Add second year
This commit is contained in:
@ -0,0 +1,315 @@
|
||||
import java.awt.*;
|
||||
import java.awt.event.*;
|
||||
import javax.swing.*;
|
||||
import java.awt.image.*;
|
||||
import java.util.*;
|
||||
|
||||
public class InvadersApplication extends JFrame implements Runnable, KeyListener {
|
||||
// member data
|
||||
private static String workingDirectory = System.getProperty("user.dir");
|
||||
private static boolean isGraphicsInitialised = false;
|
||||
|
||||
private Image alienImage;
|
||||
private Image altAlienImage;
|
||||
private Image playerImage;
|
||||
private Image bulletImage;
|
||||
|
||||
private static final Dimension WindowSize = new Dimension(800, 600);
|
||||
|
||||
private static final int NUMALIENS = 30;
|
||||
private Alien[] aliensArray = new Alien[NUMALIENS]; // arraylist of all the currently extant bullets
|
||||
private ArrayList<PlayerBullet> bullets = new ArrayList<PlayerBullet>();
|
||||
|
||||
boolean right = true; // boolean to tell which direction the aliens are moving
|
||||
private Player player;
|
||||
|
||||
private BufferStrategy strategy;
|
||||
|
||||
// variable to hold how far the player should be moving in the x axis per frame - default 0.
|
||||
private int dx = 0;
|
||||
|
||||
public boolean gameOver = false; // boolean to tell what state the game is in
|
||||
private long score = 0; // player's score
|
||||
private long bestScore = 0; // the best score the player has achieved
|
||||
|
||||
// constructor
|
||||
public InvadersApplication() {
|
||||
// set up window
|
||||
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
|
||||
|
||||
// adding a key listener
|
||||
addKeyListener(this);
|
||||
|
||||
// display the window. centred on the screen
|
||||
Dimension screensize = java.awt.Toolkit.getDefaultToolkit().getScreenSize();
|
||||
int x = screensize.width/2 - WindowSize.width/2; int y = screensize.height/2 - WindowSize.height/2;
|
||||
setBounds(x, y, WindowSize.width, WindowSize.height);
|
||||
|
||||
// load image from disk
|
||||
ImageIcon alienIcon = new ImageIcon(workingDirectory + "/alien_ship_1.png");
|
||||
ImageIcon altAlienIcon = new ImageIcon(workingDirectory + "/alien_ship_2.png");
|
||||
ImageIcon playerIcon = new ImageIcon(workingDirectory + "/player_ship.png");
|
||||
ImageIcon bulletIcon = new ImageIcon(workingDirectory + "/bullet.png");
|
||||
|
||||
alienImage = alienIcon.getImage();
|
||||
altAlienImage = altAlienIcon.getImage();
|
||||
playerImage = playerIcon.getImage();
|
||||
bulletImage = bulletIcon.getImage();
|
||||
|
||||
// creating a player icon & setting it's position
|
||||
player = new Player(playerImage);
|
||||
player.setPosition(270, 550);
|
||||
|
||||
setVisible(true);
|
||||
|
||||
createBufferStrategy(2);
|
||||
strategy = getBufferStrategy();
|
||||
|
||||
// create a new thread & start it
|
||||
Thread t = new Thread(this);
|
||||
t.start();
|
||||
|
||||
isGraphicsInitialised = true;
|
||||
}
|
||||
|
||||
// thread's entry point
|
||||
public void run() {
|
||||
while (true) {
|
||||
// repainting
|
||||
try {
|
||||
this.repaint();
|
||||
Thread.sleep(20);
|
||||
} catch (InterruptedException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void keyPressed(KeyEvent e) {
|
||||
// what to do on keypress if the player is alive (game is being played)
|
||||
if (player.isAlive) {
|
||||
// getting the keycode of the event
|
||||
int key = e.getKeyCode();
|
||||
|
||||
// if right key pressed, making the distance to be moved 10px to the right
|
||||
if (key == KeyEvent.VK_RIGHT) {
|
||||
