Added different gun characteristics.
This commit is contained in:
parent
876bd32bdc
commit
49bb724f65
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@ -130,10 +130,13 @@ public class Client {
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}
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}
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public void sendChat() {
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public void sendChat() {
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try {
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String message = this.chatBuffer.toString().trim();
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this.messageTransceiver.send(new PlayerChatMessage(this.playerId, this.chatBuffer.toString()));
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if (!message.isBlank()) {
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} catch (IOException e) {
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try {
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e.printStackTrace();
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this.messageTransceiver.send(new PlayerChatMessage(this.playerId, message));
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} catch (IOException e) {
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e.printStackTrace();
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}
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}
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}
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this.setChatting(false);
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this.setChatting(false);
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}
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}
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@ -14,9 +14,11 @@ public class PlayerKeyListener extends KeyAdapter {
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@Override
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@Override
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public void keyTyped(KeyEvent e) {
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public void keyTyped(KeyEvent e) {
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if (!this.client.isChatting() && (e.getKeyChar() == 't' || e.getKeyChar() == '/')) {
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if (!this.client.isChatting()) {
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this.client.setChatting(true);
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if ((e.getKeyChar() == 't' || e.getKeyChar() == '/')) {
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if (e.getKeyChar() == '/') this.client.appendToChat('/');
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this.client.setChatting(true);
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if (e.getKeyChar() == '/') this.client.appendToChat('/');
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}
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} else if (this.client.isChatting()) {
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} else if (this.client.isChatting()) {
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char c = e.getKeyChar();
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char c = e.getKeyChar();
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if (c >= ' ' && c <= '~') {
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if (c >= ' ' && c <= '~') {
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@ -43,6 +45,8 @@ public class PlayerKeyListener extends KeyAdapter {
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state.setMovingLeft(true);
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state.setMovingLeft(true);
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} else if (e.getKeyCode() == KeyEvent.VK_D) {
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} else if (e.getKeyCode() == KeyEvent.VK_D) {
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state.setMovingRight(true);
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state.setMovingRight(true);
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} else if (e.getKeyCode() == KeyEvent.VK_R) {
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state.setReloading(true);
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}
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}
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this.client.sendPlayerState();
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this.client.sendPlayerState();
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}
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}
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@ -59,6 +63,8 @@ public class PlayerKeyListener extends KeyAdapter {
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state.setMovingLeft(false);
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state.setMovingLeft(false);
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} else if (e.getKeyCode() == KeyEvent.VK_D) {
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} else if (e.getKeyCode() == KeyEvent.VK_D) {
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state.setMovingRight(false);
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state.setMovingRight(false);
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} else if (e.getKeyCode() == KeyEvent.VK_R) {
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state.setReloading(false);
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}
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}
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this.client.sendPlayerState();
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this.client.sendPlayerState();
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}
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}
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@ -2,6 +2,7 @@ package nl.andrewlalis.aos_client.view;
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import nl.andrewlalis.aos_client.Client;
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import nl.andrewlalis.aos_client.Client;
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import nl.andrewlalis.aos_core.model.*;
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import nl.andrewlalis.aos_core.model.*;
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import nl.andrewlalis.aos_core.model.tools.Gun;
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import nl.andrewlalis.aos_core.net.chat.ChatMessage;
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import nl.andrewlalis.aos_core.net.chat.ChatMessage;
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import nl.andrewlalis.aos_core.net.chat.PlayerChatMessage;
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import nl.andrewlalis.aos_core.net.chat.PlayerChatMessage;
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import nl.andrewlalis.aos_core.net.chat.SystemChatMessage;
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import nl.andrewlalis.aos_core.net.chat.SystemChatMessage;
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@ -48,6 +49,7 @@ public class GamePanel extends JPanel {
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World world = client.getWorld();
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World world = client.getWorld();
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if (world != null) drawWorld(g2, world);
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if (world != null) drawWorld(g2, world);
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drawChat(g2, world);
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drawChat(g2, world);
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drawStatus(g2, world);
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}
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}
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private void drawWorld(Graphics2D g2, World world) {
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private void drawWorld(Graphics2D g2, World world) {
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@ -177,4 +179,17 @@ public class GamePanel extends JPanel {
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g2.drawString("> " + this.client.getCurrentChatBuffer(), 5, height * 11);
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g2.drawString("> " + this.client.getCurrentChatBuffer(), 5, height * 11);
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}
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}
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}
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}
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private void drawStatus(Graphics2D g2, World world) {
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Player myPlayer = world.getPlayers().get(this.client.getPlayerId());
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if (myPlayer == null) return;
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g2.setColor(Color.WHITE);
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if (myPlayer.isReloading()) {
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g2.drawString("Reloading...", 5, this.getHeight() - 10);
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}
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Gun gun = myPlayer.getGun();
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g2.drawString("Clips: " + gun.getClipCount() + " / " + gun.getMaxClipCount(), 5, this.getHeight() - 20);
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g2.drawString("Bullets: " + gun.getCurrentClipBulletCount() + " / " + gun.getClipSize(), 5, this.getHeight() - 30);
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}
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}
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}
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@ -4,4 +4,5 @@ module aos_core {
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exports nl.andrewlalis.aos_core.model to aos_server, aos_client;
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exports nl.andrewlalis.aos_core.model to aos_server, aos_client;
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exports nl.andrewlalis.aos_core.geom to aos_server, aos_client;
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exports nl.andrewlalis.aos_core.geom to aos_server, aos_client;
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exports nl.andrewlalis.aos_core.net.chat to aos_client, aos_server;
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exports nl.andrewlalis.aos_core.net.chat to aos_client, aos_server;
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exports nl.andrewlalis.aos_core.model.tools to aos_client, aos_server;
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}
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}
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@ -1,13 +1,23 @@
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package nl.andrewlalis.aos_core.model;
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package nl.andrewlalis.aos_core.model;
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public class Bullet extends PhysicsObject {
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import nl.andrewlalis.aos_core.geom.Vec2;
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public static final double SPEED = 100.0; // Meters per second.
