Àchtergrond verandert van kleur en inforpanel is beter
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@@ -2,13 +2,17 @@ package model.objects;
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import image.Images;
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import java.awt.AlphaComposite;
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import java.awt.BasicStroke;
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import java.awt.Color;
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import java.awt.Graphics2D;
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import java.awt.Polygon;
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import java.awt.RenderingHints;
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import java.awt.Stroke;
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import java.awt.Transparency;
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import java.awt.geom.GeneralPath;
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import java.awt.geom.Line2D;
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import java.awt.geom.Rectangle2D;
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import java.awt.image.VolatileImage;
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import java.util.ArrayList;
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import java.util.List;
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@@ -25,11 +29,15 @@ public class PlayArea {
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private VolatileImage background;
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private boolean hit = false;
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private int count = 0,maxCount = 100,pathID = -1;
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private Stroke stroke = new BasicStroke(5);
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private Rectangle2D backgroundPlay = new Rectangle2D.Double(256, 0, 1024, 1024);
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public PlayArea(double xToRight,double heightOfGameScreen,double widthOfGameScreen, int sizeOctagon) {
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super();
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paths = new ArrayList<Path>();
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setHitAreaColor(Color.RED);
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setHitAreaColor(Color.WHITE);
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//make the polygons
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int amountOfAngles = 8;
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double middlePointX = widthOfGameScreen/2+xToRight;
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@@ -80,11 +88,14 @@ public class PlayArea {
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//drawing into buffer
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background = Images.initVolatileImage(1280,1024, Transparency.BITMASK);
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Graphics2D g2 = background.createGraphics();
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Graphics2D g2 = background.createGraphics();
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RenderingHints rh = new RenderingHints(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
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g2.setRenderingHints(rh);
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Line2D current;
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// g2.setColor(Color.WHITE);
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// g2.fillRect(256, 0, 1024, 1024);
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Line2D current;
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g2.setColor(Color.BLACK);
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g2.setStroke(stroke);
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for(int i = 0; i < paths.size(); i++){
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current = paths.get(i);
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g2.draw(current);
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@@ -104,7 +115,10 @@ public class PlayArea {
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hit = false;
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}
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}
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if(pathID >= 0 && pathColor != null){
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if(pathID >= 0 && pathColor != null){
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g2.setColor(new Color(pathColor.getRed(), pathColor.getGreen(), pathColor.getBlue(),50));
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g2.fill(backgroundPlay);
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g2.setStroke(stroke);
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g2.setColor(pathColor);
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g2.draw(paths.get(pathID));
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}
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