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📄 screenobjectpathupdatemovementmessage.java

📁 Vyger offers a D & D and Rogue-like environment in a graphical online roleplay game.
💻 JAVA
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/* * Light And Shadow. A Persistent Universe based on Robert Jordan's Wheel of Time Books. * Copyright (C) 2001-2002 WOTLAS Team * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA. */package wotlas.common.message.movement;import java.io.DataInputStream;import java.io.DataOutputStream;import java.io.IOException;import java.awt.Point;import wotlas.libs.net.NetMessage;import wotlas.common.Player;import wotlas.common.character.WotCharacter;import wotlas.common.universe.WotlasLocation;import wotlas.common.movement.*;import wotlas.libs.pathfinding.*;import wotlas.utils.Tools;/**  * A message containing movement update along a path. (Message Sent by Server). * * @author Aldiss, Diego */public class ScreenObjectPathUpdateMovementMessage extends PathUpdateMovementMessage{    /** Constructor. Just initializes the message category and type.    */    public ScreenObjectPathUpdateMovementMessage() {        super();    } /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/    /** Constructor with the Player object.    *    * @param pFollower player's path follower.    * @param primaryKey if set we also send this player's primary key so that    *        the message's destination will be easily identified on the other side.    * @param syncID the player's synchronization ID. See the player.getSyncID() method    *        for more details.    */    public ScreenObjectPathUpdateMovementMessage( PathUpdateMovementMessage msg ) {         super();         this.primaryKey = msg.primaryKey;         this.syncID = msg.syncID;         srcPoint = msg.srcPoint;         orientationAngle = msg.orientationAngle;         isMoving = msg.isMoving;         if( isMoving ) {             dstPoint = msg.dstPoint;             movementDeltaTime = msg.movementDeltaTime;         }     }    /** Constructor with the Player object.    *    * @param pFollower player's path follower.    * @param primaryKey if set we also send this player's primary key so that    *        the message's destination will be easily identified on the other side.    * @param syncID the player's synchronization ID. See the player.getSyncID() method    *        for more details.    */    public ScreenObjectPathUpdateMovementMessage( ScreenObjectPathFollower pFollower, String primaryKey, byte syncID ) {         super();         this.primaryKey = primaryKey;         this.syncID = syncID;         srcPoint = new Point();         srcPoint.x = (int)pFollower.getXPosition();         srcPoint.y = (int)pFollower.getYPosition();         orientationAngle = (float)pFollower.getOrientationAngle();         isMoving = pFollower.isMoving();         if( pFollower.getTargetPosition()==null )             isMoving = false;         if( isMoving ) {             dstPoint = new Point( pFollower.getTargetPosition() );             movementDeltaTime = (int)(System.currentTimeMillis()-pFollower.getMovementTimeStamp());         }     }}

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