nvim
This commit is contained in:
835
Platformer.java
835
Platformer.java
@@ -1,474 +1,455 @@
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import java.util.Random;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.HashMap;
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import java.io.*;
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import java.awt.*;
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import java.awt.*;
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import java.awt.event.*;
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import java.awt.Graphics;
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import java.awt.Graphics;
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import java.awt.event.*;
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import java.io.*;
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import java.util.ArrayList;
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import java.util.HashMap;
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import javax.swing.*;
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import javax.swing.*;
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import java.time.LocalTime;
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public class Platformer extends JPanel implements KeyListener, ActionListener {
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public class Platformer extends JPanel implements KeyListener, ActionListener{
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// constants
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static final int GRAVITY = 1;
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static final Color playerColor = Color.RED;
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static final Color tileColor = Color.BLUE;
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static final Color SKY = new Color(135, 206, 235);
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static final int FRICTION = 1;
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static final int MAXYVELO = 15;
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static final int MAXXVELO = 5;
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static final int totalLevels = 10;
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static int[] numAm = {4, 5, 0, 0, 0, 0, 0, 0, 0, 0};
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//constants
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// game objects
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static final int GRAVITY = 1;
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Player player;
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static final Color playerColor = Color.RED;
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ArrayList<Collidable> collidables;
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static final Color tileColor = Color.BLUE;
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ArrayList<Collectable> collectables;
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static final Color SKY = new Color(135, 206, 235);
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Flag flag;
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static final int FRICTION = 1;
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ArrayList<Enemy> enemies;
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static final int MAXYVELO = 15;
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ArrayList<Projectile> projectiles;
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static final int MAXXVELO = 5;
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static final int totalLevels = 10;
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static int[] numAm = {4,5,0,0,0,0,0,0,0,0};
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//game objects
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// game vars
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Player player;
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int boardWidth;
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ArrayList<Collidable> collidables;
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int boardHeight;
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ArrayList<Collectable> collectables;
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int tileSize;
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Flag flag;
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Timer gameTimer;
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ArrayList<Enemy> enemies;
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HashMap<Integer, Boolean> pressedKeys;
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ArrayList<Projectile> projectiles;
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boolean jumpPressed;
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int cameraX, cameraY;
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int currentLevel;
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boolean allCollected;
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boolean gameOver;
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boolean gameStarted;
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Image heart, emptyHeart, slash, amendmentImg, powerImg, startImg;
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ArrayList<Image> numbers;
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//game vars
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public Platformer(int boardWidth, int boardHeight, int tileSize) {
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int boardWidth;
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// setup game
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int boardHeight;
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this.boardWidth = boardWidth;
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int tileSize;
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this.boardHeight = boardHeight;
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Timer gameTimer;
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this.tileSize = tileSize;
