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Merge remote-tracking branch 'MeinProg2/master' into main

Manu 3 years ago
parent
commit
b062329c1b
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  78. 88
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  81. 84
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  91. 42
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67
ArrayManipulation.java

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package ha01;
import java.util.Arrays;
public class ArrayManipulation {
public static int[] reverseArray(int[] arr) {
for (int i = 0; i < arr.length/2; i++) {
int tmp = arr[i];
arr[i] = arr[arr.length - 1 - i];
arr[arr.length - 1 - i] = tmp;
}
return arr;
}
/*Liefert ein neues Array zurück ohne das erste Element*/
public static int[] removeFirst(int[] arr) {
int [] arrNeu = {};
arrNeu = new int[arr.length-1];
if(arr.length != 0) {
for (int i = 1; i < arr.length; i++) {
arrNeu[i-1] = arr[i];
}
}
return arrNeu;
}
/*Erstellt ein neues Array ohne das letzte Element*/
public static int[] removeLast(int[] arr) {
int [] arrNeu = {};
arrNeu = new int[arr.length-1];
if(arr.length != 0) {
for (int i =0; i < arr.length -1; i++) {
arrNeu[i] = arr[i];
}
}
return arrNeu;
}
/*Erstellt ein neues Array wo alle Zahlen quadriert werden*/
public static int[] squareEach(int[] arr) {
int [] arrNeu = {};
arrNeu = new int[arr.length];
for (int i=0; i <arr.length; i++) {
arrNeu[i] = arr[i] * arr[i];
}
return arrNeu;
}
public static void main(String[] args) {
int[] arr = {1,2,3,4,5};
int [] arr2 = {};
System.out.println(Arrays.toString(reverseArray(arr)));
System.out.println(Arrays.toString(removeFirst(arr)));
System.out.println(Arrays.toString(removeLast(arr)));
System.out.println(Arrays.toString(squareEach(arr)));
}
}

BIN
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<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="src" path="src"/>
<classpathentry kind="con" path="org.eclipse.jdt.launching.JRE_CONTAINER"/>
<classpathentry kind="con" path="org.eclipse.jdt.junit.JUNIT_CONTAINER/5"/>
<classpathentry kind="lib" path="lib/apache-log4j-2.13.3-bin/log4j-1.2-api-2.13.3.jar"/>
<classpathentry kind="lib" path="lib/apache-log4j-2.13.3-bin/log4j-api-2.13.3.jar"/>
<classpathentry kind="lib" path="lib/apache-log4j-2.13.3-bin/log4j-core-2.13.3.jar"/>
<classpathentry kind="output" path="bin"/>
</classpath>

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/.metadata/

17
GameProject-3/.project

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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>GameProject</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>org.eclipse.jdt.core.javanature</nature>
</natures>
</projectDescription>

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eclipse.preferences.version=1
org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled
org.eclipse.jdt.core.compiler.codegen.methodParameters=do not generate
org.eclipse.jdt.core.compiler.codegen.targetPlatform=12
org.eclipse.jdt.core.compiler.codegen.unusedLocal=preserve
org.eclipse.jdt.core.compiler.compliance=12
org.eclipse.jdt.core.compiler.debug.lineNumber=generate
org.eclipse.jdt.core.compiler.debug.localVariable=generate
org.eclipse.jdt.core.compiler.debug.sourceFile=generate
org.eclipse.jdt.core.compiler.problem.assertIdentifier=error
org.eclipse.jdt.core.compiler.problem.enablePreviewFeatures=disabled
org.eclipse.jdt.core.compiler.problem.enumIdentifier=error
org.eclipse.jdt.core.compiler.problem.reportPreviewFeatures=warning
org.eclipse.jdt.core.compiler.release=enabled
org.eclipse.jdt.core.compiler.source=12

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<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="con" path="org.eclipse.jdt.launching.JRE_CONTAINER/org.eclipse.jdt.internal.debug.ui.launcher.StandardVMType/JavaSE-17">
<attributes>
<attribute name="module" value="true"/>
</attributes>
</classpathentry>
<classpathentry kind="src" path="src"/>
<classpathentry kind="output" path="bin"/>
</classpath>

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/bin/

17
GameProject-3/Game/.project

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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>Game</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>org.eclipse.jdt.core.javanature</nature>
</natures>
</projectDescription>

14
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eclipse.preferences.version=1
org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled
org.eclipse.jdt.core.compiler.codegen.targetPlatform=17
org.eclipse.jdt.core.compiler.codegen.unusedLocal=preserve
org.eclipse.jdt.core.compiler.compliance=17
org.eclipse.jdt.core.compiler.debug.lineNumber=generate
org.eclipse.jdt.core.compiler.debug.localVariable=generate
org.eclipse.jdt.core.compiler.debug.sourceFile=generate
org.eclipse.jdt.core.compiler.problem.assertIdentifier=error
org.eclipse.jdt.core.compiler.problem.enablePreviewFeatures=disabled
org.eclipse.jdt.core.compiler.problem.enumIdentifier=error
org.eclipse.jdt.core.compiler.problem.reportPreviewFeatures=warning
org.eclipse.jdt.core.compiler.release=enabled
org.eclipse.jdt.core.compiler.source=17

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module Game {
}

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<?xml version="1.0" encoding="UTF-8"?>
<configuration status="OFF">
<appenders>
<Console name="Console" target="SYSTEM_OUT">
<PatternLayout pattern="%d %-5level %logger{36} - %msg%n" />
</Console>
<File name="File" fileName="log\log4j.log">
<PatternLayout pattern="%d %-5level %logger{36} - %msg%n" />
</File>
</appenders>
<loggers>
<root level="warn">
<appender-ref ref="Console" />
<appender-ref ref="File" />
</root>
<Logger name="base.GameLoop" level="info">
</Logger>
<Logger name="playground" level="info">
</Logger>
</loggers>
</configuration>

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GameProject-3/bin/rendering/RectArtist.class

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7500

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GameProject-3/lib/apache-log4j-2.13.3-bin/LICENSE.txt

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APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following
boilerplate notice, with the fields enclosed by brackets "[]"
replaced with your own identifying information. (Don't include
the brackets!) The text should be enclosed in the appropriate
comment syntax for the file format. We also recommend that a
file or class name and description of purpose be included on the
same "printed page" as the copyright notice for easier
identification within third-party archives.
Copyright 1999-2005 The Apache Software Foundation
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

17
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@ -0,0 +1,17 @@
Apache Log4j
Copyright 1999-2017 Apache Software Foundation
This product includes software developed at
The Apache Software Foundation (http://www.apache.org/).
ResolverUtil.java
Copyright 2005-2006 Tim Fennell
Dumbster SMTP test server
Copyright 2004 Jason Paul Kitchen
TypeUtil.java
Copyright 2002-2012 Ramnivas Laddad, Juergen Hoeller, Chris Beams
picocli (http://picocli.info)
Copyright 2017 Remko Popma

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<!---
Licensed to the Apache Software Foundation (ASF) under one or more
contributor license agreements. See the NOTICE file distributed with
this work for additional information regarding copyright ownership.
The ASF licenses this file to You under the Apache License, Version 2.0
(the "License"); you may not use this file except in compliance with
the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
-->
# Apache Log4j 2.13.3 Release Notes
The Apache Log4j 2 team is pleased to announce the Log4j 2.13.3 release!
Apache Log4j is a well known framework for logging application behavior. Log4j 2 is an upgrade
to Log4j that provides significant improvements over its predecessor, Log4j 1.x, and provides
many other modern features such as support for Markers, lambda expressions for lazy logging,
property substitution using Lookups, multiple patterns on a PatternLayout and asynchronous
Loggers. Another notable Log4j 2 feature is the ability to be "garbage-free" (avoid allocating
temporary objects) while logging. In addition, Log4j 2 will not lose events while reconfiguring.
The artifacts may be downloaded from https://logging.apache.org/log4j/2.x/download.html.
This release contains a fix for bug LOG4J2-2838.
Due to a break in compatibility in the SLF4J binding, Log4j now ships with two versions of the SLF4J to Log4j adapters.
log4j-slf4j-impl should be used with SLF4J 1.7.x and earlier and log4j-slf4j18-impl should be used with SLF4J 1.8.x and
later.
Note that the default XML, JSON and YAML formats changed in the 2.11.0 release: they no longer have the "timeMillis"
attribute and instead have an "Instant" element with "epochSecond" and "nanoOfSecond" attributes. If the previous
behavior is desired the "includeTimeMillis" attribute may be set to true on each of the respective Layouts.
The Log4j 2.13.3 API, as well as many core components, maintains binary compatibility with previous releases.
## GA Release 2.13.3
Changes in this version include:
### Fixed Bugs
* [LOG4J2-2838](https://issues.apache.org/jira/browse/LOG4J2-2838):
Fix NullPointerException in ThreadContextDataInjector.
---
Apache Log4j 2.13.3 requires a minimum of Java 8 to build and run. Log4j 2.3 was the
last release that supported Java 6 and Log4j 2.12.1 is the last release to support Java 7.
For complete information on Apache Log4j 2, including instructions on how to submit bug
reports, patches, or suggestions for improvement, see the Apache Apache Log4j 2 website:
https://logging.apache.org/log4j/2.x/

