Nico B
2 years ago
3 changed files with 135 additions and 0 deletions
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4GameProject/src/base/BreakoutGame.java
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119GameProject/src/playground/BreakoutLevel0.java
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12GameProject/src/playground/BreakoutLevel3.java
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package playground; |
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import java.awt.Color; |
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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 collider.RectCollider; |
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import controller.EgoController; |
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import controller.ReboundController2; |
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import gameobjects.FallingStar; |
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import gameobjects.GameObject; |
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import gameobjects.RectObject; |
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/** |
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* simple solution example for Breakout game. |
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* |
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* not implemented: penalty if balls hits ground, no score for removed bricks, no bonus items, no |
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* lives. |
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* </ul> |
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* |
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*/ |
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public class BreakoutLevel0 extends BreakoutLevelBase { |
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private static Logger logger = LogManager.getLogger(BreakoutLevelBase.class); |
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protected GameObject createEgoObject() { |
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RectObject ro = new RectObject("ego", this, 350, 550, 0, 0, 80, 10, Color.BLUE); |
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ro.generateColliders(); |
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EgoController ec = new EgoController(80,10); |
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ro.addController(ec); |
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logger.info("ego created."); |
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return ro; |
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} |
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protected GameObject createBall() { |
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GameObject co = new FallingStar("ball1", this, 350, 350, 100, 100, Color.RED, 5); |
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co.addController(new ReboundController2()); |
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logger.info("ball created."); |
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return co; |
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} |
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/** |
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* creates one brick. For |
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* collision {@link RectCollider} is used. |
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*/ |
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@Override |
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protected GameObject createBrick(int row, int column) { |
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double xSize = 60; |
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double ySize = 30; |
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double xStart = 40; |
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double yStart = 40; |
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double space = 5; |
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Color c = Color.BLUE; |
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RectObject ro = new RectObject("brick" + row + "/" + column, this, xStart + column * (xSize + space), |
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yStart + row * (ySize + space), 0, 0, xSize - 4, ySize - 4, c); |
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RectCollider rc = new RectCollider("egal", ro, xSize - 4, ySize - 4); |
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ro.addCollider(rc); |
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return ro; |
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} |
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/** |
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* lets ball bounce in Y direction, deletes brick. |
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*/ |
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@Override |
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protected void actionIfBallHitsBrick(GameObject ball, GameObject brick) { |
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ball.setVY(ball.getVY() * -1); // bounce effect for ball |
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this.deleteObject(brick.getId()); // remove brick from field |
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logger.debug("deleted brick " + brick.getId()); |
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} |
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/** |
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* Let the ball bounce off in Y direction. |
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* |
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*/ |
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@Override |
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protected void actionIfBallHitsEgo(GameObject ball, GameObject ego) { |
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double ballY = ball.getY(); |
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double egoY = ego.getY(); |
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ball.setY(ballY < egoY ? ballY - 10 : ballY + 10); // radius 5 hard coded. |
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ball.setVY(ball.getVY() * -1); |
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logger.debug("ball bounces of ego object."); |
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} |
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/** |
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* Prepares a Breakout level with a 3 x 3 matrix of blocks on top. This method relies on the |
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* methods {@link #createEgo}, {@link #createBall} and {@link #createBrick}, among others. |
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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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public void prepareLevel(String level) { |
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for (int y = 3; y < 6; y++) { |
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for (int x = 0; x < 3; x++) { |
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logger.trace("trying to create brick X, Y (" + x + "," + y + ")"); |
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GameObject brick = this.createBrick(x, y); |
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this.addObject(brick); |
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} |
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} |
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this.ego = this.createEgoObject(); |
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this.ball = this.createBall(); |
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this.addObject(this.ego); |
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this.addObject(this.ball); |
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logger.info("level preperation succeeded."); |
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} |
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} |
@ -0,0 +1,12 @@ |
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package playground; |
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public class BreakoutLevel3 extends BreakoutLevel0 { |
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// your code here |
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} |
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