Examples of Artefact


Examples of de.christopherstock.shooter.game.artefact.Artefact

                case EUnitSecurity:
                {
                    switch ( LibMath.getRandom( 0, 1 ) )
                    {
                        case 0: return new Botnew BotPattern( BotPatternBase.ESecurityLight,     iKind   ),  Bot.BotType.ETypeEnemy, iAnchor,  null, BotJob.EAttackPlayerFire,           new Artefact[] { new Artefact( ArtefactType.ESpaz12 ) }, iFacingAngle, iActions, BotHealth.ESecurity, iID, BotHanded.ERightHanded      );
                        case 1: return new Botnew BotPattern( BotPatternBase.ESecurityHeavy,     iKind   ),  Bot.BotType.ETypeEnemy, iAnchor,  null, BotJob.EAttackPlayerFire,           new Artefact[] { new Artefact( ArtefactType.ESpaz12 ) }, iFacingAngle, iActions, BotHealth.ESecurity, iID, BotHanded.ERightHanded     );
                    }
                    break;
                }

                case EUnitPilot:
                {
                    switch ( LibMath.getRandom( 0, 1 ) )
                    {
                        case 0: return new Botnew BotPattern( BotPatternBase.EPilot1,            iKind   ),  Bot.BotType.ETypeFriend, iAnchor,  new Point2D.Float[] { new Point2D.Float( 7.0f, 4.0f ), new Point2D.Float( 7.0f, 10.0f ), }, BotJob.EWalkWaypoints,     new Artefact[] { new Artefact( ArtefactType.ESpaz12 ) }, iFacingAngle, iActions, BotHealth.ECivilian, iID, BotHanded.ERightHanded    );
                        case 1: return new Botnew BotPattern( BotPatternBase.EPilot1,            iKind   ),  Bot.BotType.ETypeFriend, iAnchor,  new Point2D.Float[] { new Point2D.Float( 7.0f, 4.0f ), new Point2D.Float( 7.0f, 10.0f ), }, BotJob.EWalkWaypoints,     new Artefact[] { new Artefact( ArtefactType.ESpaz12 ) }, iFacingAngle, iActions, BotHealth.ECivilian, iID, BotHanded.ERightHanded    );
                    }
                    break;
                }

                case EUnitSpecialForces:
                {
                    switch ( LibMath.getRandom( 0, 1 ) )
                    {
                        case 0: return new Botnew BotPattern( BotPatternBase.ESpecialForces,     iKind   ),  Bot.BotType.ETypeFriend, iAnchor,  null, BotJob.EWatchPlayer,     new Artefact[] { new Artefact( ArtefactType.ESpaz12 ) }, iFacingAngle, iActions, BotHealth.EPrivateSoldier, iID, BotHanded.ERightHanded );
                        case 1: return new Botnew BotPattern( BotPatternBase.ESpecialForces,     iKind   ),  Bot.BotType.ETypeFriend, iAnchor,  null, BotJob.EWatchPlayer,     new Artefact[] { new Artefact( ArtefactType.ESpaz12 ) }, iFacingAngle, iActions, BotHealth.EPrivateSoldier, iID, BotHanded.ERightHanded );
                    }
                    break;
                }
            }
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Examples of de.christopherstock.shooter.game.artefact.Artefact

            //Level.currentPlayer().drawDebugLog(      g );
        }

        public void drawAmmo()
        {
            Artefact currentWearpon = Level.currentPlayer().iArtefactSet.getArtefact();

            //only if this is a reloadable wearpon
            if ( currentWearpon.iArtefactType.isFireArm() /* && Shooter.mainThread.iHUD.iAnimationState == LibAnimation.EAnimationNone */ )
            {
                //create current ammo string
                iCurrentAmmoStringMagazineAmmo  = currentWearpon.getCurrentAmmoStringMagazineAmmo();
                iCurrentAmmoStringTotalAmmo     = currentWearpon.getCurrentAmmoStringTotalAmmo( Level.currentPlayer().iAmmoSet );

                //recreate ammo image if changed
                if ( iDisplayAmmoStringMagazineAmmo == null || !iDisplayAmmoStringTotalAmmo.equals( iCurrentAmmoStringTotalAmmo ) || !iDisplayAmmoStringMagazineAmmo.equals( iCurrentAmmoStringMagazineAmmo ) )
                {
                    iDisplayAmmoStringMagazineAmmo = iCurrentAmmoStringMagazineAmmo;
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Examples of de.christopherstock.shooter.game.artefact.Artefact

            {
                i.perform( null );
            }
            for ( ArtefactType w : LevelCurrent.currentLevelConfig.iStartupWearpons )
            {
                Artefact toDeliver = new Artefact( w );
                player.iArtefactSet.deliverArtefact( toDeliver );

                //reload if firearm
                if ( w.isFireArm() )
                {
                    //ShooterDebug.bugfix.out( "reload initial wearpon" );
                    toDeliver.reload( player.iAmmoSet, false, false, null );
                }
            }

            //reset HUD-animation so change to 1st artefact can occur
            Shooter.mainThread.iHUD.resetAnimation();
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