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HashMap<Integer,Boolean> pressedKeys;
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setPreferredSize(new Dimension(this.boardWidth, this.boardHeight));
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boolean jumpPressed;
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addKeyListener(this);
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int cameraX, cameraY;
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this.setFocusable(true);
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int currentLevel;
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this.setLayout(null);
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boolean allCollected;
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boolean gameOver;
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boolean gameStarted;
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Image heart,emptyHeart,slash,amendmentImg,powerImg,startImg;
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ArrayList<Image> numbers;
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pressedKeys = new HashMap<>();
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jumpPressed = false;
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gameOver = false;
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gameStarted = false;
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setBackground(SKY);
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public Platformer(int boardWidth, int boardHeight, int tileSize){
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// setup objects
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//setup game
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heart = new ImageIcon("Sprites/Hearts/heart.png").getImage();
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this.boardWidth = boardWidth;
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emptyHeart = new ImageIcon("Sprites/Hearts/emptyHeart.png").getImage();
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this.boardHeight = boardHeight;
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startImg = new ImageIcon("Sprites/start.png").getImage();
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this.tileSize = tileSize;
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gameTimer = new Timer(15, this);
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setPreferredSize(new Dimension(this.boardWidth, this.boardHeight));
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player = new Player(-20, 0, tileSize, tileSize);
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addKeyListener(this);
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collidables = new ArrayList<>();
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this.setFocusable(true);
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collectables = new ArrayList<>();
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this.setLayout(null);
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enemies = new ArrayList<>();
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projectiles = new ArrayList<>();
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flag = new Flag(-20, 0, tileSize, tileSize);
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cameraX = 0;
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cameraY = 0;
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currentLevel = 0;
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numbers = new ArrayList<>();
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for (int i = 0; i < 10; i++)
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numbers.add((new ImageIcon("Sprites/Numbers/" + i + ".png")).getImage());
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slash = new ImageIcon("Sprites/Numbers/Slash.png").getImage();
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amendmentImg = new ImageIcon("Sprites/Amendment.png").getImage();
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powerImg = new ImageIcon("Sprites/Powerup1.png").getImage();
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gameTimer.start();
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pressedKeys = new HashMap<>();
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// if i wanna add a button
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jumpPressed = false;
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/*JButton gameStart = new JButton("Start Game");
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gameOver = false;
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gameStart.addActionListener(e -> {
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gameStarted = false;
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loadLevel(currentLevel);
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setBackground(SKY);
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//setup objects
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heart = new ImageIcon("Sprites/Hearts/heart.png").getImage();
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emptyHeart = new ImageIcon("Sprites/Hearts/emptyHeart.png").getImage();
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startImg = new ImageIcon("Sprites/start.png").getImage();
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gameTimer = new Timer(15,this);
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player = new Player(-20,0,tileSize,tileSize);
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collidables = new ArrayList<>();
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collectables = new ArrayList<>();
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enemies = new ArrayList<>();
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projectiles = new ArrayList<>();
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flag = new Flag(-20,0,tileSize,tileSize);
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cameraX = 0;
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cameraY = 0;
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currentLevel = 0;
