implement knockback mechanics and adjust attack detection for OrcMON
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@@ -52,8 +52,40 @@ public class Player extends Entity {
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public void update() {
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if(life > maxLife) life = maxLife;
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// ATTACKING
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if(attacking) {
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if(knockback) {
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collisionOn = false;
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panel.collisionH.checkTile(this);
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panel.collisionH.checkObject(this, false);
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panel.collisionH.checkEntity(this, panel.npc[panel.currentMap.getIndex()]);
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// panel.collisionH.checkEntity(this, panel.monster[panel.currentMap.getIndex()]);
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panel.collisionH.checkEntity(this, panel.iTile[panel.currentMap.getIndex()]);
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if(collisionOn) {
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knockbackCount = 0;
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knockback = false;
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speed = defaultSpeed;
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invincibleCounting();
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return;
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}
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switch(knockbackDirection) {
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case UP -> worldY -= speed;
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case DOWN -> worldY += speed;
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case LEFT -> worldX -= speed;
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case RIGHT -> worldX += speed;
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}
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knockbackCount++;
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if(knockbackCount != 10) {
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invincibleCounting();
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return;
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}
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knockback = false;
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knockbackCount = 0;
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speed = defaultSpeed;
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invincibleCounting();
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return;
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} else if(attacking) {
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attacking();
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invincibleCounting();
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return;
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@@ -62,6 +94,7 @@ public class Player extends Entity {
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// BLOCKING
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if(keyH.CTLKeyPressed) {
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guarding = true;
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transparent = false;
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invincibleCounting();
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return;
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}
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@@ -144,6 +177,7 @@ public class Player extends Entity {
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if(life <= 0) {
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panel.gameState = GameState.GAMEOVER;
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invincibleCount = 0;
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panel.ui.commandNum = -1;
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panel.stopMusic();
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panel.playSE(12);
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@@ -42,7 +42,7 @@ public class OrcMON extends Entity {
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if(!onPath) checkStartChasing(panel.player, 10 ,100); else followPlayer();
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checkStopChasing(panel.player, 15, 100);
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setRandomDirection();
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if(!attacking) checkAttack(30, panel.tileSize*4, panel.tileSize);
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if(!attacking) checkAttack(50, panel.tileSize*4, panel.tileSize);
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}
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public void damageReaction() {
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actionLock = 0;
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