/* Eric Li, Charlie Zhao, ICS4U, Finished 2022-06-20 GamePanel class acts as the main "game loop" - continuously runs the game and calls whatever needs to be called Child of JPanel because JPanel contains methods for drawing to the screen Implements KeyListener interface to listen for keyboard input Implements Runnable interface to use "threading" - let the game do two things at once */ 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.io.Serializable; import java.lang.reflect.Array; import java.nio.file.Files; import java.nio.file.Path; import java.util.ArrayList; import java.util.ConcurrentModificationException; import javax.sound.sampled.LineUnavailableException; import javax.sound.sampled.UnsupportedAudioFileException; import javax.swing.*; import static java.nio.file.StandardCopyOption.ATOMIC_MOVE; public class GamePanel extends JPanel implements Runnable, KeyListener, Serializable { //dimensions of window public static final int GAME_WIDTH = 1225; public static final int GAME_HEIGHT = 630; public static final int fireballSpeed = 6; public static Font tutorialFont = new Font(Font.MONOSPACED, Font.BOLD, 36); public static Font loreFont = new Font(Font.MONOSPACED, Font.ITALIC + Font.BOLD, 36); public static Color tutorialColor = Color.darkGray; public static Color loreColor = Color.lightGray; public PauseMenu loadingMenu; public int bombCount; public transient JPanel gameFrame; public transient Thread gameThread; public transient Image image; public transient Graphics graphics; public transient boolean isNewStart; public Player player; public BackgroundImage background, cloudOneBackground, cloudTwoBackground, cloudThreeBackground; public int playerFrame, enemyFrame; // keeps track of how many ticks has elapsed since last frame change public int playerFrameCounter = 0; public int timeSinceLastSave = 0; public transient boolean isPaused; public boolean isDialogue, waitForDialogue, mouseAlreadyTranslated; public PauseMenu pauseMenu, pauseMenuExitOne, pauseMenuExitTwo, pauseMenuResume; public DialogueMenu dialogueMenu; public ArrayList dialogueArray = new ArrayList(); public BufferedImageWrapper[][][] playerSpriteArray = new BufferedImageWrapper[2][2][11]; public BufferedImageWrapper[][][] slimeSpriteArray = new BufferedImageWrapper[2][2][3]; public BufferedImageWrapper[] explosionArray = new BufferedImageWrapper[9]; public Tile[][]map = new Tile[1000][18]; public ArrayList middlewareArray = new ArrayList<>(); public ArrayListparticleTiles = new ArrayList<>(); public ArrayListshootingTiles = new ArrayList<>(); public ArrayListfireballs = new ArrayList<>(); public ArrayListenemy = new ArrayList<>(); public ArrayListbombs = new ArrayList<>(); public BombDirectionShow bombDir = null; public ArrayListparticles = new ArrayList(); public Camera camera; // image imports begin here public BufferedImageWrapper backgroundImage = new BufferedImageWrapper(("img/backgrounds/pointyMountains.png")); public BufferedImageWrapper cloud1 = new BufferedImageWrapper(("img/backgrounds/cloud1.png")); public BufferedImageWrapper cloud2 = new BufferedImageWrapper(("img/backgrounds/cloud2.png")); public BufferedImageWrapper cloud3 = new BufferedImageWrapper(("img/backgrounds/cloud3.png")); public BufferedImageWrapper bomb; public BufferedImageWrapper narratorPortrait = new BufferedImageWrapper(("img/dialogue/Gunther.png")); public boolean isContinue; public boolean isRunning; public ArrayList tutorialSign = new ArrayList(); public ArrayList loreSign = new ArrayList(); public boolean isLoaded; public GamePanel(JPanel gameFrame) throws IOException, SpriteException, UnsupportedAudioFileException, LineUnavailableException { // set gameFrame to enable switching between different panels (in the gameFrame) this.gameFrame = gameFrame; camera = new Camera(0); // create background mountains and images background = new BackgroundImage(0, 