package controller; import gameobjects.GameObject; import org.apache.logging.log4j.Logger; import org.apache.logging.log4j.LogManager; /** * Stops GameObject movement at bottom of level and let it 'fly' in x-direction towards ego object. * If the object flies outside of the level (by x-coordinate) it is removed. * * The behavior looks like a sinking sea mine, which stays at a certain depth and moves left/right to catch the player. * * */ public class MineController extends ObjectController { int rad = 3; double xSpeed = 0.; double lineSpeed = 0; private static Logger logger = LogManager.getLogger(MineController.class); public MineController(double lineSpeed) { this.lineSpeed = lineSpeed; } /** * Fetches ego object by name 'ego' from current level and determines it's x-position. * The controlled GameObject will move towards this position (in x-direction only). * y-direction speed is reduced to zero, if the objects reached lower bound of level (high y-values). * Only deletes the object if it flies out of visible game area. */ @Override public void updateObject() { if (gameObject.getY() >= this.getPlayground().getSizeY() - 10) { this.gameObject.setVY(0); if (xSpeed == 0.) { GameObject ego = this.getPlayground().getObject("ego"); double egoXPos = ego.getX(); if (egoXPos > this.gameObject.getX()) { xSpeed = 50; } else { xSpeed = -50; } this.gameObject.setVX(xSpeed); } this.gameObject.setVX(xSpeed); } if (this.gameObject.getX() < 0 || (this.gameObject.getX() > this.getPlayground().getSizeX())) { logger.debug("deleting" + this.gameObject.getId()); this.getPlayground().deleteObject(this.gameObject.getId()); } this.applySpeedVector(); } }