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Fixed updating bugs.
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praneetdhoolia committed Sep 8, 2023
1 parent 38eabcb commit e242bc2
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Showing 2 changed files with 31 additions and 47 deletions.
32 changes: 11 additions & 21 deletions source/core/src/main/com/csse3200/game/areas/ForestGameArea.java
Original file line number Diff line number Diff line change
Expand Up @@ -163,7 +163,7 @@ public void create() {

spawnGhosts();
spawnWeaponTower();
spawnEngineer(player);
spawnEngineer();
bossKing1 = spawnBossKing1();
bossKing2 = spawnBossKing2();
spawnTNTTower();
Expand Down Expand Up @@ -265,7 +265,7 @@ private void spawnGhosts() {
private Entity spawnBossKing1() {
GridPoint2 minPos = new GridPoint2(0, 0);
GridPoint2 maxPos = terrain.getMapBounds(0).sub(2, 2);
GridPoint2 randomPos
GridPoint2 randomPos
= new GridPoint2(0, 0);
Entity ghostKing = NPCFactory.createGhostKing(player);
spawnEntityAt(ghostKing, randomPos, true, true);
Expand All @@ -274,12 +274,12 @@ private Entity spawnBossKing1() {

/**
* Spawns a projectile that only heads towards the enemies in its lane.
*
*
* @param position The position of the Entity that's shooting the projectile.
* @param targetLayer The enemy layer of the "shooter".
* @param direction The direction the projectile should head towards.
* @param speed The speed of the projectiles.
*
*
*/
private void spawnProjectile(Vector2 position, short targetLayer, int direction, Vector2 speed) {
Entity Projectile = ProjectileFactory.createFireBall(targetLayer, new Vector2(direction, position.y), speed);
Expand All @@ -288,12 +288,12 @@ private void spawnProjectile(Vector2 position, short targetLayer, int direction,
}
/**
* Spawns a projectile specifically for general mobs/xenohunters
*
*
* @param position The position of the Entity that's shooting the projectile.
* @param targetLayer The enemy layer of the "shooter".
* @param direction The direction the projectile should head towards.
* @param speed The speed of the projectiles.
*
*
*/
private void spawnMobBall(Vector2 position, short targetLayer, int direction, Vector2 speed) {
Entity Projectile = ProjectileFactory.createMobBall(targetLayer, new Vector2(direction, position.y), speed);
Expand All @@ -303,13 +303,13 @@ private void spawnMobBall(Vector2 position, short targetLayer, int direction, Ve

/**
* Spawns a projectile to be used for multiple projectile function.
*
*
* @param position The position of the Entity that's shooting the projectile.
* @param targetLayer The enemy layer of the "shooter".
* @param space The space between the projectiles' destination.
* @param direction The direction the projectile should head towards.
* @param speed The speed of the projectiles.
*
*
*/
private void spawnProjectile(Vector2 position, short targetLayer, int space, int direction, Vector2 speed) {
Entity Projectile = ProjectileFactory.createFireBall(targetLayer, new Vector2(direction, position.y + space), speed);
Expand Down Expand Up @@ -375,9 +375,9 @@ private Entity spawnBossKing2() {
}

/**
* Creates multiple projectiles that travel simultaneous. They all have same
* Creates multiple projectiles that travel simultaneous. They all have same
* the starting point but different destinations.
*
*
* @param position The position of the Entity that's shooting the projectile.
* @param targetLayer The enemy layer of the "shooter".
* @param direction The direction the projectile should head towards.
Expand All @@ -395,7 +395,7 @@ private void spawnMultiProjectile(Vector2 position, short targetLayer, int direc

/**
* Returns projectile that can do an area of effect damage
*
*
* @param position The position of the Entity that's shooting the projectile.
* @param targetLayer The enemy layer of the "shooter".
* @param direction The direction the projectile should head towards.
Expand Down Expand Up @@ -495,15 +495,6 @@ private void spawnIncome() {
}
}