0, backgroundImage, GAME_WIDTH, GAME_HEIGHT, 10, camera); cloudOneBackground = new BackgroundImage(200, 200, cloud1, cloud1.image.getWidth(), cloud1.image.getHeight(), 5, camera); cloudTwoBackground = new BackgroundImage(600, 250, cloud2, cloud2.image.getWidth(), cloud3.image.getHeight(), 5, camera); cloudThreeBackground = new BackgroundImage(1000, 200, cloud3, cloud2.image.getWidth(), cloud3.image.getHeight(), 5, camera); // create pause menu and text in pause menu pauseMenu = new PauseMenu(GAME_HEIGHT/2, 100, 400, 400, GAME_WIDTH, new Font(Font.MONOSPACED, Font.BOLD, 60), "Paused", true); pauseMenuExitOne = new PauseMenu(GAME_HEIGHT/2, 0, 400, 400, GAME_WIDTH, new Font(Font.MONOSPACED, Font.BOLD, 24), "Press ENTER to return", true); pauseMenuExitTwo = new PauseMenu(GAME_HEIGHT/2, -20, 400, 400, GAME_WIDTH, new Font(Font.MONOSPACED, Font.BOLD, 24), "to the main menu", true); pauseMenuResume = new PauseMenu(GAME_HEIGHT/2, -50, 400, 400, GAME_WIDTH, new Font(Font.MONOSPACED, Font.BOLD, 18), "(or press ESC to resume)", true); // create menu shown when loading game loadingMenu = new PauseMenu(GAME_HEIGHT/2, 0, GAME_WIDTH, GAME_HEIGHT, GAME_WIDTH, new Font(Font.MONOSPACED, Font.BOLD, 60), "Loading...", true); // create text box shown during dialogue dialogueMenu = new DialogueMenu(GAME_HEIGHT-100, 200, new Font(Font.MONOSPACED, Font.BOLD, 20), narratorPortrait, true); try { // load player sprites from disk here for (int i = 0; i < 11; i++) { String sprite = (String.format("img/walk/p1_walk%s.png", String.format("%1$2s", i+1).replace(' ', '0'))); playerSpriteArray[1][0][i] = new BufferedImageWrapper(sprite); playerSpriteArray[1][1][i] = new BufferedImageWrapper(sprite); playerSpriteArray[0][0][i] = new BufferedImageWrapper(sprite, true); playerSpriteArray[0][1][i] = new BufferedImageWrapper(sprite, true); } for (int i = 0; i < 9; i++) { explosionArray[i] = new BufferedImageWrapper(("img/misc/bomb/sonicExplosion0" + i + ".png")); } // load slime sprites from disk here // these variables were not defined above because they are temporary variables BufferedImageWrapper[] temporarySlimeArray = {new BufferedImageWrapper(("img/enemy/slime/slimeWalk1.png")), new BufferedImageWrapper(("img/enemy/slime/slimeWalk2.png")), new BufferedImageWrapper(("img/enemy/slime/slimeDead.png"))}; BufferedImageWrapper[] flippedTemporarySlimeArray = {new BufferedImageWrapper((("img/enemy/slime/slimeWalk1.png")), true), new BufferedImageWrapper(("img/enemy/slime/slimeWalk2.png"), true), new BufferedImageWrapper(("img/enemy/slime/slimeDead.png"), true)}; // please note that these sprites are reversed compared to the player sprites slimeSpriteArray[0][0] = temporarySlimeArray; slimeSpriteArray[0][1] = temporarySlimeArray; slimeSpriteArray[1][0] = flippedTemporarySlimeArray; slimeSpriteArray[1][1] = flippedTemporarySlimeArray; // load bomb sprites bomb = new BufferedImageWrapper(("img/misc/bomb.png")); } catch (IOException e) { e.printStackTrace(); // TODO: remove stack trace } player = new Player(GAME_WIDTH/2, GAME_HEIGHT/2, playerSpriteArray); //create a player controlled player, set start location to middle of screenk // add mouse and keyboard listeners addUserInterface(); this.setPreferredSize(new Dimension(GAME_WIDTH, GAME_HEIGHT)); // indicate that dialogue should be shown on load isNewStart = true; // allow while look in run() to run isRunning = true; } public void addUserInterface() { this.setFocusable(true); //make everything in this class appear on the screen this.addKeyListener(this); //start listening for keyboard input // request focus when the CardLayout selects this game requestFocusable(); // add the mouse adapter methods addMouseListener(); } public void addMouseListener() { addMouseListener(new MouseAdapter() { public void mousePressed(MouseEvent e) { try { if (isDialogue || isPaused) { mouseAlreadyTranslated = true; keyPressed(new KeyEvent(new Component() {}, 0, -1, 0, KeyEvent.VK_ENTER, (char)KeyEvent.VK_ENTER)); } else { player.mousePressed(e); } } catch (SpriteException | IOException ex) { throw new RuntimeException(ex); } } public void mouseReleased(MouseEvent e) { if (mouseAlreadyTranslated) { mouseAlreadyTranslated = false; } else if (!isDialogue && !isPaused) { try { player.mouseReleased(e); } catch (IOException | SpriteException ex) { throw new RuntimeException(ex); // TODO: remove stack trace } } } }); addMouseMotionListener(new MouseAdapter() { public void mouseDragged(MouseEvent e) { try { player.mouseDragged(e); } catch (IOException | SpriteException ex) { throw new RuntimeException(ex); // TODO: remove stack } } public void mouseMoved(MouseEvent e) { player.mouseMoved(e); } }); } public void requestFocusable() { this.addComponentListener(new ComponentAdapter() { @Override public void componentShown(ComponentEvent cEvt) { Component src = (Component) cEvt.getSource(); src.requestFocusInWindow(); } }); } // startThread is to be called after the game has started to avoid any issues // this allows serialization to work without having to implement a custom readObject method public void startThread() { //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! gameThread = new Thread(this); gameThread.start(); } //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 public void paint(Graphics g){ //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(); try { draw(graphics, playerFrame);//update the positions of everything on the screen } catch (IOException | LineUnavailableException | UnsupportedAudioFileException e) { throw new RuntimeException(e); } 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 playerFrame) throws IOException, UnsupportedAudioFileException, LineUnavailableException { // save old color and font to enable resetting to these after drawing the tutorial Color oldColor = g.getColor(); Font oldFont = g.getFont(); background.draw(g); cloudOneBackground.draw(g); cloudTwoBackground.draw(g); cloudThreeBackground.draw(g); for (WallSign w: tutorialSign) { w.draw(g, tutorialColor); } for (WallSign w: loreSign) { w.draw(g, loreColor); } // reset graphics color to black and font to system default g.setColor(oldColor); g.setFont(oldFont); if (isPaused || isDialogue) { // set player frame to 7 to prevent frame from changing when player inputs key presses playerFrame = 7; Graphics2D g2d = (Graphics2D)(g); // remove extraneous details (like bomb counter) from game when paused g2d.setPaint(Color.white); } //Don't want to draw off screen items int xMin = Math.max(0,((this.camera.x+GAME_WIDTH)/Tile.length)-(GAME_WIDTH/(2*Tile.length))-5); int xMax = Math.min(map.length, 7+xMin + GAME_WIDTH/Tile.length); for(int i=xMin; i0&&!player.holdingSteel){ bombDir = new BombDirectionShow(this.player.x + this.camera.x + player.WIDTH/2, this.player.y+player.HEIGHT/2, (Player.mouseX - this.player.x) / 20, (Player.mouseY - this.player.y) / 10); bombDir.draw(g); } // render steel being held based on mouse position // additionally, change color of steel depending on whether the player can place the steel or not if(player.holdingSteel){ String filePath = ""; if(player.canPlaceSteel){ filePath = "img/tiles/boxes/greenSteel.png"; } else { filePath = "img/tiles/boxes/redSteel.png"; } int x = (player.mouseX + camera.x + GAME_WIDTH / 2) / Tile.length; double y = ((player.mouseY / Tile.length))*Tile.length; g.drawImage(getImage(filePath),x*Tile.length - (GamePanel.GAME_WIDTH/2)-camera.x,(int)y,Tile.length,Tile.length,null); } // draw bomb counter (bomb image and amount of bombs remaining) g.drawImage(bomb.image,20,20,35,35,null); g.drawString("X"+LevelManager.bombs,60,40); if (isPaused) { // cover background with translucent rectangle g.setColor(new Color(255, 255, 255, 100)); g.