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import java.util.Random;
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import java.util.concurrent.ThreadLocalRandom;
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public class Bullet extends PhysicsObject {
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private final int playerId;
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private final int playerId;
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public Bullet(Player player) {
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public Bullet(Player player) {
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super(player.getPosition().add(player.getOrientation().mul(1.5)), player.getOrientation(), player.getOrientation().mul(SPEED));
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super(
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player.getPosition().add(player.getOrientation().mul(1.5)),
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player.getOrientation(),
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null
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);
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this.playerId = player.getId();
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this.playerId = player.getId();
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Random r = ThreadLocalRandom.current();
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Vec2 perturbation = new Vec2((r.nextDouble() - 0.5) * 2, (r.nextDouble() - 0.5) * 2).mul(player.getGun().getAccuracy());
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this.setVelocity(player.getOrientation().add(perturbation).mul(player.getGun().getBulletSpeed()));
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}
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}
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public int getPlayerId() {
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public int getPlayerId() {
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@ -1,5 +0,0 @@
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package nl.andrewlalis.aos_core.model;
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public class Gun {
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}
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@ -1,9 +1,10 @@
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package nl.andrewlalis.aos_core.model;
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package nl.andrewlalis.aos_core.model;
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import nl.andrewlalis.aos_core.model.tools.Gun;
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import java.util.Objects;
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import java.util.Objects;
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public class Player extends PhysicsObject {
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public class Player extends PhysicsObject {
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public static final double SHOT_COOLDOWN = 0.1; // Time between shots, in seconds.
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public static final double MOVEMENT_SPEED = 10; // Movement speed, in m/s
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public static final double MOVEMENT_SPEED = 10; // Movement speed, in m/s
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public static final double RADIUS = 0.5; // Collision radius, in meters.
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public static final double RADIUS = 0.5; // Collision radius, in meters.
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@ -11,8 +12,11 @@ public class Player extends PhysicsObject {
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private final String name;
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private final String name;
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private Team team;
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private Team team;
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private PlayerControlState state;
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private PlayerControlState state;
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private Gun gun;
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private transient long lastShot;
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private transient long lastShot;
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private transient long reloadingStartedAt;
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private boolean reloading;
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public Player(int id, String name, Team team) {
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public Player(int id, String name, Team team) {
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this.id = id;
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this.id = id;
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@ -20,7 +24,8 @@ public class Player extends PhysicsObject {
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this.team = team;
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this.team = team;
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this.state = new PlayerControlState();
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this.state = new PlayerControlState();
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this.state.setPlayerId(this.id);
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this.state.setPlayerId(this.id);
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this.updateLastShot();
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this.gun = Gun.m1Garand();
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this.useWeapon();
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}
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}
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public int getId() {
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public int getId() {
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this.team = team;
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this.team = team;
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}
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}
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public Gun getGun() {
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return gun;
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}
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public void setGun(Gun gun) {
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this.gun = gun;
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}
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public long getLastShot() {
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public long getLastShot() {
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return lastShot;
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return lastShot;
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}
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}
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public void updateLastShot() {
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public boolean canUseWeapon() {
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return this.state.isShooting() &&
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!this.state.isReloading() &&
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!this.reloading &&
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this.gun.getCurrentClipBulletCount() > 0 &&
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this.lastShot + this.gun.getShotCooldownTime() * 1000 < System.currentTimeMillis();
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}
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public void useWeapon() {
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this.lastShot = System.currentTimeMillis();
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this.lastShot = System.currentTimeMillis();
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this.gun.decrementBulletCount();
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}
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public void startReloading() {
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this.reloading = true;
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this.reloadingStartedAt = System.currentTimeMillis();
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}
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public void finishReloading() {
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this.gun.reload();
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this.reloading = false;
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}
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public boolean isReloadingComplete() {
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long msSinceStart = System.currentTimeMillis() - this.reloadingStartedAt;
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if (msSinceStart > this.gun.getReloadTime() * 1000) {
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return true;
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}
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return false;
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}
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public boolean isReloading() {
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return reloading;
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}
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}
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@Override
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@Override
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@ -13,6 +13,7 @@ public class PlayerControlState implements Serializable {
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boolean movingBackward;
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boolean movingBackward;
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boolean shooting;
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boolean shooting;
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boolean reloading;
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Vec2 mouseLocation;
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Vec2 mouseLocation;
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@ -64,6 +65,14 @@ public class PlayerControlState implements Serializable {
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this.shooting = shooting;
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this.shooting = shooting;
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}
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}
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public boolean isReloading() {
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return reloading;
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}
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public void setReloading(boolean reloading) {
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this.reloading = reloading;
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}
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public Vec2 getMouseLocation() {
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public Vec2 getMouseLocation() {
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return mouseLocation;
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return mouseLocation;
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}
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}
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@ -0,0 +1,122 @@
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package nl.andrewlalis.aos_core.model.tools;
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import java.io.Serializable;
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public class Gun implements Serializable {
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private final GunType type;
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/**
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* Maximum number of clips a player can carry when using this gun.
