First commit
commit
9d154bbbe6
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# Default ignored files
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/shelf/
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/workspace.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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# Datasource local storage ignored files
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/dataSources/
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/dataSources.local.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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||||
<component name="ProjectRootManager" version="2" languageLevel="JDK_X" default="true" project-jdk-name="openjdk-18" project-jdk-type="JavaSDK">
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<output url="file://$PROJECT_DIR$/out" />
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</component>
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</project>
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<?xml version="1.0" encoding="UTF-8"?>
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||||
<project version="4">
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<component name="ProjectModuleManager">
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<modules>
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<module fileurl="file://$PROJECT_DIR$/final.iml" filepath="$PROJECT_DIR$/final.iml" />
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</modules>
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</component>
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</project>
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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||||
<component name="VcsDirectoryMappings">
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<mapping directory="$PROJECT_DIR$" vcs="Git" />
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</component>
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</project>
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<?xml version="1.0" encoding="UTF-8"?>
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<module type="JAVA_MODULE" version="4">
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<component name="NewModuleRootManager" inherit-compiler-output="true">
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<exclude-output />
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<content url="file://$MODULE_DIR$">
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<sourceFolder url="file://$MODULE_DIR$/src" isTestSource="false" />
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</content>
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<orderEntry type="inheritedJdk" />
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<orderEntry type="sourceFolder" forTests="false" />
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</component>
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</module>
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/* Eric Li, ICS4U, Completed 5/29/2022
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Ball class defines behaviours for the pong ball; it also adds no new functions and instead inherits its main functions from GenericObject */
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import java.awt.*;
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import java.awt.event.KeyEvent;
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import java.awt.event.MouseEvent;
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public class Ball extends GenericObject {
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public int INITIAL_SPEED = 6;
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public static final int BALL_DIAMETER = 15;
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public Ball(int x, int y, int xDirection) {
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super(x, y, BALL_DIAMETER, BALL_DIAMETER);
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// set initial speed
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super.setXDirection(INITIAL_SPEED * xDirection);
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}
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public void draw(Graphics g) {
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g.setColor(Color.YELLOW);
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g.fillRect(x, y, BALL_DIAMETER, BALL_DIAMETER);
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}
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}
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/* Eric Li, ICS4U, Completed 5/29/2022
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GameFrame class establishes the frame (window) for the game
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It is a child of JFrame because JFrame manages frames
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Runs the constructor in GamePanel class */
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import java.awt.*;
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import javax.swing.*;
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public class GameFrame extends JFrame{
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GamePanel panel;
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public GameFrame(){
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panel = new GamePanel(); //run GamePanel constructor
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this.add(panel);
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this.setTitle("Pong... 2.0!"); //set title for frame
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this.setResizable(false); //frame can't change size
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this.setBackground(Color.black);
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this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //X button will stop program execution
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this.pack();//makes components fit in window - don't need to set JFrame size, as it will adjust accordingly
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this.setVisible(true); //makes window visible to user
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this.setLocationRelativeTo(null);//set window in middle of screen
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}
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}
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/* Eric Li, ICS4U, Completed 5/29/2022
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GamePanel class acts as the main "game loop" - continuously runs the game and calls whatever needs to be called
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Child of JPanel because JPanel contains methods for drawing to the screen
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Implements KeyListener interface to listen for keyboard input
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Implements Runnable interface to use "threading" - let the game do two things at once
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*/
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import java.awt.*;
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import java.awt.event.*;
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import java.io.*;
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import java.util.NoSuchElementException;
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import java.util.Scanner;
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import javax.swing.*;
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public class GamePanel extends JPanel implements Runnable, KeyListener{
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//dimensions of window
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public static final int GAME_WIDTH = 1200;
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public static final int GAME_HEIGHT = 600;
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// score needed to win
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public static final int WIN_SCORE = 5;
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public Thread gameThread;
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public Image image;
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public Graphics graphics;
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public Ball ball;
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public Paddle leftPaddle, rightPaddle;
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public boolean leftWin, rightWin;
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public int leftScore, rightScore;
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public String saveFile = "save.txt";
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public boolean resumeGame = false;
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public int paintNumber = 0;
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// constructor initializes one Ball, two Paddles, and starts the Thread
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public GamePanel(){
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ball = new Ball((GAME_WIDTH-Ball.BALL_DIAMETER)/2, (GAME_HEIGHT-Ball.BALL_DIAMETER)/2, 1); //create a player controlled ball, set start location to middle of screen
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// starting position of paddles are randomized
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leftPaddle = new Paddle(10, (int)(Math.random() * GAME_HEIGHT), KeyEvent.VK_W, KeyEvent.VK_S);
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rightPaddle = new Paddle(GAME_WIDTH - Paddle.PADDLE_WIDTH - 10, (int)(Math.random() * GAME_HEIGHT), KeyEvent.VK_UP, KeyEvent.VK_DOWN);
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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.setPreferredSize(new Dimension(GAME_WIDTH, GAME_HEIGHT));
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//make this class run at the same time as other classes (without this each class would "pause" while another class runs). By using threading we can remove lag, and also allows us to do features like display timers in real time!
