game logic fixed by tips of johan

This commit is contained in:
Remco
2015-06-04 13:20:46 +02:00
parent 76a41dbbd1
commit 1bf525c6b7
16 changed files with 266 additions and 263 deletions
+22 -8
View File
@@ -8,6 +8,7 @@ import java.awt.geom.Rectangle2D;
import java.util.ArrayList;
import java.util.List;
import model.drawObjects.Enemy;
import model.gameState.PlayState;
public class PlayArea {
@@ -67,14 +68,27 @@ public class PlayArea {
widthOfGameScreen += xToRight;
paths.add(new Path(middlePointX,0 ,hitArea.xpoints[6],hitArea.ypoints[6]));//top
paths.add(new Path(widthOfGameScreen,0 ,hitArea.xpoints[7],hitArea.ypoints[7]));//right -top
paths.add(new Path(widthOfGameScreen,middlePointY ,hitArea.xpoints[0],hitArea.ypoints[0]));//right
paths.add(new Path(widthOfGameScreen,heightOfGameScreen,hitArea.xpoints[1],hitArea.ypoints[1]));//right -down
paths.add(new Path(middlePointX,heightOfGameScreen ,hitArea.xpoints[2],hitArea.ypoints[2]));//down
paths.add(new Path(xToRight,heightOfGameScreen ,hitArea.xpoints[3],hitArea.ypoints[3]));//left -down
paths.add(new Path(xToRight,middlePointY ,hitArea.xpoints[4],hitArea.ypoints[4]));//left
paths.add(new Path(xToRight,0 ,hitArea.xpoints[5],hitArea.ypoints[5]));//left -top
// paths.add(new Path(middlePointX,0 ,hitArea.xpoints[6],hitArea.ypoints[6]));//top
// paths.add(new Path(widthOfGameScreen,0 ,hitArea.xpoints[7],hitArea.ypoints[7]));//right -top
// paths.add(new Path(widthOfGameScreen,middlePointY ,hitArea.xpoints[0],hitArea.ypoints[0]));//right
// paths.add(new Path(widthOfGameScreen,heightOfGameScreen,hitArea.xpoints[1],hitArea.ypoints[1]));//right -down
// paths.add(new Path(middlePointX,heightOfGameScreen ,hitArea.xpoints[2],hitArea.ypoints[2]));//down
// paths.add(new Path(xToRight,heightOfGameScreen ,hitArea.xpoints[3],hitArea.ypoints[3]));//left -down
// paths.add(new Path(xToRight,middlePointY ,hitArea.xpoints[4],hitArea.ypoints[4]));//left
// paths.add(new Path(xToRight,0 ,hitArea.xpoints[5],hitArea.ypoints[5]));//left -top
double angleX,angleY;
angleX = (Math.cos(Math.toRadians(45)))*Enemy.distanceToOctagon;
angleY = (Math.sin(Math.toRadians(45)))*Enemy.distanceToOctagon;
paths.add(new Path(hitArea.xpoints[6],hitArea.ypoints[6]-Enemy.distanceToOctagon ,hitArea.xpoints[6],hitArea.ypoints[6]));//top
paths.add(new Path(hitArea.xpoints[7] + angleX,hitArea.ypoints[7] - angleY ,hitArea.xpoints[7],hitArea.ypoints[7]));//right -top
paths.add(new Path(hitArea.xpoints[0]+Enemy.distanceToOctagon,hitArea.ypoints[0] ,hitArea.xpoints[0],hitArea.ypoints[0]));//right
paths.add(new Path(hitArea.xpoints[1]+angleX,hitArea.ypoints[1]+angleY ,hitArea.xpoints[1],hitArea.ypoints[1]));//right -down
paths.add(new Path(hitArea.xpoints[2],hitArea.ypoints[2]+Enemy.distanceToOctagon ,hitArea.xpoints[2],hitArea.ypoints[2]));//down
paths.add(new Path(hitArea.xpoints[3] - angleX,hitArea.ypoints[3] + angleY ,hitArea.xpoints[3],hitArea.ypoints[3]));//left -down
paths.add(new Path(hitArea.xpoints[4] - Enemy.distanceToOctagon,hitArea.ypoints[4] ,hitArea.xpoints[4],hitArea.ypoints[4]));//left
paths.add(new Path(hitArea.xpoints[5] - angleX,hitArea.ypoints[5] - angleY ,hitArea.xpoints[5],hitArea.ypoints[5]));//left -top
}