Kai Simon
3 years ago
14 changed files with 654 additions and 0 deletions
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4GameProject/.settings/org.eclipse.jdt.ui.prefs
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2GameProject/.settings/org.eclipse.ltk.core.refactoring.prefs
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38GameProject/src/base/BreakoutGame.java
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38GameProject/src/base/MovingObjectsGame.java
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9GameProject/src/collider/package-info.java
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17GameProject/src/controller/ReboundController.java
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35GameProject/src/controller/ReboundController2.java
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7GameProject/src/gameobjects/package-info.java
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103GameProject/src/playground/BreakoutLevel1.java
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173GameProject/src/playground/BreakoutLevelBase.java
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139GameProject/src/playground/LevelMovingHitObjects.java
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45GameProject/src/playground/LevelMovingObjects.java
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35GameProject/src/playground/LevelWithBox.java
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9GameProject/src/playground/package-info.java
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eclipse.preferences.version=1 |
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formatter_profile=_TabSpace2 |
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formatter_settings_version=22 |
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org.eclipse.jdt.ui.text.custom_code_templates= |
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eclipse.preferences.version=1 |
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org.eclipse.ltk.core.refactoring.enable.project.refactoring.history=false |
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package base; |
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import java.io.IOException; |
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import org.apache.logging.log4j.LogManager; |
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import org.apache.logging.log4j.Logger; |
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import playground.*; |
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/** |
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* main class to start a game with only one level. |
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* |
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*/ |
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public class BreakoutGame extends GameLoop { |
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private static Logger logger = LogManager.getLogger(BreakoutGame.class); |
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/** |
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* adds only one level to play ({@link playground.LevelBreakout1}). |
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*/ |
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@Override |
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public void defineLevels() { |
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this.resetLevels(); // removes Level1 added by superclass constructor |
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this.addLevel(new BreakoutLevel1()); // FIXME add this as soon as your level exists |
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} |
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/** |
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* starts this game. |
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* |
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* @param args command line parameters (forwarded to {@link GameLoop#runGame(String[])}). |
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* @throws IOException if highscore.txt file cannot be written or accessed, the exception is |
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* thrown (and game ends). |
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*/ |
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public static void main(String[] args) throws IOException { |
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GameLoop myGame = new BreakoutGame(); |
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logger.info("BreakoutGame program started."); |
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myGame.runGame(args); |
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} |
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} |
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package base; |
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import java.io.IOException; |
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import org.apache.logging.log4j.LogManager; |
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import org.apache.logging.log4j.Logger; |
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import playground.*; |
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/** |
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* main class to start a game with only one level {@link playground.LevelMovingObjects}. |
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* |
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*/ |
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public class MovingObjectsGame extends GameLoop { |
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private static Logger logger = LogManager.getLogger(MovingObjectsGame.class); |
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/** |
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* starts this game. |
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* |
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* @param args command line parameters (forwarded to {@link GameLoop#runGame(String[])}). |
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* @throws IOException if highscore.txt file cannot be written or accessed, the exception is |
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* thrown (and game ends). |
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*/ |
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public static void main(String[] args) throws IOException { |
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logger.info("Starting Game Program...let's play and don't get hit!"); |
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GameLoop myGame = new MovingObjectsGame(); |
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myGame.runGame(args); |
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} |
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/** |
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* adds only one level to play ({@link playground.LevelMovingObjects}). |
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*/ |
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@Override |
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public void defineLevels() { |
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this.resetLevels(); |
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this.addLevel(new LevelMovingHitObjects()); |
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} |
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} |
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/** |
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* The package contains classes implementing a 'bounding box' area around game objects. <br> |
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* The abstract base class {@link Collider} provides the abstract method {@link Collider#collidesWith(Collider)}, |
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* 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. |
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* {@link Collider} instances are to be used for game objects ({@link gameobjects}); see constructors.<br> |
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* |
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* 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. |
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*/ |
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package collider; |
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package controller; |
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public class ReboundController extends ObjectController{ |
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@Override |
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public void updateObject() { |