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numbers = new ArrayList<>();
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for (int i =0; i < 10; i++) numbers.add((new ImageIcon("Sprites/Numbers/" + i + ".png")).getImage());
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slash = new ImageIcon("Sprites/Numbers/Slash.png").getImage();
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amendmentImg = new ImageIcon("Sprites/Amendment.png").getImage();
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powerImg = new ImageIcon("Sprites/Powerup1.png").getImage();
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gameTimer.start();
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gameTimer.start();
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this.remove(gameStart);
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this.revalidate();
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this.repaint();
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});
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gameStart.setBorderPainted(false);
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gameStart.setFocusPainted(false);
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gameStart.setBounds(193,200,114,15);
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gameStart.setForeground(new Color(52, 152, 219));
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this.add(gameStart);*/
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}
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// gameloop
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public void gameLoop() {
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// camera
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cameraX = player.x - boardWidth / 2;
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cameraX = Math.max(0, cameraX);
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cameraY = player.y - boardHeight / 2;
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// cameraY = Math.max(0, cameraY);
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//if i wanna add a button
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// win
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/*JButton gameStart = new JButton("Start Game");
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allCollected = player.numAmendments >= numAm[currentLevel - 1];
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gameStart.addActionListener(e -> {
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if (player.collidesWith(flag) && allCollected) {
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loadLevel(currentLevel);
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currentLevel++;
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gameTimer.start();
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player.health = 3;
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this.remove(gameStart);
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if (currentLevel > totalLevels) {
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this.revalidate();
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gameTimer.stop();
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this.repaint();
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System.out.println("You win!");
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});
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} else {
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gameStart.setBorderPainted(false);
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loadLevel(currentLevel);
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gameStart.setFocusPainted(false);
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}
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gameStart.setBounds(193,200,114,15);
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return;
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gameStart.setForeground(new Color(52, 152, 219));
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this.add(gameStart);*/
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}
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}
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//gameloop
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// keys
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public void gameLoop(){
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if (Math.abs(player.xVelo) < MAXXVELO) {
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//camera
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if (isKeyPressed(KeyEvent.VK_D) || isKeyPressed(KeyEvent.VK_RIGHT)) {
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cameraX = player.x - boardWidth / 2;
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player.xVelo += 1;
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cameraX = Math.max(0, cameraX);
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} else if (isKeyPressed(KeyEvent.VK_A) || isKeyPressed(KeyEvent.VK_LEFT)) {
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cameraY = player.y - boardHeight / 2;
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player.xVelo -= 1;
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//cameraY = Math.max(0, cameraY);
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}
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}
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if (!isKeyPressed(KeyEvent.VK_D)
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&& !isKeyPressed(KeyEvent.VK_RIGHT)
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&& !isKeyPressed(KeyEvent.VK_A)
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&& !isKeyPressed(KeyEvent.VK_LEFT)) { // friction
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if (player.xVelo > 0) {
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player.xVelo = Math.max(0, player.xVelo - FRICTION);
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} else if (player.xVelo < 0) {
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player.xVelo = Math.min(0, player.xVelo + FRICTION);
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}
