You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
180 lines
5.0 KiB
180 lines
5.0 KiB
package playground;
|
|
|
|
import gameobjects.*;
|
|
import java.util.LinkedList;
|
|
import org.apache.logging.log4j.LogManager;
|
|
import org.apache.logging.log4j.Logger;
|
|
import java.awt.Color;
|
|
import java.awt.Graphics2D;
|
|
import java.awt.Polygon;
|
|
import controller.*;
|
|
|
|
public abstract class LevelBreakoutBase 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(LevelBreakoutBase.class);
|
|
|
|
public LevelBreakoutBase() {
|
|
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) {
|
|
|
|
// fill background with light magenta
|
|
int[] x = {0, canvasX, canvasX, 0};
|
|
int[] y = {0, 0, canvasY, canvasY};
|
|
Polygon bg = new Polygon(x, y, 4);
|
|
g.setColor(new Color(140,140,200));
|
|
g.fill(bg);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* 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);
|
|
|
|
/**
|
|
* Models interactions between GameObjects. notably ball/ego and ball/brick. 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 (ego.collisionDetection(ball)) {
|
|
logger.trace("Collision detected of ball and ego");
|
|
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!
|
|
*
|
|
* @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!
|
|
*
|
|
* @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!
|
|
*
|
|
* @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);
|
|
|
|
}
|