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2022-04-24 23:39:39,870 INFO base.GameLoop - GUI starts
2022-04-24 23:39:49,629 INFO base.GameLoop - GUI NEW
2022-04-24 23:39:49,629 INFO playground.SpaceInvadersLevel - PREPARE
2022-04-24 23:39:49,665 INFO playground.Animation - img added .\video/sweetAlien0.png
2022-04-24 23:39:49,670 INFO playground.Animation - img added .\video/sweetAlien1.png
2022-04-24 23:39:49,671 INFO playground.Animation - img added .\video/sweetAlien2.png
2022-04-24 23:39:49,672 INFO playground.Animation - img added .\video/sweetAlien3.png
2022-04-24 23:39:49,674 INFO playground.Animation - img added .\video/sweetAlien4.png
2022-04-24 23:39:49,676 INFO playground.Animation - img added .\video/sweetAlien5.png
2022-04-24 23:39:49,677 INFO playground.Animation - img added .\video/sweetAlien6.png
2022-04-24 23:39:49,679 INFO playground.Animation - img added .\video/sweetAlien7.png
2022-04-24 23:39:49,683 INFO playground.Animation - img added .\video/heart0.png
2022-04-24 23:39:49,684 INFO playground.Animation - img added .\video/heart1.png
2022-04-24 23:39:49,685 WARN playground.HighscoreManager - WARNING: Highscore file was not found and reset
2022-04-24 23:39:49,686 INFO playground.HighscoreManager - Highscore file was opened and saved score: 0
2022-04-24 23:39:49,689 INFO playground.SpaceInvadersLevel - HIGHSCORE0
2022-04-25 00:38:02,074 INFO base.GameLoop - GUI starts
2022-04-25 00:38:06,610 INFO base.GameLoop - GUI NEW
2022-04-25 00:38:06,610 INFO playground.SpaceInvadersLevel - PREPARE
2022-04-25 00:38:06,635 INFO playground.Animation - img added .\video/sweetAlien0.png
2022-04-25 00:38:06,638 INFO playground.Animation - img added .\video/sweetAlien1.png
2022-04-25 00:38:06,639 INFO playground.Animation - img added .\video/sweetAlien2.png
2022-04-25 00:38:06,641 INFO playground.Animation - img added .\video/sweetAlien3.png
2022-04-25 00:38:06,644 INFO playground.Animation - img added .\video/sweetAlien4.png
2022-04-25 00:38:06,646 INFO playground.Animation - img added .\video/sweetAlien5.png
2022-04-25 00:38:06,648 INFO playground.Animation - img added .\video/sweetAlien6.png
2022-04-25 00:38:06,650 INFO playground.Animation - img added .\video/sweetAlien7.png
2022-04-25 00:38:06,655 INFO playground.Animation - img added .\video/heart0.png
2022-04-25 00:38:06,656 INFO playground.Animation - img added .\video/heart1.png
2022-04-25 00:38:06,659 INFO playground.SpaceInvadersLevel - HIGHSCORE0
2022-04-25 00:38:33,252 INFO base.GameLoop - GUI NEW
2022-04-25 00:38:33,252 INFO playground.SpaceInvadersLevel - PREPARE
2022-04-25 00:38:33,254 INFO playground.SpaceInvadersLevel - HIGHSCORE0
2022-04-25 00:38:53,472 INFO base.GameLoop - GUI NEW
2022-04-25 00:38:53,472 INFO playground.SpaceInvadersLevel - PREPARE
2022-04-25 00:38:53,473 INFO playground.SpaceInvadersLevel - HIGHSCORE0
2022-05-04 23:49:21,781 INFO base.GameLoop - GUI starts
2022-05-04 23:49:23,804 INFO base.GameLoop - GUI NEW
2022-05-04 23:49:23,804 INFO playground.SpaceInvadersLevel - PREPARE
2022-05-04 23:49:23,838 INFO playground.Animation - img added .\video/sweetAlien0.png
2022-05-04 23:49:23,842 INFO playground.Animation - img added .\video/sweetAlien1.png
2022-05-04 23:49:23,843 INFO playground.Animation - img added .\video/sweetAlien2.png
2022-05-04 23:49:23,846 INFO playground.Animation - img added .\video/sweetAlien3.png
2022-05-04 23:49:23,848 INFO playground.Animation - img added .\video/sweetAlien4.png
2022-05-04 23:49:23,850 INFO playground.Animation - img added .\video/sweetAlien5.png
2022-05-04 23:49:23,852 INFO playground.Animation - img added .\video/sweetAlien6.png
2022-05-04 23:49:23,853 INFO playground.Animation - img added .\video/sweetAlien7.png
2022-05-04 23:49:23,857 INFO playground.Animation - img added .\video/heart0.png
2022-05-04 23:49:23,859 INFO playground.Animation - img added .\video/heart1.png
2022-05-04 23:49:23,861 INFO playground.SpaceInvadersLevel - HIGHSCORE2700
2022-05-04 23:50:06,924 INFO base.GameLoop - GUI starts
2022-05-04 23:50:08,516 INFO base.GameLoop - GUI NEW
2022-05-04 23:50:08,517 INFO playground.SpaceInvadersLevel - PREPARE
2022-05-04 23:50:08,541 INFO playground.Animation - img added .\video/sweetAlien0.png
2022-05-04 23:50:08,545 INFO playground.Animation - img added .\video/sweetAlien1.png
2022-05-04 23:50:08,547 INFO playground.Animation - img added .\video/sweetAlien2.png
2022-05-04 23:50:08,549 INFO playground.Animation - img added .\video/sweetAlien3.png
2022-05-04 23:50:08,551 INFO playground.Animation - img added .\video/sweetAlien4.png
2022-05-04 23:50:08,553 INFO playground.Animation - img added .\video/sweetAlien5.png
2022-05-04 23:50:08,554 INFO playground.Animation - img added .\video/sweetAlien6.png
2022-05-04 23:50:08,556 INFO playground.Animation - img added .\video/sweetAlien7.png
2022-05-04 23:50:08,560 INFO playground.Animation - img added .\video/heart0.png
2022-05-04 23:50:08,562 INFO playground.Animation - img added .\video/heart1.png
2022-05-04 23:50:08,564 INFO playground.SpaceInvadersLevel - HIGHSCORE2700
2022-05-04 23:50:27,571 INFO playground.SpaceInvadersLevel - no enemies left, level done.
2022-05-04 23:50:27,571 INFO playground.SpaceInvadersLevel - PREPARE
2022-05-04 23:50:27,574 INFO playground.Animation - img added .\video/sweetAlien0.png
2022-05-04 23:50:27,576 INFO playground.Animation - img added .\video/sweetAlien1.png
2022-05-04 23:50:27,577 INFO playground.Animation - img added .\video/sweetAlien2.png
2022-05-04 23:50:27,578 INFO playground.Animation - img added .\video/sweetAlien3.png
2022-05-04 23:50:27,579 INFO playground.Animation - img added .\video/sweetAlien4.png
2022-05-04 23:50:27,580 INFO playground.Animation - img added .\video/sweetAlien5.png
2022-05-04 23:50:27,581 INFO playground.Animation - img added .\video/sweetAlien6.png
2022-05-04 23:50:27,583 INFO playground.Animation - img added .\video/sweetAlien7.png
2022-05-04 23:50:27,586 INFO playground.Animation - img added .\video/heart0.png
2022-05-04 23:50:27,587 INFO playground.Animation - img added .\video/heart1.png
2022-05-04 23:50:27,588 INFO playground.SpaceInvadersLevel - HIGHSCORE2700
2022-05-04 23:51:42,798 INFO base.GameLoop - GUI starts
2022-05-04 23:51:44,444 INFO base.GameLoop - GUI NEW
2022-05-04 23:51:44,444 INFO playground.SpaceInvadersLevel - PREPARE
2022-05-04 23:51:44,473 INFO playground.Animation - img added .\video/sweetAlien0.png
2022-05-04 23:51:44,477 INFO playground.Animation - img added .\video/sweetAlien1.png
2022-05-04 23:51:44,479 INFO playground.Animation - img added .\video/sweetAlien2.png
2022-05-04 23:51:44,481 INFO playground.Animation - img added .\video/sweetAlien3.png
2022-05-04 23:51:44,483 INFO playground.Animation - img added .\video/sweetAlien4.png
2022-05-04 23:51:44,485 INFO playground.Animation - img added .\video/sweetAlien5.png
2022-05-04 23:51:44,487 INFO playground.Animation - img added .\video/sweetAlien6.png
2022-05-04 23:51:44,488 INFO playground.Animation - img added .\video/sweetAlien7.png
2022-05-04 23:51:44,492 INFO playground.Animation - img added .\video/heart0.png
2022-05-04 23:51:44,494 INFO playground.Animation - img added .\video/heart1.png
2022-05-04 23:51:44,497 INFO playground.SpaceInvadersLevel - HIGHSCORE2700
2022-05-04 23:51:55,712 INFO playground.SpaceInvadersLevel - no enemies left, level done.
2022-05-04 23:51:55,712 INFO playground.SpaceInvadersLevel - PREPARE
2022-05-04 23:51:55,715 INFO playground.Animation - img added .\video/sweetAlien0.png
2022-05-04 23:51:55,717 INFO playground.Animation - img added .\video/sweetAlien1.png
2022-05-04 23:51:55,718 INFO playground.Animation - img added .\video/sweetAlien2.png
2022-05-04 23:51:55,719 INFO playground.Animation - img added .\video/sweetAlien3.png
2022-05-04 23:51:55,720 INFO playground.Animation - img added .\video/sweetAlien4.png
2022-05-04 23:51:55,722 INFO playground.Animation - img added .\video/sweetAlien5.png
2022-05-04 23:51:55,723 INFO playground.Animation - img added .\video/sweetAlien6.png
2022-05-04 23:51:55,724 INFO playground.Animation - img added .\video/sweetAlien7.png
2022-05-04 23:51:55,727 INFO playground.Animation - img added .\video/heart0.png
2022-05-04 23:51:55,729 INFO playground.Animation - img added .\video/heart1.png
2022-05-04 23:51:55,730 INFO playground.SpaceInvadersLevel - HIGHSCORE2700
2022-05-04 23:52:07,817 INFO playground.HighscoreManager - Highscore file was opened and saved score: 3100
2022-05-04 23:52:07,817 INFO playground.SpaceInvadersLevel - no enemies left, level done.
2022-05-04 23:52:07,818 INFO playground.SpaceInvadersLevel - PREPARE
2022-05-04 23:52:07,820 INFO playground.Animation - img added .\video/sweetAlien0.png
2022-05-04 23:52:07,821 INFO playground.Animation - img added .\video/sweetAlien1.png
2022-05-04 23:52:07,823 INFO playground.Animation - img added .\video/sweetAlien2.png
2022-05-04 23:52:07,824 INFO playground.Animation - img added .\video/sweetAlien3.png
2022-05-04 23:52:07,825 INFO playground.Animation - img added .\video/sweetAlien4.png
2022-05-04 23:52:07,826 INFO playground.Animation - img added .\video/sweetAlien5.png
2022-05-04 23:52:07,827 INFO playground.Animation - img added .\video/sweetAlien6.png
2022-05-04 23:52:07,828 INFO playground.Animation - img added .\video/sweetAlien7.png
2022-05-04 23:52:07,831 INFO playground.Animation - img added .\video/heart0.png
2022-05-04 23:52:07,832 INFO playground.Animation - img added .\video/heart1.png
2022-05-04 23:52:07,833 INFO playground.SpaceInvadersLevel - HIGHSCORE3100
2022-05-04 23:52:21,104 INFO playground.HighscoreManager - Highscore file was opened and saved score: 7500
2022-05-04 23:52:21,104 INFO playground.SpaceInvadersLevel - no enemies left, level done.
2022-05-04 23:52:21,104 INFO base.GameLoop - reached end of levels
2022-05-04 23:52:21,105 INFO base.GameLoop - Game ends. Bye.

