This commit is contained in:
Cool Guy
2026-04-16 20:29:34 +00:00
parent b0673fc162
commit 1f899e6b5d

View File

@@ -1,474 +1,455 @@
import java.util.Random;
import java.util.ArrayList;
import java.util.List;
import java.util.HashMap;
import java.io.*;
import java.awt.*; import java.awt.*;
import java.awt.event.*;
import java.awt.Graphics; import java.awt.Graphics;
import java.awt.event.*;
import java.io.*;
import java.util.ArrayList;
import java.util.HashMap;
import javax.swing.*; import javax.swing.*;
import java.time.LocalTime;
public class Platformer extends JPanel implements KeyListener, ActionListener {
public class Platformer extends JPanel implements KeyListener, ActionListener{ // constants
static final int GRAVITY = 1;
static final Color playerColor = Color.RED;
static final Color tileColor = Color.BLUE;
static final Color SKY = new Color(135, 206, 235);
static final int FRICTION = 1;
static final int MAXYVELO = 15;
static final int MAXXVELO = 5;
static final int totalLevels = 10;
static int[] numAm = {4, 5, 0, 0, 0, 0, 0, 0, 0, 0};
//constants // game objects
static final int GRAVITY = 1; Player player;
static final Color playerColor = Color.RED; ArrayList<Collidable> collidables;
static final Color tileColor = Color.BLUE; ArrayList<Collectable> collectables;
static final Color SKY = new Color(135, 206, 235); Flag flag;
static final int FRICTION = 1; ArrayList<Enemy> enemies;
static final int MAXYVELO = 15; ArrayList<Projectile> projectiles;
static final int MAXXVELO = 5;
static final int totalLevels = 10;
static int[] numAm = {4,5,0,0,0,0,0,0,0,0};
//game objects
Player player;
ArrayList<Collidable> collidables;
ArrayList<Collectable> collectables;
Flag flag;
ArrayList<Enemy> enemies;
ArrayList<Projectile> projectiles;
//game vars // game vars
int boardWidth; int boardWidth;
int boardHeight; int boardHeight;
int tileSize; int tileSize;
Timer gameTimer; Timer gameTimer;
HashMap<Integer,Boolean> pressedKeys; HashMap<Integer, Boolean> pressedKeys;
boolean jumpPressed; boolean jumpPressed;
int cameraX, cameraY; int cameraX, cameraY;
int currentLevel; int currentLevel;
boolean allCollected; boolean allCollected;
boolean gameOver; boolean gameOver;
boolean gameStarted; boolean gameStarted;
Image heart,emptyHeart,slash,amendmentImg,powerImg,startImg; Image heart, emptyHeart, slash, amendmentImg, powerImg, startImg;
ArrayList<Image> numbers; ArrayList<Image> numbers;
public Platformer(int boardWidth, int boardHeight, int tileSize){ public Platformer(int boardWidth, int boardHeight, int tileSize) {
//setup game // setup game
this.boardWidth = boardWidth; this.boardWidth = boardWidth;
this.boardHeight = boardHeight; this.boardHeight = boardHeight;
this.tileSize = tileSize; this.tileSize = tileSize;
setPreferredSize(new Dimension(this.boardWidth, this.boardHeight)); setPreferredSize(new Dimension(this.boardWidth, this.boardHeight));
addKeyListener(this); addKeyListener(this);
this.setFocusable(true); this.setFocusable(true);
this.setLayout(null); this.setLayout(null);
pressedKeys = new HashMap<>();
jumpPressed = false;
gameOver = false;
gameStarted = false;
setBackground(SKY);
//setup objects pressedKeys = new HashMap<>();
heart = new ImageIcon("Sprites/Hearts/heart.png").getImage(); jumpPressed = false;