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}
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// jump
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boolean jumpKeyDown = (isKeyPressed(KeyEvent.VK_W) || isKeyPressed(KeyEvent.VK_UP));
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//win
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if (jumpKeyDown && !jumpPressed) {
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allCollected = player.numAmendments >= numAm[currentLevel-1];
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if (player.onGround) {
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if (player.collidesWith(flag) && allCollected) {
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player.yVelo = -15;
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currentLevel++;
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player.health = 3;
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if (currentLevel > totalLevels) {
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gameTimer.stop();
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System.out.println("You win!");
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} else {
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loadLevel(currentLevel);
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}
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return;
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}
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//keys
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if (Math.abs(player.xVelo) < MAXXVELO){
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if(isKeyPressed(KeyEvent.VK_D) || isKeyPressed(KeyEvent.VK_RIGHT)){
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player.xVelo += 1;
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}
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else if(isKeyPressed(KeyEvent.VK_A) || isKeyPressed(KeyEvent.VK_LEFT)){
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player.xVelo -= 1;
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}
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}
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if (!isKeyPressed(KeyEvent.VK_D) && !isKeyPressed(KeyEvent.VK_RIGHT) && !isKeyPressed(KeyEvent.VK_A) && !isKeyPressed(KeyEvent.VK_LEFT)){ //friction
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if (player.xVelo > 0){
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player.xVelo = Math.max(0, player.xVelo - FRICTION);
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}
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else if (player.xVelo < 0){
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player.xVelo = Math.min(0, player.xVelo + FRICTION);
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}
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}
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//jump
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boolean jumpKeyDown = (isKeyPressed(KeyEvent.VK_W) || isKeyPressed(KeyEvent.VK_UP));
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if(jumpKeyDown && !jumpPressed){
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if(player.onGround){
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player.yVelo = -15;
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player.onGround = false;
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jumpPressed = true;
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player.airJumps = 0;
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}
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else if (player.curPower == 1 && player.airJumps < 1){
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player.yVelo = -15;
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player.airJumps++;
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jumpPressed = true;
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}
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}
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if (!jumpKeyDown){
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jumpPressed = false;
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}
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//gravity
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if (player.yVelo < MAXYVELO){
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player.yVelo += GRAVITY;
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}
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//fall out of world
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if (player.y > boardHeight){
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loadLevel(currentLevel);
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player.health--;
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}
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for (Collectable c : collectables){
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if (c instanceof Powerup){
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Powerup pu = (Powerup) c;
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if (pu.yVelo < MAXYVELO && !pu.onGround){
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pu.yVelo += GRAVITY;
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}
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pu.moveY(pu.yVelo);
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for (Collidable col : collidables) {
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if (pu.collidesWith(col)) {
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pu.yVelo = 0;
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pu.onGround = true;
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pu.y = ((Tile)col).y - pu.height;
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pu.rect.y = pu.y;
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}
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}
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if (player.collidesWith(pu)) {
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player.curPower = pu.id;
