diff --git a/GameProject/.settings/org.eclipse.jdt.ui.prefs b/GameProject/.settings/org.eclipse.jdt.ui.prefs
new file mode 100644
index 0000000..3540004
--- /dev/null
+++ b/GameProject/.settings/org.eclipse.jdt.ui.prefs
@@ -0,0 +1,4 @@
+eclipse.preferences.version=1
+formatter_profile=_TabSpace2
+formatter_settings_version=22
+org.eclipse.jdt.ui.text.custom_code_templates=
diff --git a/GameProject/.settings/org.eclipse.ltk.core.refactoring.prefs b/GameProject/.settings/org.eclipse.ltk.core.refactoring.prefs
new file mode 100644
index 0000000..b196c64
--- /dev/null
+++ b/GameProject/.settings/org.eclipse.ltk.core.refactoring.prefs
@@ -0,0 +1,2 @@
+eclipse.preferences.version=1
+org.eclipse.ltk.core.refactoring.enable.project.refactoring.history=false
diff --git a/GameProject/src/base/BreakoutGame.java b/GameProject/src/base/BreakoutGame.java
new file mode 100644
index 0000000..d9cc8b5
--- /dev/null
+++ b/GameProject/src/base/BreakoutGame.java
@@ -0,0 +1,38 @@
+package base;
+import java.io.IOException;
+import org.apache.logging.log4j.LogManager;
+import org.apache.logging.log4j.Logger;
+import playground.*;
+
+
+/**
+ * main class to start a game with only one level.
+ *
+ */
+public class BreakoutGame extends GameLoop {
+
+ private static Logger logger = LogManager.getLogger(BreakoutGame.class);
+
+ /**
+ * adds only one level to play ({@link playground.LevelBreakout1}).
+ */
+ @Override
+ public void defineLevels() {
+ this.resetLevels(); // removes Level1 added by superclass constructor
+ this.addLevel(new BreakoutLevel1()); // FIXME add this as soon as your level exists
+ }
+
+ /**
+ * starts this game.
+ *
+ * @param args command line parameters (forwarded to {@link GameLoop#runGame(String[])}).
+ * @throws IOException if highscore.txt file cannot be written or accessed, the exception is
+ * thrown (and game ends).
+ */
+ public static void main(String[] args) throws IOException {
+ GameLoop myGame = new BreakoutGame();
+ logger.info("BreakoutGame program started.");
+ myGame.runGame(args);
+ }
+
+}
diff --git a/GameProject/src/base/MovingObjectsGame.java b/GameProject/src/base/MovingObjectsGame.java
new file mode 100644
index 0000000..93ec2ad
--- /dev/null
+++ b/GameProject/src/base/MovingObjectsGame.java
@@ -0,0 +1,38 @@
+package base;
+
+import java.io.IOException;
+import org.apache.logging.log4j.LogManager;
+import org.apache.logging.log4j.Logger;
+import playground.*;
+
+/**
+ * main class to start a game with only one level {@link playground.LevelMovingObjects}.
+ *
+ */
+public class MovingObjectsGame extends GameLoop {
+
+ private static Logger logger = LogManager.getLogger(MovingObjectsGame.class);
+
+ /**
+ * starts this game.
+ *
+ * @param args command line parameters (forwarded to {@link GameLoop#runGame(String[])}).
+ * @throws IOException if highscore.txt file cannot be written or accessed, the exception is
+ * thrown (and game ends).
+ */
+ public static void main(String[] args) throws IOException {
+ logger.info("Starting Game Program...let's play and don't get hit!");
+ GameLoop myGame = new MovingObjectsGame();
+ myGame.runGame(args);
+ }
+
+ /**
+ * adds only one level to play ({@link playground.LevelMovingObjects}).
+ */
+ @Override
+ public void defineLevels() {
+ this.resetLevels();
+ this.addLevel(new LevelMovingHitObjects());
+ }
+
+}
diff --git a/GameProject/src/collider/package-info.java b/GameProject/src/collider/package-info.java
new file mode 100644
index 0000000..f101edb
--- /dev/null
+++ b/GameProject/src/collider/package-info.java
@@ -0,0 +1,9 @@
+/**
+ * The package contains classes implementing a 'bounding box' area around game objects.
