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Space.java
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436 lines (355 loc) · 9.81 KB
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import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
import java.awt.image.*;
import java.util.Random;
import java.util.concurrent.*;
// User directories
// import Aliens.*;
public class Space extends Canvas implements KeyListener,Runnable{
final static int HEIGHT = Toolkit.getDefaultToolkit().getScreenSize().height;
final static int WIDTH = Toolkit.getDefaultToolkit().getScreenSize().width;
final int TARGET_AMOUNT = 25;
Player player;
Boss boss;
Thread game;
Random gen = new Random();
CopyOnWriteArrayList<Bullet> bullets = new CopyOnWriteArrayList<Bullet>();
CopyOnWriteArrayList<Alien> aliens = new CopyOnWriteArrayList<Alien>();
CopyOnWriteArrayList<Bonus> bonuses = new CopyOnWriteArrayList<Bonus>();
CopyOnWriteArrayList<Explosion> explosions = new CopyOnWriteArrayList<Explosion>();
boolean transition = false;
boolean reset = false;
boolean leftPressed = false;
boolean rightPressed = false;
boolean upPressed = false;
boolean downPressed = false;
boolean shootPressed = false;
boolean canShoot = false;
boolean isPaused = false;
boolean gameRunning = false;
boolean gameOver = false;
boolean levelDone = false;
boolean youWin = false;
boolean youLose = false;
boolean canCreateBonus = false;
boolean explosionHappened = false;
boolean bossReached = false;
boolean bossReady = false;
long shootTime = 300;
long lastShotTime = 0;
long alienTime = 1000;
long lastAlienTime = 0;
static int score = 0;
static int highScore = 0;
int remEnemies = TARGET_AMOUNT;
int bonusX,bonusY;
int explX,explY;
int gunState = 0;
int bonusTime = 5;
static int level = 1;
BufferStrategy buffer;
Graphics2D g;
Image background;
int backgroundX,backgroundY;
public Space() {
JFrame window = new JFrame(" Space Shooter");
window.add("Center",this);
window.setDefaultCloseOperation(3);
window.setSize(WIDTH,HEIGHT);
// See comment under GameEntity about images
window.setIconImage(new ImageIcon("images/ship.png").getImage());
window.setVisible(true);
player = new Player(384,600);
boss = new Boss(100,20);
setIgnoreRepaint(true);
createBufferStrategy(3);
buffer = getBufferStrategy();
// See comment under GameEntity about images
background = new ImageIcon("images/background.jpg").getImage();
startGame();
}
public void init() {
addKeyListener(this);
requestFocus();
backgroundX = 0;
backgroundY = -background.getHeight(null)/4;
alienTime = 1000;
//Shouldn't gun state be on Player anyway?
gunState = 0;
player.shieldTime = 0;
boss.difficulty = 1;
score = 0;
level = 1;
reset(1);
}
public void startGame() {
if (game == null || !gameRunning)
{
game = new Thread(this);
game.start();
}
}
public void stopGame() {
removeKeyListener(this);
gameRunning = false;
}
public void run() {
init();
gameRunning = true;
while(gameRunning) {
if(!gameOver) {
loop();
} else {
gameOver();
}
try{
Thread.sleep(20);
}catch(Exception ex){}
}
System.exit(0);
}
public void loop() {
g = (Graphics2D) buffer.getDrawGraphics();
// args = image, x, y, sizeX, sizeY, obverser
g.drawImage(background,backgroundX,backgroundY,WIDTH,HEIGHT*2,null);
if(!levelDone) {
if(!isPaused) {
update();
}
render();
} else {
levelDone();
/*
try{
Thread.sleep(2000);
}catch(Exception e){}
*/
}
g.dispose();
buffer.show();
}
public void keyPressed(KeyEvent evt) {
int key = evt.getKeyCode();
if (key == KeyEvent.VK_RIGHT)
rightPressed = true;
if (key == KeyEvent.VK_LEFT)
leftPressed = true;
if (key == KeyEvent.VK_UP)
upPressed = true;
if (key == KeyEvent.VK_DOWN)
downPressed = true;
if (key == KeyEvent.VK_SPACE)
shootPressed = true;
if (key == KeyEvent.VK_P || key == KeyEvent.VK_ESCAPE)
isPaused = !isPaused;
if(key == KeyEvent.VK_F && evt.isAltDown())
stopGame();
if (key == KeyEvent.VK_ENTER)
if(reset) transition = true;
}
public void keyReleased(KeyEvent evt) {
int key = evt.getKeyCode();
// Move right
if (key == KeyEvent.VK_RIGHT)
rightPressed = false;
// Move Left
if (key == KeyEvent.VK_LEFT)
leftPressed = false;
// Move Up
if (key == KeyEvent.VK_UP)
upPressed = false;
// Move Down
if (key == KeyEvent.VK_DOWN)
downPressed = false;
// Shoot baby, shoot!
if (key == KeyEvent.VK_SPACE)
shootPressed = false;
}
public void keyTyped(KeyEvent evt) {}
public void update() {
// Check for gameover
if (player.isDead){;
aliens.clear();
bullets.clear();
youLose = true;
gameOver = true;
return;
// Check for level promotion
} else if(boss.isDead) {
processExplosions();
aliens.clear();
bullets.clear();
youWin = true;
levelDone = true;
return;
}
// Proceed as normal. Update some jazz.