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player.powerTimer = Player.POWER_DURATION;
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}
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}
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else if (c instanceof Amendment){
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Amendment am = (Amendment) c;
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if (player.collidesWith(am)){
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player.numAmendments++;
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}
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}
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}
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collectables.removeIf(c -> player.collidesWith(c));
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//update x
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player.moveX(player.xVelo);
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//collision with all tiles x
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for (Collidable c : collidables) {
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if (player.collidesWith(c)) {
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player.onCollideX(c);
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}
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}
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//update y
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player.moveY(player.yVelo);
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//assume not on ground
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player.onGround = false;
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player.onGround = false;
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jumpPressed = true;
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//collision with all tiles y
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player.airJumps = 0;
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for (Collidable c : collidables) {
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} else if (player.curPower == 1 && player.airJumps < 1) {
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if (player.collidesWith(c)) {
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player.yVelo = -15;
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player.onCollideY(c,collectables);
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player.airJumps++;
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}
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jumpPressed = true;
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}
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}
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}
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if (!jumpKeyDown) {
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jumpPressed = false;
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//Powerup timer
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if (player.curPower > 0) {
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player.powerTimer--;
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if (player.powerTimer <= 0) {
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player.curPower = 0;
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}
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}
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//update facing
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if (player.xVelo > 0) player.facing = 1;
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else if (player.xVelo < 0) player.facing = -1;
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// shoot cooldown
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if (player.shootCooldown > 0) player.shootCooldown--;
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// invincibility timer
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if (player.invincibleTimer > 0) player.invincibleTimer--;
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//shoot
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//projectiles
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if (isKeyPressed(KeyEvent.VK_SPACE) && player.shootCooldown == 0){
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int projX = player.facing == 1 ? player.x + player.width : player.x - 10;
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projectiles.add(new Projectile(projX,player.y,tileSize,10,currentLevel,player.facing));
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player.shootCooldown = Player.SHOOT_COOLDOWN;
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}
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projectiles.removeIf(p -> p.x < -50 + cameraX || p.x > boardWidth + cameraX + 200);
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for (Projectile p : new ArrayList<>(projectiles)) {
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p.move();
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// projectile hits tile
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for (Collidable c : collidables) {
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if (p.collidesWith(c)) {
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projectiles.remove(p);
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break;
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}
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}
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}
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// update enemies
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for (Enemy e : enemies) {
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e.patrol(collidables);
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// enemy hits player
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if (player.collidesWith(e)) {
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player.takeDamage();
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}
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}
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//die
