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Game.java
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Game.java
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// Objects in Space
// By David Winiecki
// Note: if you see a comment that says DEBUG, it indicates that the purpose of
// the code following it is to debug adjacent code. It does not mean that the
// code following it needs to be debugged. It may also mean that the code is
// not intended for inclusion in a production version of the app.
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.awt.geom.AffineTransform;
import java.io.*;
import javax.imageio.ImageIO;
import javax.swing.*;
import javax.swing.border.*;
import javax.swing.event.*;
import java.util.*;
import java.util.List;
// Contains the frame, all panels, and all non-SpaceObj classes.
public class Game {
// Window frame.
JFrame frame;
Cursor blankCursor;
// Desired width for the square in which you fly.
int panelWidth;
// Desired height for the square in which you fly.
int panelHeight;
// Width of the side menu during game play.
int sideMenuWidth;
int hudDividerWidth;
// Map dimension stuff.
// Distance between the minimap and the sides of the frame.
int mapMargin;
// Width of the minimap. Also used for height of the minimap.
int mapWidth;
// Panels, lists, etc.
// Holds a start next level button. Will someday contain upgrades for the
// player's ship.
UpdatePanel up;
// The panel on which the game is played.
ActionPanel actP;
// Tracks the current level of the game.
int level;
// Contains all data for active space simulation game level.
LiveSystem paintLS;
LiveSystem physicsLS;
public class GameMutex { public GameMutex() {} }
GameMutex LiveSystemCopyMutex = new GameMutex();
// Creates and starts a new game.
public static void main(String[] args) {
new Game();
}
// Initializes frame and panel dimensions and starts the game by running
// the UpdatePanel up.
public Game() {
level = 1;
// http://stackoverflow.com/questions/1984071/how-to-hide-cursor-in-a-swing-application
BufferedImage cursorImg =
new BufferedImage(16, 16, BufferedImage.TYPE_INT_ARGB);
blankCursor = Toolkit.getDefaultToolkit().createCustomCursor(cursorImg,
new Point(0, 0), "blank cursor");
// The gray dividing bar cuts out some of these pixels.
sideMenuWidth = 300;
mapWidth = 200;
hudDividerWidth = 4;
mapMargin = (sideMenuWidth - hudDividerWidth - mapWidth) / 2;
frame = new JFrame();
Toolkit tk = Toolkit.getDefaultToolkit();
Dimension screenSize = tk.getScreenSize();
Insets screenInsets =
tk.getScreenInsets(frame.getGraphicsConfiguration());
int x = screenInsets.left,
y = screenInsets.top,
width = screenSize.width - screenInsets.left - screenInsets.right,
height = screenSize.height - screenInsets.top
- screenInsets.bottom;
frame.setBounds(x, y, width, height);
HierarchyListener hierarchyListener = new HierarchyListener() {
public void hierarchyChanged(HierarchyEvent e) {
long flags = e.getChangeFlags();
if ((flags & HierarchyEvent.SHOWING_CHANGED)
== HierarchyEvent.SHOWING_CHANGED) {
Insets frameInsets = frame.getInsets();
panelWidth = frame.getWidth() - frameInsets.left
- frameInsets.right - sideMenuWidth;
panelHeight = frame.getHeight() - frameInsets.top
- frameInsets.bottom;
up = new UpdatePanel();
up.setBounds(0, 0, panelWidth + sideMenuWidth,
panelHeight);
actP = new ActionPanel();
actP.setBounds(0, 0, panelWidth + sideMenuWidth,
panelHeight);
frame.getContentPane().add(up);
frame.validate();
frame.removeHierarchyListener(this);
}
}
};
frame.addHierarchyListener(hierarchyListener);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.setVisible(true);
KeyboardFocusManager.getCurrentKeyboardFocusManager().addKeyEventDispatcher(new ExitKeyEventDispatcher());
}
public class ExitKeyEventDispatcher implements KeyEventDispatcher {
public boolean dispatchKeyEvent(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_ESCAPE) {
System.exit(0);
e.consume();
}
return false;
}
}
// Contains the run method that executes the game. Created in a new thread
// by up's button listener.
public class Play implements Runnable {
// Initializes state for the next level, displays actP, the ActionPanel
// on which the game is played, and then cycles through a game loop
// that updates positions, checks collisions, repaints, etc.
