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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import java.io.IOException;
import java.io.Serializable;
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public class GenericSprite extends Rectangle implements Serializable {
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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 speedCapx = 50;
public final double speedCapy = 20;
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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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public boolean isPlayer = 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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}
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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
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public void mousePressed(MouseEvent e) throws SpriteException, IOException {
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}
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public void mouseReleased(MouseEvent e) {
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}
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public void move() throws IOException {
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}
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public void capSpeed(){
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if(xVelocity>speedCapx){
xVelocity = speedCapx;
} else if(xVelocity<-1*speedCapx) {
xVelocity = -1*speedCapx;
}
if(yVelocity>speedCapy){
yVelocity = speedCapy;
} else if(yVelocity<-1*speedCapy) {
yVelocity = -1*speedCapy;
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}
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}
public boolean collide(Tile tile, double x, double y){
if(tile==null){return false;}
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if(!tile.collision){
return false;
}
if(x+WIDTH>tile.x&&x<tile.x+Tile.length&&y-tile.y<Tile.length&&tile.y-y<HEIGHT){
return true;
}
return false;
}
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public boolean canUpdate(double x, double y){
boolean canUpdate = true;
int lowX = Math.max(0, (this.x+GamePanel.GAME_WIDTH/2)/Tile.length-4);
int highX = Math.min(lowX + 8, GameFrame.game.map.length);
int lowY = Math.max(0,(this.y/Tile.length)-6);
int highY = Math.min(lowY + 12, GameFrame.game.map[0].length);
for(int i=lowX; i<highX; i++) {
for (int j = lowY; j < highY; j++) {
if (GameFrame.game.map[i][j] != null) {
if (collide(GameFrame.game.map[i][j], this.x + x, this.y + y)) {
if (GameFrame.game.map[i][j].isFinish&&isPlayer) {
LevelManager.nextLevel();
return true;
}
canUpdate = false;
break;
}
}
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}
}
return canUpdate;
}
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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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}
}