Merge remote-tracking branch 'origin/master'

# Conflicts:
#	out/production/final/GamePanel.class
#	src/GamePanel.java
master
bob 2022-05-31 13:27:15 -04:00
commit dee2e612d3
18 changed files with 237 additions and 16 deletions

124
.idea/uiDesigner.xml Normal file
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@ -0,0 +1,124 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Palette2">
<group name="Swing">
<item class="com.intellij.uiDesigner.HSpacer" tooltip-text="Horizontal Spacer" icon="/com/intellij/uiDesigner/icons/hspacer.png" removable="false" auto-create-binding="false" can-attach-label="false">
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</item>
<item class="com.intellij.uiDesigner.VSpacer" tooltip-text="Vertical Spacer" icon="/com/intellij/uiDesigner/icons/vspacer.png" removable="false" auto-create-binding="false" can-attach-label="false">
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</item>
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</item>
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<default-constraints vsize-policy="0" hsize-policy="3" anchor="0" fill="1" />
<initial-values>
<property name="text" value="Button" />
</initial-values>
</item>
<item class="javax.swing.JRadioButton" icon="/com/intellij/uiDesigner/icons/radioButton.png" removable="false" auto-create-binding="true" can-attach-label="false">
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<initial-values>
<property name="text" value="RadioButton" />
</initial-values>
</item>
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<default-constraints vsize-policy="0" hsize-policy="3" anchor="8" fill="0" />
<initial-values>
<property name="text" value="CheckBox" />
</initial-values>
</item>
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<initial-values>
<property name="text" value="Label" />
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</item>
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<preferred-size width="150" height="-1" />
</default-constraints>
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<preferred-size width="150" height="-1" />
</default-constraints>
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<preferred-size width="150" height="-1" />
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<preferred-size width="150" height="50" />
</default-constraints>
</item>
<item class="javax.swing.JTextPane" icon="/com/intellij/uiDesigner/icons/textPane.png" removable="false" auto-create-binding="true" can-attach-label="true">
<default-constraints vsize-policy="6" hsize-policy="6" anchor="0" fill="3">
<preferred-size width="150" height="50" />
</default-constraints>
</item>
<item class="javax.swing.JEditorPane" icon="/com/intellij/uiDesigner/icons/editorPane.png" removable="false" auto-create-binding="true" can-attach-label="true">
<default-constraints vsize-policy="6" hsize-policy="6" anchor="0" fill="3">
<preferred-size width="150" height="50" />
</default-constraints>
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<item class="javax.swing.JComboBox" icon="/com/intellij/uiDesigner/icons/comboBox.png" removable="false" auto-create-binding="true" can-attach-label="true">
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<default-constraints vsize-policy="6" hsize-policy="6" anchor="0" fill="3">
<preferred-size width="150" height="50" />
</default-constraints>
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<default-constraints vsize-policy="6" hsize-policy="2" anchor="0" fill="3">
<preferred-size width="150" height="50" />
</default-constraints>
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<preferred-size width="150" height="50" />
</default-constraints>
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<preferred-size width="200" height="200" />
</default-constraints>
</item>
<item class="javax.swing.JSplitPane" icon="/com/intellij/uiDesigner/icons/splitPane.png" removable="false" auto-create-binding="false" can-attach-label="false">
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<preferred-size width="200" height="200" />
</default-constraints>
</item>
<item class="javax.swing.JSpinner" icon="/com/intellij/uiDesigner/icons/spinner.png" removable="false" auto-create-binding="true" can-attach-label="true">
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</item>
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</item>
<item class="javax.swing.JToolBar" icon="/com/intellij/uiDesigner/icons/toolbar.png" removable="false" auto-create-binding="false" can-attach-label="false">
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<preferred-size width="-1" height="20" />
</default-constraints>
</item>
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</item>
</group>
</component>
</project>