// Passes control back to up, the UpdatePanel, when the level is
// complete by calling actP.nextPanel() (ActionPanel.nextPanel()).
public void run() {
paintLS = new LiveSystem(level, panelWidth, panelHeight);
physicsLS = new LiveSystem(paintLS);
frame.getContentPane().add(actP);
frame.getContentPane().validate();
frame.getContentPane().repaint();
actP.requestFocusInWindow();
boolean levelComplete = false;
int endLevelPauseCount = 0;
double countTo = 200;
long loopTime = new Date().getTime();
long paintTime = 16;
while(levelComplete == false) {
long msStart = new Date().getTime();
physicsLS.updatePhysics();
synchronized (LiveSystemCopyMutex) {
paintLS = physicsLS;
physicsLS = new LiveSystem(paintLS);
}
actP.repaint();
if (paintTime >= 16) {
paintTime = 0;
if (physicsLS.enemiesRemain() == false
|| physicsLS.hero.status == ShipStatus.DEAD) {
++endLevelPauseCount;
}
}
try {
// Make sure that the game runs at the same speed on all
// systems.
msStart = 4 - (new Date().getTime() - msStart);
if (msStart > 0)
Thread.sleep(msStart);
} catch (Exception e) {
e.printStackTrace();
}
if (endLevelPauseCount >= countTo)
levelComplete = true;
paintTime += new Date().getTime() - loopTime;
loopTime = new Date().getTime();
}
if (physicsLS.enemiesRemain())
level = 1;
else
++level;
actP.nextPanel();
}
}
public class UpdatePanel extends JPanel {
private JButton buttonStartLevel;
private JLabel levelLabel;
private JPanel innerPanel;
private JLabel nextSystemMsg;
private CheatTextField levelCheatTF;
public UpdatePanel() {
this.setLayout(new BorderLayout());
this.setMinimumSize(new Dimension(panelWidth, panelHeight));
innerPanel = new JPanel();
innerPanel.setLayout(new BoxLayout(innerPanel, BoxLayout.Y_AXIS));
innerPanel.setBorder(new EmptyBorder(panelHeight * 2/5, 0, 0, 0));
levelLabel = new JLabel("Level " + level);
levelLabel.setAlignmentX(Component.CENTER_ALIGNMENT);
innerPanel.add(levelLabel);
buttonStartLevel = new JButton("LAUNCH");
buttonStartLevel.setAlignmentX(Component.CENTER_ALIGNMENT);
buttonStartLevel.addActionListener(new StartLevelListener());
innerPanel.add(buttonStartLevel);
nextSystemMsg = new JLabel();
nextSystemMsg.setAlignmentX(Component.CENTER_ALIGNMENT);
innerPanel.add(nextSystemMsg);
this.add(BorderLayout.CENTER, innerPanel);
// DEBUG
JPanel cheatPanel = new JPanel();
JLabel cheatLabel =
new JLabel("Enter a number to jump to a level");
cheatPanel.add(cheatLabel);
cheatPanel.add(BorderLayout.SOUTH, cheatLabel);
levelCheatTF = new CheatTextField(10);
cheatPanel.add(levelCheatTF);
cheatPanel.add(BorderLayout.SOUTH, levelCheatTF);
this.add(BorderLayout.SOUTH, cheatPanel);
}
protected class StartLevelListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
frame.getContentPane().remove(up);
frame.repaint();
new Thread(new Play()).start();
frame.getContentPane().setCursor(blankCursor);
}
}
public void resetAfterLevel() {
levelLabel.setText("Level " + level);
levelCheatTF.setText("");
if (level == 1)
nextSystemMsg.setText("");
if (level == 2)
nextSystemMsg.setText("The enemies in the next system are faster and their numbers are greater. Your weapons have been upgraded.");
frame.getContentPane().setCursor(Cursor.getDefaultCursor());
buttonStartLevel.requestFocus();
}
public class CheatTextField extends JTextField {
public CheatTextField(int width) {
super(width);
final CheatTextField self = this;
this.getDocument().addDocumentListener(
new DocumentListener() {
public void changedUpdate(DocumentEvent e) { }
public void removeUpdate(DocumentEvent e) {
try {
int newLevel =
Integer.parseInt(self.getText());
if (newLevel < 1)
newLevel = 1;
// Considering how many ships are created just at
// level 40, going to level 1000 for example could
// easily crash a machine that doesn't handle huge
// resource allocation requests well.