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); // draw pauseMenu rectangle and "Paused" text pauseMenu.draw(g, Color.white, Color.black); // draw instructions in pause menu pauseMenuExitOne.draw(g, new Color(0,0, 0, 0), Color.gray); pauseMenuExitTwo.draw(g, new Color(0,0, 0, 0), Color.gray); pauseMenuResume.draw(g, new Color(0,0, 0, 0), Color.gray); } else if (isDialogue) { // cover background with translucent rectangle g.setColor(new Color(255, 255, 255, 100)); g.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); try { if (waitForDialogue) { // draws complete dialogue sentence dialogueMenu.currentFrame = dialogueArray.get(0).length(); dialogueMenu.frameCounter = 0; dialogueMenu.draw(g, dialogueArray.get(0), Color.white, Color.black); } else if (dialogueMenu.draw(g, dialogueArray.get(0), Color.white, Color.black)) { // draws partial sentence // if the partial sentence is the same length as the complete sentence // indicate that the game should draw the complete sentence in the future waitForDialogue = true; } } catch (IndexOutOfBoundsException e) { // if there is no more dialogue to draw, this means that all the dialogue has already been iterated over and removed // therefore, stop drawing the partially translucent rectangle and resume the game isDialogue = false; } } if (!isLoaded) { // if the game is not loaded, draw the loading screen loadingMenu.draw(g, Color.white, Color.black); } } //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() throws IOException, UnsupportedAudioFileException, LineUnavailableException { // move player character player.move(); // move all enemies for (NonPlayer n: enemy) { n.move(); } // move bombs flying through the air for(int i=0; i= GAME_HEIGHT - Player.PLAYER_HEIGHT) { player.y = GAME_HEIGHT - Player.PLAYER_HEIGHT; player.yVelocity = 0; player.isGrounded = true; } // prevent enemies from falling through the floor // also added to help level editing for (NonPlayer n: enemy) { if (n.y >= GAME_HEIGHT - n.npcHeight) { n.y = GAME_HEIGHT - n.npcHeight; n.yVelocity = 0; n.isGrounded = true; } } } //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 public void run() { // if the game was not serialized but rather started, initialize the map through LevelManager // also enable dialogue if (isNewStart) { LevelManager.setLevel(1); try { player.resetNoSound(); } catch (IOException e) { throw new RuntimeException(e); } isDialogue = true; } else { LevelManager.bombs = bombCount; } // let draw() know that the game is done loading so it can stop drawing the loading screen isLoaded = true; //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 = 0; long now; int fireballCounter = 0; while(isRunning){ //this is the game loop, terminates on game restart to prevent race conditions. Also reduces lag now = System.nanoTime(); delta = delta + (now-lastTime)/ns; lastTime = now; //only move objects around and update screen if enough time has passed if(delta >= 1){ if ((!isPaused && !isDialogue) && MenuPanel.gameStart) { // only perform game functions if game is not paused or in dialogue try { move(); } catch (IOException | UnsupportedAudioFileException | LineUnavailableException e) { throw new RuntimeException(e); } // check collisions checkCollision(); // update enemy positions updateEnemy(); // shoot fireballs every 100 ticks if(fireballCounter<0){fireballCounter = 100;} fireballCounter--; if(fireballCounter == 0){ updateShootingBlock(); } try { updateParticle(); } catch (IOException e) { throw new RuntimeException(e); } if (playerFrameCounter > 5) { // increment player sprite image to be used and keeps it below 12 playerFrame = (playerFrame + 1) % 11; playerFrameCounter -= 5; } } // a new save is made every 100 ticks timeSinceLastSave++; if (timeSinceLastSave >= 100) { timeSinceLastSave -= 100; bombCount = LevelManager.bombs; try { // atomic save to prevent EOF errors FileManager.writeObjectToFile("local\\temp_state.dat", this); Files.move(Path.of("local", "temp_state.dat"), Path.of("local", "game_state.dat"), ATOMIC_MOVE); } catch (IOException | ConcurrentModificationException e) { e.printStackTrace(); } } repaint(); delta--; } } } // remove dead enemies that have fully faded public void updateEnemy(){ for(int i=0; i fireballs.add(new FireBall(i.x - 20, i.y + Tile.length / 2 - 4, -fireballSpeed, 0, "left", 8, 16)); case "up" -> fireballs.add(new FireBall(i.x + Tile.length / 2, i.y - 20, 0, -fireballSpeed, "up", 16, 8)); case "right" -> fireballs.add(new FireBall(i.x + Tile.length + 20, i.y + Tile.length / 2 - 4, fireballSpeed, 0, "right", 8, 16)); case "down" -> fireballs.add(new FireBall(i.x + Tile.length / 2, i.y + Tile.length + 10, 0, fireballSpeed, "down", 16, 8)); } } } // create new particles randomly if amount of particles in the particle array is less than 10 public void updateParticle() throws IOException { if(particles.size()<10) { for (int i = 0; i < particleTiles.size(); i++) { if (UtilityFunction.randInt(1, 20) == 1) { // create particle with the lava particle image particles.add(new Particle(particleTiles.get(i).x + UtilityFunction.randInt(0, Tile.length), particleTiles.get(i).y + UtilityFunction.randInt(0, Tile.length / 2), UtilityFunction.randInt(-3, 3), UtilityFunction.randInt(-5, 2), UtilityFunction.randInt(5, 9), "img/particles/LavaParticle.png")); } } } } //if a key is pressed, we'll send it over to the Player class for processing public void keyPressed(KeyEvent e){ // intercept keys through the Middleware class if these are created through the settings e = UtilityFunction.intercept(e, middlewareArray); // unpause the game if the game is paused, and vice versa if (e.getKeyCode() == KeyEvent.VK_ESCAPE) { isPaused = !isPaused; } else if (e.getKeyCode() == KeyEvent.VK_ENTER) { // leave the game if the game was already paused // explicitly ignores MouseEvents that were converted to KeyEvents // this is to prevent unintentionally quitting the game if (isPaused && (e.getWhen() != -1)) { ((CardLayout)gameFrame.getLayout()).show(gameFrame, "menu"); } else if (!waitForDialogue) { // fast-forward the dialogue animation if it is still playing waitForDialogue = true; } else { // play the next dialogue item dialogueMenu.currentFrame = 0; dialogueMenu.frameCounter = 0; // try removing the current dialogue item // the exception is ignored if it fails because waitForDialogue is still set to false // so it does not matter try { dialogueArray.remove(0); } catch (IndexOutOfBoundsException ignored) {} waitForDialogue = false; } } else { try { // pass key event to player player.keyPressed(e); } catch (IOException ex) { // TODO: why is IOException raised throw new RuntimeException(ex); } } } //if a key is released, we'll send it over to the Player class for processing public void keyReleased(KeyEvent e){ // intercept key with new key defined in settings e = UtilityFunction.intercept(e, middlewareArray); player.keyReleased(e); // pressing the P key skips to the next level if(e.getKeyCode() == KeyEvent.VK_P){ LevelManager.nextLevel(); try { player.resetNoSound(); } catch (IOException ex) { ex.printStackTrace(); } } } //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){} // read new image with getImage public static BufferedImage getImage(String imageLocation) throws IOException { return ImageIO.read(new File(imageLocation)); } // flip image horizontally public static BufferedImage flipImageHorizontally(BufferedImage originalImage) { BufferedImage flippedImage = new BufferedImage(originalImage.getWidth(), originalImage.getHeight(), BufferedImage.TYPE_INT_ARGB); for (int x = 0; x < originalImage.getWidth(); x++) { for (int y = 0; y < originalImage.getHeight(); y++) { // -1 is added to prevent off-by-one errors flippedImage.setRGB(x, y, originalImage.getRGB(originalImage.getWidth()-x-1, y)); } } return flippedImage; } }