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/*
* The MIT License
2021-02-14 15:27:57 +05:30
* Copyright © 2014-2021 Ilkka Seppälä
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package com.iluwatar.updatemethod;
/**
* Skeletons are always patrolling on the game map. Initially all the skeletons
* patrolling to the right, and after them reach the bounding, it will start
* patrolling to the left. For each frame, one skeleton will move 1 position
* step.
*/
public class Skeleton extends Entity {
private static final int PATROLLING_LEFT_BOUNDING = 0;
private static final int PATROLLING_RIGHT_BOUNDING = 100;
protected boolean patrollingLeft;
/**
* Constructor of Skeleton.
*
* @param id id of skeleton
*/
public Skeleton(int id) {
super(id);
patrollingLeft = false;
}
/**
* Constructor of Skeleton.
*
* @param id id of skeleton
* @param postition position of skeleton
*/
public Skeleton(int id, int postition) {
super(id);
this.position = position;
patrollingLeft = false;
}
@Override
public void update() {
if (patrollingLeft) {
position -= 1;
if (position == PATROLLING_LEFT_BOUNDING) {
patrollingLeft = false;
}
} else {
position += 1;
if (position == PATROLLING_RIGHT_BOUNDING) {
patrollingLeft = true;
}
}
logger.info("Skeleton " + id + " is on position " + position + ".");
}
}