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123 lines
3.4 KiB
123 lines
3.4 KiB
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 collider.RectCollider;
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import controller.EgoController;
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import controller.ReboundController;
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import gameobjects.FallingStar;
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import gameobjects.GameObject;
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import gameobjects.RectObject;
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/**
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* solution example for Breakout game
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* <ul>
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* <li>colored bricks
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* <li>rebound depends on position where ball hits ego object
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* <li>rebound on brick hit
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*
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* not implemented: penalty if balls hits ground, no score for removed bricks, no bonus items, no
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* lives.
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* </ul>
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*
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*/
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public class LevelBreakout0 extends LevelBreakoutBase {
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private static Logger logger = LogManager.getLogger(LevelBreakoutBase.class);
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protected GameObject createEgoObject() {
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RectObject ro = new RectObject("ego", this, 350, 550, 0, 0, 80, 10, Color.BLUE);
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ro.generateColliders();
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EgoController ec = new EgoController(80,10);
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ro.addController(ec);
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logger.info("ego created.");
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return ro;
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}
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protected GameObject createBall() {
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GameObject co = new FallingStar("ball1", this, 350, 350, 100, 100, Color.RED, 5);
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co.addController(new ReboundController());
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logger.info("ball created.");
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return co;
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}
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/**
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* creates bricks. For collision {@link RectCollider} is used.
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*/
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@Override
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protected GameObject createBrick(int row, int column) {
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double xSize = 60;
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double ySize = 30;
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double xStart = 40;
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double yStart = 40;
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double space = 5;
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Color c = Color.BLUE;
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RectObject ro = new RectObject("brick" + row + "/" + column, this, xStart + column * (xSize + space),
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yStart + row * (ySize + space), 0, 0, xSize - 4, ySize - 4, c);
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RectCollider rc = new RectCollider("egal", ro, xSize - 4, ySize - 4);
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ro.addCollider(rc);
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return ro;
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}
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/**
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* lets ball bounce in Y direction, deletes brick and creates a red/blue colored explosion.
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*/
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@Override
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protected void actionIfBallHitsBrick(GameObject ball, GameObject brick) {
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ball.setVY(ball.getVY() * -1); // bounce effect for ball
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this.deleteObject(brick.getId()); // remove brick from field
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logger.debug("deleted brick " + brick.getId());
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}
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/**
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* Let the ball bounce off in Y direction.
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*
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*/
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@Override
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protected void actionIfBallHitsEgo(GameObject ball, GameObject ego) {
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double ballY = ball.getY();
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double egoY = ego.getY();
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ball.setY(ballY < egoY ? ballY - 10 : ballY + 10); // radius 5 hard coded.
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ball.setVY(ball.getVY() * -1);
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logger.debug("ball bounces of ego object.");
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}
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/**
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* Prepares a Breakout level with a 3 x 3 matrix of blocks on top. This method relies on the
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* methods {@link #createEgoObject()}, {@link #createBall()} and {@link #createBrick(int, int)}, among others, which
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* are meant to be overwritten in subclasses.
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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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public void prepareLevel(String level) {
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for (int y = 3; y < 6; y++) {
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for (int x = 0; x < 3; x++) {
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logger.trace("trying to create brick X, Y (" + x + "," + y + ")");
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GameObject brick = this.createBrick(x, y);
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this.addObject(brick);
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}
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}
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this.ego = this.createEgoObject();
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this.ball = this.createBall();
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this.addObject(this.ego);
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this.addObject(this.ball);
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logger.info("level preperation succeeded.");
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}
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}
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