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if (player.health <= 0) {
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System.out.print("Game Over - You Died!");
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gameOver = true;
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gameTimer.stop();
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}
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//projectile hits enemy
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for (Projectile p : new ArrayList<>(projectiles)){
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for (Enemy e : new ArrayList<>(enemies)){
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if (p.collidesWith(e)) {
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|
||||||
enemies.remove(e);
|
|
||||||
projectiles.remove(p);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
enemies.removeIf(e -> !e.alive);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void loadLevel(int level) {
|
// gravity
|
||||||
projectiles.clear();
|
if (player.yVelo < MAXYVELO) {
|
||||||
try {
|
player.yVelo += GRAVITY;
|
||||||
LevelLoader.load(tileSize, collidables, collectables, enemies, flag, player, level);
|
|
||||||
player.reset();
|
|
||||||
player.setLevel(level);
|
|
||||||
cameraX = 0;
|
|
||||||
cameraY = 0;
|
|
||||||
} catch (IOException e) {
|
|
||||||
System.out.println("Could not load level " + level);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//paintComponent
|
// fall out of world
|
||||||
public void paintComponent(Graphics g){
|
if (player.y > boardHeight) {
|
||||||
super.paintComponent(g);
|
loadLevel(currentLevel);
|
||||||
draw(g);
|
player.health--;
|
||||||
}
|
}
|
||||||
|
|
||||||
//draw function
|
for (Collectable c : collectables) {
|
||||||
public void draw(Graphics g){
|
if (c instanceof Powerup) {
|
||||||
g.translate(-cameraX, -cameraY);
|
Powerup pu = (Powerup) c;
|
||||||
|
if (pu.yVelo < MAXYVELO && !pu.onGround) {
|
||||||
player.draw(g);
|
pu.yVelo += GRAVITY;
|
||||||
for (Collidable c : collidables) c.draw(g);
|
|
||||||
for (Collectable c : collectables) c.draw(g);
|
|
||||||
for (Enemy e : enemies) e.draw(g);
|
|
||||||
for (Projectile p : projectiles) p.draw(g);
|
|
||||||
flag.draw(g);
|
|
||||||
|
|
||||||
//flag counter
|
|
||||||
int amOnes = player.numAmendments % 10;
|
|
||||||
int amTens = player.numAmendments / 10;
|
|
||||||
|
|
||||||
if (currentLevel > 0 && !gameOver && player.numAmendments < numAm[currentLevel-1]){
|
|
||||||
if (amTens > 0) g.drawImage(numbers.get(amTens),flag.x-20,flag.y-30,null);
|
|
||||||
g.drawImage(numbers.get(amOnes),flag.x+5,flag.y-30,null);
|
|
||||||
g.drawImage(slash,flag.x+28,flag.y-32,null);
|
|
||||||
g.drawImage(numbers.get(numAm[currentLevel-1]),flag.x+55,flag.y-30,null);
|
|
||||||
g.drawImage(amendmentImg,flag.x+85,flag.y-30,null);
|
|
||||||
}
|
}
|
||||||
|
pu.moveY(pu.yVelo);
|
||||||
g.translate(cameraX, cameraY);
|
for (Collidable col : collidables) {
|
||||||
|
if (pu.collidesWith(col)) {
|
||||||
|
pu.yVelo = 0;
|
||||||
int modAmt = 2000;
|
pu.onGround = true;
|
||||||
int curTime = (int) System.currentTimeMillis() % modAmt;
|
pu.y = ((Tile) col).y - pu.height;
|
||||||
curTime = Math.abs(curTime);
|
pu.rect.y = pu.y;
|
||||||
|
}
|
||||||
//start screen
|
|
||||||
int startTime = 0;
|
|
||||||
if (curTime >= 0 && curTime <= modAmt/4-1) startTime = 0;
|
|
||||||
else if (curTime >= modAmt/4 && curTime <= modAmt/2-1) startTime = 1;
|
|
||||||
else if (curTime >= modAmt/2 && curTime <= modAmt*3/4-1) startTime = 2;
|
|
||||||
else if (curTime >= modAmt*3/4 && curTime <= modAmt-1) startTime = 3;
|
|
||||||
|
|
||||||
if (currentLevel == 0 && !gameOver){
|
|
||||||
g.drawImage(startImg,340,300,null);
|
|
||||||
|
|
||||||
String text = "Press P to Start!";
|
|
||||||
int xBase = 340;
|
|
||||||
int yBase = 400;
|
|
||||||
int spacing = 8;
|
|
||||||
for (int i = 0; i < text.length(); i++) {
|
|
||||||
char c = text.charAt(i);
|
|
||||||
|
|
||||||
// x moves linearly
|
|
||||||
int x = xBase + (i * spacing);
|
|
||||||
|
|
||||||
// y uses a sine wave
|
|
||||||
// Math.sin takes radians. We use (startTime + i) to give each letter a different phase.
|
|
||||||
double waveOffset = Math.sin(startTime + i * 0.5) * 10;
|
|
||||||
int y = yBase + (int)waveOffset;
|
|
||||||
|
|
||||||
g.drawString(String.valueOf(c), x, y);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
if (player.collidesWith(pu)) {
|
||||||
if (currentLevel > 0 && !gameOver){
|
player.curPower = pu.id;
|
||||||
|
player.powerTimer = Player.POWER_DURATION;
|
||||||
//draw hearts:
|
|
||||||
int heartTime = 0;
|
|
||||||
if (curTime >= 0 && curTime <= modAmt/2-1) heartTime = 1;
|
|
||||||
else if (curTime >= modAmt/2 && curTime <= modAmt-1) heartTime = 0;
|
|
||||||
for (int i = 0; i < player.health; i++){
|
|
||||||
g.drawImage(heart,(((i+1) * 20)-10)+heartTime,10+heartTime * 2,null);
|
|
||||||
}
|
}
|
||||||
for (int i =0; i < 3 - player.health; i++){
|
} else if (c instanceof Amendment) {
|
||||||
g.drawImage(emptyHeart,(50 - (i * 20)) + heartTime,10+heartTime * 2,null);
|
Amendment am = (Amendment) c;
|
||||||
|
if (player.collidesWith(am)) {
|
||||||
|
player.numAmendments++;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
collectables.removeIf(c -> player.collidesWith(c));
|
||||||
|
|
||||||
//draw amendments counter in top right
|
// update x
|
||||||
|
player.moveX(player.xVelo);
|
||||||
|
|
||||||
if (amTens > 0) g.drawImage(numbers.get(amTens),315,10,null);
|
// collision with all tiles x
|
||||||
g.drawImage(numbers.get(amOnes),340,10,null);
|
for (Collidable c : collidables) {
|
||||||
g.drawImage(slash,363,12,null);
|
if (player.collidesWith(c)) {
|
||||||
g.drawImage(numbers.get(numAm[currentLevel-1]),390,10,null);
|
player.onCollideX(c);
|
||||||
g.drawImage(amendmentImg,420,10,null);
|
}
|
||||||
|
|
||||||
|
|
||||||
//draw powerup timer
|
|
||||||
if (player.curPower == 1){
|
|
||||||
int secs = player.powerTimer/66;
|
|
||||||
int tens = secs/10;
|
|
||||||
int ones = secs%10;
|
|
||||||
if (tens > 0){
|
|
||||||
g.drawImage(numbers.get(tens),184,10,null);
|
|
||||||
}
|
|
||||||