<<<<<<< HEAD
private void spawnEngineer(Entity target) {
GridPoint2 minPos = new GridPoint2(0, 0);
GridPoint2 maxPos = terrain.getMapBounds(0).sub(2, 2);
GridPoint2 randomPos = RandomUtils.random(minPos, maxPos);

Entity engineer = EngineerFactory.createEngineer(target);
spawnEntityAt(engineer, randomPos, true, true);
=======
private void spawnEngineer() {

for (int i = 0; i < terrain.getMapBounds(0).x; i += 3) {
Expand All @@ -516,6 +507,5 @@ private void spawnEngineer() {
//
// Entity engineer = EngineerFactory.createEngineer();
// spawnEntityAt(engineer, randomPos, true, true);
>>>>>>> b2d74629c8d3e8a1164ef90a433ff06e126011d2
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -35,11 +35,11 @@ public class EngineerFactory {
private static final int COMBAT_TASK_PRIORITY = 2;
private static final int ENGINEER_RANGE = 10;
private static final EngineerConfigs configs =
FileLoader.readClass(EngineerConfigs.class, "configs/Engineers.json");

FileLoader.readClass(EngineerConfigs.class, "configs/Engineers.json");
private static final float HUMAN_SCALE_X = 1f;
private static final float HUMAN_SCALE_Y = 0.8f;

/**
* Creates an Engineer entity, based on a base Human entity, with the appropriate components and animations
*
Expand All @@ -49,7 +49,7 @@ public class EngineerFactory {
public static Entity createEngineer() {
Entity engineer = createBaseHumanNPC();
BaseEntityConfig config = configs.engineer;

AnimationRenderComponent animator = new AnimationRenderComponent(
new TextureAtlas("images/engineers/engineer.atlas"));
animator.addAnimation("walk_left", 0.2f, Animation.PlayMode.LOOP);
Expand All @@ -61,49 +61,43 @@ public static Entity createEngineer() {
animator.addAnimation("prep", 0.05f, Animation.PlayMode.NORMAL);
animator.addAnimation("hit", 0.01f, Animation.PlayMode.NORMAL);
animator.addAnimation("death", 0.1f, Animation.PlayMode.NORMAL);

AITaskComponent aiComponent = new AITaskComponent();

engineer
.addComponent(new CombatStatsComponent(config.health, config.baseAttack))
.addComponent(animator)
.addComponent(new HumanAnimationController())
.addComponent(aiComponent);

engineer.getComponent(AITaskComponent.class).addTask(new HumanWanderTask(COMBAT_TASK_PRIORITY, ENGINEER_RANGE));
engineer.getComponent(AnimationRenderComponent.class).scaleEntity();
engineer.getComponent(AITaskComponent.class)
.addTask(new EngineerCombatTask(COMBAT_TASK_PRIORITY, ENGINEER_RANGE));
engineer.setScale(1.5f, 1.2f);
engineer.setScale(HUMAN_SCALE_X, HUMAN_SCALE_Y);
return engineer;
}

/**
* Creates a generic human npc to be used as a base entity by more specific NPC creation methods.
*
* @return entity
*/
public static Entity createBaseHumanNPC(Entity target) {
AITaskComponent aiComponent =
new AITaskComponent()
.addTask(new HumanWanderTask(target, 1f));
public static Entity createBaseHumanNPC() {



Entity human =
new Entity()
.addComponent(new PhysicsComponent())
.addComponent(new PhysicsMovementComponent())
.addComponent(new ColliderComponent())
.addComponent(new HitboxComponent().setLayer(PhysicsLayer.ENGINEER))
.addComponent(new TouchAttackComponent(PhysicsLayer.NPC, 1.5f));


new Entity()
.addComponent(new PhysicsComponent())
.addComponent(new PhysicsMovementComponent())
.addComponent(new ColliderComponent())
.addComponent(new HitboxComponent().setLayer(PhysicsLayer.ENGINEER))
.addComponent(new TouchAttackComponent(PhysicsLayer.NPC, 1.5f));
PhysicsUtils.setScaledCollider(human, 0.9f, 0.4f);
return human;
}

private EngineerFactory() {
throw new IllegalStateException("Instantiating static util class");
}
}
}

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