player.update(this);
for (Bullet bullet : bullets)
bullet.update(this);
for(Alien alien : aliens)
alien.update(this);
for(Bonus bonus : bonuses)
bonus.update(this);
// If aliens make em!
if (remEnemies > 0)
createAlien();
else
bossReached = true;
// Boss reached but are they dead yet?
if (bossReached && aliens.size()==0)
bossReady = true;
// Let's throw in some magic
createBonus();
processExplosions();
// Are you ready?
if (bossReady)
boss.update(this);
// pretty close to natural language there
if (shootPressed)
tryToShoot();
// Be pretty cool if we could generate background instead. Notice jumping
backgroundY+=2;
if(backgroundY >= 25)
backgroundY = -background.getHeight(null)/4;
}
public void render() {
player.draw(g);
// Drawing drawing drawing
for(Bullet bullet : bullets)
bullet.draw(g);
for(Alien alien : aliens)
alien.draw(g);
for(Explosion explosion : explosions)
explosion.drawChildren(this);
for(Bonus bonus : bonuses)
bonus.draw(g);
if (bossReady)
boss.draw(g);
}
public void tryToShoot() {
if (System.currentTimeMillis() - lastShotTime < shootTime)
return;
// Reset lastShotTime to now
lastShotTime = System.currentTimeMillis();
// Switches are cleaner
switch(gunState){
case 0:
bullets.add(new Bullet(player.getX()+player.getWidth()/2,player.getY(),0));
break;
case 1:
for(int i = 0; i < 3; i++)
bullets.add(new Bullet(player.getX()+player.getWidth()/2,player.getY(),(i * 45)-45));
break;
case 2:
for(int i = 0; i < 5; i++)
bullets.add(new Bullet(player.getX()+player.getWidth()/2,player.getY(),(i * 22.5)-45));
break;
}
}
public void createAlien() {
// min amount of time before alien spawn. Throw in some randomness here? I guess it works well as is
if (System.currentTimeMillis() - lastAlienTime < alienTime)
return;
// Reset lastAlienTime to now
lastAlienTime = System.currentTimeMillis();
// add to alien list
// Reflection/ Generated code to assign dynamically?
for(int i = 0;i<level;i++){
int next = gen.nextInt(WIDTH-70);
if(next % 2 == 0) aliens.add(new Bigeye(next,0));
else aliens.add(new Greenie(next,0));
}
}
public void createBonus() {
// Everytime an alien dies a bonus is born
if (canCreateBonus) {
int bonusId = gen.nextInt(bonusTime);
bonuses.add(new Bonus(bonusX,bonusY,bonusId));
canCreateBonus = false;
}
}
public void processExplosions() {
// The less mustaches I have to read through, the happier I am. It's a preference thing though..
if(!explosionHappened)
return;
if(boss.isDead){
for(int i = boss.getX();i<boss.getWidth();i++)
explosions.add(new Explosion(5,i,(int)Math.random() * boss.getHeight() + boss.getY(),boss.getWidth()/2));
explosionHappened = false;
return;
}
explosions.add(new Explosion(5,explX,explY,30));
explosionHappened = false;
}
public void levelDone() {
g.setFont(new Font("Serif",Font.BOLD,50));
g.setColor(Color.red);
g.drawString("Level Complete",(WIDTH/2) - 60,HEIGHT/2);
g.setFont(new Font("garamond",Font.PLAIN,40));
g.setColor(Color.blue);
g.drawString("Your Score: "+ score,400,450);
if(!reset){
reset = true;
buffer.show();
}
if(!transition)
return;
reset = false;
transition = false;
/**increase difficulty
need to change the method of
increasing difficulty.
(game gets unbeatable after a few levels)
*/
reset(++level);
alienTime -= 100;
boss.difficulty++;
if(level%2 == 0)
bonusTime += 3;
}
public void gameOver() {
g = (Graphics2D)buffer.getDrawGraphics();
//messages need to be properly aligned
g.setFont(new Font("Serif",Font.BOLD,60));
g.setColor(Color.red);
g.drawString("YOU ARE DEAD!!!",(WIDTH/2) - 60,HEIGHT/2);
g.setFont(new Font("garamond",Font.PLAIN,40));
g.setColor(Color.blue);
g.drawString("Your Score: "+ score,400,450);
if(!reset){
reset = true;
buffer.show();
}
if(!transition)
return;
reset = false;
transition = false;
g.dispose();
if(score > highScore)
highScore = score;
init();
}
private void reset(int level){
remEnemies = TARGET_AMOUNT + (level*5);
player.isDead = false;
boss.isDead = false;
isPaused = false;
bossReached = false;
bossReady = false;
explosionHappened = false;
youWin = false;
youLose = false;
gameOver = false;
levelDone = false;
player.health = 100;
boss.health = 400;
player.setX(383);
player.setY(512);
}
// TODO: Move to Menu Class. When we make one.
public static void main(String args[]){
new Space();
}
}