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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();
}
}