emptyHeart = new ImageIcon("Sprites/Hearts/emptyHeart.png").getImage(); gameOver = false;
startImg = new ImageIcon("Sprites/start.png").getImage(); gameStarted = false;
gameTimer = new Timer(15,this); setBackground(SKY);
player = new Player(-20,0,tileSize,tileSize);
collidables = new ArrayList<>(); // setup objects
collectables = new ArrayList<>(); heart = new ImageIcon("Sprites/Hearts/heart.png").getImage();
enemies = new ArrayList<>(); emptyHeart = new ImageIcon("Sprites/Hearts/emptyHeart.png").getImage();
projectiles = new ArrayList<>(); startImg = new ImageIcon("Sprites/start.png").getImage();
flag = new Flag(-20,0,tileSize,tileSize); gameTimer = new Timer(15, this);
cameraX = 0; player = new Player(-20, 0, tileSize, tileSize);
cameraY = 0; collidables = new ArrayList<>();
currentLevel = 0; collectables = new ArrayList<>();
numbers = new ArrayList<>(); enemies = new ArrayList<>();
for (int i =0; i < 10; i++) numbers.add((new ImageIcon("Sprites/Numbers/" + i + ".png")).getImage()); projectiles = new ArrayList<>();
slash = new ImageIcon("Sprites/Numbers/Slash.png").getImage(); flag = new Flag(-20, 0, tileSize, tileSize);
amendmentImg = new ImageIcon("Sprites/Amendment.png").getImage(); cameraX = 0;
powerImg = new ImageIcon("Sprites/Powerup1.png").getImage(); cameraY = 0;
currentLevel = 0;
numbers = new ArrayList<>();
for (int i = 0; i < 10; i++)
numbers.add((new ImageIcon("Sprites/Numbers/" + i + ".png")).getImage());
slash = new ImageIcon("Sprites/Numbers/Slash.png").getImage();
amendmentImg = new ImageIcon("Sprites/Amendment.png").getImage();
powerImg = new ImageIcon("Sprites/Powerup1.png").getImage();
gameTimer.start();
// if i wanna add a button
/*JButton gameStart = new JButton("Start Game");
gameStart.addActionListener(e -> {
loadLevel(currentLevel);
gameTimer.start(); gameTimer.start();
this.remove(gameStart);
this.revalidate();
//if i wanna add a button this.repaint();
/*JButton gameStart = new JButton("Start Game"); });
gameStart.addActionListener(e -> { gameStart.setBorderPainted(false);
loadLevel(currentLevel); gameStart.setFocusPainted(false);
gameTimer.start(); gameStart.setBounds(193,200,114,15);
this.remove(gameStart); gameStart.setForeground(new Color(52, 152, 219));
this.revalidate(); this.add(gameStart);*/
this.repaint(); }
});
gameStart.setBorderPainted(false); // gameloop
gameStart.setFocusPainted(false); public void gameLoop() {
gameStart.setBounds(193,200,114,15); // camera
gameStart.setForeground(new Color(52, 152, 219)); cameraX = player.x - boardWidth / 2;
this.add(gameStart);*/ cameraX = Math.max(0, cameraX);
cameraY = player.y - boardHeight / 2;
// cameraY = Math.max(0, cameraY);
// win
allCollected = player.numAmendments >= numAm[currentLevel - 1];
if (player.collidesWith(flag) && allCollected) {
currentLevel++;
player.health = 3;
if (currentLevel > totalLevels) {
gameTimer.stop();
System.out.println("You win!");
} else {
loadLevel(currentLevel);
}
return;
} }
//gameloop // keys
public void gameLoop(){ if (Math.abs(player.xVelo) < MAXXVELO) {
//camera if (isKeyPressed(KeyEvent.VK_D) || isKeyPressed(KeyEvent.VK_RIGHT)) {
cameraX = player.x - boardWidth / 2; player.xVelo += 1;
cameraX = Math.max(0, cameraX); } else if (isKeyPressed(KeyEvent.VK_A) || isKeyPressed(KeyEvent.VK_LEFT)) {
