Пример #1
0
 private void getVelocity() {
   vy = 3.0;
   vx = rgen.nextDouble(1.0, 3.0);
   if (rgen.nextBoolean(0.5)) {
     vx = -vx;
   }
 }
Пример #2
0
 /** When mouse pressed: begin our fantastic game */
 public void mousePressed(MouseEvent e) {
   if (vx == 0) {
     vx = rgen.nextDouble(0.5, 1);
     vy = -1;
     if (rgen.nextBoolean() == true) {
       vx *= -1;
     }
   }
 }
public class RandomCircles extends GraphicsProgram {

  /** Number of circles */
  private static final int NCIRCLES = 10;

  /** Minimum radius */
  private static final double MIN_RADIUS = 5;

  /** Maximum radius */
  private static final double MAX_RADIUS = 50;

  public void run() {
    for (int i = 0; i < NCIRCLES; i++) {
      double r = rgen.nextDouble(MIN_RADIUS, MAX_RADIUS);
      double x = rgen.nextDouble(0, getWidth() - 2 * r);
      double y = rgen.nextDouble(0, getHeight() - 2 * r);
      GOval circle = new GOval(x, y, 2 * r, 2 * r);
      circle.setFilled(true);
      circle.setColor(rgen.nextColor());
      add(circle);
    }
  }

  /* Private instance variable */
  private RandomGenerator rgen = RandomGenerator.getInstance();
}
Пример #4
0
  /** getReady: Initialize the game */
  private void getReady() {

    // Make up the bricks
    double brickPerWidth =
        (getWidth() - DIST_BRICK_WALL * 2 - DIST_BRICK_BRICK * (NUM_BRICK_ROW - 1)) / NUM_BRICK_ROW;
    double brickPerHeight = BRICK_HEIGHT;
    double x_start = DIST_BRICK_WALL;
    double y_start;
    for (int i = 1; i <= NUM_BRICK_ROW; i++) {
      for (int j = 1; j <= NUM_BRICK_COL; j++) {
        y_start = 50 + (j - 1) * (DIST_BRICK_BRICK + brickPerHeight);
        GRect tmpbrick = new GRect(brickPerWidth, brickPerHeight);
        tmpbrick.setFilled(true);
        add(tmpbrick, x_start, y_start);
      }
      x_start += DIST_BRICK_BRICK + brickPerWidth;
    }

    // Make up the board
    board = new GRect(BOARD_WIDTH, BOARD_HEIGHT);
    board.setFilled(true);
    add(board, (getWidth() - BOARD_WIDTH) / 2, (getHeight() - 30));

    // Place the ball
    ball = new GOval(BALL_RADIUS * 2, BALL_RADIUS * 2);
    ball.setFilled(true);
    ball.setColor(Color.RED);
    add(ball, (getWidth() - BALL_RADIUS * 2) / 2, (getHeight() - 30 - BALL_RADIUS * 2));

    // Set up random generator
    rgen = RandomGenerator.getInstance();

    // Add Listeners
    addMouseListeners();
  }
Пример #5
0
public class Breakout_Extension extends GraphicsProgram {

  /**
   * Width and height of application window in pixels. On some platforms these may NOT actually be
   * the dimensions of the graphics canvas.
   */
  public static final int APPLICATION_WIDTH = 400;

  public static final int APPLICATION_HEIGHT = 600;

  /**
   * Dimensions of game board. On some platforms these may NOT actually be the dimensions of the
   * graphics canvas.
   */
  private static final int WIDTH = APPLICATION_WIDTH;

  private static final int HEIGHT = APPLICATION_HEIGHT;

  /** Dimensions of the paddle */
  private static final int PADDLE_WIDTH = 60;

  private static final int PADDLE_HEIGHT = 10;

  /** Offset of the paddle up from the bottom */
  private static final int PADDLE_Y_OFFSET = 30;

  /** Number of bricks per row */
  private static final int NBRICKS_PER_ROW = 10;

  /** Number of rows of bricks */
  private static final int NBRICK_ROWS = 10;

  /** Separation between bricks */
  private static final int BRICK_SEP = 4;

