Java tutorial
/* * ______ __ ______ ______ __ __ __ __ ______ ______ ______ ______ * /\ == \ /\ \ /\ __ \ /\ ___\ /\ \/ / /\ \_\ \ /\ ___\ /\ __ \ /\ == \ /\__ _\ * \ \ __< \ \ \____ \ \ __ \ \ \ \____ \ \ _"-. \ \ __ \ \ \ __\ \ \ __ \ \ \ __< \/_/\ \/ * \ \_____\ \ \_____\ \ \_\ \_\ \ \_____\ \ \_\ \_\ \ \_\ \_\ \ \_____\ \ \_\ \_\ \ \_\ \_\ \ \_\ * \/_____/ \/_____/ \/_/\/_/ \/_____/ \/_/\/_/ \/_/\/_/ \/_____/ \/_/\/_/ \/_/ /_/ \/_/ * * (August 10th-17th 2013) * <http://7dfps.calvert.io> * * blackheart * Copyright (c) 2013 Robert Calvert <http://robert.calvert.io> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/> * */ package io.flob.blackheart; import java.nio.FloatBuffer; import org.lwjgl.BufferUtils; import org.lwjgl.opengl.GL11; import org.lwjgl.util.vector.Vector3f; /** * * @author rob */ public final class MobMachinegun extends IMob { private final int health_maximum = 50; private boolean attacking; private boolean shooting = false; private final int damage = 1; private int state = 0; private final TextureUV[] texture; private final int textures = 9; private final int textures_walking = 2; private final int animation_speed_walking = 150; private final int textures_shooting = 2; private final int animation_speed_shooting = 150; private final int animation_speed_shooting_delay = 75; private final int textures_dying = 4; private final int animation_speed_dying = 175; private long animation_timer = Misc.time(); private boolean dead = false; private boolean IRemove = false; private final int raypick_delay = 500; // improve fps private long raypick_timer = Misc.time(); public MobMachinegun(Level level, Vector3f _position) { super(level, _position); speed(Level.grid_size * 1); size(new Vector3f(Level.grid_size / 2f, Level.grid_size / 1.75f, Level.grid_size / 2)); collision_box().size(size()); health(health_maximum); texture = new TextureUV[textures]; // Standing texture[0] = new TextureUV(_level._game._core._texture.game_atlas, 0, 123, 12, 14); // Walking texture[1] = new TextureUV(_level._game._core._texture.game_atlas, 12, 123, 12, 14); texture[2] = new TextureUV(_level._game._core._texture.game_atlas, 24, 123, 12, 14); // Shooting texture[3] = new TextureUV(_level._game._core._texture.game_atlas, 36, 123, 12, 14); texture[4] = new TextureUV(_level._game._core._texture.game_atlas, 48, 123, 12, 14); // Dying texture[5] = new TextureUV(_level._game._core._texture.game_atlas, 60, 123, 12, 14); texture[6] = new TextureUV(_level._game._core._texture.game_atlas, 72, 123, 12, 14); texture[7] = new TextureUV(_level._game._core._texture.game_atlas, 84, 123, 12, 14); texture[8] = new TextureUV(_level._game._core._texture.game_atlas, 96, 123, 12, 14); } @Override public void tick() { yaw((360 - yaw()) + (float) player_angle()); if (Misc.time() >= raypick_timer) { ray_pick(); raypick_timer = Misc.time() + raypick_delay; } if (dead) { if (state < textures_walking + textures_shooting) { state = textures_walking + textures_shooting; } if (Misc.time() >= animation_timer) { state += 1; animation_timer = Misc.time() + animation_speed_dying; if (state == textures_walking + textures_shooting + textures_dying + 1) { IRemove = true; state -= 1; _level.objects_dynamic.add(new CollectableMachinegunAmmo(_level, camera())); _level.objects_dynamic.add(new FloorBlood(_level, position())); } } } else { if (attacking & ray_picker().object().equals(_level._barry)) { if (Misc.time() >= animation_timer) { if (!shooting) { state = textures_walking + textures_shooting; animation_timer = Misc.time() + animation_speed_shooting; shooting = true; _level._barry.pain(damage); _level._game._core._sound.weapon_machinegun.playAsSoundEffect(1.0f, 1.0f, false, _level._barry.position().getX() - position().getX(), _level._barry.position().getY() - position().getY(), _level._barry.position().getZ() - position().getZ()); } else { state = textures_walking + 1; animation_timer = Misc.time() + animation_speed_shooting_delay; shooting = false; } } } else if (attacking & ray_picker().object() != _level._barry) { attacking = true; move_forward(); if (state > textures_walking) { animation_timer = Misc.time(); } if (Misc.time() >= animation_timer) { state += 1; animation_timer = Misc.time() + animation_speed_walking; if (state > textures_walking) { state = 1; } } } else if (ray_picker().object().equals(_level._barry)) { attacking = true; } else { attacking = false; state = 0; } if (health() <= 0) { animation_timer = Misc.time(); dead = true; _level._statistics.mobs_killed(1); _level._game._core._sound.mob_dead.playAsSoundEffect(1.0f, 1.0f, false); } } _render(); super.tick(); } @Override public void _render() { GL11.glEnd(); float size_x = size().getX() / 2f; float size_y = size().getY() / 2f + 0.025f; // HARD SET! GL11.glPushMatrix(); GL11.glTranslatef(position().getX(), position().getY(), position().getZ()); FloatBuffer modelview = BufferUtils.createFloatBuffer(16); GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview); for (int i = 0; i < 3; i += 2) { for (int j = 0; j < 3; j++) { if (i == j) { modelview.put(i * 4 + j, 1.0f); } else { modelview.put(i * 4 + j, 0.0f); } } } GL11.glLoadMatrix(modelview); GL11.glBegin(GL11.GL_QUADS); GL11.glNormal3f(0f, 0f, 1f); GL11.glTexCoord2f(texture[state].getU(), texture[state].getV2()); GL11.glVertex2f(-size_x, -size_y); GL11.glTexCoord2f(texture[state].getU2(), texture[state].getV2()); GL11.glVertex2f(size_x, -size_y); GL11.glTexCoord2f(texture[state].getU2(), texture[state].getV()); GL11.glVertex2f(size_x, size_y); GL11.glTexCoord2f(texture[state].getU(), texture[state].getV()); GL11.glVertex2f(-size_x, size_y); GL11.glEnd(); GL11.glPopMatrix(); GL11.glBegin(GL11.GL_QUADS); } @Override public boolean IRemove() { return IRemove; } }