Esempio n. 1
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  /**
   * Creates a new "game" from the current engine.Globals.game variable. While the ANN stays the
   * same, the speed, actor positions, score, et cetera, are all reset.
   */
  public void newGame() {
    stopped = true;
    player.setLives(STARTING_LIVES);
    player.setScore(0);
    Graphics g = strategy.getDrawGraphics();
    waiting = true;

    Globals.state = ENEMY_HUNTER_STATE;

    player.setCenter(board.getPlayerStartPoint());
    player.setDirection(Player.DEFAULT_STARTING_DIRECTION);

    board.reset();
    Globals.blipsLeft = Globals.game.getBoard().getBlipCount();

    for (Enemy enemy : enemies) {
      enemy.reset();
    }

    GamePainters.drawBoard(board, g, this);
    GamePainters.drawEnemies(enemies, g, this);
    GamePainters.drawPlayer(player, g, this);
    GamePainters.paintBottomBar(player, board, g, this);
    strategy.show();
  }
Esempio n. 2
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  public void loadGame() {
    this.stopped = true;
    this.board = Globals.game.getBoard();
    this.enemies = Globals.game.getEnemies();
    this.setBounds(0, 0, board.getColumns() * TILE_WIDTH, board.getRows() * TILE_HEIGHT + 20);

    newGame();
  }
Esempio n. 3
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  /**
   * @param enemies An array of the different enemies
   * @param board The current board (level)
   */
  public LevelCanvas(Enemy[] enemies, Board board) {
    super();
    this.enemies = enemies;
    this.player = Globals.game.getPlayer();
    this.board = board;
    this.stopped = false;
    this.waiting = true;
    this.addKeyListener(this);
    this.setIgnoreRepaint(true);
    this.setBounds(0, 0, board.getColumns() * TILE_WIDTH, board.getRows() * TILE_HEIGHT + 20);
    this.addFocusListener(
        new FocusListener() {
          public void focusLost(FocusEvent e) {
            update();
          }

          public void focusGained(FocusEvent e) {
            update();
          }
        });
  }
Esempio n. 4
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  /**
   * Causes the ghosts and player to go back to their original starting positions. Used when a
   * player dies, for example.
   */
  public void resetCanvas() {
    Graphics g = strategy.getDrawGraphics();
    waiting = true;

    Globals.state = ENEMY_HUNTER_STATE;

    player.setCenter(board.getPlayerStartPoint());
    player.setDirection(Player.DEFAULT_STARTING_DIRECTION);

    for (Enemy enemy : enemies) {
      enemy.reset();
    }

    GamePainters.drawBoard(board, g, this);
    GamePainters.drawEnemies(enemies, g, this);
    GamePainters.drawPlayer(player, g, this);
    GamePainters.paintBottomBar(player, board, g, this);
    strategy.show();
  }
Esempio n. 5
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  /**
   * This starts the main game loop. This is the guts of the game. When the loop starts it checks to
   * see if the player has any lives left, if not, it prints "Game Over" and resets the game. If
   * there are lives left, it decides what the ghosts next move will be, detects any collisions, and
   * acts accordingly, and also gets input from the player
   */
  public void start() {
    Globals.state = ENEMY_HUNTER_STATE;
    Globals.game.setPlayer(new Player());
    player = Globals.game.getPlayer();
    player.setCenter(board.getPlayerStartPoint());
    newGame();
    paused = false;
    waiting = true;
    Point regenDoorPoint = board.getRegenDoor();
    Point regenPoint = board.getRegenPoint();
    Point playerPoint = player.getCenter();
    while ((this.isVisible()) && (player.getLives() >= 0)) {
      if (paused) {
        paintPauseScreen();
      }
      while (paused || stopped || waiting) {
        Thread.yield();
      }

      if (Globals.blipsLeft <= 0) {
        Globals.speed *= SPEED_MOD;
        resetCanvas();
        board.reset();
        Globals.blipsLeft = board.getBlipCount();
      }
      // now we need to see if the current state is enemy hunted
      if (Globals.state == ENEMY_HUNTED_STATE) {
        // now we need to see if we should go out of it
        if (Globals.timeUntilLeaveingHuntedState <= 0) {
          Globals.state = ENEMY_HUNTER_STATE;
          Globals.timeUntilLeaveingHuntedState = TIME_IN_HUNTED_STATE;
        } else {
          // we shouldn't, so we decrement the counter
          Globals.timeUntilLeaveingHuntedState -= Globals.speed;
        }
      }
      // move the player
      player.move(board.getMoveOptions(player), playerChoice);
      if (Globals.aiMode == FSA_AI_MODE) {
        // now updated the enemy movements
        for (int i = 0; i < enemies.length; i++) {
          // these are put here to reduce program jumping and cache misses as well
          Enemy enemy = enemies[i];
          int moveOptions = board.getMoveOptions(enemy);
          // first, we need to take apporpriate actions if we're on a regen tile
          if (board.getCurrentTile(enemy).isRegen()) {
            // first check to see if the enemy is alive
            if (!enemy.isAlive()) {
              // it's not, so we make it alive
              enemy.setAlive(true);
            }
            // now we tell the enemy to move towards the the door
            enemy.move(moveOptions, regenDoorPoint, true);
          } else {
            // We're not in the regen pen, so now we check if the enemy is alive
            if (!enemy.isAlive()) {
              // it's not, so we want to go towards the regen point
              enemy.move(moveOptions, regenPoint, false);
            } else {
              // the enemy is alive, so we tell it towards/away from the player
              enemy.move(moveOptions, playerPoint, false);
            }
          }
        }
      } else if (Globals.aiMode == ANN_AI_MODE) {
        // Globals.game.getNet().process(ANNTools.getBoardCondition(board, enemies, player));
        player.setInputValues(board);
        for (Enemy enemy : enemies) {
          enemy.setInputValues(board);
        }
        Globals.game.getNet().generateActivations();
        for (int i = 0; i < enemies.length; i++) {
          // Last 2 values don't matter here
          enemies[i].move(
              board.getMoveOptions(enemies[i]),
              board.getRegenDoor(),
              board.getCurrentTile(enemies[i]).isRegen());
        }
      }

      // no we check for collisions and act appropriately
      checkCollision();
      // check to see if we should notify the game that we have stepped
      if (Globals.trainingMode != TRAINING_MODE_OFF) {
        // we should, so we do.
        Globals.game.step();
      }
      // And now we sleep. The sleep time is the current speed
      try {
        Thread.sleep(Globals.speed);
      } catch (InterruptedException e) {
        break;
      }
      // no update the screen
      update();
    }
    if (player.getLives() <= 0) {
      paintGameOver();
      try {
        Thread.sleep(2500);
      } catch (InterruptedException e) {
        // DO nothing
      }
      newGame();
      start();
    }
  }