dx = 5;
|
||||
}
|
||||
// if left key pressed, making the distance to be moved 10px to the left
|
||||
if (key == KeyEvent.VK_LEFT) {
|
||||
dx = -5;
|
||||
}
|
||||
}
|
||||
// what to do on keypress if the player is not alive (game is over)
|
||||
else {
|
||||
// resetting everything so that the game can be restarted
|
||||
resetAll();
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void keyReleased(KeyEvent e) {
|
||||
// getting the keycode of the event
|
||||
int key = e.getKeyCode();
|
||||
|
||||
// if the key released was the left or right arrow, setting dx back to 0
|
||||
if (key == KeyEvent.VK_RIGHT || key == KeyEvent.VK_LEFT) {
|
||||
dx = 0;
|
||||
}
|
||||
|
||||
// if space key released "firing" a bullet (creating one)
|
||||
if (key == KeyEvent.VK_SPACE) { // firing bullets on release so that the player can't just hold down space to fire
|
||||
bullets.add(new PlayerBullet(player, bulletImage));
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void keyTyped(KeyEvent e) {
|
||||
}
|
||||
|
||||
// method to reset everything so that a new game may be started
|
||||
public void resetAll() {
|
||||
Alien.framesDrawn = 0;
|
||||
Alien.aliensKilled = 0;
|
||||
Alien.stepSize = 0;
|
||||
newWave();
|
||||
//aliensArray = null;
|
||||
|
||||
player.setPosition(270, 550);
|
||||
player.isAlive = true;
|
||||
}
|
||||
|
||||
// gameplay method
|
||||
public void gameplay(Graphics g) {
|
||||
// checking if any of the aliens hit the edge when they were moved
|
||||
for (Alien a : aliensArray) {
|
||||
// changing direction & moving down if edge is hit
|
||||
if (a.getX() > 750) {
|
||||
right = false;
|
||||
|
||||
// looping through all the aliens and moving them down
|
||||
for (Alien alien : aliensArray) {
|
||||
alien.moveDown();
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
else if (a.getX() < 0) {
|
||||
right = true;
|
||||
|
||||
// looping through all the aliens and moving them down
|
||||
for (Alien alien : aliensArray) {
|
||||
alien.moveDown();
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// looping through each bullet, moving it, and calling its paint method if it has not collided, removing it and the alien it collided with if it has
|
||||
// using an iterator so that bullets can be removed from the list as we loop through
|
||||
Iterator bulletsIterator = bullets.iterator();
|
||||
while (bulletsIterator.hasNext()) {
|
||||
PlayerBullet b = (PlayerBullet) bulletsIterator.next();
|
||||
b.move();
|
||||
|
||||
// bullets will be removed to save memory, but aliens will not be removed until a wave is over to preserve correct movement
|
||||
for (Alien a : aliensArray) {
|
||||
// only checking for collisions if the alien is alive
|
||||
if (a.isAlive) {
|
||||
// if the bullet collides with an alien, removing the bullet & hiding the alien
|
||||
// the aliens dimensions are 50x32
|
||||
// the bullets dimensions are 6x16
|
||||
if (
|
||||
( (a.getX() < b.getX() && a.getX()+50 > b.getX()) || (b.getX() < a.getX() && b.getX()+6 > a.getX()) ) &&
|
||||
( (a.getY() < b.getY() && a.getY()+32 > b.getY()) || (b.getY() < a.getY() && b.getY()+16 > a.getY()))
|
||||
) {
|
||||
bulletsIterator.remove();
|
||||
a.kill();
|
||||
score = score + 10; // increasing the score once the alien is killed
|
||||
b.kill(); // "killing" the bullet so it's not painted before it's been removed
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// painting the bullet if it is "alive"
|
||||
if (b.isAlive) {
|
||||
b.paint(g);
|
||||
}
|
||||
}
|
||||
|
||||
