Example #1
0
 public void changeLevel(Level lev) {
   if (level != null) { // If the level exists...
     layerStack.remove(
         level); // remove it from the layer stack (stops it being rendered, updated, and recieving
                 // key events)
     level = lev; // Set level to the new level we wish to change to
     level.add(player); // Add the player to the new level
     level.setPlayerLocation(); // Set the location to the levels chosen location
     addLayer(
         level); // Add the new level into the layerstack for updating, rendering and receiving key
                 // events
   }
 }
Example #2
0
 private void init(State state) {
   if (state == State.GAME) { // If the state is ingame...
     level = Level.createLevel(0); // Load the spawn level (level 0)
     TileCoordinate playerSpawn =
         new TileCoordinate(
             15,
             60); // Create player coodinates. This class creates coordinates from pixels and
                  // converts it to tile coordinates (16 pixels -> 1 tile)
     String playerName = ""; // Initiate the players name
     if (FileHandler.fileExists(FileHandler.localUserFile))
       playerName =
           FileHandler
               .getPlayerName(); // If the player already exists, set the players name to the
                                 // stored name
     else
       playerName =
           sc
               .getPlayerName(); // Otherwise retrieve the name from the start screen that the user
                                 // has typed into the name box
     player =
         new Player(
             playerName,
             playerSpawn.x(),
             playerSpawn.y(),
             key); // Create a new player. Pass in the name, spawn location (in tile coordinates),
                   // and the keyboard class.
     changeLevel(
         Level
             .activeLevel); // Set the level to the current level (0, as we set that in the
                            // beginning)
     FileHandler.save(player); // Save everything
     initPause = false; // Set pause to false, just in case it is true
     c.clearTextArea(); // Clear the console
     System.out.println(
         "Controls: \n W/up -> Player up \n A/left -> Player left \n S/down -> Player down \n D/right -> Player right \n "
             + "Q -> Inventory \n Shift -> Sprint \n HOME -> home level \n M -> Map \n numbers 1-6 -> Weapons"); // Output the controls so the user can see what to do
   } else if (state == State.START) { // If the state is the start screen...
     sc = new StartScreen(); // Initiate the start screen
     uiManager.addPanel(
         sc); // Add the startscreen to the UI manager, which will render and update it
   } else if (state == State.PAUSE) { // If the state is in pause...
     pause = new Pause(); // Instantiate a new pause menu
     uiManager.addPanel(
         pause); // Add the pause menu to the UI manager, ready for rendering and updating
     initPause = true; // Tell the game we have created a pause menu (prevent more than 1 opening)
     paused = true; // Tell the game we are paused
   }
   STATE =
       State
           .WAITING; // Once the correct state is set up, set the state wo WAITING, which tells the
                     // game we are waiting for the state to change.
 }
Example #3
0
  public void render() {
    BufferStrategy bs =
        getBufferStrategy(); // Create a buffer strategy (a way of drawing pixels to the image)
    if (bs == null) { // If it is null...
      createBufferStrategy(
          3); // Create a buffer strategy. Set it up for 3D as it has a more recise pixel resolution
              // and more control
      return; // Exit the method
    }

    screen.clear(); // Clear the screen every render, ready for re-drawing

    Graphics g =
        bs.getDrawGraphics(); // Get the buffer strategy's default graphics object, used for drawing
    this.g = g; // Set the global graphics variable to the one we just fetched
    if (STATE != State.WAITING) { // If the game state isn't waiting...
      List<UIPanel> panels =
          uiManager.getPanels(); // Get the list of panels that are currently being drawn
      for (int i = 0; i < panels.size(); i++) { // For each one...
        uiManager.removePanel(panels.get(i)); // remove it.
      }
    }
    init(
        STATE); // Call initiate state to set up the game for if the state has changed during
                // rendering.
    if (player != null) { // If the player exists...
      double xScroll = player.getX() - screen.width / 2; // Set the x scroll variable of the map
      double yScroll = player.getY() - screen.height / 2; // Set the y scroll variable of the map
      level.setScroll((int) xScroll, (int) yScroll); // Tell the level these values
    }

    // Loop through the stacks, rendering each layer
    for (int i = 0; i < layerStack.size(); i++) {
      layerStack.get(i).render(screen);
    }
    // Set the pixels in this class to all the pixels stored in the screen class, ready for
    // rendering to the BufferedImage
    for (int i = 0; i < pixels.length; i++) {
      pixels[i] = screen.pixels[i];
    }

    g.setColor(
        new Color(
            0xff00ff)); // Set the background to a bright pink, so we know if anything isn't
                        // rendering correctly
    g.fillRect(0, 0, getWidth(), getHeight()); // Draw the rectangle to fill thr screen
    /* scale the image's size to fill the window, scaling the objects inside to also fit. This ensures the game will scale depending on
     *  scree resolution
     */
    int newWidth = 0, newHeight = 0;
    if (image.getWidth() / image.getHeight() < getAbsoluteWidth() / getAbsoluteHeight()) {
      newWidth = getAbsoluteWidth();
      newHeight =
          (int)
              Math.floor(
                  (double) image.getHeight()
                      * (double) getAbsoluteWidth()
                      / (double) image.getWidth());
    } else {
      newHeight = getAbsoluteHeight();
      newWidth =
          (int)
              Math.floor(
                  (double) image.getWidth()
                      * (double) getAbsoluteHeight()
                      / (double) image.getHeight());
    }

    g.drawImage(
        image, 0, 0, newWidth, newHeight,
        null); // Draw the image over the rectangle, filling the window

    // Loop through the stacks, rendering each layer. Do the UI as the last thing to render, as it
    // is on top of everything else
    for (int i = 0; i < UILayerStack.size(); i++) {
      UILayerStack.get(i).render(g);
    }
    g.dispose(); // Dispose of the graphics object as we no longer need it
    bs.show(); // Show the buffer strategy in the canvas
  }