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gameThread = new Thread(this);
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gameThread.start();
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}
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//paint is a method in java.awt library that we are overriding. It is a special method - it is called automatically in the background in order to update what appears in the window. You NEVER call paint() yourself
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public void paint(Graphics g){
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//we are using "double buffering here" - if we draw images directly onto the screen, it takes time and the human eye can actually notice flashes of lag as each pixel on the screen is drawn one at a time. Instead, we are going to draw images OFF the screen, then simply move the image on screen as needed.
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image = createImage(GAME_WIDTH, GAME_HEIGHT); //draw off screen
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graphics = image.getGraphics();
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draw(graphics);//update the positions of everything on the screen
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g.drawImage(image, 0, 0, this); //move the image on the screen
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}
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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){
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// set style of line (i.e., dashed)
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Stroke dashed = new BasicStroke(3, BasicStroke.CAP_BUTT, BasicStroke.JOIN_BEVEL, 0, new float[]{9}, 0);
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// call draw methods of two Paddles and Ball
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ball.draw(g);
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leftPaddle.draw(g);
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rightPaddle.draw(g);
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// if the game hasn't started yet, set color of middle line and score to gray
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if (paintNumber <= 3) {
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g.setColor(Color.gray);
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}
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// draw dashed line
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((Graphics2D)g).setStroke(dashed);
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g.drawLine(GAME_WIDTH/2, 0, GAME_WIDTH/2, GAME_HEIGHT);
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// set font to Windows default (Segoe)
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Font font = new Font("Segoe UI", Font.PLAIN, 64);
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g.setFont(font);
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// draw score
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drawCenteredString(g, 100, 0, GAME_WIDTH/2, Integer.toString(leftScore));
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drawCenteredString(g, 100, GAME_WIDTH/2, GAME_WIDTH/2, Integer.toString(rightScore));
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// draw game over text on win
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if (leftWin) {
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drawCenteredString(g, 200, 0, GAME_WIDTH/2, "Winner");
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drawCenteredString(g, 200, GAME_WIDTH/2, GAME_WIDTH/2, "Loser");
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g.setFont(new Font("Segoe UI", Font.ITALIC, 24));
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drawCenteredString(g, 400, 0, GAME_WIDTH, "Press ENTER to play again");
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} else if (rightWin) {
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drawCenteredString(g, 200, 0, GAME_WIDTH/2, "Loser");
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drawCenteredString(g, 200, GAME_WIDTH/2, GAME_WIDTH/2, "Winner");
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g.setFont(new Font("Segoe UI", Font.ITALIC, 24));
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drawCenteredString(g, 400, 0, GAME_WIDTH, "Press ENTER to play again");
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}
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// if game hasn't started yet, draw game start text
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g.setColor(Color.white);
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g.setFont(new Font("Segoe UI", Font.BOLD, 64));
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if (paintNumber == 0) {
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if (resumeGame) {
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drawCenteredString(g, 200, 0, GAME_WIDTH, "Resuming...");
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} else {
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drawCenteredString(g, 200, 0, GAME_WIDTH, "Starting in...");
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}
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} else if (paintNumber == 1) {
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drawCenteredString(g, 200, 0, GAME_WIDTH, "3");
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} else if (paintNumber == 2) {
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drawCenteredString(g, 200, 0, GAME_WIDTH, "2");
