Esempio n. 1
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 /**
  * returns the amount of asteroids in the game
  *
  * @return the amount of asteroids in the game
  */
 public int getAsteroidCount() {
   int i = 0;
   for (SpaceObject object : this.objects) {
     if (object.getClass() == Asteroid.class) i++;
   }
   return i;
 }
Esempio n. 2
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  /**
   * returns the points which can be earned if all asteroids were shot down
   *
   * @return the points which can be earned if all asteroids were shot down
   */
  public int getTotalPoints() {
    int totalPoints = 0;

    for (SpaceObject object : this.objects) {
      totalPoints += object.getPoints();
    }

    return totalPoints;
  }
Esempio n. 3
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  /**
   * Generates the printable vision of each object in the game
   *
   * @return each object in the game as printable in an arraylist
   */
  public ArrayList<Printable> getPrintables() {
    ArrayList<Printable> list = new ArrayList<Printable>();

    for (SpaceObject object : this.objects) {
      list.add(object.getPrintable());
    }
    list.add(player.getPrintable());
    return list;
  }
Esempio n. 4
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  /**
   * handles objects, so deletes them if they should be deleted, all changes are made recursively
   *
   * @param objects the objects which should be handled
   * @return the rest of the objects which shouldn't be deleted
   */
  public ArrayList<SpaceObject> handleObjects(ArrayList<SpaceObject> objects) {
    if (objects.size() <= 0) return objects;

    SpaceObject thisObject = objects.get(0);
    ArrayList<SpaceObject> remainingObjects = getRestOfList(objects);
    ArrayList<SpaceObject> thisOverlappingObjects = thisObject.overlapingObjects(objects);

    if (thisObject.shouldBeDeletedIfOverlaps(thisOverlappingObjects)) {

      for (SpaceObject overlappingObject :
          thisObject.shouldBeBothDeletedIfOverlaps(thisOverlappingObjects)) {
        this.score += overlappingObject.getPoints();
        remainingObjects.remove(overlappingObject);
      }

      this.score += thisObject.getPoints();
      return handleObjects(remainingObjects);

    } else if (thisObject.shouldBeDeletedAsItCrashsWithWall(this.resolution)) {
      return handleObjects(remainingObjects);
    } else {
      remainingObjects = handleObjects(remainingObjects);
      remainingObjects.add(thisObject);
      return remainingObjects;
    }
  }
Esempio n. 5
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  /* -------------------------------------------------------------*/
  private void gravityEffect(ArrayList movingObjects) {
    // find effect of gravity on this objects from all other objects
    for (int i = 0; i < movingObjects.size(); i++) {
      // reset variables
      double add_vx = 0.0;
      double add_vy = 0.0;

      SpaceObject object = (SpaceObject) movingObjects.get(i);

      if (object.getObjCount() != objectNum
          && // ignore yourself (distance = 0!)
          !object.isBullet()
          && // ignore bullets
          !object.isSpaceShip()) // ignore spaceships
      {

        // find distance vector between planet and ball
        int x = pos_x - object.getXPos();
        int y = pos_y - object.getYPos();

        double distance = Math.sqrt(x * x + y * y);

        // find effect of planet on velocity
        double add_vec = (SpaceObject.G * k * object.getMass() * ballMass) / (distance * distance);

        add_vx = -(x / distance) * add_vec;
        add_vy = -(y / distance) * add_vec;

        // add objects speeds onto spaceship speed (clip speed if too large)
        x_speed += add_vx;
        y_speed += add_vy;
      }
    }
  }
Esempio n. 6
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  /* -------------------------------------------------------------*/
  private void objectCollision(ArrayList movingObjects) {
    for (int i = 0; i < movingObjects.size(); i++) {
      // make sure not testing if collided with yourself :P
      if (((SpaceObject) movingObjects.get(i)).getObjCount() != objectNum) {
        SpaceObject object = (SpaceObject) movingObjects.get(i);

        // find distance vector between two objects
        int x = pos_x - object.getXPos();
        int y = pos_y - object.getYPos();

        double distance = Math.sqrt(x * x + y * y);

        // has it collided with the object?
        if (distance < (radius + object.getRadius())) {
          // has it collided with a BULLET (or MISSILE)?
          if (object.isBullet()) {
            // do nothing
          }
          // is it another SPACESHIP? (INSTANT DEATH)
          else if (object.isSpaceShip()) {
            // do nothing
          }
          // collided with anything else (e.g PLANET): (INSTANT DEATH)
          else {
            collision.play();
            kill(movingObjects); // object has died
          }
        }
      }
    } // end for loop
  }
Esempio n. 7
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 @Override
 public void setPos(int x, int y) {
   super.setPos(x, y);
   img.setLocation(x, y);
 }