4 Commits

  1. 38
      GameProject/src/base/BreakoutGame.java
  2. 2
      GameProject/src/log4j2.xml
  3. 117
      GameProject/src/playground/BreakoutLevel1.java
  4. 173
      GameProject/src/playground/BreakoutLevelBase.java

38
GameProject/src/base/BreakoutGame.java

@ -0,0 +1,38 @@
package base;
import java.io.IOException;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import playground.*;
/**
* main class to start a game with only one level.
*
*/
public class BreakoutGame extends GameLoop {
private static Logger logger = LogManager.getLogger(BreakoutGame.class);
/**
* adds only one level to play ({@link playground.LevelBreakout1}).
*/
@Override
public void defineLevels() {
this.resetLevels(); // removes Level1 added by superclass constructor
this.addLevel(new BreakoutLevel1()); // FIXME add this as soon as your level exists
}
/**
* starts this game.
*
* @param args command line parameters (forwarded to {@link GameLoop#runGame(String[])}).
* @throws IOException if highscore.txt file cannot be written or accessed, the exception is
* thrown (and game ends).
*/
public static void main(String[] args) throws IOException {
GameLoop myGame = new BreakoutGame();
logger.info("BreakoutGame program started.");
myGame.runGame(args);
}
}

2
GameProject/src/log4j2.xml

@ -20,7 +20,7 @@
<appender-ref ref="File" />
</root>
<Logger name="playground.LevelMovingHitObjects" level="info">
<Logger name="playground.BreakoutLevel1" level="info">
</Logger>
</loggers>

117
GameProject/src/playground/BreakoutLevel1.java

@ -0,0 +1,117 @@
package playground;
import java.awt.Color;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import collider.RectCollider;
import controller.EgoController;
import controller.ReboundController2;
import gameobjects.FallingStar;
import gameobjects.GameObject;
import gameobjects.RectObject;
/**
* Class that generates a level with one egoObject, ball and ten bricks which need to be destroyed with the ball.
*/
public class BreakoutLevel1 extends BreakoutLevelBase {
private static Logger logger2 = LogManager.getLogger(BreakoutLevel1.class);
/**
* This method defines the behavior when the ball hits a brick. It allows the ball to destroy the brick and move on in opposite direction.
*
* @param ball GameObject the one ball of the game.
* @param brick GameObject the brick that is hit.
*/
@Override
protected void actionIfBallHitsBrick(GameObject ball, GameObject brick) {
ball.setVY(ball.getVY() * -1);
this.deleteObject(brick.id);
}
/**
* This method defines the behavior when the ball hits the EgoObject.
*
* @param ball GameObject the one ball in the game.
* @param ego GameObject the object the player controls.
*
*/
@Override
protected void actionIfBallHitsEgo(GameObject ball, GameObject ego) {
ball.setVY(ball.getVY() * -1);
}
/**
* This method creates a new RectObject.
*
* @return ego object.
*/
@Override
protected GameObject createEgoObject() {
RectObject ego = new RectObject("ego", this, 350d, 550d, 0d, 0d, 80d, 10d, Color.BLUE);
EgoController eController = new EgoController(80d, 10d);
ego.addController(eController);
RectCollider collider1 = new RectCollider("collider1", ego, 80d, 10d);
ego.addCollider(collider1);
logger2.info("sucessfully created ego object with controller and collider");
return ego;
}
/**
* This method creates a new ball.
*
* @return ball
*/
@Override
protected GameObject createBall() {
FallingStar ball = new FallingStar("ball", this, 350d, 350d, 120d, 120d, Color.RED, 5d);
ReboundController2 bbound = new ReboundController2();
ball.addController(bbound);
logger2.info("sucessfully created ball object with controller");
return ball;
}
/**
* This method creates a new brick.
*
* @param row int row for position of the brick.
* @param column int column for the position of the brick.
*
* @return brick.
*/
@Override
protected GameObject createBrick(int row, int column) {
RectObject brick = new RectObject("brick" + row + column, this, 40d+ column * 65, 40d + row * 35, 0d, 0d, 60d, 30d, Color.GREEN);
RectCollider greenCollider = new RectCollider("greenCollider", brick, 60d, 30d);
brick.addCollider(greenCollider);
logger2.info("sucessfully created a brick object and collider");
return brick;
}
/**
* This method creates 3 rows and 10 columns with bricks. It also adds objects of ball and ego to Playground.
*/
@Override
public void prepareLevel(String level) {
this.ego = createEgoObject();
this.ball = createBall();
this.addObject(this.ego);
this.addObject(this.ball);
logger2.info("added ego and ball object to the current level");
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 10; j++) {
this.addObject(createBrick(i ,j));
}
}
logger2.info("created all 30 bricks");
}
}