if (newLevel > 100)
newLevel = 100;
level = newLevel;
} catch (NumberFormatException ex) { }
}
public void insertUpdate(DocumentEvent e) {
try {
int newLevel =
Integer.parseInt(self.getText());
if (newLevel < 1)
newLevel = 1;
if (newLevel > 100)
newLevel = 100;
level = newLevel;
} catch (NumberFormatException ex) { }
}
});
}
}
}
public class ActionPanel extends JPanel {
public ActionPanel() {
this.addKeyListener(new MyKeyListener());
this.setFocusable(true);
}
public void paintComponent(Graphics g) {
synchronized (LiveSystemCopyMutex) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.black);
g2d.fillRect(0, 0, panelWidth, panelHeight);
List<Ship> ships = paintLS.ships;
PlayerShip hero = paintLS.hero;
List<Projectile> projectiles = paintLS.projectiles;
ArrayList<Dust> dust = paintLS.dust;
ArrayList<Star> stars = paintLS.stars;
int thisSystemWidth = paintLS.thisSystemWidth;
int thisSystemHeight = paintLS.thisSystemHeight;
// Draw stars and dust.
for (Star s : stars) {
g2d.setColor(s.color);
g2d.fillOval((int) (s.x + panelWidth / 2),
(int) (-(s.y) + panelHeight / 2), s.diam, s.diam);
}
for (Dust s : dust) {
g2d.setColor(s.color);
g2d.fillOval((int) (s.x + panelWidth / 2),
(int) (-(s.y) + panelHeight / 2), s.diam, s.diam);
}
// Draw ships and weapons.
AffineTransform origXform;
AffineTransform newXform;
int xRot;
int yRot;
int frameX;
int frameY;
for (Ship s : ships) {
origXform = g2d.getTransform();
newXform = (AffineTransform)(origXform.clone());
// The center of rotation is the position of the object in
// the panel.
xRot = ((int) s.x) + panelWidth / 2;
yRot = -((int) s.y) + panelHeight / 2;
newXform.rotate(-s.angle, xRot, yRot);
g2d.setTransform(newXform);
// Position at which to draw in the panel.
frameX = ((int) s.x) + panelWidth / 2
- s.origObjImg.getWidth(this)/2;
frameY = -((int) s.y) + panelHeight / 2
- s.origObjImg.getHeight(this)/2;
// Draw rotated image.
g2d.drawImage(s.origObjImg, frameX, frameY, this);
g2d.setTransform(origXform);
}
for (Projectile w : projectiles) {
g2d.setColor(Color.yellow);
g2d.fillOval((int) (w.x + panelWidth / 2 - w.diam / 2),
(int) (-(w.y) + panelHeight / 2 - w.diam / 2),
w.diam, w.diam);
}
if (hero.status == ShipStatus.ALIVE) {
// Position at which to draw in the panel.
frameX = ((int) hero.x) + panelWidth / 2
- hero.spriteWidth/2;
frameY = -((int) hero.y) + panelHeight / 2
- hero.spriteHeight/2;
// Draw image.
g2d.drawImage(hero.sprite, frameX, frameY, this);
} else if (hero.status == ShipStatus.DYING) {
origXform = g2d.getTransform();
newXform = (AffineTransform)(origXform.clone());
// The center of rotation is the position of the hero in
// the panel.
xRot = ((int) hero.x) + panelWidth/2;
yRot = -((int) hero.y) + panelHeight/2;
newXform.rotate(-hero.angle, xRot, yRot);
g2d.setTransform(newXform);
// Position at which to draw in the panel.
frameX = ((int) hero.x) + panelWidth / 2
- hero.origObjImg.getWidth(this)/2;
frameY = -((int) hero.y) + panelHeight / 2
- hero.origObjImg.getHeight(this)/2;
// Draw rotated image.
g2d.drawImage(hero.origObjImg, frameX, frameY, this);
g2d.setTransform(origXform);
}
// Paint sidebar.
g2d.setColor(Color.black);
g2d.fillRect(panelWidth, 0, sideMenuWidth, panelHeight);
g2d.setColor(new Color(0xFF808080));
g2d.fillRect(panelWidth, 0, hudDividerWidth, panelHeight);
// Paint minimap.
g2d.setColor(Color.red);
g2d.drawRect(panelWidth + hudDividerWidth + mapMargin - 1,
mapMargin - 1, mapWidth + 2, mapWidth + 2);
for (Ship s : ships) {
// This if statement is extra for later.