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if(getX() < 30 || getX() > 670) { |
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setVX(getVX() * -1); |
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} |
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if(getY() < 30 || getY() > 670) { |
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setVY(getVY() * -1); |
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} |
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applySpeedVector(); |
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} |
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} |
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package controller; |
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/** Controller to let Objects bounce from the outer level limits back and forth. |
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* |
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*/ |
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public class ReboundController2 extends ObjectController { |
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/** inverts the x y direction speeds if the outer limits are reached. |
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* |
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*/ |
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@Override |
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public void updateObject() { |
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double sizeX = this.getPlayground().preferredSizeX(); |
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double sizeY = this.getPlayground().preferredSizeY(); |
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double objSizeX = 30; |
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double objSizeY = 30; |
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if (this.getX() < objSizeX) { |
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this.setVX(this.getVX() * -1); |
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this.setX(objSizeX); |
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} else if (this.getX() > sizeX - objSizeX) { |
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this.setVX(this.getVX() * -1); |
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this.setX(sizeX - objSizeX); |
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} |
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if (this.getY() < objSizeY) { |
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this.setVY(this.getVY() * -1); |
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this.setY(objSizeY); |
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} else if (this.getY() > sizeY - objSizeY) { |
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this.setVY(this.getVY() * -1); |
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this.setY(sizeY - objSizeY); |
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} |
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this.applySpeedVector(); |
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} |
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} |
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/** |
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* The package gameobjects contains all objects with a visual representation on screen. |
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* They can be combined to use controller instances for their behavior (subclasses of {@link controller.ObjectController}). |
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* The abstract base class is {@link GameObject}, which forces child-classes to implement the method |
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* {@link GameObject#updateObject()}. |
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*/ |
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package gameobjects; |
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package playground; |
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import java.awt.Color; |
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import org.apache.logging.log4j.LogManager; |
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import org.apache.logging.log4j.Logger; |
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import controller.EgoController; |
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import controller.ReboundController; |
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import gameobjects.GameObject; |
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import gameobjects.RectObject; |
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public class BreakoutLevel1 extends BreakoutLevelBase{ |
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private static Logger logger = LogManager.getLogger(BreakoutLevel1.class); |
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/**Deletes the hitted brick and change direction of Ball. |
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* |
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* @param ball GameObject |
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* @param brick GameObject |
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*/ |
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@Override |
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protected void actionIfBallHitsBrick(GameObject ball, GameObject brick) { |
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logger.info(brick.getId()+" is hitted and deleted!"); |
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this.deleteObject(brick.getId()); |
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ball.setVX(ball.getVX() * 1.0); |
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ball.setVY(ball.getVY() * -1.0); |
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} |
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/**Change Direction from Ball if hits the Ego. |
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* |
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* @param ball GameObject |
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* @param ego GameObject |
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*/ |
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@Override |
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protected void actionIfBallHitsEgo(GameObject ball, GameObject ego) { |
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logger.info("Ball is collided with ego."); |
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ball.setVX(ball.getVX() * 1.0); |
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ball.setVY(ball.getVY() * -1.0); |
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} |
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/**Creates Ego object and returns it, but doesn't add it here. |
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* add it at the prepare Level Method |
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* |
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* @return ego |
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*/ |
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@Override |
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protected GameObject createEgoObject() { |
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RectObject ego = new RectObject("ego", this, 350, 550, 0, 0, 80, 10, Color.blue); |
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this.addObject(ego); |
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ego.addController(new EgoController(ego.getWidth(), ego.getHeight())); |
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ego.addCollider(new collider.RectCollider(ego.getId(), ego, ego.getWidth(), ego.getHeight())); |
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return ego; |
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} |
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/**Creates Ball object and returns it, but doesn't add it here. |
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* add it at the prepare Level Method |
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* |
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* @return ball |
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*/ |
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@Override |
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protected GameObject createBall() { |
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gameobjects.FallingStar ball = new gameobjects.FallingStar("ball", this, 350, 350, 120, 120, Color.red, 5); |
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ball.addController(new ReboundController()); |
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return ball; |
