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public vector scalar multiplication double s return new vector x s y s
multiples the values of the vector with a given scalar
public void select previous int item current item 1 if item 0 item menu items length 1 skip disabled menu items while menu items item get enabled item if item 0 item menu items length 1 menu items current item set selected false menu items item set selected true current item item
select the previous enabled item in the menu
public vector scalar division double s return new vector x s y s
divides the vector length by a scalar number
public void select next int item current item 1 if item menu items length item 0 skip disabled menu items while menu items item get enabled item if item menu items length item 0 menu items current item set selected false menu items item set selected true current item item
select the next enabled item in the menu
public double cross product vector v return this x v y this y v x
returns the value of the cross product of this vector with a second
public vector project vector v double v length squared v x v x v y v y double scalar prod dot product v return v scalar multiplication scalar prod v length squared
returns the projection of this vector on a second vector c
public vector add vector v return new vector x v x y v y
returns the sum of a given vector and this vector
public vector subtract vector v return new vector x v x y v y
returns the subtraction of a given vector from this vector
public void keyboard action string id boolean down if down return if dialog null if id equals down select next if id equals up select previous else if id equals right dialog change 1 if id equals left dialog change 1
key handling function called by menu state
public vector normalize double mag math sqrt x x y y return new vector x mag y mag
normalizes the vector and returns the result
public string get selected if dialog null return menu items current item get action if dialog get value dialog null return confirm menu items current item get action else dialog null return null
get the name of the selected menu item
public vector perpendicular cw return new vector y x
returns a vector of the same length that is
public vector perpendicular ccw return new vector y x
returns a vector of the same length that is
public menu item get current menu item return menu items current item
get the selected menu item of this menu
public vector mirror y return new vector get x get y
returns a vector which is mirrored on the y axis
public vector mirror x return new vector get x get y
returns a vector which is mirrored on the x axis
public void logic if menu items current item get enabled set current item current item 1
a method for doing all game logic of the menu
public boolean has zero length if x 0 y 0 return true return false
returns true if the vector has a length of zero
public void show confirm dialog dialog new confirm dialog confirm menu items current item get sprite get id
show a confirmation dialog for the current menu item
public boolean same direction vector v return direction check v 0
checks if the direction of the vector is the same
public confirm dialog get confirm dialog return dialog
return the currently showing confirmation dialog
public boolean opposite direction vector v return direction check v 0
checks if the direction of the vector is the
public void set selected boolean value selected value if selected sprite set animation selected alt sprite set animation selected else sprite set animation idle alt sprite set animation idle
mark this menu item as selected or
public void add menu menu menu menus put menu get id menu
adds a menu object to the menu manager
public menu get menu string id return menus get id
get a menu from the manager
public vector rotate around double rot vector pivot vector v subtract pivot return v rotate rot add pivot
rotate a vector around another vector
public void shoot if get weapon null get weapon shoot
shoot a bullet with the current weapon
public vector rotate double rot rot rot math pi 180 0 return new vector get x math cos rot get y math sin rot get x math sin rot get y math cos rot
rotate a vector around origo
public void set aim double x double y get weapon set aim x y
makes the unit aim at the given x and y position
public sprite get sprite if alternate return alt sprite else return sprite
get the sprite object of the menu item
public void set invincibility timer int invincibility timer this invincibility timer invincibility timer
set the duration for the invincibility timer
public double get rotation return math atan2 x y 180 math pi 90
get the rotation of the vector in degrees
public int get invincibility timer return invincibility timer
get the remaining duration of the invincibility timer
public level get level return current level
returns the current level
public void set ground contact vector vector ground contact vector this ground contact vector ground contact vector
sets the ground contact vector for the unit
public void set level level level current level level player set position level get start position current level set player player
set the current level
public boolean get alternate return alternate
get whether the alternate text is the currently set one
public vector get ground contact vector return ground contact vector
returns the ground contact normal of the unit
public void keyboard action string id boolean down if id equals moveleft get player move left down if id equals moveright get player move right down if id equals jump get player jump or flap down
delegates actions to the right objects
public void set health int health this health health if this health 100 this health 100
sets the health of the unit
public polygon get collision data boolean transformed list vector verts new array list vector collision data get vertices size if transformed verts add all collision data get vertices else for vector v collision data get vertices v v scalar multiplication get scale add get position verts add v return new polygon verts
returns the collision data of the object
public void add game object abstract game object agb get level add game object agb
adds an abstract game object to the current level
public polygon get collision data return get collision data false
returns this objects collision data in object local coordinates
public void mouse action int button double x double y boolean mouse down if button 1 get player shoot toggle mouse down else if button 3 get player jump or flap mouse down
delegates mouse press events to game logic
public void mouse move double x double y convert from screen coordinates to world coordinates vector world aim screen screen to world coordinates new vector x y get player get position get player set aim world aim get x world aim get y
delegates mouse movement events to game logic
public void set aicontrolled boolean is aicontrolled this is aicontrolled is aicontrolled
controls whether the unit is ai controlled or not
