Got animated walking player sprites working
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0eba03b1fc
commit
bbf6b24fa0
3 changed files with 52 additions and 17 deletions
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@ -60,7 +60,7 @@ public class Game extends JPanel implements ActionListener {
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/* defines the level which is used to determine what exactly shows (for example main menu is level 1),
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levelProgress which is only used for the animation from level 1 to level 2
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and fadeAnimation which is also used for the animation from level 1 to level 2 */
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public int level = 1;
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public int level = 3;
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public boolean levelProgress = false; // this is used to make the transition from the Game menu to the game level look cool
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public int fadeAnimation = 0;
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@ -112,12 +112,16 @@ public class Game extends JPanel implements ActionListener {
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public int playerOldY = playerY;
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public int playerSizeX = 14*4;
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public int playerSizeY = 18*4;
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public String playerDirection = "forward";
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public String playerDirection = "none";
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public BufferedImage playerCurrentSprite;
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public int playerWalkingModifier = 5;
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public boolean playerOnFeet = true;
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public boolean playerJumped = false;
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public boolean playerActive = false;
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public boolean playerActive = true;
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public int walkTick;
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public static int ticksPerFrame = 8;
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public static int[] walkCycle = {1, 0, 2, 0};
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// Starts update.java which is basically a class that contains all the stuff that happens every tick
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@Override
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public void actionPerformed(ActionEvent e) { // update step
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@ -11,9 +11,15 @@ public class input implements KeyListener {
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public void keyPressed(KeyEvent e) { // input
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if (m.playerActive) {
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switch (e.getKeyCode()) {
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case KeyEvent.VK_W:
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m.playerDirection = "forward";
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break;
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case KeyEvent.VK_A:
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m.playerDirection = "left";
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break;
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case KeyEvent.VK_S:
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m.playerDirection = "backward";
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break;
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case KeyEvent.VK_D:
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m.playerDirection = "right";
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break;
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@ -43,8 +49,10 @@ public class input implements KeyListener {
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public void keyReleased(KeyEvent e) { // what happens when you let go of a key
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if (m.playerActive) {
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switch (e.getKeyCode()) {
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case KeyEvent.VK_A -> m.playerDirection = "forward";
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case KeyEvent.VK_D -> m.playerDirection = "forward";
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case KeyEvent.VK_W -> m.playerDirection = "none";
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case KeyEvent.VK_A -> m.playerDirection = "none";
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case KeyEvent.VK_S -> m.playerDirection = "none";
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case KeyEvent.VK_D -> m.playerDirection = "none";
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/* ONLY FOR DEBUGGING BELOW
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case KeyEvent.VK_A -> m.playerX -= m.playerWalkingModifier;
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case KeyEvent.VK_D -> m.playerX += m.playerWalkingModifier;
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@ -1,9 +1,19 @@
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package dev.dvorakmortonxd;
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import java.awt.*;
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import java.awt.image.BufferedImage;
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import java.util.Random;
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public class update {
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public static BufferedImage spriteFor(Game m, String direction, int frame) {
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return switch (direction) {
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case "forward" -> new BufferedImage[]{m.playerForward0, m.playerForward1, m.playerForward2}[frame];
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case "backward" -> new BufferedImage[]{m.playerBackward0, m.playerBackward1, m.playerBackward2}[frame];
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case "left" -> new BufferedImage[]{m.playerLeft0, m.playerLeft1, m.playerLeft2}[frame];
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case "right" -> new BufferedImage[]{m.playerRight0, m.playerRight1, m.playerRight2}[frame];
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default -> m.playerForward0;
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};
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}
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static void performPerTick(Game m) {
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Random rand = new Random();
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m.starSize = rand.nextInt(2,4);
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@ -43,34 +53,47 @@ public class update {
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}
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}
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if (m.playerActive) {
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if (m.playerDirection == "forward"){
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m.playerCurrentSprite = m.playerForward0;
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} else if (m.playerDirection == "backward") {
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m.playerCurrentSprite = m.playerBackward0;
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} else if (m.playerDirection == "right") {
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m.playerCurrentSprite = m.playerRight0;
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boolean moving = false;
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if (m.playerDirection.equals("right")) {
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m.playerX += m.playerWalkingModifier;
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} else if (m.playerDirection == "left") {
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m.playerCurrentSprite = m.playerLeft0;
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moving = true;
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} else if (m.playerDirection.equals("left")) {
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m.playerX -= m.playerWalkingModifier;
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moving = true;
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} else if (m.playerDirection.equals("forward")) {
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moving = true;
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} else if (m.playerDirection.equals("backward")) {
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moving = true;
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} else {
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moving = false;
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}
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int frame = 0;
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if (moving) {
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frame = m.walkCycle[(m.walkTick / m.ticksPerFrame) % m.walkCycle.length];
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m.walkTick++;
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} else {
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m.walkTick = 0;
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}
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if (m.playerJumped) {
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m.playerOnFeet = false;
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m.playerY -= 10;
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if (m.playerOldY-100 >= m.playerY) { m.playerJumped = false; }
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m.playerY -= 20;
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if (m.playerOldY-80 >= m.playerY) { m.playerJumped = false; }
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}
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// collisions
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if (m.level == 3 && (m.playerY < 338 || (m.playerX >= 583 || m.playerX <= 274) && m.playerY < 366)) {
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m.playerY += 5;
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m.playerY += 10;
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m.playerOnFeet = false;
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} else if (m.playerX < 583 && m.playerX > 274) {
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} else if (m.level == 3 && m.playerX < 583 && m.playerX > 274) {
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m.playerY = 338;
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m.playerOnFeet = true;
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} else {
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m.playerOnFeet = true;
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}
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// update the player sprite based on direction and if hes walking and frame
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m.playerCurrentSprite = spriteFor(m, m.playerDirection, frame);
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// first ship
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if (m.playerX < -m.playerSizeX || m.playerX > m.windowWidth) { m.level = 4; }
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}
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