// if (s.isHostile)
g2d.setColor(Color.red);
// else
// g2d.setColor(Color.green);
g2d.fillOval(((int) (s.x * (double) mapWidth / (double) thisSystemWidth) + (mapWidth / 2) + panelWidth + mapMargin + hudDividerWidth) - 1,
-((int) (s.y * (double) mapWidth / (double) thisSystemHeight)) + (mapWidth / 2) + mapMargin - 1,
3, 3);
}
g2d.setColor(Color.blue);
g2d.fillOval((int) (hero.x * (double) mapWidth / (double) thisSystemWidth) + (mapWidth / 2) + panelWidth + mapMargin + hudDividerWidth - 1,
-((int) (hero.y * (double) mapWidth / (double) thisSystemHeight)) + (mapWidth / 2) + mapMargin - 1,
3, 3);
// Paint rectangle around visible field on minimap.
g2d.setColor(new Color(0x00C000));
g2d.drawRect((int) ((-panelWidth / 2) * (double) mapWidth / (double) thisSystemWidth) + (mapWidth / 2) + panelWidth + mapMargin + hudDividerWidth, -((int) ((panelHeight / 2) * (double) mapWidth / (double) thisSystemHeight)) + (mapWidth / 2) + mapMargin, (int) (panelWidth * (double) mapWidth / (double) thisSystemWidth), (int) (panelHeight * (double) mapWidth / (double) thisSystemHeight));
// Paint health bar.
g2d.setColor(new Color(0x3D75B8));
g2d.fillRect(panelWidth + hudDividerWidth + mapMargin - 1,
mapMargin + mapWidth + 5,
(mapWidth + 3) * hero.structInteg / hero.maxStructInteg,
20);
}
}
public void nextPanel() {
frame.getContentPane().remove(this);
frame.getContentPane().add(up);
up.resetAfterLevel();
frame.getContentPane().validate();
frame.getContentPane().repaint();
}
public class MyKeyListener extends KeyAdapter {
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
synchronized (LiveSystemCopyMutex) {
PlayerShip hero = physicsLS.hero;
if (hero.status == ShipStatus.ALIVE) {
if (keyCode == KeyEvent.VK_LEFT) {
hero.turningLeft = true;
} else if (keyCode == KeyEvent.VK_RIGHT) {
hero.turningRight = true;
} else if (keyCode == KeyEvent.VK_UP) {
hero.playerIsAccel = true;
} else if (keyCode == KeyEvent.VK_Z) {
hero.isBoosting = true;
} else if (keyCode == KeyEvent.VK_SPACE) {
hero.firing = true;
}
// DEBUG
else if (keyCode == KeyEvent.VK_M) {
if (physicsLS.centerSpaceObj instanceof PlayerShip)
physicsLS.makeCenter(physicsLS.ships.get(0));
else
physicsLS.makeCenter(physicsLS.hero);
}
if ((hero.playerIsAccel || hero.isBoosting)
&& hero.isAccel == 0) {
hero.isAccel = 1;
}
}
}
e.consume();
}
public void keyReleased(KeyEvent e) {
int keyCode = e.getKeyCode();
synchronized (LiveSystemCopyMutex) {
PlayerShip hero = physicsLS.hero;
if (hero.status == ShipStatus.ALIVE) {
if (keyCode == KeyEvent.VK_UP) {
hero.playerIsAccel = false;
} else if (keyCode == KeyEvent.VK_Z) {
hero.isBoosting = false;
} else if (keyCode == KeyEvent.VK_LEFT) {
hero.turningLeft = false;
} else if (keyCode == KeyEvent.VK_RIGHT) {
hero.turningRight = false;
} else if (keyCode == KeyEvent.VK_SPACE) {
hero.firing = false;
}
if (!hero.playerIsAccel && !hero.isBoosting)
hero.isAccel = 0;
}
}
e.consume();
}
}
}
}