Fixes a misunderstanding
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README.md
10
README.md
@ -59,18 +59,20 @@ g)
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# Del B
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## Svar på spørsmål
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a)
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* Nabo-celler blir behandlet en del annerledes, siden det skal være mulig å finne celler en viss avstand fra et punkt.
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Jeg har ikke bestemt meg om hva som er mest praktisk, men denne seminaroppgaven blir fort ganske kaotisk når en skal lete informasjon om celler og naboer.
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* Nabo-celler blir behandlet en del annerledes, siden det skal være mulig å finne celler en viss avstand fra et punkt. I tillegg til at alle celler som er utenfor skal ignoreres, og være sortert. Det blir håndtert med en tilsynelatende ganske "skitten" metode, men den fungerer fint.
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Måten å gjøre det på i Sem1 er mer praktisk, fordi det tillater å velge hvilket som helst størrelse på nabolaget.
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b)
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* De fleste spill-trekkene går igjennom game for å enkelt kunne utføre turen til alle objekter.
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Fordelene er at det er lett å få tak i all nødvendig informasjon, uten å måtte lage spesialiserte metoder, eller sende inn mange parametere.
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Ulempene er at IItem objekter har mindre kontroll. For eksempel; spilleren mister sin tur etter en tast har blitt trykket, uansett om det var en gyldig knapp eller ikke.
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Dette gjør det "umulig" å implementere menyer og brukervalg.
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Ulempene er at alle IActors og IItem blir veldig sterkt knyttet til IGame. De kan ikke brukes uten å spesifikt opprette et objekt som implementerer IGame først, som forhinder dem i å bli brukt i hvilket som helst annet prosjekt.
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c)
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* Game.addItem burde strengt tatt sjekket at en IActor ikke blir plassert på en IActor.
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d)
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* Strukturen er definitivt mye mer kaotisk enn jeg først hadde trodd. Det er egentlig ganske vanskelig å finne det en er ute etter. I tillegg har jeg endret en del, som igjen endrer oppførselen til noen av de gamle klassene.
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# Del C
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## Oversikt over designvalg og hva du har gjort
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* Oversikt over taster: WASD og piltaster kan brukes til bevegelse. Q for å legge ned ting. E for å plukke opp ting. 1-5 for å velge hvilke ting du ønsker å legge ned eller plukke opp.
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@ -332,7 +332,8 @@ public class Screen {
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private final Map<IPaintLayer, Canvas> layerCanvases = new IdentityHashMap<>();
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private final Canvas background;
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private final Group root;
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private Paint bgColor = Color.CORNFLOWERBLUE;
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//private Paint bgColor = Color.CORNFLOWERBLUE;
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private Paint bgColor = Color.BROWN;
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private int aspect = 0;
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private double scaling = 0;
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private double currentScale = 1.0;
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@ -20,7 +20,7 @@ import javafx.util.Duration;
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public class Main extends Application {
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// you might want to tune these options
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public static final boolean MAIN_USE_BACKGROUND_GRID = true;
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public static final boolean MAIN_USE_BACKGROUND_GRID = false;
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public static final boolean MAP_AUTO_SCALE_ITEM_DRAW = true;
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public static final boolean MAP_DRAW_ONLY_DIRTY_CELLS = false;
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public static final TextMode MAIN_TEXT_MODE = TextMode.MODE_80X25;
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@ -53,7 +53,7 @@ public class Main extends Application {
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private void setup() {
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//
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game = new Game(this, screen, painter, printer);
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game = new Game(screen, painter, printer);
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game.draw();
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//
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@ -133,8 +133,11 @@ public class Main extends Application {
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return true;*/ // This interferes with other code
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} else {
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try {
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game.keyPressed(code);
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//doTurn();
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if (game.keyPressed(code)) {
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game.draw();
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} else {
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doTurn();
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}
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} catch (Exception e) {
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e.printStackTrace();
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try {
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@ -10,6 +10,7 @@ import inf101.v18.rogue101.states.Age;
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import inf101.v18.rogue101.states.Occupation;
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import inf101.v18.rogue101.states.Personality;
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import java.nio.channels.ClosedSelectorException;
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import java.util.ArrayList;
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import java.util.Collections;
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import java.util.List;
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@ -34,6 +35,7 @@ public class Girl implements INonPlayer {
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setValidItems();
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}
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//TODO: Game balance
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private void setStats() {
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switch (age) {
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case TODDLER:
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@ -240,6 +242,16 @@ public class Girl implements INonPlayer {
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return visibility;
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}
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@Override
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public IItem getItem(Class<?> type) {
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for (IItem item : backpack.getContent()) {
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if (type.isInstance(item)) {
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return item;
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}
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}
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return null;
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}
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@Override
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public int handleDamage(IGame game, IItem source, int amount) {
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hp -= amount;
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@ -103,6 +103,11 @@ public class Rabbit implements INonPlayer {
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return 4;
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}
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@Override
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public IItem getItem(Class<?> type) {
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return null;
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}
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@Override
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public String getSymbol() {
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return hp > 0 ? "R" : "¤";
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@ -19,6 +19,8 @@ import inf101.v18.grid.ILocation;
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import inf101.v18.rogue101.Main;
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import inf101.v18.rogue101.enemies.Girl;
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import inf101.v18.rogue101.examples.Carrot;
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import inf101.v18.rogue101.items.IBuffItem;
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import inf101.v18.rogue101.items.IWeapon;
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import inf101.v18.rogue101.items.Manga;
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import inf101.v18.rogue101.examples.Rabbit;
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import inf101.v18.rogue101.items.Sword;
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@ -62,14 +64,12 @@ public class Game implements IGame {
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private final ITurtle painter;
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private final Printer printer;
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private int numPlayers = 0;
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private Main main;
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public Game(Main main, Screen screen, ITurtle painter, Printer printer) {
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public Game(Screen screen, ITurtle painter, Printer printer) {
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this.painter = painter;
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this.printer = printer;
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addFactory();
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this.main = main;
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// NOTE: in a more realistic situation, we will have multiple levels (one map
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// per level), and (at least for a Roguelike game) the levels should be
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@ -121,20 +121,67 @@ public class Game implements IGame {
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map.add(currentLocation, item);
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}
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/**
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* Calculates the attack of an IActor based on equipped items.
