fdai7303
3 years ago
32 changed files with 152 additions and 159 deletions
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4.gitignore
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7GameProject/.classpath
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4GameProject/src/base/GameLoop.java
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33GameProject/src/base/MovingObjectsGame.java
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7GameProject/src/collider/CircleCollider.java
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2GameProject/src/collider/Collider.java
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5GameProject/src/collider/RectCollider.java
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9GameProject/src/collider/package-info.java
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14GameProject/src/controller/CollisionAwareEgoController.java
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46GameProject/src/controller/EgoController.java
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5GameProject/src/controller/EnemyController.java
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1GameProject/src/controller/MineController.java
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2GameProject/src/controller/ObjectController.java
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2GameProject/src/gameobjects/AnimatedGameobject.java
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8GameProject/src/gameobjects/EgoObject.java
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2GameProject/src/gameobjects/FallingStar.java
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2GameProject/src/gameobjects/RectObject.java
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6GameProject/src/gameobjects/TextObject.java
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7GameProject/src/gameobjects/package-info.java
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2GameProject/src/log4j2.xml
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2GameProject/src/playground/Animation.java
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2GameProject/src/playground/Level2.java
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2GameProject/src/playground/Level4.java
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5GameProject/src/playground/LevelHitTwice.java
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21GameProject/src/playground/LevelMovingObjects.java
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3GameProject/src/playground/SpaceInvadersLevel.java
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81GameProject/src/playground/SpaceInvadersLevelTest.java
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9GameProject/src/playground/package-info.java
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2GameProject/src/rendering/RectArtist.java
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9GameProject/src/rendering/TextArtist.java
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1GameProject/src/ui/GameUI.java
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BINGameProject/video/alexG.jpg
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package base; |
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import java.io.IOException; |
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import playground.LevelMovingObjects; |
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/** |
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* main class to start a game with only one level {@link playground.LevelMovingObjects}. |
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* |
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*/ |
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public class MovingObjectsGame extends GameLoop { |
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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 MovingObjectsGame(); |
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myGame.runGame(args); |
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} |
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/** |
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* adds only one level to play ({@link playground.LevelMovingObjects}). |
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*/ |
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@Override |
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public void defineLevels() { |
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this.resetLevels(); |
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this.addLevel(new LevelMovingObjects()); |
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} |
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} |
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/** |
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* The package contains classes implementing a 'bounding box' area around game objects. <br> |
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* The abstract base class {@link Collider} provides the abstract method {@link Collider#collidesWith(Collider)}, |
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* which needs to be implemented by child classes to detect and decide whether or not an object with such instance really collides with the other. |
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* {@link Collider} instances are to be used for game objects ({@link gameobjects}); see constructors.<br> |
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* |
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* The benefit of seperating Colliders from visual representations is that the area for collisions can be smaller/bigger/other shape to improve game play experience. |
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*/ |
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package collider; |
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/** |
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* The package gameobjects contains all objects with a visual representation on screen. |
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* They can be combined to use controller instances for their behavior (subclasses of {@link controller.ObjectController}). |
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* The abstract base class is {@link GameObject}, which forces child-classes to implement the method |
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* {@link GameObject#updateObject()}. |
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*/ |
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package gameobjects; |
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package playground; |
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/** This level adds two distracting objects to the canvas that cannot collide but bounce around all the time. |
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*/ |
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public class LevelMovingObjects extends SpaceInvadersLevel { |
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// TODO your code here |
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/** "Moving Objects Level!" is the message. |
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* |
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* @return String "Moving Objects Level!" |
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*/ |
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@Override |
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protected String getStartupMessage() { |
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return "Moving Objects Level!"; |