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231
GameProject-3/src/base/GameLoop.java

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package base;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
import java.util.ListIterator;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import gameobjects.GameObject;
import playground.Level1;
import playground.Playground;
import ui.GameUI;
/**
* Main class starting any game, contains main(). Apart from that, this class manages all
* non-logical functionalities which should be hidden from a game designer like:
* <ul>
* <li>Setting up windows, panels, buttons, action callbacks, ...
* <li>Reading keyboard inputs
* <li>Redrawing game window if necessary
* <li>managing the game time and calling the appropriate {@link GameObject} or {@link Playground}
* methods periodically, at every time step of the game.
* </ul>
* There will normally never be a need to modify this file, a designer/game programmer should always
* redefine the {@link GameObject} and {@link Playground} classes and implement new functionality
* there. To make a long story short<br>
*/
public class GameLoop {
/** Pixel width of Game GUI ( above 0) */
public static int SIZEX = 300;
/** Pixel height of Game GUI (above 0) */
public static int SIZEY = 200;
/**
* before call to {@link #runGame(String[])} this List should be initialized (in constructor).
*/
private List<Playground> levels = new ArrayList<Playground>(0);
private static Logger logger = LogManager.getLogger(GameLoop.class);
/** constructor which calls {@link #defineLevels()}, which adds all levels of this game.
*/
public GameLoop() {
this.defineLevels();
}
/**
* First resets (clears) the already existing level instances of this game's list of levels ({@link #resetLevels()}),
* then adds one instance of {@link Level1} by calling {@link #addLevel()}.
* Should be called only before playing starts (e.g. in constructor or before {@link #runGame(String[]) } is called.
*
* <br><strong>Note:</strong> Subclasses of {@link GameLoop} should override this method to define own levels for their game.
*/
void defineLevels() {
this.resetLevels();
this.addLevel(new Level1());
}
/**
* Adds the given level instance to the end of the currently already stored list of levels to play.
* Should be called only before playing starts (e.g. in constructor or before {@link #runGame(String[]) } is called.
*
* @param level instance of Playground (a level) to add.
*/
void addLevel(Playground level) {
this.levels.add(level);
}
/**
* Removes all levels from the list of levels to play! Do not call this method while {@link #runGame(String[]) } is running!
*/
void resetLevels() {
this.levels.clear();
}
/**
* loops over all {@link #levels} and implements the game loop to update continuously the level
* during play time
*
* @param args command line arguments forwarded (currently ignored)
* @throws IOException if hitghscore.txt cannot be written.
*/
public void runGame(String[] args) throws IOException {
logger.info("GUI starts");
GameUI gameUI = new GameUI(SIZEX, SIZEY); // probably change to your new GUI class
double gameTime = -1;
Playground currentPlayground = null;
// loop over different levels
ListIterator<Playground> levelIterator = levels.listIterator();
while (true) {
logger.debug("LevelIndex is " + (levelIterator.nextIndex()) + " (of " + levels.size() + " levels)");
gameTime = 0;
long start = System.nanoTime();
// loop over single level
while (true) {
int act = GameUI.getNewAction();
// Query GameUI for high-level user commands; new game/reset/etc...
if (act == GameUI.ACTION_RESET) {
// ReStart Game in same Level
logger.info("GUI RESET");
currentPlayground.prepareLevel("level" + (levelIterator.nextIndex()-1));
GameUI.resetAction();
}
if (act == GameUI.ACTION_NEW) {
// new game
logger.info("GUI NEW");
start = System.nanoTime();
levelIterator = levels.listIterator(); // reset
currentPlayground = levelIterator.next(); // again level
currentPlayground.prepareLevel("level" + (levelIterator.nextIndex()-1));
gameUI.setPlayground(currentPlayground);
GameUI.resetAction();
break;
}
if (act == GameUI.ACTION_BUTTON) {
// Event of Button pressed --> PAUSE!
logger.info("GUI PAUSE");
if (currentPlayground != null) {
boolean p = currentPlayground.isPaused();
p = !p;
currentPlayground.setPaused(p);
}
GameUI.resetAction();
}
if (act == GameUI.ACTION_SAVE) {
logger.info("GUI SAVE");
// UNDONE save current state (not yet working/implemented)
GameUI.resetAction();
}
if (act == GameUI.ACTION_LOAD) {
logger.info("GUI LOAD");
// load game state (currently simply resets)
GameUI.resetAction();
}
// if game has been created: execute a single iteration of the game loop
if (currentPlayground != null) {
// calc time that was used for painting the game, in seconds since last loop
long end = System.nanoTime();
double realTS = ((double) (end - start) / 1000000000.);
// time calc for one loop of the while
start = System.nanoTime();
if (currentPlayground.levelFinished() || currentPlayground.gameOver() == true) {
break; // leave level; breaks WHILE
}
// paint current state of level and start time measurement
gameUI.waitWhilePainting();
gameUI.grabFocus(); // needed to grab input events in next step
// communicate inputs to level
currentPlayground.processKeyEvents(gameUI.getKeyEvents());
currentPlayground.processMouseEvents(gameUI.getMouseEvents());
if (currentPlayground.isPaused() == false) {
// update objects and level
currentPlayground.updateObjects();
currentPlayground.applyGameLogic();
// update game time
gameTime += realTS;
// communicate gameTime and timestep to level
currentPlayground.setTimestep(realTS);
currentPlayground.setGameTime(gameTime);
Playground.setGlobalFlag("gameTime", Double.valueOf(realTS));
logger.trace("gameTime is now "+gameTime);
} // if
} // if
} // inner while loop within level
// after level is done: leave outer loop if game over
if (currentPlayground.gameOver() == true) {
break; // outer while ends game
}
// after level is done: reset level and go to next, if there is one
if (currentPlayground.levelFinished() == true) {
currentPlayground.reset();
// increase level counter, go on to next one
logger.debug("level finished. now new LevelIndex is " + levelIterator.nextIndex());
if (levelIterator.nextIndex() >= levels.size()) {
logger.info("reached end of levels");
break; // outer while ends game;
}
currentPlayground = levelIterator.next();
currentPlayground.prepareLevel("level" + (levelIterator.nextIndex()-1));
}
} // outer loop over levels
logger.info("Game ends. Bye.");
System.exit(0);
} // main()
/**
* main to start the whole application.
* initializes the {@link #levels} ArrayList of Playground instances (levels) to be played with one level {@link SpaceInvadersLevel} in constructor of {@link #GameLoop}.
*
* @param args Java default command line args, forwarded to {@link #runGame(String[])}
* @throws IOException in case highscore.txt cannot be written.
*/
public static void main(String[] args) throws IOException {
GameLoop gl = new GameLoop();
gl.runGame(args);
}
}

