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Dog.java
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import greenfoot.*; // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
import java.util.List;
/**
* A moving enemy that deals melee damage to the player.
*
* @author Tiger Zhao
* @version January 13, 2016
*/
public class Dog extends Enemy
{
public Dog(int level){
super(level);
idleSprite = new GreenfootImage("dog_idle.png");
speed =4;
delay=21;
maxDelay=15;
movingSprites = new GreenfootImage[4];
movingSprites[0] = new GreenfootImage("dog_moving1.png");
movingSprites[1] = new GreenfootImage("dog_moving2.png");
movingSprites[2] = new GreenfootImage("dog_moving3.png");
movingSprites[3] = new GreenfootImage("dog_moving4.png");
idleSprite = new GreenfootImage("dog_idle.png");
damageDelay = 27;
maxDamageDelay = damageDelay;
damage =10+ (level*2);
healthBar = new HealthBar(500+ (level*150), this);
}
public Dog(){
super(1);
idleSprite = new GreenfootImage("dog_idle.png");
speed =4;
delay=21;
maxDelay=15;
movingSprites = new GreenfootImage[4];
movingSprites[0] = new GreenfootImage("dog_moving1.png");
movingSprites[1] = new GreenfootImage("dog_moving2.png");
movingSprites[2] = new GreenfootImage("dog_moving3.png");
movingSprites[3] = new GreenfootImage("dog_moving4.png");
idleSprite = new GreenfootImage("dog_idle.png");
healthBar = new HealthBar(100, this);
damageDelay = 8;
maxDamageDelay = damageDelay;
damage =10;
}
/**
* Act - do whatever the Dog wants to do. This method is called whenever
* the 'Act' or 'Run' button gets pressed in the environment.
*/
public void act()
{
if(paused){
return;
}
if(damageDelay >0){
damageDelay--;
}
super.act();
}
public void controlMovement(){
moving =true;
boolean seePlayer = canSeePlayer();
if(moving){
if (delay%7==0){
setImage(movingSprites[delay/7]);
}
delay--;
}
if(delay ==0){
moving = false;
delay = maxDelay;
setImage(idleSprite);
}
if(seePlayer){
Player p = (Player)getWorld().getObjects(Player.class).get(0);
turnTowards(p.getX(),p.getY());
//move(speed);
hasPath = false;
pathToFollow=null;
noPath =false;
}
if(isTouching(Impassable.class)){
turn(10);
}
move(speed);
}
public void controlWeapons(){
List<Player> p = getIntersectingObjects(Player.class);
if (!p.isEmpty() && damageDelay ==0){
Player player = (Player) p.get(0);
player.damage(damage);
if(player.knockback==false){
player.knockback=true;
player.knockbackStrength=10;
player.knockbackRotation=getRotation();
}
damageDelay = maxDamageDelay;
}
}
}