add death animation to dying monsters
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@@ -100,7 +100,13 @@ public class GamePanel extends JPanel implements Runnable {
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case PLAY:
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player.update();
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for(Entity entity : npc) if(entity != null) entity.update();
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for(Entity entity : monster) if(entity != null) entity.update();
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for(int i = 0; i < monster.length; i++) {
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Entity m = monster[i];
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if(m != null) {
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if(m.alive && !m.dying) m.update();
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if(!m.alive) monster[i] = null;
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}
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}
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break;
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case PAUSE:
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break;
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@@ -33,8 +33,8 @@ public class Entity {
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public boolean collisionOn;
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public boolean invincible;
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boolean attacking;
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boolean alive = true;
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boolean dying;
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public boolean alive = true;
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public boolean dying;
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// COUNTER
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public int spriteCounter;
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@@ -103,9 +103,9 @@ public class Entity {
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worldY + panel.tileSize > panel.player.worldY - panel.player.screenY &&
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worldY - panel.tileSize < panel.player.worldY + panel.player.screenY
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) {
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if(invincible) {
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graphics2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 0.4f));
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}
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if(invincible) graphics2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 0.4f));
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if(dying) dyingAnimation(graphics2d);
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// only modify sprite render position for player because I dont know yet how monster attack sprite are gonna look
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if(type == EntityType.PLAYER) {
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@@ -120,6 +120,7 @@ public class Entity {
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}
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// INTERACTION
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public void setAction() {}
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public void speak() {
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if(dialogue[dialogueIndex] == null) dialogueIndex = 0;
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panel.ui.currentDialogue = dialogue[dialogueIndex];
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@@ -132,7 +133,22 @@ public class Entity {
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case RIGHT -> direction = Direction.LEFT;
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}
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}
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public void setAction() {}
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public void dyingAnimation(Graphics2D graphics2d) {
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dyingCount++;
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int incr = 5;
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if(dyingCount <= incr) changeOpacity(graphics2d, 0f);
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if(dyingCount > incr && dyingCount <= incr*2) changeOpacity(graphics2d, 1f);
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if(dyingCount > incr*2 && dyingCount <= incr*3) changeOpacity(graphics2d, 0f);
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if(dyingCount > incr*3 && dyingCount <= incr*4) changeOpacity(graphics2d, 1f);
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if(dyingCount > incr*4 && dyingCount <= incr*5) changeOpacity(graphics2d, 0f);
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if(dyingCount > incr*5 && dyingCount <= incr*6) changeOpacity(graphics2d, 1f);
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if(dyingCount > incr*6 && dyingCount <= incr*7) changeOpacity(graphics2d, 0f);
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if(dyingCount > incr*7 && dyingCount <= incr*8) changeOpacity(graphics2d, 1f);
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if(dyingCount > incr*8) {
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dying = false;
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alive = false;
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}
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}
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// SETTING THINGS UP
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BufferedImage parseSprite() {
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@@ -167,5 +183,8 @@ public class Entity {
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}
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return null;
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}
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public void changeOpacity(Graphics2D graphics2d, float opacity) {
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graphics2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, opacity));
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}
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}
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@@ -11,7 +11,6 @@ import java.awt.*;
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public class Player extends Entity {
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KeyHandler keyH;
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public final int screenX;
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public final int screenY;
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@@ -156,7 +155,7 @@ public class Player extends Entity {
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panel.monster[index].life -= 1;
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panel.playSE(5);
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panel.monster[index].invincible = true;
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if(panel.monster[index].life <= 0) panel.monster[index] = null;
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if(panel.monster[index].life <= 0) panel.monster[index].dying = true;
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}
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public void interactNPC(int index) {
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