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Manu 3 years ago
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  1. 38
      GameProject/src/base/BreakoutGame.java
  2. 173
      GameProject/src/playground/BreakoutLevelBase.java

38
GameProject/src/base/BreakoutGame.java

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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);
}
}

173
GameProject/src/playground/BreakoutLevelBase.java

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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<GameObject> 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. <br>
* 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);
}
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