g.drawImage(numbers.get(ones),205,10,null);
|
|
||||||
g.drawImage(powerImg,220,10,null);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//gameover screen
|
|
||||||
if (gameOver){
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//is key pressed
|
// update y
|
||||||
public boolean isKeyPressed(int key){
|
player.moveY(player.yVelo);
|
||||||
return pressedKeys.getOrDefault(key,false);
|
// assume not on ground
|
||||||
|
player.onGround = false;
|
||||||
|
|
||||||
|
// collision with all tiles y
|
||||||
|
for (Collidable c : collidables) {
|
||||||
|
if (player.collidesWith(c)) {
|
||||||
|
player.onCollideY(c, collectables);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//every tick
|
// Powerup timer
|
||||||
@Override
|
if (player.curPower > 0) {
|
||||||
public void actionPerformed(ActionEvent e){
|
player.powerTimer--;
|
||||||
if (gameStarted) {
|
if (player.powerTimer <= 0) {
|
||||||
gameLoop();
|
player.curPower = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// update facing
|
||||||
|
if (player.xVelo > 0) player.facing = 1;
|
||||||
|
else if (player.xVelo < 0) player.facing = -1;
|
||||||
|
|
||||||
|
// shoot cooldown
|
||||||
|
if (player.shootCooldown > 0) player.shootCooldown--;
|
||||||
|
|
||||||
|
// invincibility timer
|
||||||
|
if (player.invincibleTimer > 0) player.invincibleTimer--;
|
||||||
|
|
||||||
|
// shoot
|
||||||
|
// projectiles
|
||||||
|
if (isKeyPressed(KeyEvent.VK_SPACE) && player.shootCooldown == 0) {
|
||||||
|
int projX = player.facing == 1 ? player.x + player.width : player.x - 10;
|
||||||
|
projectiles.add(new Projectile(projX, player.y, tileSize, 10, currentLevel, player.facing));
|
||||||
|
player.shootCooldown = Player.SHOOT_COOLDOWN;
|
||||||
|
}
|
||||||
|
|
||||||
|
projectiles.removeIf(p -> p.x < -50 + cameraX || p.x > boardWidth + cameraX + 200);
|
||||||
|
for (Projectile p : new ArrayList<>(projectiles)) {
|
||||||
|
p.move();
|
||||||
|
// projectile hits tile
|
||||||
|
for (Collidable c : collidables) {
|
||||||
|
if (p.collidesWith(c)) {
|
||||||
|
projectiles.remove(p);
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
repaint();
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//check for key presses
|
// update enemies
|
||||||
@Override
|
for (Enemy e : enemies) {
|
||||||
public void keyPressed(KeyEvent e){
|
e.patrol(collidables);
|
||||||
if (e.getKeyCode() == KeyEvent.VK_P){
|
// enemy hits player
|
||||||
if(currentLevel == 0) {
|
if (player.collidesWith(e)) {
|
||||||
currentLevel = 1;
|
player.takeDamage();
|
||||||
loadLevel(currentLevel);
|
}
|
||||||
gameStarted = true;
|
}
|
||||||
}
|
|
||||||
gameTimer.start();
|
// die
|
||||||
return;
|
if (player.health <= 0) {
|
||||||
|
System.out.print("Game Over - You Died!");
|
||||||
|
gameOver = true;
|
||||||
|
gameTimer.stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
// projectile hits enemy
|
||||||
|
for (Projectile p : new ArrayList<>(projectiles)) {
|
||||||
|
for (Enemy e : new ArrayList<>(enemies)) {
|
||||||
|
if (p.collidesWith(e)) {
|
||||||
|
enemies.remove(e);
|
||||||
|
projectiles.remove(p);
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
enemies.removeIf(e -> !e.alive);
|
||||||
|
}
|
||||||
|
|
||||||
if (e.getKeyCode() == KeyEvent.VK_R){
|
public void loadLevel(int level) {
|
||||||
gameTimer.stop();
|
projectiles.clear();
|
||||||
loadLevel(currentLevel);
|
try {
|
||||||
jumpPressed = false;
|
LevelLoader.load(tileSize, collidables, collectables, enemies, flag, player, level);
|
||||||
player.health=3;
|
player.reset();
|
||||||
gameOver = false;
|
player.setLevel(level);
|
||||||
repaint();
|
cameraX = 0;
|
||||||
return;
|
cameraY = 0;
|
||||||
|
} catch (IOException e) {
|
||||||
|
System.out.println("Could not load level " + level);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// paintComponent
|
||||||
|
public void paintComponent(Graphics g) {
|
||||||
|
super.paintComponent(g);
|
||||||
|
draw(g);
|
||||||
|
}
|
||||||
|
|
||||||
|
// draw function
|
||||||
|
public void draw(Graphics g) {
|
||||||
|
g.translate(-cameraX, -cameraY);
|
||||||
|
|
||||||
|
player.draw(g);
|
||||||
|
for (Collidable c : collidables) c.draw(g);
|
||||||
|
for (Collectable c : collectables) c.draw(g);
|
||||||
|
for (Enemy e : enemies) e.draw(g);
|
||||||
|
for (Projectile p : projectiles) p.draw(g);
|
||||||
|
flag.draw(g);
|
||||||
|
|
||||||
|
// flag counter
|
||||||
|
int amOnes = player.numAmendments % 10;
|
||||||
|
int amTens = player.numAmendments / 10;
|
||||||
|
|
||||||
|
if (currentLevel > 0 && !gameOver && player.numAmendments < numAm[currentLevel - 1]) {
|
||||||
|
if (amTens > 0) g.drawImage(numbers.get(amTens), flag.x - 20, flag.y - 30, null);
|
||||||
|
g.drawImage(numbers.get(amOnes), flag.x + 5, flag.y - 30, null);
|
||||||
|
g.drawImage(slash, flag.x + 28, flag.y - 32, null);
|
||||||
|
g.drawImage(numbers.get(numAm[currentLevel - 1]), flag.x + 55, flag.y - 30, null);
|
||||||
|
g.drawImage(amendmentImg, flag.x + 85, flag.y - 30, null);
|
||||||
|
}
|
||||||
|
|
||||||
|
g.translate(cameraX, cameraY);
|
||||||
|
|
||||||
|
int modAmt = 2000;
|
||||||
|
int curTime = (int) System.currentTimeMillis() % modAmt;
|
||||||
|
curTime = Math.abs(curTime);
|
||||||
|
|
||||||
|
// start screen
|
||||||
|
int startTime = 0;
|
||||||
|
if (curTime >= 0 && curTime <= modAmt / 4 - 1) startTime = 0;
|
||||||
|
else if (curTime >= modAmt / 4 && curTime <= modAmt / 2 - 1) startTime = 1;
|
||||||
|
else if (curTime >= modAmt / 2 && curTime <= modAmt * 3 / 4 - 1) startTime = 2;
|
||||||
|
else if (curTime >= modAmt * 3 / 4 && curTime <= modAmt - 1) startTime = 3;
|
||||||
|
|
||||||
|
if (currentLevel == 0 && !gameOver) {
|
||||||
|
g.drawImage(startImg, 340, 300, null);
|
||||||
|
|
||||||
|
String text = "Press P to Start!";
|
||||||
|
int xBase = 340;
|
||||||
|
int yBase = 400;
|
||||||
|
int spacing = 8;
|
||||||
|
for (int i = 0; i < text.length(); i++) {
|
||||||
|
char c = text.charAt(i);
|
||||||
|
|
||||||
|
// x moves linearly
|
||||||
|
int x = xBase + (i * spacing);
|
||||||
|
|
||||||
|
// y uses a sine wave
|
||||||
|
// Math.sin takes radians. We use (startTime + i) to give each letter a different phase.