30
GameProject-3/src/base/MultiLevelGame.java

@ -0,0 +1,30 @@
package base;
import java.io.IOException;
import playground.*;
public class MultiLevelGame extends GameLoop {
@Override
void defineLevels() {
this.resetLevels();
//this.addLevel(new Level1());
// this.addLevel(new LevelHitTwice());
// this.addLevel(new Level3());
// this.addLevel(new LevelBoss());
this.addLevel(new Level5());
this.addLevel(new Level6());
this.addLevel(new Level7());
}
public static void main(String[] args) throws IOException {
MultiLevelGame l5 = new MultiLevelGame();
l5.runGame(args);
}
}

88
GameProject-3/src/collider/CircleCollider.java

@ -0,0 +1,88 @@
package collider;
import java.awt.Color;
import gameobjects.*;
import org.apache.logging.log4j.Logger;
import org.apache.logging.log4j.LogManager;
/** Collider for round objects */
public class CircleCollider extends Collider {
double x;
double y;
double vx;
double vy;
double r;
private static Logger logger = LogManager.getLogger(Collider.class);
/**
* Constructor which sets the radius to be respected for collisions.
*
* @param id String unique name for the collider instance
* @param o GameObject it belongs to
* @param radius radius in pixels to use as a size
*/
public CircleCollider(String id, GameObject o, double radius) {
super(id, o);
this.r = radius;
}
/** simple concatenation of all attributes (x,y,r) */
public String toString() {
return "circ:" + x + " " + y + "/" + r + " ";
}
/**
* calculates the collission of this with other collider
*
* @param _c2 the other collider
* @return true if a collision was detected
* @throws Exception in case the math operations are invalid (due to illegal values of x y or
* radius)
*/
public boolean checkCollisionCircCirc(Collider _c2) throws Exception {
CircleCollider c2 = (CircleCollider) _c2;
CircleCollider c1 = this;
logger.trace(c1.x + " " + c1.y + " " + c1.r + " " + c2.x + " " + c2.y+ " " + c2.r);
int kathete1 = (int) (Math.abs(c2.gameobject.getX() - c1.gameobject.getX()));
int kathete2 = (int) (Math.abs(c2.gameobject.getX() - c1.gameobject.getY()));
int hypothenuse = (int) (c1.r + c2.r);
logger.trace(kathete1 + " " + kathete2 + " " + hypothenuse + " ");
if (((kathete1 ^ 2) + (kathete2 ^ 2)) <= (hypothenuse ^ 2)) {
logger.trace("Collision");
return true;
}
return false;
}
@Override
public boolean collidesWith(Collider other) {
// circ circ
try {
return checkCollisionCircCirc(other);
} catch (Exception e) {
}
try {
return other.collidesWith(this);
} catch (Exception e) {
}
throw new RuntimeException("Collider type not implemented!");
}
private Color color = Color.WHITE;
}

127
GameProject-3/src/collider/Collider.java

@ -0,0 +1,127 @@
package collider;
import java.awt.Graphics2D;
import java.util.LinkedList;
import gameobjects.GameObject;
import playground.Playground;
import controller.ObjectController;
/**
* abstract base class for all Colliders to detect collisions between GameObjects
*
*
*/
public abstract class Collider {
/** unique internal name for Collider */
public String id = null;
/** GameObject it belongs to */
protected GameObject gameobject = null;
/** PlayGround instance it belongs to */
protected Playground playground = null;
/** the ObjectController to the corresponding GameObject (can be null) */
protected ObjectController controller = null;
protected double dx = 0.;
double dy = 0.;
/**
*
* @param id unique name for Collider (internally)
* @param o GameObject instance it belongs to
*/
public Collider(String id, GameObject o) {
this.gameobject = o;
this.id = id;
this.controller = o.getObjectController();
this.playground = o.getPlayground();
}
/**
* setter for offset values to be used relative to GameObject center. default is zero.
*
* @param dx offset in X direction (default 0)
* @param dy offset in Y direction (default 0)
* @return this instance of Collider
*/
public Collider setOffsets(double dx, double dy) {
this.dx = dx;
this.dy = dy;
return this;
}
public String toString() {
return "baseColl";
}
/**
* returns the corresponding game objects X coordinate (center) plus this colliders offset in X
* (probably zero).
*
* @return X value
*/
public double getX() {
return this.gameobject.getX() + this.dx;
}
/**
* returns the corresponding game objects Y coordinate (center) plus this colliders offset in Y
* (probably zero).
*
* @return Y value
*/
public double getY() {
return this.gameobject.getY() + this.dy;
}
/**
* returns the internal unique name
*
* @return the String with the name
*/
public String getId() {
return id;
}
/**
* setter for corresponding GameObject
*
* @param gameObject to be saved in attribute
*/
public void setObject(GameObject gameObject) {
this.gameobject = gameObject;
}
/**
* setter for GameController
*
* @param controller to be saved in attribute
*/
public void setController(ObjectController controller) {
this.controller = controller;
}
/**
* setter for Playground instance this collider belongs to
*
* @param playground instance to be stored in attribute
*/
public void setPlayground(Playground playground) {
this.playground = playground;
}
/**
* checks the collission with another collider instance.
*
* @param other the instance to compare to
* @return true if the colliders collide (touch or overlap)
*/
abstract public boolean collidesWith(Collider other);
}

127
GameProject-3/src/collider/RectCollider.java

@ -0,0 +1,127 @@
package collider;
import java.awt.Color;
import gameobjects.*;
import org.apache.logging.log4j.Logger;
import org.apache.logging.log4j.LogManager;
/** a {@link Collider} for Rectangles, usually used for {@link RectObject} instances.
* @see gameobjects.RectObject#generateColliders()
*/
public class RectCollider extends Collider {
//double x;
//double y;
//double vx;
//double vy;
double w, h;
private Color color = Color.WHITE;
private static Logger logger = LogManager.getLogger(RectCollider.class);
/**
* initializes this RectCollider.
* calls superclass constructor of {@link Collider#Collider(String, GameObject)} with params String id and GameObject o.
*
* @param id String unique name for this RectCollider
* @param o GameObject instance this RectCollider belongs to (cannot be null)
* @param w width in pixels for the collider dimensions (> 0)
* @param h height in pixels for the collider dimensions (>0)
*/
public RectCollider(String id, GameObject o, double w, double h) {
super(id, o);
this.w = w;
this.h = h;
}
public String toString() {
return " " + w + " " + h + " ";
}
/**
* checks collision with other Collider, which needs to be a RectCollider, too.
* @param other RectCollider (is casted) to calculate collision with
* @return true if collission is detected
*/
public boolean checkCollisionRectRect(Collider other) {
RectCollider r1 = this;
RectCollider r2 = (RectCollider) other;
if ((((r1.getX() + r1.w / 2.) >= (r2.getX() - r2.w / 2.)) && ((r1.getX() + r1.w / 2.) <= (r2
.getX() + r2.w / 2.)))
|| (((r2.getX() + r2.w / 2.) >= (r1.getX() - r1.w / 2.)) && ((r2.getX() + r2.w / 2.) <= (r1
.getX() + r1.w / 2.)))) {
if ((((r1.getY() + r1.h / 2.) >= (r2.getY() - r2.h / 2.)) && ((r1.getY() + r1.h / 2.) <= (r2
.getY() + r2.h / 2.)))
|| (((r2.getY() + r2.h / 2.) >= (r1.getY() - r1.h / 2.)) && ((r2.getY() + r2.h / 2.) <= (r1
.getY() + r1.h / 2.)))) {
return true;
}
}
return false;
}
/**
* checks collision with other Collider, which needs to be a CircleCollider
* @param other CircleCollider (is casted) to calculate collision with
* @return true if collission is detected
*/
public boolean checkCollisionRectCirc(Collider other) {
RectCollider r = this;
CircleCollider c = (CircleCollider) (other);
double circleDistX = Math.abs(c.getX() - (r.getX() ));
double circleDistY = Math.abs(c.getY() - (r.getY() ) );
logger.trace("c.x:"+c.x+" "+"c.y:"+c.y+" "+"c.r:"+c.r+" "+"r.x:"+r.getX()+" "+"r.y:"+r.getY()+" "+"r.w:"+r.w+" "+"r.h:"+r.h+" "+"circleDistX:"+circleDistX+" "+"circleDistY:"+circleDistY);
if (circleDistX > (r.w / 2 + c.r))
return false;
if (circleDistY > (r.h / 2 + c.r))
return false;
if (circleDistX <= (r.w / 2)) {
logger.trace("Collision Rect with circle");
return true;
}
if (circleDistY <= (r.h / 2)) {
logger.trace("Collision Rect with circle (second)");
return true;
}
double cornerDistSqr = Math.pow(circleDistX - r.w / 2, 2) + Math.pow(circleDistY - r.h / 2, 2); // Satz
// des
// Pythagoras
return (cornerDistSqr <= c.r * c.r); // falls true zurueckgegeben: Kollision
}
@Override
public boolean collidesWith(Collider other) {
// rect circ
try {
return checkCollisionRectCirc(other);
} catch (Exception e) {
// do nothing
}
// rect rect
try {
return checkCollisionRectRect(other);
} catch (Exception e) {
// do nothing
}
try {
return other.collidesWith(this);
} catch (Exception e) {
// do nothing
}
throw new RuntimeException("Collider type not implemented!");
}
}