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} else if (paintNumber == 3) {
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drawCenteredString(g, 200, 0, GAME_WIDTH, "1");
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}
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}
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// draws a centered string
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private void drawCenteredString(Graphics g, int y, int xOffset, int xWidth, String text) {
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int x;
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// get font size
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FontMetrics metrics = g.getFontMetrics();
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// determine x for the text
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x = xOffset + (xWidth - metrics.stringWidth(text)) / 2;
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// draw centered string
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g.drawString(text, x, y);
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}
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//call the move methods in other classes to update positions
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//this method is constantly called from run(). By doing this, movements appear fluid and natural. If we take this out the movements appear sluggish and laggy
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public void move(){
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ball.move();
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leftPaddle.move();
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rightPaddle.move();
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}
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//handles all collision detection and responds accordingly
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public void checkCollision(){
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// reverses ball y direction if ball hits top or bottom of screen
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if(ball.y <= 0 || ball.y >= GAME_HEIGHT - Ball.BALL_DIAMETER){
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ball.yVelocity *= -1;
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}
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// updates score if ball hits border of screen
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if(ball.x <= 0){
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// prevents ball from glitching through the paddles
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// it doesn't look great but it prevents the player from being unhappy
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wait(3, 0.0);
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if (!leftPaddle.checkCollision(ball, 'L')) {
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// increment score
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rightScore += 1;
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// write score to file to allow resuming
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try {
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writeScoreToFile();
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} catch (IOException ignored) {}
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regenerateBall('L');
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}
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}
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if(ball.x + Ball.BALL_DIAMETER >= GAME_WIDTH){
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wait(3, 0.0);
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if (!rightPaddle.checkCollision(ball, 'R')) {
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leftScore += 1;
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try {
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writeScoreToFile();
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} catch (IOException ignored) {}
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regenerateBall('R');
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}
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}
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// delegates paddle remaining paddle checks to
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leftPaddle.checkCollision(ball, 'L');
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rightPaddle.checkCollision(ball, 'R');
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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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public void run(){
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double delta = 0;
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Scanner fileReader;
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// load score of previous game if it exists
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try {
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File playedFile = new File(saveFile);
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if (!playedFile.createNewFile()) {
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fileReader = new Scanner(playedFile);
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leftScore = Integer.parseInt(fileReader.next());
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rightScore = Integer.parseInt(fileReader.next());