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} |
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} |
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package playground; |
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import static org.junit.Assert.assertTrue; |
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import java.awt.Color; |
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import org.junit.jupiter.api.AfterAll; |
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import org.junit.jupiter.api.BeforeAll; |
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import org.junit.jupiter.api.Test; |
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import gameobjects.EgoObject; |
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import gameobjects.GameObject; |
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import gameobjects.RectObject; |
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/** |
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* Tests {@link SpaceInvadersLevel} for |
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* <ol> |
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* <li>calcEnemySpeedX() returns the same value as constant SpaceInvadersLevel.ENEMYSPEEDX |
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* <li>calcEnemySpeedY() returns the same value as constant SpaceInvadersLevel.ENEMYSPEEDY |
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* <li>calcNrEnemies() returns the same value as constant SpaceInvadersLevel.NR_ENEMIES |
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* <li>actionIfEnemyIsHit() adds 200 points to score |
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* <li>actionIfEgoObjectIsHit() reduces number of lives (egoLives) |
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* </ol> |
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* @author jkonert |
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* |
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*/ |
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class SpaceInvadersLevelTest { |
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private static SpaceInvadersLevel myLevel; |
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@BeforeAll |
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static void setUpBeforeClass() throws Exception { |
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myLevel = new SpaceInvadersLevel(); |
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SpaceInvadersLevel.setGlobalFlag("egoLives", 5); |
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SpaceInvadersLevel.setGlobalFlag("points", 500); |
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SpaceInvadersLevel.setGlobalFlag("highscore", 5000); |
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} |
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@AfterAll |
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static void tearDownAfterClass() throws Exception { |
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// nothing |
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} |
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@Test |
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void testCalcEnemySpeedX() { |
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assertTrue("EnemySpeedX is as in SpaceInvadersLevel defined", myLevel.calcEnemySpeedX() == SpaceInvadersLevel.ENEMYSPEEDX); |
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} |
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@Test |
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void testCalcEnemySpeedY() { |
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assertTrue("EnemySpeedY is as in SpaceInvadersLevel defined", myLevel.calcEnemySpeedY() == SpaceInvadersLevel.ENEMYSPEEDY); |
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} |
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@Test |
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void testCalcNrEnemies() { |
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assertTrue("NrOfEnemies is as in SpaceInvadersLevel defined", myLevel.calcNrEnemies() == SpaceInvadersLevel.NR_ENEMIES); |
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} |
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@Test |
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void testActionIfEnemyIsHitPointsUp() { |
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Integer numPointsBefore = (Integer)myLevel.getGlobalFlag("points"); |
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GameObject dummyShot = new RectObject("shot1", myLevel, 0,0,0,0, 12, 12, Color.WHITE); |
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GameObject dummyEnemy = new RectObject("ego1", myLevel, 0,0,0,0, 12, 12, Color.BLACK); |
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myLevel.addObject(dummyShot); |
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myLevel.addObject(dummyEnemy); |
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myLevel.actionIfEnemyIsHit(dummyEnemy, dummyShot);; // this is the call under test |
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Integer numPointsAfter = (Integer)myLevel.getGlobalFlag("points"); // changed? |
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assertTrue("numPoints is up +200 after EnemyIsHit", numPointsAfter == numPointsBefore + 200); // points are set +200 , check. |
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} |
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@Test |
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void testActionIfEgoObjectIsHitLivesDown() { |
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Integer numLivesBefore = (Integer)myLevel.getGlobalFlag("egoLives"); |
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GameObject dummyShot = new RectObject("shot1", myLevel, 0,0,0,0, 12, 12, Color.RED); |
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GameObject dummyEgo = new EgoObject("ego1", myLevel, 0,0,0,0, 5); |
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myLevel.addObject(dummyShot); |
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myLevel.actionIfEgoObjectIsHit(dummyShot, dummyEgo); // this is the call under test |
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Integer numLivesAfter = (Integer)myLevel.getGlobalFlag("egoLives"); // changed? |
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assertTrue("numLives is reduced by one ifEgoIsHit", numLivesAfter == numLivesBefore - 1); // lives is reduced by one |
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} |
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} |
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/** |
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* The package playground contains all level specific logic and control of level logic. |
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* The structure and general logic (with global and local flags to be stored/used) |
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* is provided in abstract base class {@link Playground}.<br> |
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* Child-classes implement specific logic for one level and game type (e.g. {@link SpaceInvadersLevel}).<b> |
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* |
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* Generally, the base class {@link Playground} supports totally different game types to be implemented. |
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*/ |
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package playground; |
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