+ * The abstract base class {@link Collider} provides the abstract method {@link Collider#collidesWith(Collider)},
+ * which needs to be implemented by child classes to detect and decide whether or not an object with such instance really collides with the other.
+ * {@link Collider} instances are to be used for game objects ({@link gameobjects}); see constructors.
+ *
+ * The benefit of seperating Colliders from visual representations is that the area for collisions can be smaller/bigger/other shape to improve game play experience.
+ */
+package collider;
diff --git a/GameProject/src/controller/ReboundController.java b/GameProject/src/controller/ReboundController.java
new file mode 100644
index 0000000..456d6ad
--- /dev/null
+++ b/GameProject/src/controller/ReboundController.java
@@ -0,0 +1,17 @@
+package controller;
+
+public class ReboundController extends ObjectController{
+
+ @Override
+ public void updateObject() {
+ if(getX() < 30 || getX() > 670) {
+ setVX(getVX() * -1);
+ }
+
+ if(getY() < 30 || getY() > 670) {
+ setVY(getVY() * -1);
+ }
+ applySpeedVector();
+ }
+
+}
diff --git a/GameProject/src/controller/ReboundController2.java b/GameProject/src/controller/ReboundController2.java
new file mode 100644
index 0000000..1bee573
--- /dev/null
+++ b/GameProject/src/controller/ReboundController2.java
@@ -0,0 +1,35 @@
+package controller;
+
+/** Controller to let Objects bounce from the outer level limits back and forth.
+ *
+ */
+public class ReboundController2 extends ObjectController {
+
+ /** inverts the x y direction speeds if the outer limits are reached.
+ *
+ */
+ @Override
+ public void updateObject() {
+ double sizeX = this.getPlayground().preferredSizeX();
+ double sizeY = this.getPlayground().preferredSizeY();
+ double objSizeX = 30;
+ double objSizeY = 30;
+
+ if (this.getX() < objSizeX) {
+ this.setVX(this.getVX() * -1);
+ this.setX(objSizeX);
+ } else if (this.getX() > sizeX - objSizeX) {
+ this.setVX(this.getVX() * -1);
+ this.setX(sizeX - objSizeX);
+ }
+ if (this.getY() < objSizeY) {
+ this.setVY(this.getVY() * -1);
+ this.setY(objSizeY);
+ } else if (this.getY() > sizeY - objSizeY) {
+ this.setVY(this.getVY() * -1);
+ this.setY(sizeY - objSizeY);
+ }
+ this.applySpeedVector();
+ }
+
+}
diff --git a/GameProject/src/gameobjects/package-info.java b/GameProject/src/gameobjects/package-info.java
new file mode 100644
index 0000000..7ec704e
--- /dev/null
+++ b/GameProject/src/gameobjects/package-info.java
@@ -0,0 +1,7 @@
+/**
+ * The package gameobjects contains all objects with a visual representation on screen.
+ * They can be combined to use controller instances for their behavior (subclasses of {@link controller.ObjectController}).
+ * The abstract base class is {@link GameObject}, which forces child-classes to implement the method
+ * {@link GameObject#updateObject()}.
+ */
+package gameobjects;
diff --git a/GameProject/src/playground/BreakoutLevel1.java b/GameProject/src/playground/BreakoutLevel1.java
new file mode 100644
index 0000000..37fb5b7
--- /dev/null
+++ b/GameProject/src/playground/BreakoutLevel1.java
@@ -0,0 +1,103 @@
+package playground;
+
+import java.awt.Color;
+
+import org.apache.logging.log4j.LogManager;
+import org.apache.logging.log4j.Logger;
+
+import controller.EgoController;
+import controller.ReboundController;
+import gameobjects.GameObject;
+import gameobjects.RectObject;
+
+public class BreakoutLevel1 extends BreakoutLevelBase{
+
+ private static Logger logger = LogManager.getLogger(BreakoutLevel1.class);
+
+ /**Deletes the hitted brick and change direction of Ball.
+ *
+ * @param ball GameObject
+ * @param brick GameObject
+ */
+ @Override
+ protected void actionIfBallHitsBrick(GameObject ball, GameObject brick) {
+ logger.info(brick.getId()+" is hitted and deleted!");
+ this.deleteObject(brick.getId());
+ ball.setVX(ball.getVX() * 1.0);
+ ball.setVY(ball.getVY() * -1.0);
+ }
+
+ /**Change Direction from Ball if hits the Ego.