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// display resume text only if both scores are not equal to zero
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resumeGame = leftScore + rightScore != 0;
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// fileReader is never used again, so it is closed here
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fileReader.close();
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}
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} catch (IOException | NoSuchElementException | NumberFormatException ignored) {}
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// text to be painted before game starts
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repaint(); // Resuming/starting text
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try {
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Thread.sleep(2000);
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} catch (InterruptedException ignored) {}
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paintNumber++; // pN = 1
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repaint(); // 3...
|
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try {
|
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Thread.sleep(1000);
|
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} catch (InterruptedException ignored) {}
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paintNumber++; // pN = 2
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repaint(); // 2...
|
||||
try {
|
||||
Thread.sleep(1000);
|
||||
} catch (InterruptedException ignored) {}
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paintNumber++; // pN = 3
|
||||
repaint(); // 1...
|
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try {
|
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Thread.sleep(1000);
|
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} catch (InterruptedException ignored) {}
|
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paintNumber++; // pN no longer matters
|
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repaint();
|
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try {
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Thread.sleep(100);
|
||||
} catch (InterruptedException ignored) {}
|
||||
|
||||
while (true) {
|
||||
// wait 0.5 ticks per cycle to prevent the game from running too fast
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// 0.5 was used instead of 1 to reduce lag
|
||||
delta = wait(0.5, delta);
|
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// only repaint if game is resumed after win
|
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if (leftWin || rightWin) {
|
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continue;
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}
|
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//only move objects around and update screen if enough time has passed
|
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move();
|
||||
checkCollision();
|
||||
checkForWin();
|
||||
repaint();
|
||||
}
|
||||
}
|
||||
|
||||
// sets leftWin or rightWin to true if their score is greater than WIN_SCORE
|
||||
private void checkForWin() {
|
||||
if (leftScore >= WIN_SCORE) {
|
||||
leftWin = true;
|
||||
}
|
||||
else if (rightScore >= WIN_SCORE) {
|
||||
rightWin = true;
|
||||
}
|
||||
}
|
||||
|
||||
//if a key is pressed, we'll send it over to the PlayerBall class for processing
|
||||
public void keyPressed(KeyEvent e){
|
||||
// resumes game and resets win booleans and scores when enter is pressed
|
||||
if (e.getKeyCode() == KeyEvent.VK_ENTER && (leftWin || rightWin)) {
|
||||
leftWin = false;
|
||||
leftScore = 0;
|
||||
rightWin = false;
|
||||
rightScore = 0;
|
||||
}
|
||||
leftPaddle.keyPressed(e);
|
||||
rightPaddle.keyPressed(e);
|
||||
}
|
||||
|
||||
//if a key is released, we'll send it over to the PlayerBall class for processing
|
||||
public void keyReleased(KeyEvent e){
|
||||
leftPaddle.keyReleased(e);
|
||||
rightPaddle.keyReleased(e);
|
||||
}
|
||||
|
||||
//left empty because we don't need it; must be here because it is required to be overridded by the KeyListener interface
|
||||
public void keyTyped(KeyEvent e){
|
||||
|
||||
}
|
||||
|
||||
// regenerates ball after it scores
|
||||
public void regenerateBall(char winner) {
|
||||
// overwrite old ball object with new ball that starts in middle
|
||||
ball = new Ball((GAME_WIDTH-Ball.BALL_DIAMETER)/2, (GAME_HEIGHT-Ball.BALL_DIAMETER)/2, winner == 'L' ? -1:1);
|
||||
}
|
||||
|
||||
// write score to file after each goal
|
||||
public void writeScoreToFile() throws IOException {
|
||||
File playedFile = new File(saveFile);
|
||||
FileWriter fileWriter = new FileWriter(playedFile);
|
||||
fileWriter.write(((leftScore < 5 && rightScore < 5) ? leftScore:0) + " " + ((leftScore < 5 && rightScore < 5) ? rightScore:0));
|
||||
fileWriter.close();
|
||||
}
|
||||
|
||||
// public static function that waits for deltaAmount - previousTime ticks
|
||||
// returns additional ticks if wait() took longer than deltaAmount - previousTime
|
||||
// this allows it to run faster in response to lag
|
||||
public static double wait(double deltaAmount, double previousTime) {
|
||||
//the CPU runs our game code too quickly - we need to slow it down! The following lines of code "force" the computer to get stuck in a loop for short intervals between calling other methods to update the screen.
|
||||
long lastTime = System.nanoTime();
|
||||
double amountOfTicks = 60;
|
