/** filter out ground and air then call specific brain determining action */ public FieldFighter.Hittable.CharacterEnums.ECharacterAction determine(HittableCharacter me, HittableTarget groundTarget, HittableTarget airTarget) { myTarget = groundTarget; if (me.myType == CharacterEnums.EType.BOTH) { myTarget = airTarget.inFront(airTarget, groundTarget); } else if (me.myType == CharacterEnums.EType.AIR) { myTarget = airTarget; } return(determineAction(me, myTarget)); }
private void spawn(HittableCharacter c) { if (getMoney() - c.getSpawnCost() < 0) { Logger.i(ToString() + " couldn't afford " + c.ToString() + " ($" + (getMoney() - c.getSpawnCost()) + ")"); return; } else { money -= c.getSpawnCost(); Logger.i(ToString() + " spawned " + c.ToString() + " ($" + getMoney() + ")"); } if (facing == CharacterEnums.EDirection.RIGHT) { c.spawn(xCoordinate + castleTexture.Width + 1, facing); } else { c.spawn(xCoordinate - 1, facing); } characterTotals.add(c.spawnAttribute); characters.Insert(0, c); }
public abstract FieldFighter.Hittable.CharacterEnums.ECharacterAction determineAction(HittableCharacter me, HittableTarget frontEnemy);