  /** Width of a brick */
  private static final int BRICK_WIDTH =
      (WIDTH - (NBRICKS_PER_ROW - 1) * BRICK_SEP) / NBRICKS_PER_ROW;

  /** Height of a brick */
  private static final int BRICK_HEIGHT = 8;

  /** Radius of the ball in pixels */
  private static final int BALL_RADIUS = 10;

  /** Offset of the top brick row from the top */
  private static final int BRICK_Y_OFFSET = 70;

  /** Number of turns */
  private static final int NTURNS = 3;

  /** Animation delay or pause time between ball moves */
  private static final int DELAY = 20;

  /* Method: run() */
  /** Runs the Breakout program. */

  /*
   * instance variables
   */

  private GRect paddle; // the paddle

  private GOval ball; // the ball
  private double vx, vy; // the x component and y component of velocity of ball
  private GLabel lifeCount; // the prompt to show the life user still has
  private RandomGenerator rgen = RandomGenerator.getInstance(); // create a random number generator
  private int brickCount = NBRICK_ROWS * NBRICKS_PER_ROW; // total number of bricks

  /*
   * first create the items in the game then play.
   */

  public void run() {
    setup();
    showInitialLifeCount();
    play();
  }

  /*
   * set up the items in the game, including bricks, a paddle and a ball.
   */

  private void setup() {
    drawBricks();
    drawPaddle();
    createBall();
  }

  /*
   * Draw all the bricks.
   */

  private void drawBricks() {
    for (int i = 0; i < NBRICK_ROWS; i++) {
      drawRow(i);
    }
  }

  /*
   * draw a row of the brick pile
   */

  private void drawRow(int row) {
    for (int i = 0; i < NBRICKS_PER_ROW; i++) {
      drawOneBrick(row, i);
    }
  }

  /*
   * create one brick.
   */

  private void drawOneBrick(int row, int col) {
    double x0 =
        (WIDTH - NBRICKS_PER_ROW * BRICK_WIDTH - (NBRICKS_PER_ROW - 1) * BRICK_SEP)
            / 2; // the distance of leftmost brick to left border of the world
    double x = x0 + (BRICK_WIDTH + BRICK_SEP) * col;
    double y = BRICK_Y_OFFSET + (BRICK_SEP + BRICK_HEIGHT) * row;
    GRect brick = new GRect(x, y, BRICK_WIDTH, BRICK_HEIGHT);
    brick.setFilled(true);
    colorBrick(row, brick);
    add(brick);
  }

  /*
   * set color for the bricks according to which rows they are in.
   */

  private void colorBrick(int row, GRect brick) {
    if (row < 2) {
      brick.setColor(Color.RED);
    } else if (row < 4) {
      brick.setColor(Color.ORANGE);
    } else if (row < 6) {
      brick.setColor(Color.YELLOW);
    } else if (row < 8) {
      brick.setColor(Color.GREEN);
    } else if (row < 10) {
      brick.setColor(Color.CYAN);
    }
  }

  /*
   * Draw a paddle.
   */

  private void drawPaddle() {
    double x = (WIDTH - PADDLE_WIDTH) / 2;
    double y = HEIGHT - BRICK_Y_OFFSET - PADDLE_HEIGHT;
    paddle = new GRect(x, y, PADDLE_WIDTH, PADDLE_HEIGHT);
    paddle.setFilled(true);
    add(paddle);
    addMouseListeners();
  }

  /*
   * change the x location of the paddle according to the movement of user's mouse.
   */

  public void mouseMoved(MouseEvent e) {
    if ((e.getX() > PADDLE_WIDTH / 2) && (e.getX() < WIDTH - PADDLE_WIDTH / 2)) {
      double x = e.getX() - PADDLE_WIDTH / 2;
      double y = HEIGHT - BRICK_Y_OFFSET - PADDLE_HEIGHT;
      paddle.setLocation(x, y);
    }
  }

  /*
   * draw a ball and assign a initial velocity for it
   */

  private void createBall() {
    drawBall();
    getVelocity();
  }

  /*
   * Draw a ball at the center of the world with radius BALL_RADIUS.
   */

  private void drawBall() {
    double x = WIDTH / 2 - BALL_RADIUS;
    double y = HEIGHT / 2 - BALL_RADIUS;
    double d = 2 * BALL_RADIUS;
    ball = new GOval(x, y, d, d);
    ball.setFilled(true);
    add(ball);
  }