public void set collision data polygon collision data make sure the collision data is valid the polygon must be convex if polygon check convexity collision data throw new illegal argument exception collisiondata polygon is not convex else if polygon check ccw collision data collections reverse collision data get vertices this collision data collision data
sets the collision data to the given polygon
public boolean is aicontrolled return is aicontrolled
returns true if the unit is ai controlled
public void set weapon weapon weapon this weapon weapon add child weapon
set the weapon for the unit
public void aim at player player p get level get player double pdx p get x get x set aim p get x p get y math abs pdx 6 set direction p get x get x 0 1 1
make the enemy aim at the players position
protected vector get weapon offset return weapon offset scalar multiplication get scale
get the offset of the weapon relative to the
protected void set weapon offset vector weapon offset this weapon offset weapon offset
set the offset of the weapon relative to the
public polygon get surface return get collision data
returns the polygon object forming this terrain section
public void set melee damage int damage this melee damage damage
sets the amount of damage this enemy does to the player
public void set health points int health points this health points health points
sets the amount of health this item gives the player
public int get health points return health points
returns the amount of health this item gives the player
public int get melee damage return melee damage
gets the amount of damage this enemy does to the player
public double get mass return mass get scale
returns the mass of the object
public void add terrain section terrain section t terrain sections add t
adds a terrain section to the level
public void set sight distance double sight distance this sight distance sight distance
set the sight distance for finding the player
public double get sight distance return sight distance
get the sight distance for finding the player
public void add game object abstract game object go game objects add go go set level this
adds an abstract game object to the level
public void set x double x position new vector x position get y
assigns a double to the world coordinate in the x axis
public void set aim double x double y double dx x get x double dy y get y double rotation math to degrees math atan2 dx dy 90 if rotation 90 rotation 270 get sprite set mirrored true rotation 180 else get sprite set mirrored false get sprite set rotation rotation aim x dx aim y dy
aims the weapon towards the given world coordinates
public void shoot if cooldown timer 0 owner get level schedule for addition new projectile get position add get sprite get mirrored get nozzle offset rotate get sprite get rotation get nozzle offset mirror y rotate get sprite get rotation new vector aim x aim y get nozzle speed get owner cooldown timer get cooldown
makes the weapon shoot
public void set attack timer int attack timer this attack timer attack timer
set the interval at which the enemy attacks
public void add game object collection abstract game object go game objects add all go for abstract game object g go g set level this
adds an abstract game object to the level
public void set y double y position new vector position get x y
assigns a double to the world coordinate in the y axis
public void set background tex id string background tex id this background tex id background tex id
get the id for the texture used as the background
public void set position vector v position v
set the world coordinate of the object to the given vector
public int get attack timer return attack timer
set the interval at which the enemy attacks
public string get background tex id return background tex id
set the id for the texture used as the background
public void translate vector v position position add v
translate the object by the given vector
public void set owner abstract game object owner this owner owner
set the owner of the weapon
public void set velocity vector v velocity v
sets the velocity of the object to the given vector
public abstract game object get owner return owner
returns the owner of the weapon
public void set force vector force this force force
sets the current force acting on the object
public void set player player player this player player if game objects contains player add game object player
set the player object in this level
public int get cooldown return cooldown
returns the cooldown time in gameframes of the weapon
public boolean has collided return has collided
returns true if the projectile has collided
public void apply force vector v force force add v
sets the current force acting on the object
public void set has collided boolean has collided this has collided has collided
set the projectiles collision status
public void set cooldown int cooldown this cooldown cooldown
sets the cooldown time gameframes of the weapon
public void set nozzle offset vector nozzle offset this nozzle offset nozzle offset
sets the nozzle offset of the weapon
public void schedule for addition abstract game object game object scheduled for addition add game object
schedule an object for addition to the level at the next
public vector get nozzle offset return nozzle offset scalar multiplication get scale
returns the nozzle offset of the weapon
public int get time in curr dir return time in curr dir
returns the number of frames the enemy has been walking in the current
public void update forces
method to be overridden by objects that have additional movement logic
public void set start position vector start position this start position start position
set the start position for the player on this level
public void set nozzle speed double nozzle speed this nozzle speed nozzle speed
sets the exit speed of the projectile this weapon shoots
public double get nozzle speed return nozzle speed
returns the exit speed of the projectile this weapon shoots
public game round message update return game round message no event
method to be overridden by objects that have
private void set time in curr dir int time in curr dir this time in curr dir time in curr dir
sets the number of frames the enemy has been walking in the current
public vector get start position return start position
get the start position for the player on this level
public int get number return level number
get the level number for this level
public void add level level level levels add level
adds a level object to the level manager
public void set number int level number this level number level number
set the level number for this level
public level get level int level number return level levels get level number 1 levels size clone
get a level from the manager
public void set sprite sprite sprite this sprite sprite
sets the sprite of the object
public int number of levels return levels size
returns the number of levels held by the level manager