|
||||||
|
double waveOffset = Math.sin(startTime + i * 0.5) * 10;
|
||||||
|
int y = yBase + (int) waveOffset;
|
||||||
|
|
||||||
|
g.drawString(String.valueOf(c), x, y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (currentLevel > 0 && !gameOver) {
|
||||||
|
|
||||||
|
// draw hearts:
|
||||||
|
int heartTime = 0;
|
||||||
|
if (curTime >= 0 && curTime <= modAmt / 2 - 1) heartTime = 1;
|
||||||
|
else if (curTime >= modAmt / 2 && curTime <= modAmt - 1) heartTime = 0;
|
||||||
|
for (int i = 0; i < player.health; i++) {
|
||||||
|
g.drawImage(heart, (((i + 1) * 20) - 10) + heartTime, 10 + heartTime * 2, null);
|
||||||
|
}
|
||||||
|
for (int i = 0; i < 3 - player.health; i++) {
|
||||||
|
g.drawImage(emptyHeart, (50 - (i * 20)) + heartTime, 10 + heartTime * 2, null);
|
||||||
|
}
|
||||||
|
|
||||||
|
// draw amendments counter in top right
|
||||||
|
|
||||||
|
if (amTens > 0) g.drawImage(numbers.get(amTens), 315, 10, null);
|
||||||
|
g.drawImage(numbers.get(amOnes), 340, 10, null);
|
||||||
|
g.drawImage(slash, 363, 12, null);
|
||||||
|
g.drawImage(numbers.get(numAm[currentLevel - 1]), 390, 10, null);
|
||||||
|
g.drawImage(amendmentImg, 420, 10, null);
|
||||||
|
|
||||||
|
// draw powerup timer
|
||||||
|
if (player.curPower == 1) {
|
||||||
|
int secs = player.powerTimer / 66;
|
||||||
|
int tens = secs / 10;
|
||||||
|
int ones = secs % 10;
|
||||||
|
if (tens > 0) {
|
||||||
|
g.drawImage(numbers.get(tens), 184, 10, null);
|
||||||
}
|
}
|
||||||
|
g.drawImage(numbers.get(ones), 205, 10, null);
|
||||||
if (e.getKeyCode() == KeyEvent.VK_O){
|
g.drawImage(powerImg, 220, 10, null);
|
||||||
currentLevel++;
|
}
|
||||||
loadLevel(currentLevel);
|
|
||||||
}
|
|
||||||
|
|
||||||
pressedKeys.put(e.getKeyCode(),true);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
// gameover screen
|
||||||
public void keyReleased(KeyEvent e){
|
if (gameOver) {}
|
||||||
pressedKeys.put(e.getKeyCode(),false);
|
}
|
||||||
|
|
||||||
|
// is key pressed
|
||||||
|
public boolean isKeyPressed(int key) {
|
||||||
|
return pressedKeys.getOrDefault(key, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// every tick
|
||||||
|
@Override
|
||||||
|
public void actionPerformed(ActionEvent e) {
|
||||||
|
if (gameStarted) {
|
||||||
|
gameLoop();
|
||||||
|
}
|
||||||
|
repaint();
|
||||||
|
}
|
||||||
|
|
||||||
|
// check for key presses
|
||||||
|
@Override
|
||||||
|
public void keyPressed(KeyEvent e) {
|
||||||
|
if (e.getKeyCode() == KeyEvent.VK_P) {
|
||||||
|
if (currentLevel == 0) {
|
||||||
|
currentLevel = 1;
|
||||||
|
loadLevel(currentLevel);
|
||||||
|
gameStarted = true;
|
||||||
|
}
|
||||||
|
gameTimer.start();
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
//dont need
|
if (e.getKeyCode() == KeyEvent.VK_R) {
|
||||||
@Override
|
gameTimer.stop();
|
||||||
public void keyTyped(KeyEvent e){
|
loadLevel(currentLevel);
|
||||||
|
jumpPressed = false;
|
||||||
|
player.health = 3;
|
||||||
|
gameOver = false;
|
||||||
|
repaint();
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (e.getKeyCode() == KeyEvent.VK_O) {
|
||||||
|
currentLevel++;
|
||||||
|
loadLevel(currentLevel);
|
||||||
|
}
|
||||||
|
|
||||||
|
pressedKeys.put(e.getKeyCode(), true);
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void keyReleased(KeyEvent e) {
|
||||||
|
pressedKeys.put(e.getKeyCode(), false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// dont need
|
||||||
|
@Override
|
||||||
|
public void keyTyped(KeyEvent e) {}
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user