackImage();
}//end Player
//public void setDefaulValues
public void setDefaultValues() {
//repeating code from GamePanel class
worldX=gp.tileSize*7;
worldY=gp.tileSize*6;
speed=4;
//default direction
direction = "down";
//Player Status
maxLife = 6;
life = maxLife;
}//end void
//public void getPlayerImage
public void getPlayerImage() {
//setup the player images
up1=setup("/player/boy_up_1",gp.tileSize,gp.tileSize);
up2=setup("/player/boy_up_2",gp.tileSize,gp.tileSize);
down1=setup("/player/boy_down_1",gp.tileSize,gp.tileSize);
down2=setup("/player/boy_down_2",gp.tileSize,gp.tileSize);
left1=setup("/player/boy_left_1",gp.tileSize,gp.tileSize);
left2=setup("/player/boy_left_2",gp.tileSize,gp.tileSize);
right1=setup("/player/boy_right_1",gp.tileSize,gp.tileSize);
right2=setup("/player/boy_right_2",gp.tileSize,gp.tileSize);
}//end getPlayerImage
//public void getPlayerAttackImage
public void getPlayerAttackImage() {
attackUp1 = setup("/player/boy_attack_up_1-removebg-preview",gp.tileSize,gp.tileSize*2);
attackUp2 = setup("/player/boy_attack_up_2-removebg-preview",gp.tileSize,gp.tileSize*2);
attackDown1 = setup("/player/boy_attack_down_1-removebg-preview",gp.tileSize,gp.tileSize*2);
attackDown2 = setup("/player/boy_attack_down_2-removebg-preview",gp.tileSize,gp.tileSize*2);
attackLeft1 = setup("/player/boy_attack_left_1-removebg-preview",gp.tileSize*2,gp.tileSize);
attackLeft2 = setup("/player/boy_attack_left_2-removebg-preview",gp.tileSize*2,gp.tileSize);
attackRight1 = setup("/player/boy_attack_right_1-removebg-preview",gp.tileSize*2,gp.tileSize);
attackRight2 = setup("/player/boy_attack_right_2-removebg-preview",gp.tileSize*2,gp.tileSize);
}//end getPlayerAttackImage
//public void update
public void update() {
//if attacking equals true
if(attacking==true) {
//call attacking method
attacking();
}//end if
// else if any of the keypressed is equal to true, the the spriteCounter increase
else if(keyH.upPressed==true || keyH.downPressed == true ||
keyH.leftPressed==true || keyH.rightPressed==true) {
//change player position
//updates player coordinates
if(keyH.upPressed==true) {
direction = "up";
}//end if
else if(keyH.downPressed==true) {
direction = "down";
}//end if
else if(keyH.leftPressed==true) {
direction = "left";
}//end if
else if(keyH.rightPressed==true) {
direction = "right";
}//end if
//CollisionOn equals false
collisionOn=false;
//gp.cChecker.checkTile this
gp.cChecker.checkTile(this);
//check monster collision
int monsterIndex = gp.cChecker.checkEntity(this, gp.monster);
interactMonster(monsterIndex);
//contact monster called
contactMonster(monsterIndex);
//If collision is false, player can move and keyH.enterPressed equals false
if(collisionOn==false&&keyH.enterPressed==false) {
switch(direction) {
case "up":
worldY-=speed;
break;
case "down":
worldY+=speed;
break;
case "left":
worldX-=speed;
break;
case "right":
worldX+=speed;
break;
}//end switch
}//end if
//gp.keyH.enterPressed equals false
gp.keyH.enterPressed=false;
//In every frame the update method gets called, increases the counter by 1
//increment the spriteCounter
spriteCounter++;
//if it reaches 12 it changes the sprite, since the update method is 60 times per
//second then the image changes every 12 frames.
//if spriteCounter greater than 12
if(spriteCounter>12) {
//if spriteNum equal to 1
if(spriteNum==1) {
//then spriteNum is 2
spriteNum=2;
}//end if
//else if spriteNum equal to 2
else if(spriteNum==2) {
//then spriteNum is equal to 1
spriteNum=1;
}//end else if
//the spriteCounter is reset
spriteCounter=0;
}//end if
}//end if
//This needs to be outside of key if statement!