+ *
+ * @param ball GameObject
+ * @param ego GameObject
+ */
+ @Override
+ protected void actionIfBallHitsEgo(GameObject ball, GameObject ego) {
+ logger.info("Ball is collided with ego.");
+ ball.setVX(ball.getVX() * 1.0);
+ ball.setVY(ball.getVY() * -1.0);
+ }
+
+ /**Creates Ego object and returns it, but doesn't add it here.
+ * add it at the prepare Level Method
+ *
+ * @return ego
+ */
+ @Override
+ protected GameObject createEgoObject() {
+ RectObject ego = new RectObject("ego", this, 350, 550, 0, 0, 80, 10, Color.blue);
+ this.addObject(ego);
+ ego.addController(new EgoController(ego.getWidth(), ego.getHeight()));
+ ego.addCollider(new collider.RectCollider(ego.getId(), ego, ego.getWidth(), ego.getHeight()));
+ return ego;
+ }
+
+ /**Creates Ball object and returns it, but doesn't add it here.
+ * add it at the prepare Level Method
+ *
+ * @return ball
+ */
+ @Override
+ protected GameObject createBall() {
+ gameobjects.FallingStar ball = new gameobjects.FallingStar("ball", this, 350, 350, 120, 120, Color.red, 5);
+ ball.addController(new ReboundController());
+
+ return ball;
+ }
+
+ /** Creates a Brick, but doesn't add it here.
+ * @param row int
+ * @param column int
+ *
+ * @return brick GameObject
+ */
+ @Override
+ protected GameObject createBrick(int row, int column) {
+ RectObject brick = new RectObject("brick"+row+column, this, 40+(column*68), 40+(row*60), 0, 0, 60, 30, Color.green);
+ brick.addCollider(new collider.RectCollider(brick.getId(), brick, brick.getWidth(), brick.getHeight()));
+
+ return brick;
+ }
+
+ /**Prepares the Level, sets up the Playing Grid of Bricks and an ego and Ball object.
+ *
+ * @param level String
+ */
+ @Override
+ public void prepareLevel(String level) {
+
+ this.ego = createEgoObject();
+ this.ball = createBall();
+
+ this.addObject(this.ego);
+ this.addObject(this.ball);
+
+ for (int i = 0; i < 3; i++) {
+ for (int k = 0; k < 10; k++) {
+ this.addObject(createBrick(i, k));
+ }
+ }
+ logger.info("Level is ready!");
+ }
+}
diff --git a/GameProject/src/playground/BreakoutLevelBase.java b/GameProject/src/playground/BreakoutLevelBase.java
new file mode 100644
index 0000000..79ddd44
--- /dev/null
+++ b/GameProject/src/playground/BreakoutLevelBase.java
@@ -0,0 +1,173 @@
+package playground;
+
+import gameobjects.*;
+import java.util.LinkedList;
+import org.apache.logging.log4j.LogManager;
+import org.apache.logging.log4j.Logger;
+import java.awt.Graphics2D;
+import controller.*;
+
+public abstract class BreakoutLevelBase extends Playground {
+
+ /**
+ * instance of the ball, needs to be set by {@link #prepareLevel(String) }
+ *
+ */
+ protected GameObject ball = null,
+ /**
+ * instance of the ego objects, needs to be set by {@link #prepareLevel(String) }
+ *
+ */
+ ego = null;
+
+ private static Logger logger = LogManager.getLogger(BreakoutLevelBase.class);
+
+ public BreakoutLevelBase() {
+ super();
+ this.canvasX = this.preferredSizeX();
+ this.canvasY = this.preferredSizeY();
+ }
+
+ /**
+ * signals to game engine that the game has finished by game over. called every game loop. default
+ * implementation is always false.
+ *
+ * @return false
+ */
+ public boolean gameOver() {
+ return false;
+ }
+
+
+ /**
+ * signals to game engine that the game has finished by success. called every game loop. default
+ * implementation is always false.