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} |
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/** Creates a Brick, but doesn't add it here. |
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* @param row int |
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* @param column int |
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* |
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* @return brick GameObject |
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*/ |
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@Override |
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protected GameObject createBrick(int row, int column) { |
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RectObject brick = new RectObject("brick"+row+column, this, 40+(column*68), 40+(row*60), 0, 0, 60, 30, Color.green); |
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brick.addCollider(new collider.RectCollider(brick.getId(), brick, brick.getWidth(), brick.getHeight())); |
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return brick; |
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} |
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/**Prepares the Level, sets up the Playing Grid of Bricks and an ego and Ball object. |
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* |
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* @param level String |
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*/ |
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@Override |
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public void prepareLevel(String level) { |
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this.ego = createEgoObject(); |
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this.ball = createBall(); |
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this.addObject(this.ego); |
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this.addObject(this.ball); |
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for (int i = 0; i < 3; i++) { |
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for (int k = 0; k < 10; k++) { |
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this.addObject(createBrick(i, k)); |
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} |
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} |
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logger.info("Level is ready!"); |
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} |
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} |
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package playground; |
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import gameobjects.*; |
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import java.util.LinkedList; |
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import org.apache.logging.log4j.LogManager; |
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import org.apache.logging.log4j.Logger; |
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import java.awt.Graphics2D; |
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import controller.*; |
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public abstract class BreakoutLevelBase extends Playground { |
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/** |
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* instance of the ball, needs to be set by {@link #prepareLevel(String) } |
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* |
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*/ |
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protected GameObject ball = null, |
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/** |
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* instance of the ego objects, needs to be set by {@link #prepareLevel(String) } |
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* |
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*/ |
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ego = null; |
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private static Logger logger = LogManager.getLogger(BreakoutLevelBase.class); |
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public BreakoutLevelBase() { |
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super(); |
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this.canvasX = this.preferredSizeX(); |
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this.canvasY = this.preferredSizeY(); |
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} |
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/** |
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* signals to game engine that the game has finished by game over. called every game loop. default |
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* implementation is always false. |
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* |
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* @return false |
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*/ |
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public boolean gameOver() { |
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return false; |
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} |
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/** |
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* signals to game engine that the game has finished by success. called every game loop. default |
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* implementation is always false. |
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* |
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* @return false |
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*/ |
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public boolean levelFinished() { |
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return false; |
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} |
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/** |
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* signals to game engine that the game has been requested to be reseted (restart). called every |
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* game loop. default implementation is always false. |
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* |
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* @return false |
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*/ |
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public boolean resetRequested() { |
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return false; |
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} |
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/** |
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* unimplemented empty method called by game engine every loop. |
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* |
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*/ |
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public void redrawLevel(Graphics2D g) { |
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} |
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/** |
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* Signal that the level has a size of 700x700 pixels. |
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* |
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* @return x size of level 700 |
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*/ |
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@Override |
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public int preferredSizeX() { |
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return 700; |
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} |
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/** |
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* Signal that the level has a size of 700x700 pixels. |
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* |
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* @return y size of level 700 |
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*/ |
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@Override |
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public int preferredSizeY() { |
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return 700; |
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} |
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/** |
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* Method that gets called by applyGameLogic() whenever the ball collides with a brick. |
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* |
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* |
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* @param ball A reference to the current ball object |