84
GameProject-3/src/controller/CollisionAwareEgoController.java

@ -0,0 +1,84 @@
package controller;
import playground.*;
import gameobjects.*;
import java.util.*;
import java.awt.event.*;
import java.io.File;
/**
* An EgoController which cannot move through obstacle objects (is collission aware). Only respects
* GameObjects that have the String 'obstacle' in their name.
*
*/
public class CollisionAwareEgoController extends EgoController {
double savex, savey, savevx, savevy;
double lastSpaceAt = -1;
private File shot = null;
/**
*
* @param egoRad radius of ego object to be used.
*/
public CollisionAwareEgoController(double egoRad) {
super(egoRad);
}
/**
*
* @param egoRad radius of ego object to be used.
* @param soundOnShot WAV file to be played on shot
*/
public CollisionAwareEgoController(double egoRad, File soundOnShot) {
super(egoRad);
this.shot = soundOnShot;
}
public void saveDynamicState() {
this.savex = this.getX();
this.savey = this.getY();
this.savevx = this.getVX();
this.savevy = this.getVY();
}
public void restoreDynamicState() {
this.setX(savex);
this.setY(savey);
this.setVX(savevx);
this.setVY(savevy);
}
public boolean stopObject() {
boolean s = super.stopObject();
Playground pg = this.getPlayground();
LinkedList<GameObject> obstacles = pg.collectObjects("obstacle", false);
this.saveDynamicState();
this.applySpeedVector();
for (GameObject ob : obstacles) {
if (ob.collisionDetection(this.gameObject)) {
this.restoreDynamicState();
return true;
}
}
this.restoreDynamicState();
return s;
}
public void onSpace(KeyEvent e, GameObject ego) {
double cgt = ego.getGameTime();
if ((cgt - this.lastSpaceAt) > 0.1) {
super.onSpace(e, ego);
Music.music(this.shot);
}
}
}

216
GameProject-3/src/controller/EgoController.java

@ -0,0 +1,216 @@
package controller;
import java.awt.Color;
import java.awt.event.KeyEvent;
import playground.*;
import gameobjects.*;
import java.util.*;
import org.apache.logging.log4j.Logger;
import org.apache.logging.log4j.LogManager;
/**
* Controller using key events for up, down, left, right and space (shooting) to control the ego
* object behavior.
*/
public class EgoController extends ObjectController {
// either rad is zero or width/height is zero (guaranteed by constructors)
private double rad = 0;
private double width = 0;
private double height = 0;
private Integer pressedKey = null;
private Integer lastPressedKey = null;
private static Logger logger = LogManager.getLogger(EgoController.class);
/**
* constructor that gives the ego controller a radius to stop the ego object when it reaches the level boundaries.
* @param egoRad radius to use as a boundary stop for level borders (usually use the same dimensions as your ego object)
*/
public EgoController(double egoRad) {
this.rad = egoRad;
}
/**
* constructor that gives the ego controller a width and height to stop the ego object when it reaches the level boundaries.
* @param width width to use as a boundary stop for level borders (usually use the same dimensions as your ego object)
* @param height height to use as a boundary stop for level borders (usually use the same dimensions as your ego object)
*/
public EgoController(double width, double height) {
this.width = width;
this.height = height;
}
public void onUp(KeyEvent kc, GameObject ego) {
ego.setVX(0.0);
ego.setVY(-SpaceInvadersLevel.EGOSPEED);
}
public void onDown(KeyEvent kc, GameObject ego) {
ego.setVX(0.0);
ego.setVY(SpaceInvadersLevel.EGOSPEED);
}
public void onLeft(KeyEvent kc, GameObject ego) {
ego.setVY(0.0);
ego.setVX(-SpaceInvadersLevel.EGOSPEED);
}
public void onRight(KeyEvent kc, GameObject ego) {
ego.setVY(0.0);
ego.setVX(SpaceInvadersLevel.EGOSPEED);
}
public void onStop(KeyEvent kc, GameObject ego) {
ego.setVY(0.0);
ego.setVX(0.0);
ego.setComponentProperty("controller", "setDummy", "NEW");
ego.setComponentProperty("controller", "setDummy2", "XXX");
}
/** checks the position and respects level boundaries and own radius or width/height set on constructor.
*
* @return true if the object reached the boundaries of the level, false otherwise
*/
public boolean stopObject() {
// check whether ego object is at level boundaries
// can use radius (rad) and width or height in one check as either rad or width/height is zero.
int pgSizeX = this.getPlayground().getSizeX();
int pgSizeY = this.getPlayground().getSizeY();
double ts = this.getTimestep();
if (this.getX() + rad + (width/2d) + this.getVX() * ts >= pgSizeX
|| this.getX() - rad - (width/2d) + this.getVX() * ts < 0) {
return true;
}
if (this.getY() + rad + (height/2d) + this.getVY() * ts >= pgSizeY
|| this.getY() - rad - (height/2d) + this.getVY() * ts < 0) {
return true;
}
return false;
}
/** behavior for shooting on key space
*
* @param e KeyEvent of the space key
* @param ego EgoObject instance (used to determine position of shot object's start)
*/
public void onSpace(KeyEvent e, GameObject ego) {
pressedKey = lastPressedKey;
lastPressedKey = null;
// create unique name for object
// read Flag nextShot read (if not existing already it will be set)
// it will be updated by 1 and saved
Integer nextShot =
(Integer) this.getPlayground().getOrCreateLevelFlag("nextShot", Integer.valueOf(0));
String shotName = "simpleShot" + nextShot++;
this.getPlayground().setLevelFlag("nextShot", nextShot);
SimpleShotController simpleshot = new SimpleShotController();
GameObject ss = new RectObject(shotName, this.getPlayground(), ego.getX(), ego.getY(), 0,
-1. * SpaceInvadersLevel.SHOTSPEED, 4, 12, Color.CYAN).addController(simpleshot);
ss.generateColliders();
this.getPlayground().addObject(ss);
}
/**
* updates position based on key events (mouse currently ignored)
*/
public void updateObject() {
logger.trace("Playground inst is"+this.getPlayground()) ;
Stack<KeyEvent> keyEvents = this.getPlayground().getKeyEvents();
GameObject ego = this.gameObject;
while (!keyEvents.isEmpty()) {
KeyEvent e = keyEvents.pop();
boolean pressed = false;
boolean released = true;
int kc = e.getKeyCode();
if (e.paramString().indexOf("PRESSED") >= 0) {
pressed = true;
released = false;
}
/**
* Generelle Idee: Wenn eine Taste gedrückt wird wird sie gespeichert. wenn die zuvor
* gespeicherte Taste wieder losgelassen wird stoppt das Ego-Objekt. Falls vor dem Loslassen
* eine andere Taste gedrückt wird, wird diese gespeichert und die alte vergessen. Dh das
* loslassen der alten Taste stoppt das Objekt nicht. Spezialfall: space, das loslassen von
* space stoppt das Objekt nicht!
*/
if (pressed == true) {
lastPressedKey = pressedKey;
pressedKey = kc;
}
/**
* Nur eine losgelassene Taste die auch vorher gedrückt wurde stoppt das Objekt. Eine
* losgelassene Taste die nicht vorher gedrückt wurde bzw vergessen wurde stoppt das Objekt
* nicht
*/
if (released == true) {
if (pressedKey != null) {
if (pressedKey.equals(kc)) {
ego.setVX(0);
ego.setVY(0);
pressedKey = null;
}
}
continue;
}
if (kc == KeyEvent.VK_LEFT) {
this.onLeft(e, ego);
}
if (kc == KeyEvent.VK_RIGHT) {
this.onRight(e, ego);
}
if (kc == KeyEvent.VK_UP) {
this.onUp(e, ego);
}
if (kc == KeyEvent.VK_DOWN) {
this.onDown(e, ego);
}
// stop
if (kc == KeyEvent.VK_Z) {
this.onStop(e, ego);
}
// shot
if (kc == KeyEvent.VK_SPACE) {
// space is not registered! Releasing space does not stop the egoobject
this.onSpace(e, ego);
}
}
boolean stop = this.stopObject();
if (stop) {
this.setVX(0);
this.setVY(0);
}
// updateSpeed and position
applySpeedVector();
}
}