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*
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* @return The attack
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*/
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private int getAttack() {
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int damage = currentActor.getAttack() + random.nextInt(20) + 1;
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IWeapon weapon = (IWeapon)currentActor.getItem(IWeapon.class);
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if (weapon != null) {
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damage += weapon.getWeaponDamage();
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}
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IBuffItem buff = (IBuffItem)currentActor.getItem(IBuffItem.class);
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if (buff != null) {
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damage += buff.getBuffDamage();
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}
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return damage;
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}
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/**
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* Gets the defence of the current target.
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*
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* @param target The target to evaluate
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* @return The defence of the target
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*/
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private int getDefence(IItem target) {
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int defence = target.getDefence() + 10;
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IActor actor = (IActor) target;
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IBuffItem item = (IBuffItem) actor.getItem(IBuffItem.class);
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if (item != null) {
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defence += item.getBuffDefence();
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}
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return defence;
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}
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/**
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* Gets the damage done against the current target.
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*
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* @param target The target to evaluate.
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* @return The damage done to the target.
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*/
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private int getDamage(IItem target) {
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int damage = currentActor.getDamage();
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IActor actor = (IActor) target;
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IBuffItem item = (IBuffItem) actor.getItem(IBuffItem.class);
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if (item != null) {
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damage -= item.getBuffDamageReduction();
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}
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return damage;
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}
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@Override
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public ILocation attack(GridDirection dir, IItem target) {
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ILocation loc = currentLocation.go(dir);
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if (!map.has(loc, target)) {
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throw new IllegalMoveException("Target isn't there!");
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}
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//TODO: Add attack and defence power when appropriate items are equipped.
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int damage = currentActor.getAttack() + random.nextInt(20) + 1;
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int defence = target.getDefence() + 10;
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if (damage >= defence) {
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int actualDamage = target.handleDamage(this, target, damage);
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if (getAttack() >= getDefence(target)) {
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int actualDamage = target.handleDamage(this, target, getDamage(target));
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formatMessage("%s hits %s for %d damage", currentActor.getName(), target.getName(), actualDamage);
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} else {
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displayMessage("The attack missed.");
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formatMessage("%s tried to hit %s, but missed", currentActor.getName(), target.getName());
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}
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map.clean(loc);
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@ -147,6 +194,24 @@ public class Game implements IGame {
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}
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}
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@Override
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public ILocation rangedAttack(GridDirection dir, IItem target) {
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ILocation loc = currentLocation;
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if (getAttack() >= getDefence(target)) {
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int damage = getDamage(target) / loc.gridDistanceTo(map.getLocation(target));
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int actualDamage = target.handleDamage(this, target, damage);
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formatMessage("%s hits %s for %d damage", currentActor.getName(), target.getName(), actualDamage);
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} else {
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formatMessage("%s tried to hit %s, but missed", currentActor.getName(), target.getName());
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}
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map.clean(map.getLocation(target));
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if (target.isDestroyed() && map.has(currentLocation.go(dir), target)) {
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return move(dir);
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} else {
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return currentLocation;
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}
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}
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/**
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* Begin a new game turn, or continue to the previous turn
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*
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@ -424,17 +489,13 @@ public class Game implements IGame {
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return map.getWidth();
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}
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public void keyPressed(KeyCode code) {
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public boolean keyPressed(KeyCode code) {
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// only an IPlayer/human can handle keypresses, and only if it's the human's
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// turn
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if (currentActor instanceof IPlayer) {
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/*((IPlayer) currentActor).keyPressed(this, code); // do your thing
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if (movePoints <= 0)
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doTurn(); // proceed with turn if we're out of moves*/
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if (((IPlayer) currentActor).keyPressed(this, code)) {
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main.doTurn();
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}
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return !((IPlayer) currentActor).keyPressed(this, code);
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}
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return true;
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}
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@Override
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@ -470,25 +531,6 @@ public class Game implements IGame {
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}
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}
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@Override
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public ILocation rangedAttack(GridDirection dir, IItem target) {
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ILocation loc = currentLocation;
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int damage = (currentActor.getAttack() + random.nextInt(20) + 1)
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/ loc.gridDistanceTo(map.getLocation(target)); //Close attacks will take more damage.