cameraY = player.y - boardHeight / 2; player.xVelo -= 1;
//cameraY = Math.max(0, cameraY); }
}
if (!isKeyPressed(KeyEvent.VK_D)
&& !isKeyPressed(KeyEvent.VK_RIGHT)
//win && !isKeyPressed(KeyEvent.VK_A)
allCollected = player.numAmendments >= numAm[currentLevel-1]; && !isKeyPressed(KeyEvent.VK_LEFT)) { // friction
if (player.collidesWith(flag) && allCollected) { if (player.xVelo > 0) {
currentLevel++; player.xVelo = Math.max(0, player.xVelo - FRICTION);
player.health = 3; } else if (player.xVelo < 0) {
if (currentLevel > totalLevels) { player.xVelo = Math.min(0, player.xVelo + FRICTION);
gameTimer.stop(); }
System.out.println("You win!"); }
} else {
loadLevel(currentLevel);
}
return;
}
//keys // jump
if (Math.abs(player.xVelo) < MAXXVELO){ boolean jumpKeyDown = (isKeyPressed(KeyEvent.VK_W) || isKeyPressed(KeyEvent.VK_UP));
if(isKeyPressed(KeyEvent.VK_D) || isKeyPressed(KeyEvent.VK_RIGHT)){ if (jumpKeyDown && !jumpPressed) {
player.xVelo += 1; if (player.onGround) {
} player.yVelo = -15;
else if(isKeyPressed(KeyEvent.VK_A) || isKeyPressed(KeyEvent.VK_LEFT)){
player.xVelo -= 1;
}
}
if (!isKeyPressed(KeyEvent.VK_D) && !isKeyPressed(KeyEvent.VK_RIGHT) && !isKeyPressed(KeyEvent.VK_A) && !isKeyPressed(KeyEvent.VK_LEFT)){ //friction
if (player.xVelo > 0){
player.xVelo = Math.max(0, player.xVelo - FRICTION);
}
else if (player.xVelo < 0){
player.xVelo = Math.min(0, player.xVelo + FRICTION);
}
}
//jump
boolean jumpKeyDown = (isKeyPressed(KeyEvent.VK_W) || isKeyPressed(KeyEvent.VK_UP));
if(jumpKeyDown && !jumpPressed){
if(player.onGround){
player.yVelo = -15;
player.onGround = false;
jumpPressed = true;
player.airJumps = 0;
}
else if (player.curPower == 1 && player.airJumps < 1){
player.yVelo = -15;
player.airJumps++;
jumpPressed = true;
}
}
if (!jumpKeyDown){
jumpPressed = false;
}
//gravity
if (player.yVelo < MAXYVELO){
player.yVelo += GRAVITY;
}
//fall out of world
if (player.y > boardHeight){
loadLevel(currentLevel);
player.health--;
}
for (Collectable c : collectables){
if (c instanceof Powerup){
Powerup pu = (Powerup) c;
if (pu.yVelo < MAXYVELO && !pu.onGround){
pu.yVelo += GRAVITY;
}
pu.moveY(pu.yVelo);
for (Collidable col : collidables) {
if (pu.collidesWith(col)) {
pu.yVelo = 0;
pu.onGround = true;
pu.y = ((Tile)col).y - pu.height;
pu.rect.y = pu.y;
}
}
if (player.collidesWith(pu)) {
player.curPower = pu.id;
player.powerTimer = Player.POWER_DURATION;
}
}
else if (c instanceof Amendment){
Amendment am = (Amendment) c;
if (player.collidesWith(am)){
player.numAmendments++;
}
}
}
collectables.removeIf(c -> player.collidesWith(c));
//update x
player.moveX(player.xVelo);
//collision with all tiles x
for (Collidable c : collidables) {
if (player.collidesWith(c)) {
player.onCollideX(c);
}
}
//update y
player.moveY(player.yVelo);
//assume not on ground
player.onGround = false; player.onGround = false;
jumpPressed = true;
//collision with all tiles y player.airJumps = 0;
for (Collidable c : collidables) { } else if (player.curPower == 1 && player.airJumps < 1) {
if (player.collidesWith(c)) { player.yVelo = -15;
player.onCollideY(c,collectables); player.airJumps++;
} jumpPressed = true;
} }
//Powerup timer
if (player.curPower > 0) {
player.powerTimer--;
if (player.powerTimer <= 0) {
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;
}
}
}
// update enemies
for (Enemy e : enemies) {
e.patrol(collidables);
// enemy hits player
if (player.collidesWith(e)) {
player.takeDamage();
}
}
//die
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 (!jumpKeyDown) {
public void loadLevel(int level) { jumpPressed = false;
projectiles.clear();
try {
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 // gravity
public void paintComponent(Graphics g){ if (player.yVelo < MAXYVELO) {
super.paintComponent(g); player.yVelo += GRAVITY;
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);
g.drawImage(powerImg,220,10,null);
}
}
//gameover screen
if (gameOver){
}
} }
//is key pressed // fall out of world
public boolean isKeyPressed(int key){ if (player.y > boardHeight) {
return pressedKeys.getOrDefault(key,false); loadLevel(currentLevel);
player.health--;
} }
//every tick for (Collectable c : collectables) {
@Override if (c instanceof Powerup) {
public void actionPerformed(ActionEvent e){ Powerup pu = (Powerup) c;
if (gameStarted) { if (pu.yVelo < MAXYVELO && !pu.onGround) {
gameLoop(); pu.yVelo += GRAVITY;
} }
repaint(); pu.moveY(pu.yVelo);
} for (Collidable col : collidables) {
if (pu.collidesWith(col)) {
//check for key presses pu.yVelo = 0;
@Override pu.onGround = true;
public void keyPressed(KeyEvent e){ pu.y = ((Tile) col).y - pu.height;
if (e.getKeyCode() == KeyEvent.VK_P){ pu.rect.y = pu.y;
if(currentLevel == 0) { }
currentLevel = 1;
loadLevel(currentLevel);
gameStarted = true;
}
gameTimer.start();
return;
} }
if (player.collidesWith(pu)) {
if (e.getKeyCode() == KeyEvent.VK_R){ player.curPower = pu.id;
gameTimer.stop(); player.powerTimer = Player.POWER_DURATION;
loadLevel(currentLevel);
jumpPressed = false;
player.health=3;
gameOver = false;
repaint();
return;
} }
} else if (c instanceof Amendment) {
if (e.getKeyCode() == KeyEvent.VK_O){ Amendment am = (Amendment) c;
currentLevel++; if (player.collidesWith(am)) {
loadLevel(currentLevel); player.numAmendments++;
} }
}
}
collectables.removeIf(c -> player.collidesWith(c));
pressedKeys.put(e.getKeyCode(),true); // update x
player.moveX(player.xVelo);
// collision with all tiles x
for (Collidable c : collidables) {
if (player.collidesWith(c)) {
player.onCollideX(c);
}
} }
@Override // update y
public void keyReleased(KeyEvent e){ player.moveY(player.yVelo);
pressedKeys.put(e.getKeyCode(),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);
}
} }
//dont need // Powerup timer
@Override if (player.curPower > 0) {
public void keyTyped(KeyEvent e){ player.powerTimer--;
if (player.powerTimer <= 0) {
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;
}
}
}
// update enemies
for (Enemy e : enemies) {
e.patrol(collidables);
// enemy hits player
if (player.collidesWith(e)) {
player.takeDamage();
}
}
// die
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);
}
public void loadLevel(int level) {
projectiles.clear();
try {
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
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);
g.drawImage(powerImg, 220, 10, null);
}
}
// gameover screen
if (gameOver) {}
}
// 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;
}
if (e.getKeyCode() == KeyEvent.VK_R) {
gameTimer.stop();
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) {}
}