Nour
3 years ago
2 changed files with 211 additions and 0 deletions
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package base; |
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import java.io.IOException; |
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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 playground.*; |
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/** |
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* main class to start a game with only one level. |
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* |
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*/ |
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public class BreakoutGame extends GameLoop { |
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private static Logger logger = LogManager.getLogger(BreakoutGame.class); |
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/** |
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* adds only one level to play ({@link playground.LevelBreakout1}). |
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*/ |
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@Override |
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public void defineLevels() { |
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this.resetLevels(); // removes Level1 added by superclass constructor |
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// this.addLevel(new BreakoutLevel1()); // FIXME add this as soon as your level exists |
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} |
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/** |
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* starts this game. |
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* |
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* @param args command line parameters (forwarded to {@link GameLoop#runGame(String[])}). |
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* @throws IOException if highscore.txt file cannot be written or accessed, the exception is |
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* thrown (and game ends). |
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*/ |
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public static void main(String[] args) throws IOException { |
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GameLoop myGame = new BreakoutGame(); |
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logger.info("BreakoutGame program started."); |
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myGame.runGame(args); |
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} |
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} |
@ -0,0 +1,173 @@ |
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package playground; |
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import gameobjects.*; |
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import java.util.LinkedList; |
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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 java.awt.Graphics2D; |
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import controller.*; |
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public abstract class BreakoutLevelBase extends Playground { |
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/** |
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* instance of the ball, needs to be set by {@link #prepareLevel(String) } |
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* |
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*/ |
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protected GameObject ball = null, |
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/** |
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* instance of the ego objects, needs to be set by {@link #prepareLevel(String) } |
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* |
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*/ |
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ego = null; |
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private static Logger logger = LogManager.getLogger(BreakoutLevelBase.class); |
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public BreakoutLevelBase() { |
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super(); |
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this.canvasX = this.preferredSizeX(); |
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this.canvasY = this.preferredSizeY(); |
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} |
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/** |
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* signals to game engine that the game has finished by game over. called every game loop. default |
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* implementation is always false. |
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* |
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* @return false |
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*/ |
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public boolean gameOver() { |
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return false; |
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} |
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/** |
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* signals to game engine that the game has finished by success. called every game loop. default |
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* implementation is always false. |
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* |
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* @return false |
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*/ |
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public boolean levelFinished() { |
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return false; |
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} |
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/** |
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* signals to game engine that the game has been requested to be reseted (restart). called every |
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* game loop. default implementation is always false. |
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* |
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* @return false |
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*/ |
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public boolean resetRequested() { |
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return false; |
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} |
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/** |
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* unimplemented empty method called by game engine every loop. |
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* |
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*/ |
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public void redrawLevel(Graphics2D g) { |
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} |
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/** |
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* Signal that the level has a size of 700x700 pixels. |
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* |
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* @return x size of level 700 |
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*/ |
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@Override |
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public int preferredSizeX() { |
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return 700; |
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} |
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/** |
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* Signal that the level has a size of 700x700 pixels. |
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* |
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* @return y size of level 700 |
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*/ |
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@Override |
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public int preferredSizeY() { |
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return 700; |
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} |
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/** |
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* Method that gets called by applyGameLogic() whenever the ball collides with a brick. |
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* |
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* |
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* @param ball A reference to the current ball object |
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* @param brick A reference to the ego object |
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*/ |
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protected abstract void actionIfBallHitsBrick(GameObject ball, GameObject brick); |
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/** |
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* Method that gets called by applyGameLogic() whenever the ball collides with the ego object. |
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* |
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* @param ball A reference to the current ball object |
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* @param ego A reference to the ego object |
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*/ |
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protected abstract void actionIfBallHitsEgo(GameObject ball, GameObject ego); |
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/** |
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* checks for interactions between GameObjects; notably ball with ego and ball with brick. |
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* In case of detected collisions, it calls either {@link #actionIfBallHitsBrick(GameObject, GameObject)} |
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* or {@link #actionIfBallHitsEgo(GameObject, GameObject)}. |
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* Called every game loop. |
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*/ |
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@Override |
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public void applyGameLogic() { |
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LinkedList<GameObject> bricks = collectObjects("brick", false); |
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for (GameObject brick : bricks) { |
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if (this.ball.collisionDetection(brick)) { |
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logger.trace("Collision detected of ball and brick " + brick.getId()); |
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this.actionIfBallHitsBrick(this.ball, brick); |
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} |
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} |
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if (this.ego.collisionDetection(ball)) { |
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logger.trace("Collision detected of ball and ego"); |
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actionIfBallHitsEgo(this.ball, this.ego); |
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} |
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} |
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/** |
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* Creates the ego object and returns it, called by {@link #prepareLevel}. Does NOT add the ego |
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* object to the playground, but returns it. |
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* |
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* @return The created ego object instance (of class {@link RectObject} with |
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* {@link EgoController}. |
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*/ |
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protected abstract GameObject createEgoObject(); |
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/** |
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* Creates the ball object and returns it, called by #prepareLevel. Does NOT add the ball object |
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* to the playground, but returns it. |
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* |
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* @return The created ball object instance (of class {@link FallingStar}) |
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*/ |
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protected abstract GameObject createBall(); |
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/** |
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* Creates the GameObject (RectObject) instance representing a single brick at a certain grid |
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* position. The brick is NOT added here, but returned. |
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* |
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* @param row row position in the grid, ranges from 0 to calcNrBricksY()-1 |
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* @param column column position in the grid of bricks, ranges from 0 to calcNrBricksX()-1 |
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* @return The GameObject instance (really a RectObject) representing the created brick. |
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*/ |
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protected abstract GameObject createBrick(int row, int column); |
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/** |
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* Prepares a generic Breakout-Type level. This method relies on the methods {@link #createEgoObject()}, |
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* {@link #createBall} and {@link #createBrick}, among others, which are meant to be overwritten |
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* in subclasses. <br> |
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* Attention: the attributes {@link #ball} and {@link #ego} need to be set properly to GameObject |
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* instances when implementing this method {@link #prepareLevel(String)}. |
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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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abstract public void prepareLevel(String level); |
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} |
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