||||
double ns = 1000000000 / amountOfTicks;
|
||||
double delta = previousTime;
|
||||
long now;
|
||||
|
||||
while (true) { // this is the delay loop
|
||||
now = System.nanoTime();
|
||||
delta = delta + (now - lastTime) / ns;
|
||||
lastTime = now;
|
||||
|
||||
if (delta >= deltaAmount) {
|
||||
return delta - deltaAmount;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,42 @@
|
|||
/* Eric Li, ICS4U, Completed 5/29/2022
|
||||
|
||||
GenericObject class provides template that Ball and Paddle inherits */
|
||||
import java.awt.*;
|
||||
import java.awt.event.*;
|
||||
|
||||
public class GenericObject extends Rectangle{
|
||||
|
||||
public int yVelocity;
|
||||
public int xVelocity;
|
||||
//constructor creates ball at given location with given dimensions
|
||||
public GenericObject(int x, int y, int width, int height){
|
||||
super(x, y, width, height);
|
||||
}
|
||||
|
||||
public void keyPressed (KeyEvent e) {}
|
||||
|
||||
public void keyReleased (KeyEvent e) {}
|
||||
|
||||
|
||||
//called whenever the movement of the ball changes in the y-direction (up/down)
|
||||
public void setYDirection(int yDirection){
|
||||
yVelocity = yDirection;
|
||||
}
|
||||
|
||||
//called whenever the movement of the ball changes in the x-direction (left/right)
|
||||
public void setXDirection(int xDirection){
|
||||
xVelocity = xDirection;
|
||||
}
|
||||
|
||||
//called frequently from both PlayerBall class and GamePanel class
|
||||
//updates the current location of the ball
|
||||
public void move(){
|
||||
y = y + yVelocity;
|
||||
x = x + xVelocity;
|
||||
}
|
||||
|
||||
//called frequently from the GamePanel class
|
||||
//draws the current location of the ball to the screen
|
||||
public void draw(Graphics g) {}
|
||||
|
||||
}
|
|
@ -0,0 +1,15 @@
|
|||
/* Eric Li, ICS4U, Completed 5/29/2022
|
||||
|
||||
Main class starts the game
|
||||
All it does is run the constructor in GameFrame class
|
||||
|
||||
This is a common technique among coders to keep things organized (and handy when coding in repl.it since we're forced to call a class Main, which isn't always very descriptive)
|
||||
*/
|
||||
|
||||
class Main {
|
||||
public static void main(String[] args) {
|
||||
|
||||
new GameFrame();
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,82 @@
|
|||
/* Eric Li, ICS4U, Completed 5/29/2022
|
||||
|
||||
Paddle class defines behaviours for the left and right player-controlled paddles */
|
||||
|
||||
import java.awt.*;
|
||||
import java.awt.event.KeyEvent;
|
||||
|
||||
public class Paddle extends GenericObject {
|
||||
public final int SPEED = 5;
|
||||
public static final int PADDLE_WIDTH = 8;
|
||||
public static final int PADDLE_HEIGHT = 80;
|
||||
public int upKey, downKey;
|
||||
public Paddle(int x, int y, int upKey, int downKey) {
|
||||
super(x, y, PADDLE_WIDTH, PADDLE_HEIGHT);
|
||||
this.upKey = upKey;
|
||||
this.downKey = downKey;
|
||||
}
|
||||
|
||||
// this is private because it's only intended to be called from checkCollision
|
||||
// this checks whether the ball has collided with the paddle in either the 'L' or the 'R' direction, and returns a boolean
|
||||
private boolean hasCollided(Ball ball, char direction) {
|
||||
// while this.x and this.y were not needed, they were added to prevent confusion with ball.x and ball.y
|
||||
if ((Math.abs(ball.x - this.x - this.xVelocity) <= Paddle.PADDLE_WIDTH && direction == 'L' && Math.signum(ball.xVelocity) == -1.0) ||
|
||||
(Math.abs(ball.x - this.x - this.xVelocity) <= Ball.BALL_DIAMETER && direction == 'R' && Math.signum(ball.xVelocity) == 1.0)) {
|
||||
return (this.y - ball.y <= Ball.BALL_DIAMETER && this.y - ball.y >= 0) ||
|
||||
(ball.y - this.y <= Paddle.PADDLE_HEIGHT && ball.y - this.y >= 0);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// this uses hasCollided() to check if a collision has happened; if it has, the xDirection is reversed and the speed is changed
|
||||
// returns a boolean which is used for sanity checking in GamePanel.checkCollision()
|
||||
public boolean checkCollision(Ball ball, char direction) {
|
||||
if (hasCollided(ball, direction)) {
|
||||
// reverse x direction and add a portion of paddle speed
|
||||
// also adds random spray
|
||||
ball.yVelocity += this.yVelocity / 4 + (int)(Math.random() * 3 - 1);
|
||||
ball.xVelocity = -(ball.xVelocity) + (int)(Math.random() * 3 - 1);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// moves paddle when key is pressed
|
||||
public void keyPressed(KeyEvent e) {
|
||||
if(e.getKeyCode() == upKey){
|
||||
setYDirection(SPEED*-1);
|
||||
move();
|
||||
}
|
||||
if(e.getKeyCode() == downKey){
|
||||
setYDirection(SPEED);
|
||||
move();
|
||||
}
|
||||
}
|
||||
|
||||
// stops moving paddle when key is released
|
||||
public void keyReleased(KeyEvent e) {
|
||||
if(e.getKeyCode() == upKey){
|
||||
setYDirection(0);
|
||||
move();
|
||||
}
|
||||
if(e.getKeyCode() == downKey){
|
||||
setYDirection(0);
|
||||
move();
|
||||
}
|
||||
}
|
||||
|
||||
// calls parent then does sanity checking to ensure that the paddle does not leave the screen
|
||||
public void move() {
|
||||
super.move();
|
||||
// collisions logic for paddles to prevent them from going into the borders
|
||||
if (y + PADDLE_HEIGHT + 5 > GamePanel.GAME_HEIGHT) {
|
||||
y = GamePanel.GAME_HEIGHT - PADDLE_HEIGHT - 5;
|
||||
} else if (y < 5) {
|
||||
y = 5;
|
||||
}
|
||||
}
|
||||
public void draw(Graphics g) {
|
||||
g.setColor(Color.WHITE);
|
||||
g.fillRect(x, y, PADDLE_WIDTH, PADDLE_HEIGHT);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue