Commit Graph
145 Commits
Author SHA1 Message Date
JPT d5092bd668 Remove leftover Rectangle code. 2014-11-08 18:21:05 +01:00
JPT 50a898aeef Draw a small white border around the HealthBar. 2014-11-08 18:20:26 +01:00
JPT 1f78309a98 Use ints instead of Rectangles for collision detection. 2014-11-08 18:20:10 +01:00
JPT cf3e6b93a5 Add stat target to Makefile. 2014-11-08 17:43:56 +01:00
JPT 0d90b387c3 Set CollisionDamage for Player and Enemies. 2014-11-08 15:19:44 +01:00
JPT d444b36351 Bugfix: Enemies do not hurt the player, player does not properly die. 2014-11-08 15:17:45 +01:00
JPT 1086effdad Huge update. See detailed notes.
Keine Lust auf englischen Text gerade, hier die Übersicht:
Es gibt jetzt eine eigene Datenstruktur, die im Grunde nichts weiter
ist, als eine recht stumpfe, verkettete Liste. Besonderheit: Sie macht
sich weniger Gedanken über Modifikationen während des Iterierens und
wächst momentan etwas stetig.

Es gibt eine neue Methode die() im LivingEntity, die per default
Explosion auslöst und das Entity danach wegräumt. Wenn Items gedroppt
werden sollen oder sonstwas passieren soll, bitte Overriden.

Die Kollisionserkennung wurde in den CollisionHelper ausgelagert,
zunächst aber noch mit Rectangles weitergeführt. Wer mutig genug ist,
darf sich gerne austoben und eine Kollisionserkennung mit vielen If und
ints bauen. :-)

LivingEntity implementiert zunächst Hittable.

Der Player kümmert sich selbst um Kollisionen mit Items aka aufsammeln.

Das Collidable-Interface enthält alles notwendige für
Kollisionserkennung auf int-Basis.

Der Screen gibt nur noch Iteratoren für die Entity-Liste aus.

