Esempio n. 1
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  /**
   * This method is called when the model updates and has to move the ball. The logic to the
   * reaction of the ball, if it intersects with other objects such as paddles and walls, is placed
   * here.
   *
   * @param changeNo represents the ball has done if it intersects a paddle or the corner of a
   *     paddle etc... For definitions of what each integer represents see the model class.
   */
  public void move(int changeNo) {
    /*
     * if statement added here because if dx and dy are originally set when
     * the game is paused the AI knows where the ball will go before the game
     * commences and will therefore move to that position
     */
    if (dx == 0 || dy == 0) {
      dx = randomDirection();
      dy = randomDirection();
      System.out.println("dx: " + dx + "\ndy: " + dy);
    } // if

    // if the ball touches the the top wall then change y direction.
    if ((topLeftPoint.getY() > GameDimensions.FIELD_AMPLITUDE)
        || (bottomRightPoint.getY() <= GameDimensions.FIELD_AMPLITUDE * -1.0f)) dy = -dy;

    if (isTouchingPaddle) {
      if (!hasChangedDirection) {
        // uses changeNo to decide how to react to the intersections
        switch (changeNo) {
          case 0:
            dx = -1.1f * dx;
            dy = -1.1f * dy;
            break;
          case 1:
            dy = -1.05f * dy;
            break;
          case 2:
            dx = -1.05f * dx;
          default:
            break;
        } // switch
        hasChangedDirection = true;
      } // inner if
      isTouchingPaddle = false;
    } // outer if
    else
      /* This is always set to false to ensure that the first time the ball
       *  intersects the paddle, it hasn't changed direction and is does
       *  only once after the first point of intersection. */
      hasChangedDirection = false;

    // updates each of the ball co-ordinates after the ball has been moved.
    topRightPoint.set((topRightPoint.getX() + dx), (topRightPoint.getY() + dy));
    topLeftPoint.set((topLeftPoint.getX() + dx), (topLeftPoint.getY() + dy));
    bottomLeftPoint.set((bottomLeftPoint.getX() + dx), (bottomLeftPoint.getY() + dy));
    centrePoint.set((centrePoint.getX() + dx), (centrePoint.getY() + dy));
    bottomRightPoint.set((bottomRightPoint.getX() + dx), (bottomRightPoint.getY() + dy));

    // updates the ball image after it;s been moved
    ballImage.setFrame(topLeftPoint.getX(), topLeftPoint.getY(), diameter, diameter);
  } // move
Esempio n. 2
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  /**
   * This utility function makes it easy to check whether the coordinates of the user's mouse click
   * (px,py) are on (or very close to) the ellipse defined by the bounding box with corners at
   * (x1,y1) and (x2,y2).
   *
   * @param px x coordinate of mouse click
   * @param py y coordinate of mouse click
   * @param x1 x point of the first coordinate of object to check for mouse click proximity
   * @param y1 y point of the first coordinate of object to check for mouse click proximity
   * @param x2 x point of the second coordinate of object to check for mouse click proximity
   * @param y2 y point of the second coordinate of object to check for mouse click proximity
   * @return true if the coordinates of the user's mouse click (px,py) are on close to the ellipse
   *     defined by the bounding box with corners at (x1,y1) and (x2,y2).
   */
  public static boolean clickHitEllipse(int px, int py, int x1, int y1, int x2, int y2) {
    int minX = (x1 < x2 ? x1 : x2);
    int minY = (y1 < y2 ? y1 : y2);
    int maxX = (x1 > x2 ? x1 : x2);
    int maxY = (y1 > y2 ? y1 : y2);

    Ellipse2D.Float innerEllipse =
        new Ellipse2D.Float(
            minX + SELECTION_DISTANCE,
            minY + SELECTION_DISTANCE,
            maxX - minX - 2 * SELECTION_DISTANCE,
            maxY - minY - 2 * SELECTION_DISTANCE);

    Ellipse2D.Float outerEllipse =
        new Ellipse2D.Float(
            minX - SELECTION_DISTANCE,
            minY - SELECTION_DISTANCE,
            maxX - minX + 2 * SELECTION_DISTANCE,
            maxY - minY + 2 * SELECTION_DISTANCE);

    return outerEllipse.contains(px, py) && !innerEllipse.contains(px, py);
  }
Esempio n. 3
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  /** Moves the ball to the initial position */
  public final void moveToInitialPosition() {
    // set the ball stationary
    dx = 0;
    dy = 0;

    /* sets the point references of the ball to the relevant points using the
     *  centre point as a guide */
    /* centrePoint.set( (float)GameDimensions.X_DISTANCE_TO_FIELD_START
    + (GameDimensions.FIELD_WIDTH / 2),
    (float)(GameDimensions.FIELD_HEIGHT / 2));*/
    centrePoint.set(0.0f, 0.0f);
    topRightPoint.set((centrePoint.getX() + radius), (centrePoint.getY() + radius));
    topLeftPoint.set((centrePoint.getX() - radius), (centrePoint.getY() + radius));
    bottomRightPoint.set((centrePoint.getX() + radius), (centrePoint.getY() - radius));
    bottomLeftPoint.set((centrePoint.getX() - radius), (centrePoint.getY() - radius));

    // sets the image of the ball
    ballImage.setFrame(topLeftPoint.getX(), topLeftPoint.getY(), diameter, diameter);
  } // moveInitialPosition
Esempio n. 4
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  private void drawCircle(Graphics2D gr, Vec2 v, float size, Color color) {
    circle.setFrame(v.x - size, v.y - size, size * 2, size * 2);

    gr.setColor(color);
    gr.draw(circle);
  }
Esempio n. 5
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 /** sets the bullet's location by taking in two floats */
 public void setPosition(float x, float y) {
   changedPosition.x = x;
   changedPosition.y = y;
   if (changedPosition.x > Game.width || changedPosition.y > Game.height) expired = true;
   super.setFrame((double) x, (double) y, (double) size, (double) size);
 }
Esempio n. 6
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 protected void ellipseImpl(float x, float y, float w, float h) {
   ellipse.setFrame(x, y, w, h);
   drawShape(ellipse);
 }