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package playground;
import java.awt.Color;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import collider.RectCollider;
import controller.EgoController;
import controller.ReboundController;
import gameobjects.FallingStar;
import gameobjects.GameObject;
import gameobjects.RectObject;
/**
* solution example for Breakout game
* <ul>
* <li>colored bricks
* <li>rebound depends on position where ball hits ego object
* <li>rebound on brick hit
*
* not implemented: penalty if balls hits ground, no score for removed bricks, no bonus items, no
* lives.
* </ul>
*
*/
public class LevelBreakout0 extends LevelBreakoutBase {
private static Logger logger = LogManager.getLogger(LevelBreakoutBase.class);
protected GameObject createEgoObject() {
RectObject ro = new RectObject("ego", this, 350, 550, 0, 0, 80, 10, Color.BLUE);
ro.generateColliders();
EgoController ec = new EgoController(80,10);
ro.addController(ec);
logger.info("ego created.");
return ro;
}
protected GameObject createBall() {
GameObject co = new FallingStar("ball1", this, 350, 350, 100, 100, Color.RED, 5);
co.addController(new ReboundController());
logger.info("ball created.");
return co;
}
/**
* creates bricks. For collision {@link RectCollider} is used.
*/
@Override
protected GameObject createBrick(int row, int column) {
double xSize = 60;
double ySize = 30;
double xStart = 40;
double yStart = 40;
double space = 5;
Color c = Color.BLUE;
RectObject ro = new RectObject("brick" + row + "/" + column, this, xStart + column * (xSize + space),
yStart + row * (ySize + space), 0, 0, xSize - 4, ySize - 4, c);
RectCollider rc = new RectCollider("egal", ro, xSize - 4, ySize - 4);
ro.addCollider(rc);
return ro;
}
/**
* lets ball bounce in Y direction, deletes brick and creates a red/blue colored explosion.
*/
@Override
protected void actionIfBallHitsBrick(GameObject ball, GameObject brick) {
ball.setVY(ball.getVY() * -1); // bounce effect for ball
this.deleteObject(brick.getId()); // remove brick from field
logger.debug("deleted brick " + brick.getId());
}
/**
* Let the ball bounce off in Y direction.
*
*/
@Override
protected void actionIfBallHitsEgo(GameObject ball, GameObject ego) {
double ballY = ball.getY();
double egoY = ego.getY();
ball.setY(ballY < egoY ? ballY - 10 : ballY + 10); // radius 5 hard coded.
ball.setVY(ball.getVY() * -1);
logger.debug("ball bounces of ego object.");
}
/**
* Prepares a Breakout level with a 3 x 3 matrix of blocks on top. This method relies on the
* methods {@link #createEgoObject()}, {@link #createBall()} and {@link #createBrick(int, int)}, among others, which
* are meant to be overwritten in subclasses.
*
* @param level String passes by the game engine (not used currently and can be ignored).
*/
@Override
public void prepareLevel(String level) {
for (int y = 3; y < 6; y++) {
for (int x = 0; x < 3; x++) {
logger.trace("trying to create brick X, Y (" + x + "," + y + ")");
GameObject brick = this.createBrick(x, y);
this.addObject(brick);
}
}
this.ego = this.createEgoObject();
this.ball = this.createBall();
this.addObject(this.ego);
this.addObject(this.ball);
logger.info("level preperation succeeded.");
}
}