+ *
+ * @return false
+ */
+ public boolean levelFinished() {
+ return false;
+ }
+
+
+ /**
+ * signals to game engine that the game has been requested to be reseted (restart). called every
+ * game loop. default implementation is always false.
+ *
+ * @return false
+ */
+ public boolean resetRequested() {
+ return false;
+ }
+
+ /**
+ * unimplemented empty method called by game engine every loop.
+ *
+ */
+ public void redrawLevel(Graphics2D g) {
+
+ }
+
+
+
+ /**
+ * Signal that the level has a size of 700x700 pixels.
+ *
+ * @return x size of level 700
+ */
+ @Override
+ public int preferredSizeX() {
+ return 700;
+ }
+
+ /**
+ * Signal that the level has a size of 700x700 pixels.
+ *
+ * @return y size of level 700
+ */
+ @Override
+ public int preferredSizeY() {
+ return 700;
+ }
+
+
+ /**
+ * Method that gets called by applyGameLogic() whenever the ball collides with a brick.
+ *
+ *
+ * @param ball A reference to the current ball object
+ * @param brick A reference to the ego object
+ */
+ protected abstract void actionIfBallHitsBrick(GameObject ball, GameObject brick);
+
+ /**
+ * Method that gets called by applyGameLogic() whenever the ball collides with the ego object.
+ *
+ * @param ball A reference to the current ball object
+ * @param ego A reference to the ego object
+ */
+ protected abstract void actionIfBallHitsEgo(GameObject ball, GameObject ego);
+
+ /**
+ * checks for interactions between GameObjects; notably ball with ego and ball with brick.
+ * In case of detected collisions, it calls either {@link #actionIfBallHitsBrick(GameObject, GameObject)}
+ * or {@link #actionIfBallHitsEgo(GameObject, GameObject)}.
+ * Called every game loop.
+ */
+ @Override
+ public void applyGameLogic() {
+ LinkedList bricks = collectObjects("brick", false);
+
+ for (GameObject brick : bricks) {
+ if (this.ball.collisionDetection(brick)) {
+ logger.trace("Collision detected of ball and brick " + brick.getId());
+ this.actionIfBallHitsBrick(this.ball, brick);
+ }
+ }
+
+ if (this.ego.collisionDetection(ball)) {
+ logger.trace("Collision detected of ball and ego");
+ this.actionIfBallHitsEgo(this.ball, this.ego);
+ }
+ }
+
+ /**
+ * Creates the ego object and returns it, called by {@link #prepareLevel}. Does NOT add the ego
+ * object to the playground, but returns it.
+ *
+ * @return The created ego object instance (of class {@link RectObject} with
+ * {@link EgoController}.
+ */
+ protected abstract GameObject createEgoObject();
+
+ /**
+ * Creates the ball object and returns it, called by #prepareLevel. Does NOT add the ball object
+ * to the playground, but returns it.
+ *
+ * @return The created ball object instance (of class {@link FallingStar})
+ */
+ protected abstract GameObject createBall();
+
+ /**
+ * Creates the GameObject (RectObject) instance representing a single brick at a certain grid
+ * position. The brick is NOT added here, but returned.
+ *
+ * @param row row position in the grid, ranges from 0 to calcNrBricksY()-1
+ * @param column column position in the grid of bricks, ranges from 0 to calcNrBricksX()-1
+ * @return The GameObject instance (really a RectObject) representing the created brick.
+ */
+ protected abstract GameObject createBrick(int row, int column);
+
+ /**
+ * Prepares a generic Breakout-Type level. This method relies on the methods {@link #createEgoObject()},
+ * {@link #createBall} and {@link #createBrick}, among others, which are meant to be overwritten
+ * in subclasses.
+ * Attention: the attributes {@link #ball} and {@link #ego} need to be set properly to GameObject
+ * instances when implementing this method {@link #prepareLevel(String)}.
+ *
+ * @param level String passes by the game engine (not used currently and can be ignored).