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* @param brick A reference to the ego object |
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*/ |
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protected abstract void actionIfBallHitsBrick(GameObject ball, GameObject brick); |
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/** |
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* Method that gets called by applyGameLogic() whenever the ball collides with the ego object. |
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* |
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* @param ball A reference to the current ball object |
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* @param ego A reference to the ego object |
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*/ |
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protected abstract void actionIfBallHitsEgo(GameObject ball, GameObject ego); |
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/** |
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* checks for interactions between GameObjects; notably ball with ego and ball with brick. |
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* In case of detected collisions, it calls either {@link #actionIfBallHitsBrick(GameObject, GameObject)} |
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* or {@link #actionIfBallHitsEgo(GameObject, GameObject)}. |
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* Called every game loop. |
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*/ |
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@Override |
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public void applyGameLogic() { |
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LinkedList<GameObject> bricks = collectObjects("brick", false); |
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for (GameObject brick : bricks) { |
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if (this.ball.collisionDetection(brick)) { |
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logger.trace("Collision detected of ball and brick " + brick.getId()); |
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this.actionIfBallHitsBrick(this.ball, brick); |
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} |
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} |
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if (this.ego.collisionDetection(ball)) { |
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logger.trace("Collision detected of ball and ego"); |
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this.actionIfBallHitsEgo(this.ball, this.ego); |
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} |
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} |
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/** |
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* Creates the ego object and returns it, called by {@link #prepareLevel}. Does NOT add the ego |
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* object to the playground, but returns it. |
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* |
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* @return The created ego object instance (of class {@link RectObject} with |
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* {@link EgoController}. |
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*/ |
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protected abstract GameObject createEgoObject(); |
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/** |
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* Creates the ball object and returns it, called by #prepareLevel. Does NOT add the ball object |
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* to the playground, but returns it. |
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* |
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* @return The created ball object instance (of class {@link FallingStar}) |
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*/ |
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protected abstract GameObject createBall(); |
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/** |
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* Creates the GameObject (RectObject) instance representing a single brick at a certain grid |
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* position. The brick is NOT added here, but returned. |
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* |
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* @param row row position in the grid, ranges from 0 to calcNrBricksY()-1 |
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* @param column column position in the grid of bricks, ranges from 0 to calcNrBricksX()-1 |
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* @return The GameObject instance (really a RectObject) representing the created brick. |
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*/ |
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protected abstract GameObject createBrick(int row, int column); |
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/** |
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* Prepares a generic Breakout-Type level. This method relies on the methods {@link #createEgoObject()}, |
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* {@link #createBall} and {@link #createBrick}, among others, which are meant to be overwritten |
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* in subclasses. <br> |
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* Attention: the attributes {@link #ball} and {@link #ego} need to be set properly to GameObject |
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* instances when implementing this method {@link #prepareLevel(String)}. |
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* |
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* @param level String passes by the game engine (not used currently and can be ignored). |
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*/ |
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@Override |
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abstract public void prepareLevel(String level); |
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} |
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package playground; |
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import java.awt.Color; |
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import org.apache.logging.log4j.LogManager; |
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import org.apache.logging.log4j.Logger; |
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import controller.ReboundController; |
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import gameobjects.GameObject; |
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import gameobjects.RectObject; |
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/** |
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* Level that creates two RectObjects moving around and if ego is hit by them |
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* game is directly lost (lives = 0). |
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* |
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*/ |
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public class LevelMovingHitObjects extends SpaceInvadersLevel { |
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private static Logger logger = LogManager.getLogger(LevelMovingHitObjects.class); |
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/** |
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* Prepares the Level and generates two Rectangles with rbeound controller and collider. |
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* |
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* @param id String |
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*/ |
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@Override |
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public void prepareLevel(String id) { |
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|
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; |
||||
|
} |
||||
|
} |
||||
|
} |
@ -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!"; |
||||
|
} |
||||
|
} |
@ -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!"; |
||||
|
} |
||||
|
|
||||
|
} |
@ -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}.<br> |
||||
|
* Child-classes implement specific logic for one level and game type (e.g. {@link SpaceInvadersLevel}).<br> |
||||
|
* |
||||
|
* Generally, the base class {@link Playground} supports totally different game types to be implemented. |
||||
|
*/ |
||||
|
package playground; |
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