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GameMain.java
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GameMain.java
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// Alexandra Qin
package DoodleFall;
import java.applet.*;
import java.awt.*;
public class GameMain extends Applet implements Runnable
{
// set applet speed
private final int speed = 26;
private boolean key_left;
private boolean key_right;
private Image objectPic;
private Image lifePic;
private Image background;
private Image enemyPic;
private Image bonusPic;
private Thread th;
private GamePlayer player;
private GameEnemy[] enemy;
private GameBonus bonus;
private int count;
private int points;
private int lives;
public void init()
{
player = new GamePlayer (GC.PLAYER_START_X, GC.PLAYER_START_Y, this);
lives = 3;
player.setFalling(true);
enemy = new GameEnemy[GC.ENEMY_NUM];
for (int i = 0; i < enemy.length; i++)
enemy[i] = new GameEnemy();
bonus = new GameBonus();
key_left = false;
key_right = false;
background = getImage(getCodeBase(), "GameImages/doodle3.gif");
objectPic = getImage(getCodeBase(), "GameImages/doodle1.gif");
lifePic = getImage(getCodeBase(), "GameImages/coeur.gif");
enemyPic = getImage(getCodeBase(), "GameImages/doodle2.gif");
bonusPic = getImage(getCodeBase(), "GameImages/bonuss.gif");
player.setImages(objectPic);
for (int i = 0; i < enemy.length; i++)
enemy[i].setImages(enemyPic);
bonus.setImages(bonusPic);
setSize(GC.APPLET_WIDTH, GC.APPLET_HEIGHT);
}
public void start ()
{
th = new Thread (this);
th.start ();
}
public void run ()
{
Thread.currentThread().setPriority(Thread.MIN_PRIORITY);
while (true)
{
player.playerMove();
for (int i = 0; i < enemy.length; i++)
if (enemy[i].isMoving())
enemy[i].enemyMove();
// if player has over 100 points, speed up
if (count > GC.FALL_COUNT)
player.setFallSpeed(2);
// if player has over 400 points, speed up
if (count > (GC.FALL_COUNT) * 4)
player.setFallSpeed(3);
// if player finishes one level
if (player.isOutDown())
{
player.resetPlayer(player.getXPosLeft(), - GC.PLAYER_IMAGE_HEIGHT);
player.intersectsBonus(false);
bonus.resetBonus();
// if player has under 150 points, reset static enemies
if (count < GC.MOVE_COUNT)
{
for (int i = 0; i < enemy.length; i++)
enemy[i].resetEnemy();
}
// if player has between 150 and 300 points, reset 2 moving enemies
else if ((count >= GC.MOVE_COUNT) && (count < (2 * GC.MOVE_COUNT)))
{
for (int i = 0; i < (enemy.length - 2); i++)
enemy[i].resetEnemy();
for (int i = (enemy.length - 2); i < enemy.length; i++)
enemy[i].resetMovingEnemy();
}
// if player has between 150 and 300 points, reset 4 moving enemies
else if (count >= (2 * GC.MOVE_COUNT))
{
for (int i = 0; i < (enemy.length - 4); i++)
enemy[i].resetEnemy();
for (int i = (enemy.length - 4); i < enemy.length; i++)
enemy[i].resetMovingEnemy();
}
}
// if player is out of bounds on the left, reset player on the right
if (player.isOutLeft())
{
player.resetPlayer(GC.APPLET_WIDTH, player.getYPosUp());
}
// if player is out of bounds on the right, reset player on the left
if (player.isOutRight())
{
player.resetPlayer(- GC.PLAYER_IMAGE_WIDTH, player.getYPosUp());
}
// if moving enemy is out of bounds, reset enemy within the bounds of applet
for (int i = 0; i < enemy.length; i ++)
{
if (enemy[i].isOutLeft())
enemy[i].resetOutEnemy(GC.APPLET_WIDTH, enemy[i].getYPosUp());
if (enemy[i].isOutRight())
enemy[i].resetOutEnemy(- GC.ENEMY_WIDTH, enemy[i].getYPosUp());
if (enemy[i].isOutDown())
enemy[i].resetOutEnemy(enemy[i].getXPosLeft(), - GC.ENEMY_HEIGHT);
if (enemy[i].isOutUp())
enemy[i].resetOutEnemy(enemy[i].getXPosLeft(), GC.APPLET_HEIGHT);
}
// if player intersects with the bonus
if (player.intersects(bonus))
{
player.intersectsBonus(true);
count += 10;
}
// if player intersects with an enemy
for (int i = 0; i < enemy.length; i ++)
if (player.intersects(enemy[i]))
{
lives --; // lose a life
player.setFalling(false); // stop falling
break;
}
// if player is not falling, but still has lives, start falling again
// and reset enemies and bonus
if ((player.getIsFalling() == false) && (lives >= 0))
{
player.setFalling(true);
player.resetPlayer(GC.PLAYER_START_X, GC.PLAYER_START_Y);
player.intersectsBonus(false);
for (int i = 0; i < enemy.length; i++)
enemy[i].resetEnemy();
bonus.resetBonus();
}
// if player is not falling and has no lives, game over
if ((player.getIsFalling() == false) && (lives < 0))
break;
// if player is falling add points
if (player.getFallSpeed() != 0)
count ++;
points = (int) (count / 10);
repaint();
try
{
Thread.sleep (speed);
}
catch (InterruptedException ex)
{
}
Thread.currentThread().setPriority(Thread.MAX_PRIORITY);
}
repaint();
}
// event handling for keyboard input
public boolean keyDown (Event e, int key)
{
if(key == Event.LEFT)
{
key_left = true;
player.playerMoveLeft(true);
}
else if (key == Event.RIGHT)
{
key_right = true;
player.playerMoveRight(true);
}
else if (key == 32)
{
player.setFallSpeed(1);
}
return true;
}
public boolean keyUp(Event e, int key)
{
if(key == Event.LEFT)
{
key_left = false;
player.playerMoveLeft(false);
}
else if(key == Event.RIGHT)
{
key_right = false;
player.playerMoveRight(false);
}
return true;
}
public void stop()
{
th.stop();
}
// Stop Thread
public void destroy()
{
th.stop();
}
public void paint (Graphics g)
{
// if game is still going
if ((player.getIsFalling()) || ((player.getIsFalling() == false) && (lives >= 0)))
{
g.drawImage(background, 0, 0, this);
player.paintPlayer(g);
g.drawString(String.valueOf(points), GC.POINTS_X, GC.POINTS_Y);
g.drawString(String.valueOf(lives), GC.LIFE_X, (2 * GC.LIFE_Y));
g.drawImage(lifePic, (GC.LIFE_X + GC.LIFE_IMAGE_WIDTH), GC.LIFE_Y, this);
for (int i = 0; i < enemy.length; i++)
enemy[i].paintEnemy(g);
if (player.hasIntersectedBonus() == false)
bonus.paintBonus(g);
}
// if game over
else if ((player.getIsFalling() == false) && (lives < 0))
{
g.drawImage(background, 0, 0, this);
g.drawString("GAME OVER", GC.GAME_OVER_X, GC.GAME_OVER_Y);
g.drawString("Your score is:", GC.GAME_OVER_X, GC.GAME_OVER_Y + 40);
g.drawString(String.valueOf(points), GC.GAME_OVER_X,
GC.GAME_OVER_Y + 60);
}
}
}