+ */
+ @Override
+ abstract public void prepareLevel(String level);
+
+}
diff --git a/GameProject/src/playground/LevelMovingHitObjects.java b/GameProject/src/playground/LevelMovingHitObjects.java
new file mode 100644
index 0000000..b0c7548
--- /dev/null
+++ b/GameProject/src/playground/LevelMovingHitObjects.java
@@ -0,0 +1,139 @@
+package playground;
+
+import java.awt.Color;
+
+import org.apache.logging.log4j.LogManager;
+import org.apache.logging.log4j.Logger;
+
+import controller.ReboundController;
+import gameobjects.GameObject;
+import gameobjects.RectObject;
+
+/**
+ * Level that creates two RectObjects moving around and if ego is hit by them
+ * game is directly lost (lives = 0).
+ *
+ */
+public class LevelMovingHitObjects extends SpaceInvadersLevel {
+
+
+ private static Logger logger = LogManager.getLogger(LevelMovingHitObjects.class);
+
+ /**
+ * Prepares the Level and generates two Rectangles with rbeound controller and collider.
+ *
+ * @param id String
+ */
+ @Override
+ public void prepareLevel(String id) {
+ logger.info("PREPARE The Level");
+
+ super.prepareLevel(id);
+
+ /** Generate the rectangle Objects */
+ RectObject fly_enemy1 = new RectObject("fly_enemy1", this, 300, 300, 75, 40, 40, 40, Color.blue);
+ RectObject fly_enemy2 = new RectObject("fly_enemy2", this, 200, 200, 20, 90, 40, 40, Color.green);
+
+ /** Add Rectangles to Level */
+ this.addObject(fly_enemy1);
+ this.addObject(fly_enemy2);
+
+ /** Add Controller(Own ReboundController) to the rectangle Objects */
+ fly_enemy1.addController(new ReboundController());
+ fly_enemy2.addController(new ReboundController());
+
+ fly_enemy1.addCollider(
+ new collider.RectCollider(fly_enemy1.getId(), fly_enemy1, fly_enemy1.getWidth(), fly_enemy1.getHeight()));
+ fly_enemy2.addCollider(
+ new collider.RectCollider(fly_enemy2.getId(), fly_enemy2, fly_enemy2.getWidth(), fly_enemy2.getHeight()));
+ }
+
+ /**
+ * "Moving Hitting Objects Level!" is the message.
+ *
+ * @return String "Moving & Hitting Objects Level!"
+ */
+ @Override
+ protected String getStartupMessage() {
+ logger.info("Level has started!");
+ return "Moving & Hitting Objects Level!";
+ }
+
+
+ /** Gets the type of an enemy if a sub type is defined, otherwise returns the whole id as type.
+ *
+ * @param id ID of the enemy
+ * @return type String type or wholeID
+ */
+ String getEnemyType(String id)
+ {
+ String enemyType = "";
+
+ /** Get the type of an enemy, currently only one sub type is allowed,
+ * something like "fly_bird_enemy" and "fly_bat_enemy" is not supported yet.
+ * If no sub Type is defined the whole id is transmitted.
+ * If the type only contains "enemy" there is no further testing(numeration is ignored)*/
+ for (int i = 0; i < id.length(); i++) {
+ if (id.charAt(i) != '_' && !enemyType.equals("enemy")) {
+ enemyType += id.charAt(i);
+ } else {
+ break;
+ }
+ }
+ logger.debug("Enemy Type to check return string: "+enemyType);
+ return enemyType;
+ }
+
+ /** This Method controls what happens when the Ego(Player) Collides with an enemy.
+ *
+ * @param enemy GameObject
+ * @param ego Gameobject
+ */
+ @Override
+ void actionIfEgoCollidesWithEnemy(GameObject enemy, GameObject ego) {
+ String enemyType = getEnemyType(enemy.id);
+
+ /** Switch, to act out specific enemy behaviors based on their Type,
+ * if the id is misspelled or the type doesn't exist it behaves like an ordinary Alien Attack!
+ */
+ switch(enemyType) {
+ case "fly": {
+ logger.info("Enemy is an Flying Rect Object");
+ setGlobalFlag("egoLives", Integer.valueOf(0));
+ this.lost = true;
+ };break;
+ case "enemy": {
+ logger.info("Enemy is Alien");
+ super.actionIfEgoCollidesWithEnemy(enemy, ego);
+ };break;
+ default: {
+ logger.warn("Enemy is unknown! default case triggered");
+ super.actionIfEgoCollidesWithEnemy(enemy, ego);
+ };break;
+ }
+ }
+
+
+ /** Matching Behaviors to the given enemy Types if hitting them.