36
GameProject-3/src/controller/EnemyController.java

@ -0,0 +1,36 @@
package controller;
import org.apache.logging.log4j.Logger;
import org.apache.logging.log4j.LogManager;
/**
* This class controls the space invaders.
*/
public class EnemyController extends ObjectController {
private static Logger logger = LogManager.getLogger(EnemyController.class);
@Override
public void updateObject() {
logger.trace("updatre" + gameObject.getId());
if ((gameObject.getX() > this.getPlayground().getSizeX() * 0.9) && (gameObject.getVX() > 0)) {
logger.trace("toleft!" + gameObject.getX());
gameObject.setVX(-this.getVX());
}
if ((gameObject.getX() < this.getPlayground().getSizeX() * 0.1) && (gameObject.getVX() < 0)) {
logger.trace("toright!" + gameObject.getX());
gameObject.setVX(-this.getVX());
}
// if it reaches the bottom, delete it and deduct points
if (gameObject.getY() >= this.getPlayground().getSizeY()) {
this.getPlayground().deleteObject(gameObject.getId());
// add to points counter
Integer pts = (Integer) this.getPlayground().getGlobalFlag("points");
this.getPlayground().setGlobalFlag("points", pts - 200);
}
applySpeedVector();
}
}

24
GameProject-3/src/controller/FallingStarController.java

@ -0,0 +1,24 @@
package controller;
import org.apache.logging.log4j.Logger;
import org.apache.logging.log4j.LogManager;
/**
* Controls background stars. When they touch the bottom of the display they reappear on top.
*/
public class FallingStarController extends ObjectController {
int rad = 3;
private static Logger logger = LogManager.getLogger(FallingStarController.class);
@Override
public void updateObject() {
logger.trace(
"+" + this.gameObject.getId() + " HO " + this.gameObject + "/" + this.getPlayground());
if (this.getY() + rad >= this.getPlayground().getSizeY()) {
this.setY(10);
}
applySpeedVector();
}
}

36
GameProject-3/src/controller/LimitedTimeController.java

@ -0,0 +1,36 @@
package controller;
/**
* Controls and abject that is deleted after a lifetime specified in the constructor, and when it
* leaves the display.
*/
public class LimitedTimeController extends ObjectController {
int rad = 3;
double g0 = -1;
double duration = 0;
/**
* Constructor.
*
* @param g0 int initial game time at creation
* @param duration int duration in seconds
*/
public LimitedTimeController(double g0, double duration) {
this.g0 = g0;
this.duration = duration;
}
@Override
public void updateObject() {
double gameTime = this.getPlayground().getGameTime();
applySpeedVector();
if (gameObject.getY() >= getPlayground().getSizeY() || gameObject.getY() < 0
|| gameObject.getX() >= getPlayground().getSizeX() || gameObject.getX() < 0
|| (gameTime - g0) > duration) {
this.getPlayground().deleteObject(this.gameObject.getId());
}
}
}

47
GameProject-3/src/controller/MineController.java

@ -0,0 +1,47 @@
package controller;
import controller.ObjectController;
import gameobjects.GameObject;
import org.apache.logging.log4j.Logger;
import org.apache.logging.log4j.LogManager;
public class MineController extends ObjectController {
int rad = 3;
double xSpeed = 0.;
double lineSpeed = 0;
private static Logger logger = LogManager.getLogger(MineController.class);
public MineController(double lineSpeed) {
this.lineSpeed = lineSpeed;
}
@Override
public void updateObject() {
if (gameObject.getY() >= this.getPlayground().getSizeY() - 10) {
this.gameObject.setVY(0);
if (xSpeed == 0.) {
GameObject ego = getPlayground().getObject("ego");
double egoXPos = ego.getX();
if (egoXPos > this.gameObject.getX()) {
xSpeed = 50;
} else {
xSpeed = -50;
}
this.gameObject.setVX(xSpeed);
}
this.gameObject.setVX(xSpeed);
}
if (this.gameObject.getX() < 0 || (this.gameObject.getX() > this.getPlayground().getSizeX())) {
logger.debug("deleting" + this.gameObject.getId());
getPlayground().deleteObject(this.gameObject.getId());
}
applySpeedVector();
}
}

110
GameProject-3/src/controller/ObjectController.java

@ -0,0 +1,110 @@
package controller;
import gameobjects.GameObject;
import playground.Playground;
import org.apache.logging.log4j.Logger;
import org.apache.logging.log4j.LogManager;
/**
* Class that controls the LOGICAL behavior of an object independently of how it is displayed or
* drawn. The most important method here is {@link #updateObject}: this method is, by various
* indirections, called exactly once per game time step for every object that is on the playground.
* It has, by virtue of the member variables {@link #gameObject} full access to
* <ul>
* <li>the object it is controlling
* <li>the playground this object belongs to
* </ul>
* Typically, updateObject would check whether an object leaves the screen to react appropriately.
* In that case the object can be marked for deletion (by adding it to the flag "deleted" that is
* always defined for any playground), but of course other reactions are possible like rebounding,
* emerging on the other side, ...
*/
public abstract class ObjectController {
protected GameObject gameObject = null;
protected String dummy = "";
private static Logger logger = LogManager.getLogger(ObjectController.class);
public void setObject(GameObject gameObject) {
this.gameObject = gameObject;
}
public void setDummy(String x) {
logger.debug("DUMMY called!!");
this.dummy = x;
logger.debug("DUMMY is now:" + dummy);
}
/**
* Is called once every game time step by the game itself. NEVER call this directly, not
* necessary!<br>
* The method can do whatever it likes, including nothing. The attribute {@link #gameObject}
* contains a reference to the controlled object, which allows access to the Playground the object
* belongs to (useful for getting the pixel size in x and y of the playing field.<br>
* <strong>Recommended:</strong> when implementing this method, call at the end
* {@link #applySpeedVector() } method. This is a helper method that sets the new x,y coordinates
* for the {@link #gameObject} correctly.
*/
public abstract void updateObject();
/**
* Convenience method: simply moves the object forward one step from its present position, using
* its present speed.
*/
public void applySpeedVector() {
double ts = this.getPlayground().getTimestep();
this.setX(this.getX() + this.getVX() * ts);
gameObject.setY(this.getY() + this.getVY() * ts);
}
public double getTimestep() {
return this.gameObject.getPlayground().getTimestep();
}
public double getX() {
return this.gameObject.getX();
}
public double getY() {
return this.gameObject.getY();
}
public double getVX() {
return this.gameObject.getVX();
}
public double getVY() {
return this.gameObject.getVY();
}
public void setX(double x) {
this.gameObject.setX(x);
}
public void setY(double y) {
this.gameObject.setY(y);
}
public void setVX(double vx) {
this.gameObject.setVX(vx);
}
public void setVY(double vy) {
this.gameObject.setVY(vy);
}
public Playground getPlayground() {
return this.gameObject.getPlayground();
}
public void setPlayground(Playground playground) {
this.gameObject.setPlayground(playground);
}
}

16
GameProject-3/src/controller/SimpleShotController.java

@ -0,0 +1,16 @@
package controller;
public class SimpleShotController extends ObjectController {
int rad = 3;
@Override
public void updateObject() {
if (gameObject.getY() < 0) {
// LinkedList<String> deleteList = (LinkedList<String>) playground.getFlag("delete");
// deleteList.add(gameObject.getId());
getPlayground().deleteObject(this.gameObject.getId());
} else {
applySpeedVector();
}
}
}

32
GameProject-3/src/controller/ZickZackController.java

@ -0,0 +1,32 @@
package controller;
import org.apache.logging.log4j.Logger;
import org.apache.logging.log4j.LogManager;
public class ZickZackController extends EnemyController {
protected double g0;
protected double dt;
protected double lastMod = -1;
private static Logger logger = LogManager.getLogger(ZickZackController.class);
public ZickZackController(double gameTime, double dt) {
super();
this.dt = dt;
this.g0 = gameTime;
}
public void updateObject() {
double gameTime = this.getPlayground().getGameTime();
logger.trace("current Object x: "+gameObject.getX());
double mod = (gameTime - this.g0) % this.dt;
if (mod < lastMod) {
gameObject.setVX(-1.0 * gameObject.getVX());
logger.trace("inverting VX");
}
lastMod = mod;
super.updateObject();
}
}

11
GameProject-3/src/controller/package-info.java

@ -0,0 +1,11 @@
/**
* The controller package contains Object controllers that govern an objects behavior, without being
* involved in its collision or drawing properties. Object controllers react to user actions/inputs
* and govern for example the movement of {@link gameobjects.GameObject} instances. They can access
* their parent objects' properties and, by indirection, the properties and methods of the
* associated level. <br>
* Controllers should be designed in such a way that they implement behavior that is
* level-independent. All level-dependent behavior should be implemented in
* {@link playground.Playground#applyGameLogic}.
*/
package controller;

42
GameProject-3/src/gameobjects/AnimatedGameobject.java

@ -0,0 +1,42 @@
package gameobjects;
import java.util.LinkedList;
import playground.Playground;
import playground.Animation;
import collider.Collider;
import collider.RectCollider;
import rendering.*;
import org.apache.logging.log4j.Logger;
import org.apache.logging.log4j.LogManager;
public class AnimatedGameobject extends GameObject {
protected AnimationArtist animArtist;
private static Logger logger = LogManager.getLogger(AnimationArtist.class);
// auto-generates collider according to box width/height
public GameObject generateColliders() {
logger.debug("Created animated Obj "+ this.animArtist.getW()+" "+this.animArtist.getH()) ;
double w = this.animArtist.getW() ;
double h = this.animArtist.getH() ;
this.addCollider(new RectCollider("RectColl_" + this.id, this, w,
h)) ;
logger.info("ANIMGO-COLL ID="+this.getId()+" WH= "+w+"/"+h) ;
return this ;
}
public AnimatedGameobject(String id, Playground pg, double x, double y, double vx, double vy,
double scale, Animation anim, double t0, String abspielmodus) {
super(id, pg, x, y, vx, vy); // Konstruktor-Aufruf GameObject
this.artist = new AnimationArtist(this, anim, t0, abspielmodus, scale);
this.animArtist = (AnimationArtist) (this.artist);
}
}