//if invincible==true
if(invincible==true) {
//invinciblecounter is being incremented
invinciblecounter++;
//if invinciblecounter is greater than 60
if(invinciblecounter>60) {
//invincible equals false
invincible=false;
//invinciblecounter equals to zero
invinciblecounter=0;
}//end if
}//end if
}//end update method
//public void attacking method
public void attacking() {
//spriteCounter is being incremented
spriteCounter++;
//if spriteCounter is less than or equal to 5
if(spriteCounter <=5) {
//SpriteNum is equal to 1
spriteNum=1;
}//end if
//if spriteCounter is greater than 5 and spriteCounter is less than or equal to 25
if(spriteCounter>5 && spriteCounter<=25) {
//spriteNum equal 2
spriteNum = 2;
//Saves the current worldX,WorldY and solidArea
//int currentWorldX equals worldX
int currentWorldX=worldX;
//int currentWorldY equals worldY
int currentWorldY=worldY;
//int solidAreaWidth equals solidArea.width
int solidAreaWidth=solidArea.width;
//int solidAreaHeight equals solidArea.height
int solidAreaHeight = solidArea.height;
//Adjust player's worldX/Y for the attackArea
//switch(direction)
switch(direction) {
//case up,down,left and right
case "up": worldY -= attackArea.height; break;
case "down": worldY+=attackArea.height; break;
case "left": worldX-=attackArea.width; break;
case "right": worldX+=attackArea.width; break;
}//end switch
//attackArea becomes solidArea
//SolidArea.width = attackArea.width;
solidArea.width = attackArea.width;
//solidArea.height= attackArea.height;
solidArea.height=attackArea.height;
//Check monster collision with the updated worldX,WorldY and solidArea
//int monsterIndex equals gp.cChecker.checkEntity(this, gp.monster)
int monsterIndex = gp.cChecker.checkEntity(this, gp.monster);
//call damageMonster method
damageMonster(monsterIndex);
//Maybe have a damagePlayer method that is similar to damageMonster
//After checking Collision, resort the original data
worldX=currentWorldX;
worldY=currentWorldY;
solidArea.width=solidAreaWidth;
solidArea.height=solidAreaHeight;
}//end if
//if spriteCounter greater than 25
if(spriteCounter>25) {
//spriteNum equals 1
spriteNum=1;
//spriteCounter equals to zero
spriteCounter=0;
//attacking equal false
attacking = false;
}//end if spriteCounter
}//end public void attacking()
//public void contactMonster int i
public void contactMonster(int i) {
//if i is not equal 999
if(i!=999) {
if(invincible==false) {
//decrease life
life-=1;
invincible=true;
}//end if
}//end if
}//end method
//public void damageMonster
public void damageMonster(int i) {
//if i is not equal to 999
if(i!=999) {
//if gp.monster at index i invincible equals to false
if(gp.monster[i].invincible==false ){
//the monster life is subtracted
gp.monster[i].life-=1;
//the invincible equals true
gp.monster[i].invincible=true;
//if gp.monster at index i.life <=0
if(gp.monster[i].life<=0) {
//gp.monster dies which is null
gp.monster[i]=null;
}//end if
}//end if
}//end if
}//end public damageMonster
//public void draw
public void draw(Graphics2D g2) {
//BufferedImage is null
BufferedImage image = null;
//int tempScreenX equals screenX
int tempScreenX = screenX;
//int tempScreenY equals screenY
int tempScreenY = screenY;
//switch direction
switch(direction) {
//each case will update the image accordingly to create a working animation
case "up":
//if attacking ==false
if(attacking == false) {
//if spriteNum equal 1
if(spriteNum==1) {
image = up1;
}//end if
//if spriteNum equal 2
if(spriteNum == 2) {
image = up2;
}//end if
}//end if
//if attacking==true
if(attacking==true) {
//tempScreenY equals screenY-gp.tileSize
tempScreenY=screenY-gp.tileSize;
//if spriteNum equal 1
if(spriteNum==1) {
image = attackUp1;
}//end if
//if spriteNum equal 2
if(spriteNum == 2) {
image = attackUp2;
}//end if
}//end if
break;
case "down":
//if attacking ==false
if(attacking == false) {
//if spriteNum equal 1
if(spriteNum==1) {
image = down1;
}//end if
//if spriteNum equal 2
if(spriteNum == 2) {
image = down2;
}//end if
}//end if
//if attacking==true
if(attacking==true) {
//if spriteNum equal 1
if(spriteNum==1) {
image = attackDown1;
}//end if
//if spriteNum equal 2
if(spriteNum == 2) {
image = attackDown2;
}//end if
}//end if
break;
case "left":
//if attacking ==false
if(attacking == false) {
//if spriteNum equal 1
if(spriteNum==1) {
image = left1;
}//end if
//if spriteNum equal 2
if(spriteNum == 2) {
image = left2;
}//end if
}//end if
//if attacking==true
if(attacking==true) {
//tempScreenX equals screenX-gp.tileSize
tempScreenX=screenX-gp.tileSize;
//if spriteNum equal 1
if(spriteNum==1) {
image = attackLeft1;
}//end if
//if spriteNum equal 2
if(spriteNum == 2) {
image = attackLeft2;
}//end if
}//end if
break;
case "right":
//if attacking ==false
if(attacking == false) {
//if spriteNum equal 1
if(spriteNum==1) {
image = right1;
}//end if
//if spriteNum equal 2
if(spriteNum == 2) {
image = right2;
}//end if
}//end if
//if attacking==true
if(attacking==true) {
//if spriteNum equal 1
if(spriteNum==1) {
image = attackRight1;
}//end if
//if spriteNum equal 2
if(spriteNum == 2) {
image = attackRight2;
}//end if
}//end if
break;
}
//if invincible==true
if(invincible==true) {
//g2.setComposite
g2.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER,0.4F));
}//end if
//g2.drawImage to draw the image
g2.drawImage(image, tempScreenX, tempScreenY,null);
//Reset alpha
//g2.setComposite
g2.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER,1F));
}//end draw method
//public void interactMonster
public void interactMonster(int i) {
//if gp.keyH.enterPressed==true
if(gp.keyH.enterPressed==true) {
//attacking equals true
attacking=true;
}//end if KeyH.enter pressed
}//end interactMonster
}//end public class