package playground; import java.awt.Graphics2D; import java.util.HashMap; import java.util.LinkedList; import java.util.Map; import java.util.Stack; import java.awt.event.*; import gameobjects.GameObject; import org.apache.logging.log4j.Logger; import org.apache.logging.log4j.LogManager; /** * Playground represents a level of the game, focusing on the game LOGIC, i.e., not so much on the * graphical representation. In particular, an instance of Playground * */ public abstract class Playground { public static final int FLAGS_GLOBAL = 1; public static final int FLAGS_LEVEL = 2; public static final int FLAGS_ALL = 3; protected int canvasX = -1; protected int canvasY = -1; /** only one set of objects exists concurrently so this can be static */ protected static HashMap gameObjects = new HashMap(); /** only one set of objects exists concurrently so this can be static */ protected static HashMap flags = new HashMap(); protected String level = ""; protected double timeStep = 0; protected double gameTime = 0; LinkedList addables = new LinkedList(); LinkedList removables = new LinkedList(); // HashMap keys ; Stack keyEvents; Stack mouseEvents; protected boolean pausedFlag = false; private static Logger logger = LogManager.getLogger(Playground.class); public Playground() { this.canvasX = -1; this.canvasY = -1; } // here, the level communicates its size preference to the GameUI // called automatically public abstract int preferredSizeX(); public abstract int preferredSizeY(); /** * Adds a graphics object to a level. * * @param o GameObject The object to be added */ public void addObject(GameObject o) { // gameObjects.put(o.getId(), o); addables.addLast(o); } /** * Adds a graphics object to a level. * * @param o GameObject The object to be added */ public void addObjectNow(GameObject o) { gameObjects.put(o.getId(), o); } /** * Puts objects with a certain substring in their name into a LinkedLisrt and returns them. * * @param substr The string that must be part of the object name if object is to be considered * found. * @param filterInactive if set true only active objects are considered. * @return a reference to a LinkedList filled with all objects that have substr in their * name */ public LinkedList collectObjects(String substr, boolean filterInactive) { LinkedList l = new LinkedList(); for (Map.Entry entry : Playground.gameObjects.entrySet()) { // Iterator // usage GameObject obj = entry.getValue(); if (obj.getId().contains(substr)) { if (filterInactive == true) { if (obj.isActive()) { l.add(obj); } } else { l.add(obj); } } } return l; }; /** * Removes a graphics object from a level. * * @param id String The unique identifier of the object */ public void deleteObject(String id) { // gameObjects.remove(id); removables.addLast(id); } /** * Removes a graphics object from a level immediately, CAUTION. * * @param id String The unique identifier of the object */ public void deleteObjectNow(String id) { gameObjects.remove(id); } /** * Retrieves a graphics object by name. * * @param id String Unique id of the object * @return reference to the requested game object, or null if not found */ public GameObject getObject(String id) { return gameObjects.get(id); } /** * Sets a level-wide permanent flag. * * @param flag String Q unique name in this level. If it exists value is overwritten. * @param value Object Any Object can be the value of a flag! */ public static void setGlobalFlag(String flag, Object value) { flags.put("/global/" + flag, value); } public Object setLevelFlag(String flag, Object value) { flags.put("/" + this.level + "/" + flag, value); return value; } /** * mode can be: FLAGS_ALL (all), FLAGS_GLOBAL(global), FLAGs_LEVEL(level) * * @param mode can be only one of {@link #FLAGS_GLOBAL} {@link #FLAGS_ALL} or * {@link #FLAGS_LEVEL } */ public void resetFlags(int mode) { LinkedList delKeys = new LinkedList(); for (Map.Entry entry : Playground.flags.entrySet()) { logger.trace(entry.getKey() + " IndexofGlobal = " + entry.getKey().indexOf("/global/")); if ((mode == FLAGS_GLOBAL) && (entry.getKey().indexOf("/global/") != -1)) { logger.debug("GLOBAL: scheduling for removal: " + entry.getKey()); delKeys.add(entry.getKey()); } else if ((mode == FLAGS_LEVEL) && (entry.getKey().indexOf("/global/") == -1)) { logger.debug("LEVEL: scheduling for removal: " + entry.getKey()); delKeys.add(entry.getKey()); } else if (mode == FLAGS_ALL) { logger.debug("ALL: scheduling for removal: " + entry.getKey()); delKeys.add(entry.getKey()); } } for (String str : delKeys) { logger.trace("removing key " + str); flags.remove(str); } } /** * Retrieves a level-wide flag by name. * * @param flag String Unique flag id * @return the value associated with flag, or null if the flag does not exist. */ public static Object getGlobalFlag(String flag) { return flags.get("/global/" + flag); } /** checks for existence and if not creates the new global flag with the given initial value. Returns the value. * afterwards it is guaranteed that no priorly existing value is overridden and that it definitely exists (created if not present before). * * @param flag String name for the global flag (created if not present) * @param value Object value to be stored (used only if flag was not present) * @return the current value of the flag (maybe the initial one in case flag was not there before) */ public static Object getOrCreateGlobalFlag(String flag, Object value) { Object tmp = getGlobalFlag(flag); if (tmp == null) { setGlobalFlag(flag, value); return value; } else { return tmp; } } public Object getLevelFlag(String flag) { return flags.get("/" + this.level + "/" + flag); } public Object getOrCreateLevelFlag(String flag, Object createValue) { Object tmp = getLevelFlag(flag); if (tmp == null) { return setLevelFlag(flag, createValue); } else { return tmp; } } /** * Reinitializes the level. */ public void reset() { gameObjects.clear(); } public boolean isPaused() { return this.pausedFlag; } public void setPaused(boolean p) { this.pausedFlag = p; } public void togglePause() { pausedFlag = !pausedFlag; } /** * Method meant to be filled with own code, processes Keyboard inputs. * * @param keyEvents all collected {@link KeyEvent}s collected since last game loop. */ public void processKeyEvents(Stack keyEvents) { this.keyEvents = keyEvents; Playground.setGlobalFlag("inputs", keyEvents); } public void processMouseEvents(Stack mouseEvents) { this.mouseEvents = mouseEvents; Playground.setGlobalFlag("inputs", mouseEvents); } public Stack getKeyEvents() { return this.keyEvents; } public Stack getMouseEvents() { return this.mouseEvents; } /** * Method meant to be filled with own code, handles the entore game logic (collision checks, timed * events, ...). * */ public abstract void applyGameLogic(); /** * Sets up a single level. Prepares all objects etc. * * @param level String a string identifying the level number etc */ public abstract void prepareLevel(String level); public abstract boolean gameOver(); public abstract boolean levelFinished(); public int getSizeX() { return canvasX; } public int getSizeY() { return canvasY; } /** * Calls all object update methods in level. Internal, never call directly. * */ public void updateObjects() { for (GameObject gameObject : gameObjects.values()) { // Iterator usage if (gameObject.isActive() == true) { gameObject.updateObject(); logger.trace("updated object " + gameObject.scol); } } for (GameObject o : addables) { // Iterator usage addObjectNow(o); } for (String s : removables) { // Iterator usage deleteObjectNow(s); } removables.clear(); addables.clear(); } public void setTimestep(double s) { timeStep = s; } public double getTimestep() { return timeStep; } /** set the game time value (in seconds) * * @param s seconds the game is running */ public void setGameTime(double s) { this.gameTime = s; } /** returns time in seconds since level start */ public double getGameTime() { return this.gameTime; } /** * To be redefined!! Draws mainly h level background and global information like points etc. * * @param g2 Graphics2D abstract drawing object of java Swing, used to carry out all drawing * operations. */ public abstract void redrawLevel(Graphics2D g2); /** * Internal, do not call directly. * * @param g2 Graphics2D abstract drawing object of java Swing, used to carry out all drawing * operations. */ public void redraw(Graphics2D g2) { redrawLevel(g2); for (GameObject gameObject : gameObjects.values()) { if (gameObject.isActive()) { gameObject.draw(g2); } } } }