34
GameProject-3/src/gameobjects/EgoObject.java

@ -0,0 +1,34 @@
package gameobjects;
import java.awt.Color;
import collider.*;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.LinkedList;
import javax.imageio.ImageIO;
import collider.Collider;
import controller.ObjectController;
import playground.Playground;
import rendering.*;
public class EgoObject extends GameObject {
double egoRad = 0;
public EgoObject(String id, Playground pg, double x, double y, double vx, double vy,
double egoRad) {
super(id, pg, x, y, vx, vy);
this.egoRad = egoRad;
this.artist = new CircleArtist(this, egoRad, Color.WHITE);
}
public GameObject generateColliders() {
CircleCollider coll = new CircleCollider("coll", this, this.egoRad);
this.addCollider(coll);
return this;
}
}

28
GameProject-3/src/gameobjects/FallingStar.java

@ -0,0 +1,28 @@
package gameobjects;
import java.awt.Color;
import java.util.LinkedList;
import collider.*;
import playground.Playground;
import rendering.*;
public class FallingStar extends GameObject {
private Color color = Color.WHITE;
protected double rad = -1;
public FallingStar(String id, Playground playground, double x, double y, double vx, double vy,
Color color, double rad) {
super(id, playground, x, y, vx, vy);
this.rad = rad;
this.color = color;
LinkedList<Collider> cols = new LinkedList<Collider>();
CircleCollider cc = new CircleCollider("cc", this, rad);
cols.add(cc);
setColliders(cols);
this.artist = new CircleArtist(this, rad, color);
}
}

377
GameProject-3/src/gameobjects/GameObject.java

@ -0,0 +1,377 @@
package gameobjects;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.util.LinkedList;
import java.lang.reflect.*;
import rendering.*;
import collider.Collider;
import controller.ObjectController;
import playground.Playground;
import org.apache.logging.log4j.Logger;
import org.apache.logging.log4j.LogManager;
/**
* The class {@link GameObject} represents a (possibly animated) object appearing in a level of the
* game. It is therefore attached to an instance of the class {@link Playground}. A GameObject has
* at least the following properties:
* <ul>
* <li>2D screen position
* <li>2D speed
* <li>a name that is unique within a certain {@link Playground}<br>
* <li>a reference to the {@link Playground} object it belongs to<br>
* <li>a reference to an instance of {@link controller.ObjectController} that handles the movement
* logic of the object<br>
* <li>a (circular) radius for simple collision checking. This may be handled differently in
* subclasses<br>
* </ul>
* The main task of GameObject, or its subclasses, is to draw the object on the screen, which is
* handles by the {@link #draw(Graphics2D)} method. It is this method that must be redefined if a
* new appearance should be realized. For introducing new behavior, it is sufficient to supply a
* different {@link controller.ObjectController} instance when constructing a GameObject.
*/
public abstract class GameObject {
public static final int RADIUS = 0;
public static final int RECTANGLE = 1;
public static final int MASK = 2;
protected Artist artist = null;
public String id = null;
protected double x = 0;
protected double vx = 0;
protected double y = 0;
protected double vy = 0;
protected BufferedImage mask = null; // UNDONE implement usage of mask
protected boolean active = true;
// public int collisionMode = GameObject.RADIUS;
protected Playground playground = null;
private ObjectController controller = null;
public LinkedList<Collider> scol;
private static Logger logger = LogManager.getLogger(GameObject.class);
/**
* Constructor to initialize a GameObject, respectively set the current {@link Playground}
* instance this GameObject belongs to.
*
* @param id unique ID for this GameObject (should not be null or empty String)
* @param playground the Playground the GameObject belongs to (should not be null)
* @param x initial screen position in direction horizontal (positive value including zero)
* @param y initial screen position in direction vertical (positive value including zero)
* @param vx initial speed (velocity) in direction horizontal (can be negative, zero, positive)
* @param vy initial speed (velocity) in direction horizontal (can be negative, zero, positive)
*/
public GameObject(String id, Playground playground, double x, double y, double vx, double vy) {
setX(x);
setY(y);
setVX(vx);
setVY(vy);
this.id = id;
this.controller = null;
this.scol = new LinkedList<Collider>();
this.setPlayground(playground);
}
/**
* Constructor to initialize a GameObject, respectively set the current Playground instance this
* GameObject belongs to.
*
* @param id unique ID for this GameObject (should not be null or empty String)
* @param playground the Playground the GameObject belongs to (should not be null)
* @param controller controller instance to be used for this GameObject (can be null)
* @param x initial screen position in direction horizontal (positive value including zero)
* @param y initial screen position in direction vertical (positive value including zero)
* @param vx initial speed (velocity) in direction horizontal (can be negative, zero, positive)
* @param vy initial speed (velocity) in direction horizontal (can be negative, zero, positive)
*/
public GameObject(String id, Playground playground, ObjectController controller, double x,
double y, double vx, double vy) {
this(id, playground, x, y, vx, vy);
this.controller = controller;
if (this.controller != null) {
this.controller.setObject(this);
this.controller.setPlayground(playground);
}
}
/**
* sets colliders.
*
* @param l LinkedList of Colliders.
*/
public void setColliders(LinkedList<Collider> l) {
this.scol = l;
}
/**
* generates and sets collider(s) for this GameObject. This implementation does nothing. Intended
* to be overridden by subclasses.
*
* @return instance of this GameObject (this).
*/
public GameObject generateColliders() {
return this;
}
/**
* Sets the controller to use for this GameObject's logical behavior.
*
* @param c instance to be used.
* @return the current instance (this).
*/
public GameObject addController(ObjectController c) {
this.controller = c;
this.controller.setObject(this);
this.controller.setPlayground(playground);
return this;
}
/**
* Sets the artist to be used for drawing the object onto visible canvas area.
*
* @param a instance to be used for calling {@link rendering.Artist#draw(Graphics2D)}.
* @return the current instance (this).
*/
public GameObject addArtist(Artist a) {
this.artist = a;
return this;
}
/**
* saves the collider in the internal list of Colliders to be used for this GameObject.
*
* @param c instance to be added to internal list
*/
public void addCollider(Collider c) {
if (this.scol == null) {
this.scol = new LinkedList<Collider>();
}
this.scol.add(c);
}
public Playground getPlayground() {
return playground;
}
public void setPlayground(Playground playground) {
this.playground = playground;
}
/**
* calls via reflection a method of a component if this GameObjects instance and provides the
* given value as String parameter.
*
* @param comp class name of GameObject component. Currently only "controller" is supported,
* otherwise nothing happens.
* @param property method name of the component to call.
* @param value argument to pass to the method as String parameter.
*/
public void setComponentProperty(String comp, String property, Object value) {
if (comp.equals("controller")) {
Class<? extends Object> clO = this.controller.getClass();
for (Method m : clO.getMethods()) {
if (m.getName().indexOf(property) != -1) {
logger.debug("Method " + property + " found!!");
try {
m.invoke(this.getObjectController(), value);
} catch (Exception e) {
}
}
}
}
}
public void setObjectFlag(String flag, Object value) {
this.playground.setLevelFlag(this.id + "/" + flag, value);
}
public Object getObjectFlag(String flag) {
return this.playground.getLevelFlag(this.id + "/" + flag);
}
public Object getOrCreateObjectFlag(String flag, Object createValue) {
return this.playground.getOrCreateLevelFlag(this.id + "/" + flag, createValue);
}
public boolean isActive() {
return active;
}
public GameObject setActive(boolean flag) {
this.active = flag;
return this;
}
/**
* return the unique object ID.
*
* @return unique object ID
*/
public String getId() {
return id;
}
/**
* gets the screen X position.
*
* @return screen x position
*/
public double getX() {
return x;
}
/**
* gets the screen Y position.
*
* @return screen Y position
*/
public double getY() {
return y;
}
/**
* gets the screen X speed in pixels per frame.
*
* @return screen x speed
*/
public double getVX() {
return vx;
}
/**
* gets the screen Y speed in pixels per frame.
*
* @return screen y speed
*/
public double getVY() {
return vy;
}
/**
* set screen x position.
*
* @param x new position
*/
public void setX(double x) {
if (this.active == true) {
this.x = x;
}
}
/**
* set screen y position.
*
* @param y new position
*/
public void setY(double y) {
if (this.active == true) {
this.y = y;
}
}
/**
* set screen x speed in pixel per frame
*
* @param vx new x speed
*/
public void setVX(double vx) {
if (this.active == true) {
this.vx = vx;
}
}
/**
* set screen y speed in pixel per frame.
*
* @param vy new y speed.
*/
public void setVY(double vy) {
if (this.active == true) {
this.vy = vy;
}
}
/**
* Sets a new object controller (replaces any former one).
*
* @param controller An instance of {@link controller.ObjectController} or one of its subclasses.
*/
public void setObjectController(ObjectController controller) {
this.controller = controller;
}
/**
* Access to object controller.
*
* @return the controller for this object.
*/
public ObjectController getObjectController() {
return this.controller;
}
public double getGameTime() {
return this.playground.getGameTime();
}
/**
* Collision detection implemented by iteration through the own list of {@link collider.Collider}
* and calling their {@link collider.Collider#collidesWith(Collider)} method to check collision
* with the given parameter instance of other {@link GameObject}.
*
* @param other instance of the other GameObject to check collision with
* @return true if collision is detected, false otherwise
*/
public boolean collisionDetection(GameObject other) {
if (this.scol == null) {
return false;
}
for (Collider c : this.scol) {
logger.trace(other.id);
for (Collider o : other.scol) {
if (c.collidesWith(o)) {
logger.trace(c.id + " " + o.id);
return true;
}
}
}
return false;
}
/**
* triggers this GameObjects own controller (if set) to update the object.
*
* @see GameObject#controller
*/
public void updateObject() {
if (this.controller != null) {
controller.updateObject();
}
}
/**
* Draws the object in its current state. Is called by the game engine, should NOT be called
* otherwise.
*
* @param g object that has all the necessary drawing functionalities
*/
public void draw(Graphics2D g) {
if (this.artist != null) {
this.artist.draw(g);
}
}
}