// looping through each alien to see if it has collided with the player
|
||||
for (Alien a : aliensArray) {
|
||||
// checking to see if any of the (alive) aliens have collided with the player
|
||||
if (a.isAlive) {
|
||||
if (
|
||||
// the player's dimensions are 54 x 32
|
||||
( (a.getX() < player.getX() && a.getX()+50 > player.getX()) || (player.getX() < a.getX() && player.getX()+54 > a.getX()) )
|
||||
&&
|
||||
( (a.getY() < player.getY() && a.getY()+32 > player.getY()) || (player.getY() < a.getY() && player.getY()+32 > a.getY()))
|
||||
) {
|
||||
player.kill(); // "killing" the player
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// moving the player dx pixels - should be 0 if no key is being pressed
|
||||
player.move(dx);
|
||||
|
||||
// iterating through each sprite, moving it, and calling its paint method
|
||||
for (Alien a : aliensArray) {
|
||||
a.move(right);
|
||||
|
||||
// only painting the alien if it is alive
|
||||
if (a.isAlive) {
|
||||
a.paint(g);
|
||||
}
|
||||
}
|
||||
|
||||
// calling the Player's paint method
|
||||
player.paint(g);
|
||||
}
|
||||
|
||||
// application's paint method
|
||||
public void paint(Graphics g) {
|
||||
// making sure that the graphics are initialised before painting
|
||||
if (isGraphicsInitialised) {
|
||||
g = strategy.getDrawGraphics();
|
||||
// draw a black rectangle on the whole canvas
|
||||
g.setColor(Color.BLACK);
|
||||
g.fillRect(0, 0, 800, 600);
|
||||
Font f = new Font("Times", Font.PLAIN, 50);
|
||||
g.setColor(Color.WHITE);
|
||||
|
||||
// calculating score
|
||||
score = Alien.aliensKilled * 10;
|
||||
|
||||
// displaying score and best score
|
||||
String scorebar = "Score: " + score + " Best: " + bestScore;
|
||||
g.drawString(scorebar, 50, 50);
|
||||
|
||||
|
||||
// if the game is not over, playing the game. else, displaying a gameover screen.
|
||||
if (player.isAlive) {
|
||||
// checking if all the aliens are dead, and if so, spawning a new wave
|
||||
boolean noAliens = true;
|
||||
for (Alien a : aliensArray) {
|
||||
if (a != null && a.isAlive) {
|
||||
noAliens = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (noAliens) {
|
||||
newWave();
|
||||
}
|
||||
gameplay(g);
|
||||
}
|
||||
else {
|
||||
if (score > bestScore) {
|
||||
bestScore = score;
|
||||
}
|
||||
String scores = "Score: " + score + " Best Score: " + bestScore;
|
||||
g.drawString("GAME OVER", 400, 300);
|
||||
g.drawString(scores, 400, 350);
|
||||
g.drawString("Press any key to continue", 400, 400);
|
||||
}
|
||||
|
||||
strategy.show();
|
||||
}
|
||||
}
|
||||
|
||||
// method to spawn a new wave of aliens
|
||||
public void newWave() {
|
||||
// deleting any existing bullets so the aliens don't spawn on top of them
|
||||
bullets.clear();
|
||||
|
||||
// speeding up the aliens
|
||||
Alien.speedUp();
|
||||
|
||||
// initial x and y coordinates for the aliens
|
||||
int alienx = 200;
|
||||
int alieny = 25;
|
||||
int column = 0; // keeps track of which column the alien is in
|
||||
for (int i = 0; i < NUMALIENS; i++) {
|
||||
aliensArray[i] = new Alien(alienImage, altAlienImage);
|
||||
aliensArray[i].setPosition(alienx, alieny);
|
||||
|
||||
alienx += 60;
|
||||
column++;
|
||||
|
||||
// go onto a new line every 5 aliens
|
||||
if (column >= 6) {
|
||||
column = 0;
|
||||
alienx = 200;
|
||||
alieny += 60;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// application entry point
|
||||
public static void main(String[] args) {
|
||||
InvadersApplication ia = new InvadersApplication();
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user