Adding some comments
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@ -2,6 +2,9 @@ package de.teamteamteam.spacescooter.background;
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import de.teamteamteam.spacescooter.entity.Entity;
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/**
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* Class for all backgrounds that are painted in the background of the level
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*/
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public abstract class Background extends Entity {
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public Background(int x, int y) {
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@ -2,19 +2,30 @@ package de.teamteamteam.spacescooter.background;
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import java.awt.Graphics2D;
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/**
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* The StarBackground of the first level
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*/
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public class StarBackground extends Background {
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private int y;
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/**
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* Constructor for the background
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*/
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public StarBackground(int x, int y) {
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super(x, y);
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this.y = y;
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this.setImage("images/starbackground.png");
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}
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/**
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* offset in x-direction for the painting
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*/
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private int offset = 0;
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/**
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* standart update method
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*/
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public void update() {
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this.offset -= 2;
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//System.out.println(this.offset);
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@ -23,6 +34,9 @@ public class StarBackground extends Background {
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}
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}
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/**
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* standart paint method
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*/
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public void paint(Graphics2D g) {
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g.drawImage(this.getImage(), (0+this.offset), this.y, null);
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g.drawImage(this.getImage(), (this.getImage().getWidth()+this.offset), this.y, null);
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@ -1,18 +1,33 @@
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package de.teamteamteam.spacescooter.datastructure;
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/**
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* Score Class to represent the Player's Score
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*/
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public class Score {
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/**
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* Score can be between 0 and 99999999
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*/
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private static int score = 0;
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private static int maxScore = 99999999;
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/**
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* Getter for the Score
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*/
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public static int getScore() {
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return score;
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}
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/**
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* Setter for the Score
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*/
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public static void setScore(int score) {
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Score.score = score;
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}
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/**
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* Method for adding Score
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*/
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public static void addScore(int score) {
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if (Score.score + score >= Score.maxScore) {
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Score.setScore(Score.maxScore);
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@ -21,6 +36,9 @@ public class Score {
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}
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}
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/**
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* Method for removing Score
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*/
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public static void removeScore(int score) {
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if (Score.score - score <= 0) {
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Score.setScore(0);
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@ -10,13 +10,35 @@ import de.teamteamteam.spacescooter.entity.spi.Collidable;
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import de.teamteamteam.spacescooter.sound.SoundSystem;
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import de.teamteamteam.spacescooter.utility.GameConfig;
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/**
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* Class that represents the Player, and handle all the KeyboardActions
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*/
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public class Player extends ShootingEntity implements KeyboardListener {
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/**
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* the Player's Keyboard
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*/
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private Keyboard keyboard = null;
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/**
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* the Players Health Points in percent
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*/
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private double healthPercent = 0;
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/**
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* the Players ShieldPoints in percent
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*/
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private double shieldPercent = 0;
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/**
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* the Players Rocket Ammunition
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*/
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private int rocketAmount = 1;
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/**
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* Constructor for initializing the Player on the GameScreen
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*/
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public Player(int x, int y) {
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super(x, y);
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this.setImage("images/ship.png");
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@ -32,11 +54,17 @@ public class Player extends ShootingEntity implements KeyboardListener {
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this.registerOnKeyboard(Keyboard.getInstance());
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}
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/**
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* Method for register the Player on the Keyboard
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*/
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private void registerOnKeyboard(Keyboard keyboard) {
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this.keyboard = keyboard;
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this.keyboard.addListener(this);
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}
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/**
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* Standard update method
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*/
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public void update() {
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if (StaticValue.HealthPoints != 0) {
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this.healthPercent = ((double) this.getHealthPoints() / (double) StaticValue.HealthPoints) * 100;
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@ -83,12 +111,18 @@ public class Player extends ShootingEntity implements KeyboardListener {
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}
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}
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/**
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* Explode method that trigger the ShootingEntity.explode() method and play a nice sound
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*/
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@Override
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public void explode() {
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super.explode();
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SoundSystem.playSound("sounds/abgang.wav");
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}
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/**
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* createShot method that trigger the ShootingEntity.createShot() method and play a nice sound
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*/
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@Override
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public void createShot() {
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super.createShot();
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@ -107,6 +141,9 @@ public class Player extends ShootingEntity implements KeyboardListener {
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super.remove();
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}
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/**
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* keyPressed method, comes in handy when a key on the keyboard is pressed
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*/
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public void keyPressed(KeyEvent e) {
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//spontaneous fire happens here
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if(e.getKeyCode() == KeyEvent.VK_SPACE) {
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@ -114,6 +151,9 @@ public class Player extends ShootingEntity implements KeyboardListener {
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}
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}
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/**
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* keyReleased method, reacts if a key on the keyboard is released
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*/
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public void keyReleased(KeyEvent e) {
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//space up -> reset shot cooldown
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if(e.getKeyCode() == KeyEvent.VK_SPACE) {
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@ -121,16 +161,28 @@ public class Player extends ShootingEntity implements KeyboardListener {
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}
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}
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/**
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* empty keyTyped method, maybe useful for cheatcodes later
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*/
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public void keyTyped(KeyEvent e) {}
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/**
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* return the Healthpercentage of the Player
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*/
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public int getHealthPercent() {
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return (int) this.healthPercent;
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}
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/**
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* return the Shieldpercentage of the Player
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*/
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public int getShieldPercent() {
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return (int) this.shieldPercent;
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}
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/**
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* method for increasing the HealthPoints with the Heal-Item
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*/
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public void increaseHealthPoints(int inc) {
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if (this.getHealthPoints() <= 85) {
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this.setHealthPoints(getHealthPercent() + inc);
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@ -1,18 +1,39 @@
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package de.teamteamteam.spacescooter.entity;
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/**
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* Static Values for the Player and the Shop
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*
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*/
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public class StaticValue {
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//Player
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/**
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* Values for the player
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* the ShootDamage of the Player
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*/
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public static int ShootDamage = 5;
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public static int HealthPoints = 100;
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public static int ShieldPoints = 100;
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/**
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* Values for the shop
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* the HealthPoints of the Player may be changed by the 1Up-Item
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*/
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public static int HealthPoints = 100;
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/**
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* the ShieldPoints of the Player
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*/
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public static int ShieldPoints = 100;
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//Shop
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/**
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* The Damage Value of the Shop
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*/
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public static int schaden = 0;
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/**
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* the Shield value of the Shop
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*/
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public static int schild = 0;
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/**
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* the Health value of the Shop
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*/
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public static int leben = 0;
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}
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@ -4,9 +4,16 @@ import de.teamteamteam.spacescooter.entity.ShootingEntity;
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import de.teamteamteam.spacescooter.entity.shot.Shot;
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import de.teamteamteam.spacescooter.sound.SoundSystem;
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import de.teamteamteam.spacescooter.utility.Random;
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/**
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* The Enemy class that handle all the Enemies out there.
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* Including bosses and minibosses.
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* This class inherit all the properties of the enemies to every subclass
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*/
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public abstract class Enemy extends ShootingEntity {
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/**
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* Constructor for one Enemy, which will construct a ShootingEntity
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*/
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public Enemy(int x, int y) {
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super(x, y);
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this.name = "EnemyOne";
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this.setShootDamage(5);
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}
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/**
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* Name of the Enemy
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*/
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protected String name;
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/**
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* boolean value that will determine whether a new spawned enemy will shoot or not
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*/
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protected boolean willShoot;
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/**
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* standard update method
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*/
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public void update() {
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super.update();
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if(willShoot == true)
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