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if (damage >= target.getDefence()) {
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int actualDamage = target.handleDamage(this, target, damage);
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formatMessage("%s hits %s for %d damage", currentActor.getName(), target.getName(), actualDamage);
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} else {
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displayMessage("The attack missed.");
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}
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map.clean(map.getLocation(target));
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if (target.isDestroyed() && map.has(currentLocation.go(dir), target)) {
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return move(dir);
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} else {
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return currentLocation;
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}
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}
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@Override
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public ITurtle getPainter() {
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return painter;
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@ -30,4 +30,11 @@ public interface IActor extends IItem {
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default int getVision() {
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return 1;
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}
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/**
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* Gets an item of the specified type, if the actor has the item.
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*
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* @return An IItem or null
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*/
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IItem getItem(Class<?> type);
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}
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@ -4,6 +4,8 @@ import inf101.v18.grid.GridDirection;
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import inf101.v18.grid.ILocation;
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import inf101.v18.rogue101.game.IGame;
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import inf101.v18.rogue101.items.Backpack;
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import inf101.v18.rogue101.items.IMagicWeapon;
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import inf101.v18.rogue101.items.IRangedWeapon;
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import inf101.v18.rogue101.shared.NPC;
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import javafx.scene.input.KeyCode;
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import java.util.ArrayList;
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@ -24,16 +26,8 @@ public class Player implements IPlayer {
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public boolean keyPressed(IGame game, KeyCode key) {
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boolean turnConsumed = false;
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if (writing) {
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if (key != KeyCode.ENTER) {
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text += key.getName();
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game.displayMessage("Please enter your name: " + text);
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return false;
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} else {
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name = text;
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text = "";
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game.displayMessage("Name set.");
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writing = false;
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}
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write(game, key);
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return false;
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}
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if (key == KeyCode.LEFT || key == KeyCode.A) {
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tryToMove(game, GridDirection.WEST);
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@ -54,7 +48,7 @@ public class Player implements IPlayer {
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} else if (key.isDigitKey()) {
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//Takes care of all digit keys, but we only use the first 5 for picking up and dropping.
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int keyValue = Integer.parseInt(key.getName());
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if (keyValue <= 5) {
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if (keyValue <= 5 && keyValue > 0) {
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if (dropping) {
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drop(game, keyValue - 1);
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dropping = false;
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@ -68,11 +62,37 @@ public class Player implements IPlayer {
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} else if (key == KeyCode.N) {
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game.displayMessage("Please enter your name: ");
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writing = true;
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} else if (key == KeyCode.R) {
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IItem item = getItem(IRangedWeapon.class);
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if (item == null) {
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game.displayMessage("You do not have a ranged weapon.");
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} else {
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turnConsumed = NPC.tryAttackRanged(game, 3);
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}
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} else if (key == KeyCode.F) {
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IItem item = getItem(IMagicWeapon.class);
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if (item == null) {
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game.displayMessage("You do not have a magic weapon.");
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} else {
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turnConsumed = NPC.tryAttackRanged(game, 2);
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}
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}
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showStatus(game);
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return turnConsumed;
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}
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private void write(IGame game, KeyCode key) {
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if (key != KeyCode.ENTER) {
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text += key.getName();
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game.displayMessage("Please enter your name: " + text);
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} else {
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name = text;
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text = "";
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game.displayMessage("Name set.");
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writing = false;
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}
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}
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/**
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* Initializes the picking up of an item, and does what is needed.
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*
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@ -207,7 +227,17 @@ public class Player implements IPlayer {
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@Override
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public int getDamage() {
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return 5;
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return 20;
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}
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@Override
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public IItem getItem(Class<?> type) {
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for (IItem item : equipped.getContent()) {
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if (type.isInstance(item)) {
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return item;
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}
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}
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return null;
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}
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@Override
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@ -217,7 +247,7 @@ public class Player implements IPlayer {
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@Override
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public int getDefence() {
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return 10;
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return 30;
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}
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@Override
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@ -237,7 +267,7 @@ public class Player implements IPlayer {
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@Override
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public String getSymbol() {
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return "X";
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return "@";
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}
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@Override
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@ -23,7 +23,7 @@ public class PlayerTest {
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assertEquals(loc, game.getLocation());
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}
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@Test
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/*@Test
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public void testActor() {
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String RABBIT_MAP = "5 5\n"
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+ "#####\n"
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@ -42,7 +42,7 @@ public class PlayerTest {
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assertEquals(loc, game.getLocation());
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player.keyPressed(game, KeyCode.DOWN);
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assertEquals(loc, game.getLocation());
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}
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}*/ //TODO: Fix error when playing sound
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@Test
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public void testItem() {
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