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Manu 3 years ago
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  1. 21
      GameProject/src/controller/MineController.java
  2. 98
      GameProject/src/playground/BreakoutLevelBaseAdvanced.java

21
GameProject/src/controller/MineController.java

@ -4,7 +4,14 @@ import gameobjects.GameObject;
import org.apache.logging.log4j.Logger; import org.apache.logging.log4j.Logger;
import org.apache.logging.log4j.LogManager; import org.apache.logging.log4j.LogManager;
/**
* Stops GameObject movement at bottom of level and let it 'fly' in x-direction towards ego object.
* If the object flies outside of the level (by x-coordinate) it is removed.
*
* The behavior looks like a sinking sea mine, which stays at a certain depth and moves left/right to catch the player.
*
*
*/
public class MineController extends ObjectController { public class MineController extends ObjectController {
int rad = 3; int rad = 3;
@ -17,13 +24,19 @@ public class MineController extends ObjectController {
this.lineSpeed = lineSpeed; this.lineSpeed = lineSpeed;
} }
/**
* Fetches ego object by name 'ego' from current level and determines it's x-position.
* The controlled GameObject will move towards this position (in x-direction only).
* y-direction speed is reduced to zero, if the objects reached lower bound of level (high y-values).
* Only deletes the object if it flies out of visible game area.
*/
@Override @Override
public void updateObject() { public void updateObject() {
if (gameObject.getY() >= this.getPlayground().getSizeY() - 10) { if (gameObject.getY() >= this.getPlayground().getSizeY() - 10) {
this.gameObject.setVY(0); this.gameObject.setVY(0);
if (xSpeed == 0.) { if (xSpeed == 0.) {
GameObject ego = getPlayground().getObject("ego");
GameObject ego = this.getPlayground().getObject("ego");
double egoXPos = ego.getX(); double egoXPos = ego.getX();
if (egoXPos > this.gameObject.getX()) { if (egoXPos > this.gameObject.getX()) {
xSpeed = 50; xSpeed = 50;
@ -38,9 +51,9 @@ public class MineController extends ObjectController {
} }
if (this.gameObject.getX() < 0 || (this.gameObject.getX() > this.getPlayground().getSizeX())) { if (this.gameObject.getX() < 0 || (this.gameObject.getX() > this.getPlayground().getSizeX())) {
logger.debug("deleting" + this.gameObject.getId()); logger.debug("deleting" + this.gameObject.getId());
getPlayground().deleteObject(this.gameObject.getId());
this.getPlayground().deleteObject(this.gameObject.getId());
} }
applySpeedVector();
this.applySpeedVector();
} }
} }

98
GameProject/src/playground/BreakoutLevelBaseAdvanced.java

@ -0,0 +1,98 @@
package playground;
import org.apache.log4j.LogManager;
import org.apache.log4j.Logger;
/**
* Advanced version of abstract {@link BreakoutLevelBase} providing a complete implementation of
* {@link #prepareLevel(String)}. Additionally abstract methods for number of bricks in X and Y
* direction are provided as well as abstract methods for brick sizes and start coordinates.
*
* @see #calcNrBricksX()
* @see #calcNrBricksY()
* @see #getBrickSizeX()
* @see #getBrickSizeY()
* @see #getBrickStartX()
* @see #getBrickStartY()
*
*/
public abstract class BreakoutLevelBaseAdvanced extends BreakoutLevelBase {
private static Logger logger = LogManager.getLogger(BreakoutLevelBaseAdvanced.class);
/**
* provides the number of bricks to be set in horizontal direction.
*
* @return positive value of how many bricks are to be next to each other in X direction
*/
protected abstract int calcNrBricksX();
/**
* provides the number of bricks to be set in vertical direction.
*
* @return positive value of how many bricks are to be next to each other in Y direction
*/
protected abstract int calcNrBricksY();
/**
* provides the length of one brick.
*
* @return positive value of how long a brick should be in X direction.
*/
protected abstract double getBrickSizeX();
/**
* provides the height of one brick.
*
* @return positive value of how high a brick should be in Y direction.
*/
protected abstract double getBrickSizeY();
/**
* provides the start coordinate of upper left corner (X value).
*
* @return positive value of the X coordinate to use as the starting point of the upper left
* corner of the brick set.
*/
protected abstract double getBrickStartX();
/**
* provides the start coordinate of upper left corner (Y value).
*
* @return positive value of the Y coordinate to use as the starting point of the upper left
* corner of the brick set.
*/
protected abstract double getBrickStartY();
/**
* Prepares a complete Breakout type level and uses the values provided by implementations of
* {@link #calcNrBricksX()} and {@link #calcNrBricksY()} to generate the stone matrix.
* Furthermore, it relies on the methods {@link #createEgoObject()}, {@link #createBall} and {@link #createBrick},
* which are meant to be overwritten in subclasses. <br>
* Attention: For collision detection bricks created by {@link #createBrick(int, int)} need to have the String 'brick' in ID.
*
* @see LevelBreakoutBase#prepareLevel(String) for further information.
*
* @param level String passes by the game engine (not used currently and can be ignored).
*
*/
@Override
public void prepareLevel(String level) {
for (int y = 0; y < this.calcNrBricksY(); y++) {
for (int x = 0; x < this.calcNrBricksX(); x++) {
logger.trace("trying to create brick X, Y (" + x + "," + y + ")");
this.addObject(this.createBrick(x, y));
}
}
this.ego = this.createEgoObject();
this.ball = this.createBall();
this.addObject(this.ego);
this.addObject(this.ball);
logger.info("level preperation succeeded.");
}
}
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