173
GameProject/src/playground/BreakoutLevelBase.java

@ -0,0 +1,173 @@
package playground;
import gameobjects.*;
import java.util.LinkedList;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import java.awt.Graphics2D;
import controller.*;
public abstract class BreakoutLevelBase extends Playground {
/**
* instance of the ball, needs to be set by {@link #prepareLevel(String) }
*
*/
protected GameObject ball = null,
/**
* instance of the ego objects, needs to be set by {@link #prepareLevel(String) }
*
*/
ego = null;
private static Logger logger = LogManager.getLogger(BreakoutLevelBase.class);
public BreakoutLevelBase() {
super();
this.canvasX = this.preferredSizeX();
this.canvasY = this.preferredSizeY();
}
/**
* signals to game engine that the game has finished by game over. called every game loop. default
* implementation is always false.
*
* @return false
*/
public boolean gameOver() {
return false;
}
/**
* signals to game engine that the game has finished by success. called every game loop. default
* implementation is always false.
*
* @return false
*/
public boolean levelFinished() {
return false;
}
/**
* signals to game engine that the game has been requested to be reseted (restart). called every
* game loop. default implementation is always false.
*
* @return false
*/
public boolean resetRequested() {
return false;
}
/**
* unimplemented empty method called by game engine every loop.
*
*/
public void redrawLevel(Graphics2D g) {
}
/**
* Signal that the level has a size of 700x700 pixels.
*
* @return x size of level 700
*/
@Override
public int preferredSizeX() {
return 700;
}
/**
* Signal that the level has a size of 700x700 pixels.
*
* @return y size of level 700
*/
@Override
public int preferredSizeY() {
return 700;
}
/**
* Method that gets called by applyGameLogic() whenever the ball collides with a brick.
*
*
* @param ball A reference to the current ball object
* @param brick A reference to the ego object
*/
protected abstract void actionIfBallHitsBrick(GameObject ball, GameObject brick);
/**
* Method that gets called by applyGameLogic() whenever the ball collides with the ego object.
*
* @param ball A reference to the current ball object
* @param ego A reference to the ego object
*/
protected abstract void actionIfBallHitsEgo(GameObject ball, GameObject ego);
/**
* checks for interactions between GameObjects; notably ball with ego and ball with brick.
* In case of detected collisions, it calls either {@link #actionIfBallHitsBrick(GameObject, GameObject)}
* or {@link #actionIfBallHitsEgo(GameObject, GameObject)}.
* Called every game loop.
*/
@Override
public void applyGameLogic() {
LinkedList<GameObject> bricks = collectObjects("brick", false);
for (GameObject brick : bricks) {
if (this.ball.collisionDetection(brick)) {
logger.trace("Collision detected of ball and brick " + brick.getId());
this.actionIfBallHitsBrick(this.ball, brick);
}
}
if (this.ego.collisionDetection(ball)) {
logger.trace("Collision detected of ball and ego");
this.actionIfBallHitsEgo(this.ball, this.ego);
}
}
/**
* Creates the ego object and returns it, called by {@link #prepareLevel}. Does NOT add the ego
* object to the playground, but returns it.
*
* @return The created ego object instance (of class {@link RectObject} with
* {@link EgoController}.
*/
protected abstract GameObject createEgoObject();
/**
* Creates the ball object and returns it, called by #prepareLevel. Does NOT add the ball object
* to the playground, but returns it.
*
* @return The created ball object instance (of class {@link FallingStar})
*/
protected abstract GameObject createBall();
/**
* Creates the GameObject (RectObject) instance representing a single brick at a certain grid
* position. The brick is NOT added here, but returned.
*
* @param row row position in the grid, ranges from 0 to calcNrBricksY()-1
* @param column column position in the grid of bricks, ranges from 0 to calcNrBricksX()-1
* @return The GameObject instance (really a RectObject) representing the created brick.
*/
protected abstract GameObject createBrick(int row, int column);
/**
* Prepares a generic Breakout-Type level. This method relies on the methods {@link #createEgoObject()},
* {@link #createBall} and {@link #createBrick}, among others, which are meant to be overwritten
* in subclasses. <br>
* Attention: the attributes {@link #ball} and {@link #ego} need to be set properly to GameObject
* instances when implementing this method {@link #prepareLevel(String)}.
*
* @param level String passes by the game engine (not used currently and can be ignored).
*/
@Override
abstract public void prepareLevel(String level);
}
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