Ich glaube, das wars.
2014-11-08 15:09:29 +01:00
JPT dda0fb8313 Move Entity interfaces into a spi (Service Providing Interfaces) package. 2014-11-07 21:03:45 +01:00
JPT 17aafe11f9 Comment interfaces, expand the hittable interface. 2014-11-07 21:01:13 +01:00
JPT 2295d83ff9 The Entity now knows whether it is able to move. 2014-11-07 20:54:00 +01:00
JPT d9b7128456 Rename DamageValue to ShootDamage to avoid confusion with Shot logic. 2014-11-07 20:47:07 +01:00
JPT 3c5e96791b Move GameFrame to root package, healthbar to gui package.
The Gui Package shall contain all elements that we create and use in our
game that are actual gui elements like menu buttons, health bars,
highscore stuff and more.
2014-11-07 20:23:06 +01:00
JPT d4a19e76e0 Comment ShootingEntity. Make createShot private. 2014-11-07 20:20:23 +01:00
JPT c0211181e1 Comment the LivingEntity. 2014-11-07 20:08:34 +01:00
JPT f0a9e8a6ad Comment Entity, make x and y private, add transpose method for easy movement. 2014-11-07 20:00:07 +01:00
JPT 496e6792c3 Move package item from background to entity. 2014-11-06 23:29:33 +01:00
JPT 76b7b33938 Comment the Shot class. 2014-11-06 23:27:03 +01:00
JPT 506a5ae620 Document the double buffering, move GameFrame title to GameConfig. 2014-11-06 23:19:46 +01:00
JPT 1caf4818eb Add comments to screen package. 2014-11-06 23:09:27 +01:00
JPT a12ef61f7b Comment the SoundSystem. 2014-11-06 22:58:07 +01:00
JPT 3d80faddef Clarify naming in the Loader, add comments. 2014-11-06 22:46:40 +01:00
JPT b60abdc577 Remove unused method from Shot class. 2014-11-06 19:44:27 +01:00
JPT c3fb13e3eb Create subfolders for shot images and item images. 2014-11-06 19:40:51 +01:00
lubiana 8f4bad07a5 ist schöner so 2014-11-06 19:04:57 +01:00
lubiana 8a70490c47 Merge branch 'yoloshots' 2014-11-06 19:02:37 +01:00
lubiana 090b7ec5b3 Merge branch 'master' of github.com:teamteamteam/SpaceScooter 2014-11-06 19:02:23 +01:00
lubiana a3875a5e97 dumlubi ist dumm, rennt jetzt 2014-11-06 19:02:03 +01:00
lubiana a16ef5d7a7 nullllpointrrrr 2014-11-06 18:51:08 +01:00
lubiana 6f2857946d 80 Zeichen pls 2014-11-06 18:41:03 +01:00
JPT c4ab7c3530 Replace LinkedList with List, so it is possible to change its implementation later - if needed. 2014-11-06 18:19:35 +01:00
JPT 9542131e4a Avoid creating a new anonymous Runnable each frame.
Since the Runnable that is passed to the EventQueue does never change,
it now is created in the constructor. This should avoid a lot of
overhead.
2014-11-06 17:34:20 +01:00
lubiana 1525c358c1 Merge branch 'master' of github.com:teamteamteam/SpaceScooter 2014-11-06 16:15:54 +01:00
lubiana 3df49e2be6 gegner ballern nun rot 2014-11-06 16:15:50 +01:00
JPT eb4bdc6ada Remove @Override from Interface implementing methods in Player class. 2014-11-06 14:58:09 +01:00
JPT 46efd1e04e Create overridable method that actually spawns Shot objects. 2014-11-05 22:54:54 +01:00
JPT 0c270c8665 Implement asynchronous playing of sounds. 2014-11-05 09:37:51 +01:00
JPT 2f6eddcb46 Add Sound support to Loader and Makefile. 2014-11-05 09:02:44 +01:00
lubiana 1f65979f41 Merge branch 'master' of github.com:teamteamteam/SpaceScooter 2014-11-05 01:00:25 +01:00
lubiana 64c061b68f zwei enemies gepixelt 2014-11-05 01:00:16 +01:00
JPT b1e72da839 Cleanup unneccessary ArrayList in class Background. 2014-11-04 23:28:57 +01:00
JPT 0a695432a0 Bugfix: GamePausedScreen did not correctly replace the GameScreen when going to MainMenu. 2014-11-04 21:31:47 +01:00
JPT 4017d369b1 Make sure Explosions cleanup after themselves.
Apparrently, == 0 was not enough.
2014-11-04 21:06:36 +01:00
JPT 48e3ac275c Da hab ich doch glatt das super.update() übersehen. 2014-11-04 20:51:34 +01:00
JPT 74ba66451b Entities without image now have 0x0 dimensions.
Maybe this is just an ugly hack until we move the setImage() part into
the constructor call to make sure every Entity _HAS_ an image before
updating and painting occurs.
2014-11-04 20:35:13 +01:00
JPT c716bc2187 Minor Bugfix: Add missing super call, catch potential NullPointer. 2014-11-04 20:23:52 +01:00
JPT 95f3e05fed Have the Screen call remove() on all Entities before removing them. 2014-11-04 20:23:21 +01:00
JPT a91a60381c Add canShoot attribute to ShootingEntity. 2014-11-04 20:22:51 +01:00
JPT aedbd55159 Bugfix: Have the player actually deregister itself from the Keyboard on remove(). 2014-11-04 19:53:44 +01:00
JPT e87ec69e97 Actually have the entity take care of adding it to the current screen. Whoopsie. 2014-11-04 19:46:19 +01:00
JPT e2c34366e3 Remove superfluos calls to currentScreen.addEntity()
Since the entity class itself takes care that all entities are on the
screen, you don't need to worry about this. :-)
2014-11-04 19:41:15 +01:00