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*/
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private final int maxClipCount;
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/**
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* Number of bullets in each clip.
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*/
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private final int clipSize;
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/**
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* How accurate shots from this gun are.
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*/
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private final double accuracy;
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/**
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* How long (in seconds) to wait after each shot, before another is shot.
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*/
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private final double shotCooldownTime;
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/**
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* How long (in seconds) for reloading a new clip.
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*/
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private final double reloadTime;
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/**
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* How fast the bullet travels (in m/s).
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*/
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private final double bulletSpeed;
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/**
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* Number of bullets left in the current clip.
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*/
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private int currentClipBulletCount;
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/**
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* Number of clips remaining.
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*/
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private int clipCount;
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private Gun(GunType type, int maxClipCount, int clipSize, double accuracy, double shotCooldownTime, double reloadTime, double bulletSpeed) {
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this.type = type;
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this.maxClipCount = maxClipCount;
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this.clipSize = clipSize;
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this.accuracy = accuracy;
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this.shotCooldownTime = shotCooldownTime;
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this.reloadTime = reloadTime;
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this.bulletSpeed = bulletSpeed;
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this.currentClipBulletCount = 0;
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this.clipCount = maxClipCount;
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}
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public GunType getType() {
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return type;
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}
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public int getMaxClipCount() {
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return maxClipCount;
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}
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public int getClipSize() {
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return clipSize;
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}
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public double getAccuracy() {
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return accuracy;
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}
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public double getShotCooldownTime() {
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return shotCooldownTime;
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}
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public double getReloadTime() {
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return reloadTime;
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}
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public double getBulletSpeed() {
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return bulletSpeed;
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}
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public int getCurrentClipBulletCount() {
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return currentClipBulletCount;
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}
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public int getClipCount() {
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return clipCount;
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}
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public void decrementBulletCount() {
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this.currentClipBulletCount = Math.max(this.currentClipBulletCount - 1, 0);
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}
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public boolean canReload() {
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return this.clipCount > 0;
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}
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public void reload() {
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if (this.clipCount > 0) {
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this.clipCount--;
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this.currentClipBulletCount = this.clipSize;
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}
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}
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public static Gun ak47() {
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return new Gun(GunType.SMG, 4, 30, 0.10, 0.05, 1.2, 90);
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}
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public static Gun m1Garand() {
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return new Gun(GunType.RIFLE, 6, 8, 0.02, 0.75, 1.5, 150);
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}
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public static Gun winchester() {
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return new Gun(GunType.SHOTGUN, 8, 4, 0.15, 0.5, 2.0, 75);
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}
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}
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@ -0,0 +1,7 @@
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package nl.andrewlalis.aos_core.model.tools;
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public enum GunType {
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SHOTGUN,
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SMG,
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RIFLE
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}
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@ -116,10 +116,16 @@ public class WorldUpdater extends Thread {
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}
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}
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|
||||||
private void updatePlayerShooting(Player p) {
|
private void updatePlayerShooting(Player p) {
|
||||||
if (p.getState().isShooting() && p.getLastShot() + Player.SHOT_COOLDOWN * 1000 < System.currentTimeMillis()) {
|
if (p.canUseWeapon()) {
|
||||||
this.world.getBullets().add(new Bullet(p));
|
this.world.getBullets().add(new Bullet(p));
|
||||||
this.world.getSoundsToPlay().add("ak47shot1.wav");
|
this.world.getSoundsToPlay().add("ak47shot1.wav");
|
||||||
p.updateLastShot();
|
p.useWeapon();
|
||||||
|
}
|
||||||
|
if (p.getState().isReloading() && !p.isReloading() && p.getGun().canReload()) {
|
||||||
|
p.startReloading();
|
||||||
|
}
|
||||||
|
if (p.isReloading() && p.isReloadingComplete()) {
|
||||||
|
p.finishReloading();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue