641 lines
27 KiB
Java
641 lines
27 KiB
Java
/* Eric Li, Charlie Zhao, ICS4U, Finished 2022-06-20
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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 javax.imageio.ImageIO;
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import javax.sound.sampled.LineUnavailableException;
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import javax.sound.sampled.UnsupportedAudioFileException;
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import javax.swing.*;
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import java.awt.*;
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import java.awt.event.*;
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import java.awt.image.BufferedImage;
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import java.io.File;
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import java.io.IOException;
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import java.io.Serializable;
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import java.nio.file.Files;
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import java.nio.file.Path;
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import java.util.ArrayList;
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import java.util.ConcurrentModificationException;
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import static java.nio.file.StandardCopyOption.ATOMIC_MOVE;
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public class GamePanel extends JPanel implements Runnable, KeyListener, Serializable {
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//dimensions of window
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public static final int GAME_WIDTH = 1225;
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public static final int GAME_HEIGHT = 630;
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public static final int fireballSpeed = 6;
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public static Font tutorialFont = new Font(Font.MONOSPACED, Font.BOLD, 36);
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public static Font loreFont = new Font(Font.MONOSPACED, Font.ITALIC + Font.BOLD, 36);
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public static Color tutorialColor = Color.darkGray;
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public static Color loreColor = Color.lightGray;
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public int level = 1;
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public PauseMenu loadingMenu;
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public int bombCount;
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public transient JPanel gameFrame;
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public transient Thread gameThread;
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public transient Image image;
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public transient Graphics graphics;
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public transient boolean isNewStart;
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public Player player;
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public BackgroundImage background, cloudOneBackground, cloudTwoBackground, cloudThreeBackground;
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public int playerFrame, enemyFrame;
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// keeps track of how many ticks has elapsed since last frame change
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public int playerFrameCounter = 0;
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public int timeSinceLastSave = 0;
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public transient boolean isPaused;
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public boolean isDialogue, waitForDialogue, mouseAlreadyTranslated;
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public PauseMenu pauseMenu, pauseMenuExitOne, pauseMenuExitTwo, pauseMenuResume;
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public DialogueMenu dialogueMenu;
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public ArrayList<String> dialogueArray = new ArrayList<String>();
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public BufferedImageWrapper[][][] playerSpriteArray = new BufferedImageWrapper[2][2][11];
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public BufferedImageWrapper[][][] slimeSpriteArray = new BufferedImageWrapper[2][2][3];
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public BufferedImageWrapper[] explosionArray = new BufferedImageWrapper[9];
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public Tile[][]map;
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public ArrayList<Middleware> middlewareArray = new ArrayList<>();
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public ArrayList<Tile>particleTiles = new ArrayList<>();
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public ArrayList<Tile>shootingTiles = new ArrayList<>();
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public ArrayList<FireBall>fireballs = new ArrayList<>();
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public ArrayList<NonPlayer>enemy = new ArrayList<>();
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public ArrayList<StickyBomb>bombs = new ArrayList<>();
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public BombDirectionShow bombDir = null;
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public ArrayList<Particle>particles = new ArrayList<Particle>();
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public Camera camera;
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// image imports begin here
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public BufferedImageWrapper backgroundImage = new BufferedImageWrapper(("img/backgrounds/pointyMountains.png"));
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public BufferedImageWrapper cloud1 = new BufferedImageWrapper(("img/backgrounds/cloud1.png"));
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public BufferedImageWrapper cloud2 = new BufferedImageWrapper(("img/backgrounds/cloud2.png"));
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public BufferedImageWrapper cloud3 = new BufferedImageWrapper(("img/backgrounds/cloud3.png"));
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public BufferedImageWrapper bomb;
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public BufferedImageWrapper narratorPortrait = new BufferedImageWrapper(("img/dialogue/Gunther.png"));
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public BufferedImageWrapper villainPortrait = new BufferedImageWrapper("img/dialogue/Bouncer.png");
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public boolean isContinue;
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public boolean isRunning;
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public ArrayList<WallSign> tutorialSign = new ArrayList<WallSign>();
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public ArrayList<WallSign> loreSign = new ArrayList<WallSign>();
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public boolean isLoaded;
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public GamePanel(JPanel gameFrame) throws IOException, SpriteException, UnsupportedAudioFileException, LineUnavailableException {
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// set gameFrame to enable switching between different panels (in the gameFrame)
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this.gameFrame = gameFrame;
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camera = new Camera(0);
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// initialize map
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map = new Tile[1000][18];
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// create background mountains and images
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background = new BackgroundImage(0, 0, backgroundImage, GAME_WIDTH, GAME_HEIGHT, 10, camera);
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cloudOneBackground = new BackgroundImage(200, 200, cloud1, cloud1.image.getWidth(), cloud1.image.getHeight(), 5, camera);
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cloudTwoBackground = new BackgroundImage(600, 250, cloud2, cloud2.image.getWidth(), cloud3.image.getHeight(), 5, camera);
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cloudThreeBackground = new BackgroundImage(1000, 200, cloud3, cloud2.image.getWidth(), cloud3.image.getHeight(), 5, camera);
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// create pause menu and text in pause menu
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pauseMenu = new PauseMenu(GAME_HEIGHT/2, 100, 400, 400, GAME_WIDTH, new Font(Font.MONOSPACED, Font.BOLD, 60), "Paused", true);
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pauseMenuExitOne = new PauseMenu(GAME_HEIGHT/2, 0, 400, 400, GAME_WIDTH, new Font(Font.MONOSPACED, Font.BOLD, 24), "Press ENTER to return", true);
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pauseMenuExitTwo = new PauseMenu(GAME_HEIGHT/2, -20, 400, 400, GAME_WIDTH, new Font(Font.MONOSPACED, Font.BOLD, 24), "to the main menu", true);
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pauseMenuResume = new PauseMenu(GAME_HEIGHT/2, -50, 400, 400, GAME_WIDTH, new Font(Font.MONOSPACED, Font.BOLD, 18), "(or press ESC to resume)", true);
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// create menu shown when loading game
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loadingMenu = new PauseMenu(GAME_HEIGHT/2, 0, GAME_WIDTH, GAME_HEIGHT, GAME_WIDTH, new Font(Font.MONOSPACED, Font.BOLD, 60), "Loading...", true);
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// create text box shown during dialogue
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dialogueMenu = new DialogueMenu(GAME_HEIGHT-100, 200, new Font(Font.MONOSPACED, Font.BOLD, 20), narratorPortrait, true);
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try {
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// load player sprites from disk here
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for (int i = 0; i < 11; i++) {
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String sprite = (String.format("img/walk/p1_walk%s.png", String.format("%1$2s", i+1).replace(' ', '0')));
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playerSpriteArray[1][0][i] = new BufferedImageWrapper(sprite);
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playerSpriteArray[1][1][i] = new BufferedImageWrapper(sprite);
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playerSpriteArray[0][0][i] = new BufferedImageWrapper(sprite, true);
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playerSpriteArray[0][1][i] = new BufferedImageWrapper(sprite, true);
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}
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for (int i = 0; i < 9; i++) {
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explosionArray[i] = new BufferedImageWrapper(("img/misc/bomb/sonicExplosion0" + i + ".png"));
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}
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// load slime sprites from disk here
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// these variables were not defined above because they are temporary variables
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BufferedImageWrapper[] temporarySlimeArray = {new BufferedImageWrapper(("img/enemy/slime/slimeWalk1.png")),
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new BufferedImageWrapper(("img/enemy/slime/slimeWalk2.png")),
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new BufferedImageWrapper(("img/enemy/slime/slimeDead.png"))};
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BufferedImageWrapper[] flippedTemporarySlimeArray = {new BufferedImageWrapper((("img/enemy/slime/slimeWalk1.png")), true),
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new BufferedImageWrapper(("img/enemy/slime/slimeWalk2.png"), true),
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new BufferedImageWrapper(("img/enemy/slime/slimeDead.png"), true)};
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// please note that these sprites are reversed compared to the player sprites
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slimeSpriteArray[0][0] = temporarySlimeArray;
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slimeSpriteArray[0][1] = temporarySlimeArray;
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slimeSpriteArray[1][0] = flippedTemporarySlimeArray;
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slimeSpriteArray[1][1] = flippedTemporarySlimeArray;
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// load bomb sprites
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bomb = new BufferedImageWrapper(("img/misc/bomb.png"));
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} catch (IOException e) {
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e.printStackTrace(); // TODO: remove stack trace
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}
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player = new Player(GAME_WIDTH/2, GAME_HEIGHT/2, playerSpriteArray); //create a player controlled player, set start location to middle of screenk
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// add mouse and keyboard listeners
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addUserInterface();
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this.setPreferredSize(new Dimension(GAME_WIDTH, GAME_HEIGHT));
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// indicate that dialogue should be shown on load
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isNewStart = true;
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// allow while look in run() to run
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isRunning = true;
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}
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public void addUserInterface() {
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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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// request focus when the CardLayout selects this game
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requestFocusable();
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// add the mouse adapter methods
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addMouseListener();
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}
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public void addMouseListener() {
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addMouseListener(new MouseAdapter() {
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public void mousePressed(MouseEvent e) {
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try {
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if (isDialogue || isPaused) {
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mouseAlreadyTranslated = true;
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keyPressed(new KeyEvent(new Component() {}, 0, -1, 0, KeyEvent.VK_ENTER, (char)KeyEvent.VK_ENTER));
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} else {
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player.mousePressed(e);
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}
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} catch (SpriteException | IOException ex) {
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throw new RuntimeException(ex);
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}
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}
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public void mouseReleased(MouseEvent e) {
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if (mouseAlreadyTranslated) {
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mouseAlreadyTranslated = false;
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} else if (!isDialogue && !isPaused) {
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try {
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player.mouseReleased(e);
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} catch (IOException | SpriteException ex) {
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throw new RuntimeException(ex); // TODO: remove stack trace
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}
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}
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}
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});
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addMouseMotionListener(new MouseAdapter() {
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public void mouseDragged(MouseEvent e) {
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try {
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player.mouseDragged(e);
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} catch (IOException | SpriteException ex) {
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throw new RuntimeException(ex); // TODO: remove stack
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}
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}
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public void mouseMoved(MouseEvent e) {
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player.mouseMoved(e);
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}
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});
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}
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public void requestFocusable() {
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this.addComponentListener(new ComponentAdapter() {
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@Override
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public void componentShown(ComponentEvent cEvt) {
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Component src = (Component) cEvt.getSource();
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src.requestFocusInWindow();
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}
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});
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}
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// startThread is to be called after the game has started to avoid any issues
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// this allows serialization to work without having to implement a custom readObject method
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public void startThread() {
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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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try {
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draw(graphics, playerFrame);//update the positions of everything on the screen
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} catch (IOException | LineUnavailableException | UnsupportedAudioFileException e) {
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throw new RuntimeException(e);
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}
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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, int playerFrame) throws IOException, UnsupportedAudioFileException, LineUnavailableException {
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// save old color and font to enable resetting to these after drawing the tutorial
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Color oldColor = g.getColor();
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Font oldFont = g.getFont();
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background.draw(g);
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cloudOneBackground.draw(g);
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cloudTwoBackground.draw(g);
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cloudThreeBackground.draw(g);
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for (WallSign w: tutorialSign) {
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w.draw(g, tutorialColor);
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}
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for (WallSign w: loreSign) {
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w.draw(g, loreColor);
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}
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// reset graphics color to black and font to system default
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g.setColor(oldColor);
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g.setFont(oldFont);
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if (isPaused || isDialogue) {
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// set player frame to 7 to prevent frame from changing when player inputs key presses
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playerFrame = 7;
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Graphics2D g2d = (Graphics2D)(g);
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// remove extraneous details (like bomb counter) from game when paused
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g2d.setPaint(Color.white);
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}
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//Don't want to draw off screen items
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int xMin = Math.max(0,((this.camera.x+GAME_WIDTH)/Tile.length)-(GAME_WIDTH/(2*Tile.length))-5);
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int xMax = Math.min(map.length, 7+xMin + GAME_WIDTH/Tile.length);
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for(int i=xMin; i<xMax; i++){
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for(int j=0; j<map[0].length; j++){
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if(map[i][j]!=null) {
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map[i][j].draw(g);
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}
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}
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}
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// this is not an enhanced for loop to prevent concurrent modification exception
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for(int i=0; i<enemy.size(); i++){
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enemy.get(i).draw(g, enemyFrame);
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}
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// increment current frame player is on if player.draw reports that the player has moved
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playerFrameCounter += player.draw(g, playerFrame);
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for(int i=0; i<bombs.size(); i++){
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// to prevent concurrent modification exception
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// removes exploded bombs, and draws unexploded bombs
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if(i<bombs.size()) {
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if (bombs.get(i).erase) {
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bombs.remove(i);
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} else {
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bombs.get(i).draw(g);
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}
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}
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}
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// draw fireballs if not exploded, otherwise remove fireballs
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for(int i=0; i<fireballs.size(); i++){
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if(fireballs.get(i)!=null&&fireballs.get(i).canUpdate(0,0)) {
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fireballs.get(i).draw(g);
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}
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if(i<fireballs.size()&&fireballs.get(i).dead){
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fireballs.remove(i);
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}
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}
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// show particles
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for(int i=0; i<particles.size(); i++){
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// todo: find cause of particles being null
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if(i<particles.size()&&particles.get(i)!=null) {
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particles.get(i).draw(g);
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particles.get(i).lifeSpan--;
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if (particles.get(i).lifeSpan <= 0) {
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particles.remove(i);
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}
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}
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}
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// show bomb trajectory preview if player is able to throw a bomb
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if(player.leftMouseDown&&LevelManager.bombs>0&&!player.holdingSteel){
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bombDir = new BombDirectionShow(this.player.x + this.camera.x + player.WIDTH/2, this.player.y+player.HEIGHT/2,
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(Player.mouseX - this.player.x) / 20, (Player.mouseY - this.player.y) / 10);
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bombDir.draw(g);
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}
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// render steel being held based on mouse position
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// additionally, change color of steel depending on whether the player can place the steel or not
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if(player.holdingSteel){
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String filePath = "";
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if(player.canPlaceSteel){
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filePath = "img/tiles/boxes/greenSteel.png";
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} else {
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filePath = "img/tiles/boxes/redSteel.png";
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}
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int x = (player.mouseX + camera.x + GAME_WIDTH / 2) / Tile.length;
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double y = ((player.mouseY / Tile.length))*Tile.length;
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g.drawImage(getImage(filePath),x*Tile.length - (GamePanel.GAME_WIDTH/2)-camera.x,(int)y,Tile.length,Tile.length,null);
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}
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// draw bomb counter (bomb image and amount of bombs remaining)
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g.drawImage(bomb.image,20,20,35,35,null);
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g.drawString("X"+LevelManager.bombs,60,40);
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if (isPaused) {
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// cover background with translucent rectangle
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g.setColor(new Color(255, 255, 255, 100));
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g.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
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// draw pauseMenu rectangle and "Paused" text
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pauseMenu.draw(g, Color.white, Color.black);
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// draw instructions in pause menu
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pauseMenuExitOne.draw(g, new Color(0,0, 0, 0), Color.gray);
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pauseMenuExitTwo.draw(g, new Color(0,0, 0, 0), Color.gray);
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pauseMenuResume.draw(g, new Color(0,0, 0, 0), Color.gray);
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} else if (isDialogue) {
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// cover background with translucent rectangle
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g.setColor(new Color(255, 255, 255, 100));
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g.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
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try {
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if (waitForDialogue) {
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// draws complete dialogue sentence
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dialogueMenu.currentFrame = dialogueArray.get(0).length();
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dialogueMenu.frameCounter = 0;
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dialogueMenu.draw(g, dialogueArray.get(0), Color.white, Color.black);
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} else if (dialogueMenu.draw(g, dialogueArray.get(0), Color.white, Color.black)) { // draws partial sentence
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// if the partial sentence is the same length as the complete sentence
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// indicate that the game should draw the complete sentence in the future
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waitForDialogue = true;
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}
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} catch (IndexOutOfBoundsException e) {
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// if there is no more dialogue to draw, this means that all the dialogue has already been iterated over and removed
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// therefore, stop drawing the partially translucent rectangle and resume the game
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isDialogue = false;
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}
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}
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if (!isLoaded) {
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// if the game is not loaded, draw the loading screen
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loadingMenu.draw(g, Color.white, Color.black);
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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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//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() throws IOException, UnsupportedAudioFileException, LineUnavailableException {
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// move player character
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player.move();
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// move all enemies
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for (NonPlayer n: enemy) {
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n.move();
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}
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// move bombs flying through the air
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for(int i=0; i<bombs.size(); i++){
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bombs.get(i).move();
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}
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// move generated particles
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for(int i=0; i<particles.size(); i++){
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if(particles.get(i)!=null) {
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particles.get(i).move();
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}
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}
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// move fireballs in flight
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for(int i=0; i<fireballs.size(); i++){
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if(fireballs.get(i)!=null){
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fireballs.get(i).move();
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}
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}
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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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// assume player is not grounded until further checks in checkCollision() say that player is grounded
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player.isGrounded = false;
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// regular for loop used to prevent concurrent modification error
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// shift maps in accordance
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for(int i=0; i<map.length; i++){
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for(int j=0; j<map[0].length; j++){
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if(map[i][j]!=null) {
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// updates the realX position (which is affected by camera.x)
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map[i][j].update();
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}
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}
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}
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// update enemy realX positions (which are affected by camera.x)
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for (NonPlayer n: enemy) {
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n.update();
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n.isGrounded = false;
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// kill player if player hits enemy realX
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if(n.collidePlayer(player)&&!n.isDead){
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player.alive = false;
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}
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}
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// prevent player from falling through the floor
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// added to make level editing easier
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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.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<enemy.size(); i++){
|
|
if(enemy.get(i).isDead){
|
|
// enemy.get(i).fadeCounter--;
|
|
if(enemy.get(i).fadeCounter<=0){
|
|
enemy.remove(i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// shoot new fireball if enough time has passed
|
|
public void updateShootingBlock(){
|
|
// iterate through every tile that shoots fireballs
|
|
for(Tile i: shootingTiles){
|
|
// shoot fireballs to the left if the shootingTile shoots to the left, etc
|
|
switch (i.shootingDir) {
|
|
case "left" -> 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;
|
|
}
|
|
|
|
}
|