Files
Arcade/model/gameState/PlayState.java
T
Remco 6808919490 Merge branch 'develop' of https://github.com/ProjectGroepA2/Arcade into develop
Conflicts:
	main/Window.java
	model/drawObjects/Player.java
	model/gameState/PlayState.java
2015-05-28 09:45:41 +02:00

219 lines
4.7 KiB
Java

package model.gameState;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.geom.Line2D;
import java.awt.geom.Rectangle2D;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Iterator;
import java.util.List;
import model.GameModel;
import model.drawObjects.Bullet;
import model.drawObjects.Enemy;
import model.drawObjects.Player;
import model.objects.InfoPanel;
import model.objects.PlayArea;
import control.GameStateManager;
import control.button.ButtonEvent;
import control.joystick.JoystickEvent;
public class PlayState extends GameState{
public static final Rectangle2D borderRect = new Rectangle2D.Double(256, 0, 1024, 1024);
private PlayArea area;
private InfoPanel infoPanel;
private Player player;
private List<Enemy> enemys;
private List<Bullet> bullets;
private Iterator<Enemy> enemyIterator;
private Iterator<Bullet> bulletIterator;
public PlayState(GameStateManager gsm) {
super(gsm);
area = new PlayArea((int) borderRect.getX(),1024,1024,100);
infoPanel = new InfoPanel(0, 0);
enemys = Collections.synchronizedList(new ArrayList<Enemy>());
bullets = Collections.synchronizedList(new ArrayList<Bullet>());
player = new Player(1280-1024+1024/2, 1024/2);
for(int i = 0; i < 8; i++){
Line2D line = area.getLine(i);
addEnemy(line, Color.BLUE, 200);
}
}
@Override
public void init() {
}
@Override
public void update() {
player.update();
bulletIterator = bullets.iterator();
while(bulletIterator.hasNext()){
Bullet b = bulletIterator.next();
//als de bullet de border raakt verwijder hem, anders update je hem
if(!borderRect.intersectsLine(b.bullet)){
bulletIterator.remove();
break;
}
else{
b.update();
}
}
enemyIterator = enemys.iterator();
while(enemyIterator.hasNext()){
Enemy e = enemyIterator.next();
e.update();
//als de enemy de octagon raakt verwijder hem
if(area.octagon.intersects(e.getCircle().getBounds2D())){
enemyIterator.remove();
}
//nu kijken of je de enemy raakt met een bullet
else{
bulletIterator = bullets.iterator();
while(bulletIterator.hasNext()){
Bullet b = bulletIterator.next();
//kijkt of de enemy een bullet tegen komt, zoja verwijder de bullet, zoniet update de enemy.
if(e.bulletHitMe(b)){
bulletIterator.remove();
//kijkt of de bullet die de enemy heeft gehit, ook dezelfde kleur heeft als de enemy, zoja verwijder de enemy
if(e.ColorHitMe(b)){
enemyIterator.remove();
break;
}
}
}
}
}
while(enemys.size() < 8){
int index = (int)(Math.random()*8);
int color = (int)(Math.random()*GameModel.colors.length);
Line2D line = area.getLine(index);
addEnemy(line,GameModel.colors[color],200);
}
}
@Override
public void draw(Graphics2D g2) {
infoPanel.draw(g2);
g2.setClip(borderRect);
area.draw(g2);
if(enemys != null){
if(!enemys.isEmpty()){
for(Enemy enemy : enemys){
enemy.draw(g2);
}
}
}
g2.setStroke(new BasicStroke(5));
for(Bullet b : bullets){
b.draw(g2);
}
if(player != null)
player.draw(g2);
}
@Override
public void buttonPressed(ButtonEvent e) {
switch(e.getButton().getButtonID()){
case 1:
addBullet(GameModel.colors[0],player.getIndex());
break;
case 2:
addBullet(GameModel.colors[1],player.getIndex());
break;
case 3:
addBullet(GameModel.colors[2],player.getIndex());
break;
case 4:
addBullet(GameModel.colors[3],player.getIndex());
break;
case 5:
addBullet(GameModel.colors[4],player.getIndex());
break;
case 6:
addBullet(GameModel.colors[5],player.getIndex());
break;
}
}
@Override
public void buttonReleased(ButtonEvent e) {
// System.out.println("Playstate button released: "+e.getButton().getButtonID());
}
@Override
public void onJoystickMoved(JoystickEvent e) {
switch(e.getJoystick().getPos()){
case CENTER:
break;
case DOWN:
player.setIndex(4);
break;
case DOWN_LEFT:
player.setIndex(5);
break;
case DOWN_RIGHT:
player.setIndex(3);
break;
case LEFT:
player.setIndex(6);
break;
case RIGHT:
player.setIndex(2);
break;
case UP:
player.setIndex(0);
break;
case UP_LEFT:
player.setIndex(7);
break;
case UP_RIGHT:
player.setIndex(1);
break;
default:
break;
}
}
public void addEnemy(Line2D path,Color c,double speed){
enemys.add(new Enemy(path,c,20,speed));
}
public void addBullet(Color c,int index){ ;
bullets.add(new Bullet(10, c, 10, index,area.paths.get(index)));
}
public void removeBullet(Bullet bullet){
bullets.remove(bullet);
}
}