Fixing merge conflicts
parent
dee2e612d3
commit
2d24fe98fa
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@ -50,7 +50,6 @@ public class GamePanel extends JPanel implements Runnable, KeyListener{
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}
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}
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player = new Player(GAME_WIDTH/2, GAME_HEIGHT/2, 'W', 'A', 'S', 'D', spriteArray); //create a player controlled player, set start location to middle of screen
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player = new Player(GAME_WIDTH/2, GAME_HEIGHT/2, 'W', 'A', 'S', 'D', spriteArray); //create a player controlled player, set start location to middle of screen
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map.add(new Tile(1000, 700));
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map.add(new Tile(1000, 700));
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ball = new PlayerBall(GAME_WIDTH/2, GAME_HEIGHT/2); //create a player controlled ball, set start location to middle of screen
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this.setFocusable(true); //make everything in this class appear on the screen
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this.setFocusable(true); //make everything in this class appear on the screen
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this.addKeyListener(this); //start listening for keyboard input
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this.addKeyListener(this); //start listening for keyboard input
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@ -80,11 +79,10 @@ public class GamePanel extends JPanel implements Runnable, KeyListener{
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//call the draw methods in each class to update positions as things move
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//call the draw methods in each class to update positions as things move
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public void draw(Graphics g, int frame){
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public void draw(Graphics g, int frame){
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frameCounter += player.draw(g, frame);
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frameCounter += player.draw(g, frame);
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public void draw(Graphics g){
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ball.draw(g);
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for(Tile i: map){
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for(Tile i: map){
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i.draw(g);
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i.draw(g);
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}
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}
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}
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}
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//call the move methods in other classes to update positions
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//call the move methods in other classes to update positions
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@ -106,21 +104,23 @@ public class GamePanel extends JPanel implements Runnable, KeyListener{
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}
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}
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if (player.y >= GAME_HEIGHT - Player.PLAYER_HEIGHT) {
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if (player.y >= GAME_HEIGHT - Player.PLAYER_HEIGHT) {
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player.y = GAME_HEIGHT - Player.PLAYER_HEIGHT;
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player.y = GAME_HEIGHT - Player.PLAYER_HEIGHT;
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if(ball.y >= GAME_HEIGHT - PlayerBall.BALL_DIAMETER){
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if (player.y >= GAME_HEIGHT - Player.BALL_DIAMETER) {
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ball.y = GAME_HEIGHT-PlayerBall.BALL_DIAMETER;
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player.y = GAME_HEIGHT - Player.BALL_DIAMETER;
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ball.yVelocity = 0;
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player.yVelocity = 0;
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ball.isGrounded = true;
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player.isGrounded = true;
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}
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}
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if (player.x <= 0) {
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if (player.x <= 0) {
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player.x = 0;
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player.x = 0;
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if(ball.x <= 0){
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if (player.x <= 0) {
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ball.x = 0;
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player.x = 0;
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}
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}
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if (player.x + Player.PLAYER_WIDTH >= GAME_WIDTH) {
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if (player.x + Player.PLAYER_WIDTH >= GAME_WIDTH) {
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player.x = GAME_WIDTH - Player.PLAYER_WIDTH;
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player.x = GAME_WIDTH - Player.PLAYER_WIDTH;
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}
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}
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}
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}
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}
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}
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//run() method is what makes the game continue running without end. It calls other methods to move objects, check for collision, and update the screen
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//run() method is what makes the game continue running without end. It calls other methods to move objects, check for collision, and update the screen
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public void run(){
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public void run(){
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