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@ -9,6 +9,10 @@ Implements Runnable interface to use "threading" - let the game do two things at
*/
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import java.util.ArrayList;
import javax.swing.*;
@ -21,11 +25,30 @@ public class GamePanel extends JPanel implements Runnable, KeyListener{
public Thread gameThread;
public Image image;
public Graphics graphics;
public PlayerBall ball;
public Player player;
public int frame;
// keeps track of how many ticks has elapsed since last frame change
public int frameCounter = 0;
public BufferedImage[][] spriteArray = new BufferedImage[4][11];
public static ArrayList<Tile>map = new ArrayList<Tile>();
public GamePanel(){
for (int i = 0; i < 11; i++) {
try {
BufferedImage sprite = getImage(String.format("img/walk/p1_walk%s.png", String.format("%1$2s", i+1).replace(' ', '0')));
spriteArray[1][i] = sprite;
spriteArray[3][i] = sprite;
spriteArray[0][i] = sprite;
spriteArray[2][i] = sprite;
} catch (IOException e) {
e.printStackTrace();
}
}
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
map.add(new Tile(1000, 700));
ball = new PlayerBall(GAME_WIDTH/2, GAME_HEIGHT/2); //create a player controlled ball, set start location to middle of screen
this.setFocusable(true); //make everything in this class appear on the screen
@ -34,7 +57,7 @@ public class GamePanel extends JPanel implements Runnable, KeyListener{
//add the MousePressed method from the MouseAdapter - by doing this we can listen for mouse input. We do this differently from the KeyListener because MouseAdapter has SEVEN mandatory methods - we only need one of them, and we don't want to make 6 empty methods
addMouseListener(new MouseAdapter() {
public void mousePressed(MouseEvent e) {
ball.mousePressed(e);
player.mousePressed(e);
}
});
this.setPreferredSize(new Dimension(GAME_WIDTH, GAME_HEIGHT));
@ -49,12 +72,14 @@ public class GamePanel extends JPanel implements Runnable, KeyListener{
//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.
image = createImage(GAME_WIDTH, GAME_HEIGHT); //draw off screen
graphics = image.getGraphics();
draw(graphics);//update the positions of everything on the screen
draw(graphics, frame);//update the positions of everything on the screen
g.drawImage(image, 0, 0, this); //move the image on the screen
}
//call the draw methods in each class to update positions as things move
public void draw(Graphics g, int frame){
frameCounter += player.draw(g, frame);
public void draw(Graphics g){
ball.draw(g);
for(Tile i: map){
@ -65,31 +90,35 @@ public class GamePanel extends JPanel implements Runnable, KeyListener{
//call the move methods in other classes to update positions
//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
public void move(){
ball.move();
player.move();
}
//handles all collision detection and responds accordingly
public void checkCollision(){
ball.isGrounded = false;
player.isGrounded = false;
for(Tile i: map){
}
//force player to remain on screen
if(ball.y<= 0){
ball.y = 0;
if(player.y<= 0){
player.y = 0;
}
if(player.y >= GAME_HEIGHT - Player.PLAYER_HEIGHT){
player.y = GAME_HEIGHT- Player.PLAYER_HEIGHT;
if(ball.y >= GAME_HEIGHT - PlayerBall.BALL_DIAMETER){
ball.y = GAME_HEIGHT-PlayerBall.BALL_DIAMETER;
ball.yVelocity = 0;
ball.isGrounded = true;
}
if(player.x <= 0){
player.x = 0;
if(ball.x <= 0){
ball.x = 0;
}
if(ball.x + PlayerBall.BALL_DIAMETER >= GAME_WIDTH){
ball.x = GAME_WIDTH-PlayerBall.BALL_DIAMETER;
if(player.x + Player.PLAYER_WIDTH >= GAME_WIDTH){
player.x = GAME_WIDTH- Player.PLAYER_WIDTH;
}
}
@ -112,23 +141,34 @@ public class GamePanel extends JPanel implements Runnable, KeyListener{
move();
checkCollision();
repaint();
if (frameCounter > 10) {
System.out.println(frameCounter);
// increment sprite image to be used and keeps it below 12
frame = (frame + 1) % 11;
frameCounter -= 10;
}
delta--;
}
}
}
//if a key is pressed, we'll send it over to the PlayerBall class for processing
//if a key is pressed, we'll send it over to the Player class for processing
public void keyPressed(KeyEvent e){
ball.keyPressed(e);
player.keyPressed(e);
}
//if a key is released, we'll send it over to the PlayerBall class for processing
//if a key is released, we'll send it over to the Player class for processing
public void keyReleased(KeyEvent e){
ball.keyReleased(e);
player.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){
}
public BufferedImage getImage(String imageLocation) throws IOException {
return ImageIO.read(new File(imageLocation));
}
}

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@ -7,7 +7,7 @@ In 2D GUI, basically everything is a rectangle even if it doesn't look like it!
import java.awt.*;
import java.awt.event.*;
public class PlayerBall extends Rectangle{
public class GenericSprite extends Rectangle{
public double yVelocity;
public double xVelocity;
@ -21,8 +21,8 @@ public class PlayerBall extends Rectangle{
public boolean downPressed = false;
public boolean isGrounded = false;
//constructor creates ball at given location with given dimensions
public PlayerBall(int x, int y){
super(x, y, BALL_DIAMETER, BALL_DIAMETER);
public GenericSprite(int x, int y, int height, int width){
super(x, y, height, width);
}
//called from GamePanel when any keyboard input is detected

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src/Player.java Normal file
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@ -0,0 +1,57 @@
/* 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;
import java.awt.image.BufferedImage;
import java.awt.image.ImageObserver;
public class Player extends GenericSprite {
public final int SPEED = 5;
public static final int PLAYER_WIDTH = 8;
public static final int PLAYER_HEIGHT = 80;
public int upKey, downKey, rightKey, leftKey;
// sA[0] is -x, -y
// sA[1] is x, -y
// sA[2] is -x, y
// sA[3] is x, y
public BufferedImage[][] spriteArray;
public Player(int x, int y, int upKey, int downKey, int leftKey, int rightKey, BufferedImage[][] sprites) {
super(x, y, PLAYER_HEIGHT, PLAYER_WIDTH);
this.upKey = upKey;
this.downKey = downKey;
this.leftKey = leftKey;
this.rightKey = rightKey;
spriteArray = sprites;
}
// moves paddle when key is pressed
public void keyPressed(KeyEvent e) {
super.keyPressed(e);
}
// stops moving paddle when key is released
public void keyReleased(KeyEvent e) {
super.keyReleased(e);
}
// calls parent
public void move() {
super.move();
}
public int draw(Graphics g, int frame) {
// g.setColor(Color.WHITE);
if (xVelocity == 0 && yVelocity == 0) {
g.drawImage(spriteArray[1][0], x, y, null);
return 0;
} else {
g.drawImage(spriteArray[(int)(Math.signum(xVelocity)+Math.signum(yVelocity)*2+3)/2][frame], x, y, null);
return 1;
}
}
}