+ *
+ * @param e GameObject enemy
+ * @param shot GameObject
+ */
+ @Override
+ void actionIfEnemyIsHit(GameObject e, GameObject shot)
+ {
+ String enemyType = getEnemyType(e.id);
+ switch(enemyType) {
+ case "fly": {
+ logger.info("Shot doesn't harm the flying enemy!");
+ shot.setActive(false);
+ };break;
+ case "enemy": {
+ super.actionIfEnemyIsHit(e, shot);
+ };break;
+ default: {
+ logger.warn("Enemy is unknown! default case triggered, nothing happened, maybe its Innocent?!");
+ };break;
+ }
+ }
+}
diff --git a/GameProject/src/playground/LevelMovingObjects.java b/GameProject/src/playground/LevelMovingObjects.java
new file mode 100644
index 0000000..0644ef6
--- /dev/null
+++ b/GameProject/src/playground/LevelMovingObjects.java
@@ -0,0 +1,45 @@
+package playground;
+
+import java.awt.Color;
+
+import controller.ReboundController;
+import gameobjects.RectObject;
+
+/**
+ * This level adds two distracting objects to the canvas that cannot collide but
+ * bounce around all the time.
+ */
+public class LevelMovingObjects extends SpaceInvadersLevel {
+
+
+ /**Prepares the level with two rectangles which can move around and bounce of the walls
+ *
+ * @param id String
+ */
+ @Override
+ public void prepareLevel(String id) {
+ super.prepareLevel(id);
+
+ /** Generate the rectangle Objects*/
+ RectObject rectObj1 = new RectObject("Rectangle1", this, 300, 300, 170, 70, 30, 30, Color.blue);
+ RectObject rectObj2 = new RectObject("Rectangle2", this, 200, 200, 50, 170, 30, 30, Color.green);
+
+ /** Add Rectangles to Level*/
+ this.addObject(rectObj1);
+ this.addObject(rectObj2);
+
+ /** Add Controller(Own ReboundController) to the rectangle Objects*/
+ rectObj1.addController(new ReboundController());
+ rectObj2.addController(new ReboundController());
+ }
+
+ /**
+ * "Moving Objects Level!" is the message.
+ *
+ * @return String "Moving Objects Level!"
+ */
+ @Override
+ protected String getStartupMessage() {
+ return "Moving Objects Level!";
+ }
+}
diff --git a/GameProject/src/playground/LevelWithBox.java b/GameProject/src/playground/LevelWithBox.java
new file mode 100644
index 0000000..1e1cb84
--- /dev/null
+++ b/GameProject/src/playground/LevelWithBox.java
@@ -0,0 +1,35 @@
+package playground;
+
+import java.awt.Color;
+
+import gameobjects.RectObject;
+
+/**
+ * Level with an Red Box at the top of the Screen,
+ * imitates a standard level but with an custom Object and custom-startup Message.
+ *
+ */
+public class LevelWithBox extends SpaceInvadersLevel {
+
+ /**Prepares the Level with various things
+ * Calls the Overriden function and then,
+ * adds an Rectangle Object in red to the top of the Screen.
+ *
+ * @param id String : id of level
+ */
+ @Override
+ public void prepareLevel(String id) {
+ super.prepareLevel(id);
+ addObject(new RectObject(id, this, 350, 100, 0, 0, 700, 250, Color.red));
+ }
+
+
+ /**Returns a startup Message for the Level
+ * @return String
+ */
+ @Override
+ protected String getStartupMessage() {
+ return "Box-Level!";
+ }
+
+}
diff --git a/GameProject/src/playground/package-info.java b/GameProject/src/playground/package-info.java
new file mode 100644
index 0000000..972351d
--- /dev/null
+++ b/GameProject/src/playground/package-info.java
@@ -0,0 +1,9 @@
+/**
+ * The package playground contains all level specific logic and control of level logic.
+ * The structure and general logic (with global and local flags to be stored/used)
+ * is provided in abstract base class {@link Playground}.
+ * Child-classes implement specific logic for one level and game type (e.g. {@link SpaceInvadersLevel}).
+ *
+ * Generally, the base class {@link Playground} supports totally different game types to be implemented.
+ */
+package playground;