add death animation to dying monsters

This commit is contained in:
2025-11-30 00:13:54 +01:00
parent c55bf8d043
commit 9aae9ad20f
3 changed files with 33 additions and 9 deletions

View File

@@ -100,7 +100,13 @@ public class GamePanel extends JPanel implements Runnable {
case PLAY:
player.update();
for(Entity entity : npc) if(entity != null) entity.update();
for(Entity entity : monster) if(entity != null) entity.update();
for(int i = 0; i < monster.length; i++) {
Entity m = monster[i];
if(m != null) {
if(m.alive && !m.dying) m.update();
if(!m.alive) monster[i] = null;
}
}
break;
case PAUSE:
break;

View File

@@ -33,8 +33,8 @@ public class Entity {
public boolean collisionOn;
public boolean invincible;
boolean attacking;
boolean alive = true;
boolean dying;
public boolean alive = true;
public boolean dying;
// COUNTER
public int spriteCounter;
@@ -103,9 +103,9 @@ public class Entity {
worldY + panel.tileSize > panel.player.worldY - panel.player.screenY &&
worldY - panel.tileSize < panel.player.worldY + panel.player.screenY
) {
if(invincible) {
graphics2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 0.4f));
}
if(invincible) graphics2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 0.4f));
if(dying) dyingAnimation(graphics2d);
// only modify sprite render position for player because I dont know yet how monster attack sprite are gonna look
if(type == EntityType.PLAYER) {
@@ -120,6 +120,7 @@ public class Entity {
}
// INTERACTION
public void setAction() {}
public void speak() {
if(dialogue[dialogueIndex] == null) dialogueIndex = 0;
panel.ui.currentDialogue = dialogue[dialogueIndex];
@@ -132,7 +133,22 @@ public class Entity {
case RIGHT -> direction = Direction.LEFT;
}
}
public void setAction() {}
public void dyingAnimation(Graphics2D graphics2d) {
dyingCount++;
int incr = 5;
if(dyingCount <= incr) changeOpacity(graphics2d, 0f);
if(dyingCount > incr && dyingCount <= incr*2) changeOpacity(graphics2d, 1f);
if(dyingCount > incr*2 && dyingCount <= incr*3) changeOpacity(graphics2d, 0f);
if(dyingCount > incr*3 && dyingCount <= incr*4) changeOpacity(graphics2d, 1f);
if(dyingCount > incr*4 && dyingCount <= incr*5) changeOpacity(graphics2d, 0f);
if(dyingCount > incr*5 && dyingCount <= incr*6) changeOpacity(graphics2d, 1f);
if(dyingCount > incr*6 && dyingCount <= incr*7) changeOpacity(graphics2d, 0f);
if(dyingCount > incr*7 && dyingCount <= incr*8) changeOpacity(graphics2d, 1f);
if(dyingCount > incr*8) {
dying = false;
alive = false;
}
}
// SETTING THINGS UP
BufferedImage parseSprite() {
@@ -167,5 +183,8 @@ public class Entity {
}
return null;
}
public void changeOpacity(Graphics2D graphics2d, float opacity) {
graphics2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, opacity));
}
}

View File

@@ -11,7 +11,6 @@ import java.awt.*;
public class Player extends Entity {
KeyHandler keyH;
public final int screenX;
public final int screenY;
@@ -156,7 +155,7 @@ public class Player extends Entity {
panel.monster[index].life -= 1;
panel.playSE(5);
panel.monster[index].invincible = true;
if(panel.monster[index].life <= 0) panel.monster[index] = null;
if(panel.monster[index].life <= 0) panel.monster[index].dying = true;
}
public void interactNPC(int index) {