final/src/GenericSprite.java

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/* PlayerBall class defines behaviours for the player-controlled ball
child of Rectangle because that makes it easy to draw and check for collision
In 2D GUI, basically everything is a rectangle even if it doesn't look like it!
*/
import java.awt.*;
import java.awt.event.*;
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public class GenericSprite extends Rectangle{
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public double yVelocity;
public double xVelocity;
public final double SPEED = 20; //movement speed of ball
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public final double speedCap = 5; //Speed cap of ball
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public int WIDTH; //size of ball
public int HEIGHT; //size of ball
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public boolean rightPressed = false;
public boolean leftPressed = false;
public boolean upPressed= false;
public boolean downPressed = false;
public boolean isGrounded = false;
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//constructor creates ball at given location with given dimensions
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// TODO: reverse order of height and width
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public GenericSprite(int x, int y, int height, int width){
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super(x, y, width, height);
WIDTH = width;
HEIGHT = height;
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}
//called from GamePanel when any keyboard input is detected
//updates the direction of the ball based on user input
//if the keyboard input isn't any of the options (d, a, w, s), then nothing happens
public void keyPressed(KeyEvent e){
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}
//called from GamePanel when any key is released (no longer being pressed down)
//Makes the ball stop moving in that direction
public void keyReleased(KeyEvent e){
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}
//called from GamePanel whenever a mouse click is detected
//changes the current location of the ball to be wherever the mouse is located on the screen
public void mousePressed(MouseEvent e){
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}
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public void move(){
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}
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public void capSpeed(){
if(xVelocity>speedCap){
xVelocity = speedCap;
} else if(xVelocity<-1*speedCap) {
xVelocity = -1*speedCap;
}
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}
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//called frequently from the GamePanel class
//draws the current location of the ball to the screen
public void draw(Graphics g){
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}
}