76
GameProject-3/src/gameobjects/RectObject.java

@ -0,0 +1,76 @@
package gameobjects;
import java.awt.Color;
import java.io.File;
import collider.RectCollider;
import playground.Playground;
import playground.SpaceInvadersLevel;
import rendering.RectArtist;
/**
* A rectangle object. <br>
* If {@link #generateColliders()} is called, it generates a RectCollider with id-prefix
* "shotcollider_" and registers it for this RectObject.
*
*/
public class RectObject extends GameObject {
/** width in pixels of the RectObject (&gt; 0) */
protected double width;
/** height in pixels of the RectObject (&gt; 0) */
protected double height;
/**
* Initializes the RectObject with a suitable RectArtist for drawing the RectObject.
*
* @param id String unique name to be used.
* @param pg {@link Playground} instance this RectObject belongs to (the level it belongs to).
* @param x position in horizontal direction in pixels (zero or positive number).
* @param y position in vertical direction in pixels (zero or positive number).
* @param vx speed/velocity in horizontal direction in pixels (negative, zero or positive number).
* @param vy speed/velocity in vertical direction in pixels (negative, zero or positive number).
* @param width in pixels
* @param height in pixels
* @param color solid color for the whole object, used to initialize an instance of
* {@link rendering.RectArtist} used for this RectObject.
*/
public RectObject(String id, Playground pg, double x, double y, double vx, double vy,
double width, double height, Color color) {
super(id, pg, x, y, vx, vy);
this.width = width;
this.height = height;
this.artist = new RectArtist(this, width, height, color);
}
/**
* generates a new {@link RectCollider} with id-prefix "shotcollider_" and registers it for 'this'
* [@link RectObject}. The {@link RectCollider} uses the same dimensions ({@link #width} and {@link #height}) as this RectObject.
*
* @return this RectObject itself
*/
public RectObject generateColliders() {
this.scol.add(new RectCollider("shotcollider_" + id, this, this.width, this.height));
return this;
}
/** Getter for the width
*
* @return double width value as set by constructor
*/
public double getWidth() {
return this.width;
}
/** Getter for the height
*
* @return double height value as set by constructor
*/
public double getHeight() {
return this.height;
}
}

70
GameProject-3/src/gameobjects/TextObject.java

@ -0,0 +1,70 @@
package gameobjects;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics2D;
import java.awt.font.FontRenderContext;
import java.awt.font.TextAttribute;
import java.text.AttributedString;
import java.util.LinkedList;
import collider.*;
import controller.ObjectController;
import playground.Playground;
import rendering.*;
/**
* Convenience Class subclassing {@link GameObject}, directly instanciating {@link TextArtist} a
* subclass of {@link Artist} that draws a text. The controller is left undefined, the collider as
* well. However, a single call to the overwritten method {@link #generateColliders} will in fact
* generate a {@link RectCollider} of just the right size for the text.
*
*/
public class TextObject extends GameObject {
private String text = null;
protected double rx, ry;
public String getText() {
return this.text;
}
/**
* Constructor.
*
* @param id object name
* @param playground containing {@link Playground} instance
* @param x positionx
* @param y positiony
* @param vx speedx
* @param vy speedy
* @param size font size in Pixel
* @param text String to be displayed
* @param textColor text color, see java.awt.Color
*/
public TextObject(String id, Playground playground, double x, double y, double vx, double vy,
String text, int size, Color textColor) {
super(id, playground, x, y, vx, vy);
this.artist = new TextArtist(this, text, size, textColor);
this.setColliders(new LinkedList<Collider>());
}
public void setText(String s) {
this.text = s;
((TextArtist) this.artist).setText(s);
}
public TextObject generateColliders() {
// we need to Cast to TextArtist as we want to access Width and Height of text
TextArtist kruecke = (TextArtist) (this.artist);
this.scol.clear();
this.scol.add(new RectCollider("rect", this, kruecke.getTextWidth(), kruecke.getTextHeight()));
return this;
}
}

30
GameProject-3/src/log4j2.xml

@ -0,0 +1,30 @@
<?xml version="1.0" encoding="UTF-8"?>
<configuration status="OFF">
<appenders>
<Console name="Console" target="SYSTEM_OUT">
<PatternLayout pattern="%d %-5level %logger{36} - %msg%n" />
</Console>
<File name="File" fileName="log\log4j.log">
<PatternLayout pattern="%d %-5level %logger{36} - %msg%n" />
</File>
</appenders>
<loggers>
<root level="warn">
<appender-ref ref="Console" />
<appender-ref ref="File" />
</root>
<Logger name="base.GameLoop" level="info">
</Logger>
<Logger name="playground" level="info">
</Logger>
</loggers>
</configuration>

BIN
GameProject-3/src/playground/.DS_Store

84
GameProject-3/src/playground/Animation.java

@ -0,0 +1,84 @@
package playground;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import java.io.File;
import java.io.*;
import java.io.FileNotFoundException;
import java.util.LinkedList;
import java.util.Locale;
import java.util.Scanner;
import java.nio.file.Path;
import java.nio.file.Paths;
import org.apache.logging.log4j.Logger;
import org.apache.logging.log4j.LogManager;
public class Animation {
public LinkedList<String> fileList = null;
public LinkedList<Double> showtimeList = null;
public LinkedList<BufferedImage> imageList = null;
private static Logger logger = LogManager.getLogger(Animation.class);
public Animation(String datName) {
Scanner scanner;
this.fileList = new LinkedList<String>();
this.showtimeList = new LinkedList<Double>();
this.imageList = new LinkedList<BufferedImage>();
try {
scanner = new Scanner(new File(datName), "UTF-8");
scanner.useLocale(Locale.GERMANY);
String zeile;
double zeit;
int it = 0;
while (scanner.hasNext()) {
if (scanner.hasNextDouble()) {
zeit = scanner.nextDouble();
showtimeList.add(zeit);
} else {
zeile = scanner.next();
Path basePath = Paths.get(datName);
String file = basePath.getParent().toString() + "/" + zeile;
fileList.add(file);
try {
this.imageList.add(ImageIO.read(new File(file)));
logger.info("img added " + file);
} catch (IOException e) {
logger.warn(file + " not found!!");
}
it++;
logger.trace(basePath.getParent().toString() + "/" + zeile);
}
}
scanner.close();
} catch (FileNotFoundException e) {
e.printStackTrace();
}
}
public LinkedList<String> getFileList() {
return this.fileList;
}
public LinkedList<Double> getShowtimeList() {
return this.showtimeList;
}
public LinkedList<BufferedImage> getImageList() {
return this.imageList;
}
}

55
GameProject-3/src/playground/HighscoreManager.java

@ -0,0 +1,55 @@
package playground;
import java.io.*;
import java.util.Scanner;
import org.apache.logging.log4j.Logger;
import org.apache.logging.log4j.LogManager;
// Klasse um Highscore umzusetzen
public class HighscoreManager {
Scanner s;
private static Logger logger = LogManager.getLogger(HighscoreManager.class);
public HighscoreManager() {
try {
File f = new File("./highscore.txt");
if (!f.exists()) {
logger.warn("WARNING: Highscore file was not found and reset");
writeHSToFile(0, -1);
}
s = new Scanner(f);
} catch (FileNotFoundException e) {
e.printStackTrace();
}
}
public int readHSFromFile() {
if (s.hasNext()) {
int highscore = s.nextInt();
return highscore;
}
return 0;
}
public static void writeHSToFile(Integer pts, Integer highscore) {
String highscore2 = String.valueOf(pts);
BufferedWriter bw;
try {
if (pts > highscore) {
FileWriter fw = new FileWriter("./highscore.txt");
bw = new BufferedWriter(fw);
bw.write(highscore2);
bw.close();
logger.info("Highscore file was opened and saved score: " + highscore2);
}
} catch (IOException e) {
logger.error("File for Highscore not writeable! Score lost.");
}
}
public void closeFile() {
s.close();
}
}

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