Files
uni/second/semester2/CT255/Assignments/Assigment-05/InvadersApplication.java
2023-12-07 01:19:12 +00:00

316 lines
11 KiB
Java

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();
}
}