  /*
   * The balls gains an initial speed and starts to move.
   * The x component of the initial velocity is 3.0.
   * The y component of the initial velocity is a random number of certain range.
   */

  private void getVelocity() {
    vy = 3.0;
    vx = rgen.nextDouble(1.0, 3.0);
    if (rgen.nextBoolean(0.5)) {
      vx = -vx;
    }
  }

  /*
   * display the turns users have at the beginning of the game
   */

  private void showInitialLifeCount() {
    GLabel lifeCount = prompt("You have " + NTURNS + " lives.");
    add(lifeCount);
    waitForClick();
    remove(lifeCount);
  }

  /*
   * Users start the game with a click. The game does not end until the ball falls off the bottom
   * of the screen or there is no brick left. If you break all the bricks before using up the lives,
   * you win. If the ball falls off the bottom of the screen, you turn to other round until you use
   * up all your lives.
   */

  private void play() {
    gaming();
    showPrompt();
  }

  /*
   * user plays the game. If the user loses in one turn,the game goes on to the next turn.
   * If the user loses NTURNS times, he or she loses the game. If the user wins in one turn,
   * the game does not go on to next turn, but ends.
   */

  private void gaming() {
    boolean loseOneTurn;
    boolean win = false;
    boolean stillAlive = true;
    for (int i = NTURNS; i > 0; i--) { // loops for the number of turns.
      GLabel life = showLifeCount(i);
      waitForClick();
      add(life);
      while (stillAlive) { // the ball moves and bounces until the user loses or wins the turn.
        moveBall();
        loseOneTurn =
            (ball.getY() >= HEIGHT); // user loses one turn when the ball falls under the paddle.
        win = (brickCount == 0); // user wins when there is no brick left.
        stillAlive = !(loseOneTurn || win);
      }
      if (win) break; // breaks from the loop if the user wins in one turn.
      remove(ball);
      createBall(); // a new ball appears on the center of the screen after one turn
      stillAlive = true;
      remove(life);
    }
  }

  /*
   * Show remaining lives the user has at the upper left corner of the screen.
   */

  private GLabel showLifeCount(int life) {
    GLabel lifeCount = new GLabel("Life Count: " + life);
    lifeCount.setFont("Times-15");
    lifeCount.setLocation(10, lifeCount.getAscent() + 10);
    return lifeCount;
  }

  /*
   * the ball starts to fall, and bounces when hitting the wall or objects.
   */

  private void moveBall() {
    startFall();
    checkWall();
    checkObject();
  }

  /*
   * the ball falls from its original location at the center of the screen.
   */

  private void startFall() {
    ball.move(vx, vy);
    pause(DELAY);
    ball.sendToBack();
  }

  /*
   * checks if the ball hits the left, the right or the top wall. Then change the movement
   * of the ball accordingly.
   */

  private void checkWall() {
    boolean checkLeftWall = ball.getX() <= 0;
    boolean checkRightWall = ball.getX() + BALL_RADIUS * 2 >= WIDTH;
    boolean checkTop = ball.getY() <= 0;
    if ((checkLeftWall) || (checkRightWall)) {
      vx = -vx;
    }
    if (checkTop) {
      vy = -vy;
    }
  }

  /*
   * Check the four corners of the square inscribing the ball in order.
   * If one of the corner is contained in an object other than paddle, remove the object and then bounce off.
   * If one of the corner is contained in paddle, bounce off without removing the paddle.
   *
   */

  private void checkObject() {
    // x and y parameters for the different corners
    double leftX = ball.getX();
    double rightX = ball.getX() + (2 * BALL_RADIUS);
    double upperY = ball.getY();
    double lowerY = ball.getY() + (2 * BALL_RADIUS);
    // check the corners for object
    GObject upperLeft = checkCorner(leftX, upperY); // check upper-left corner
    if (upperLeft == null) {
      GObject upperRight = checkCorner(rightX, upperY); // check upper-right corner
    }
    GObject lowerLeft = checkCorner(leftX, lowerY); // //check lower-left corner
    if (lowerLeft == null) {
      GObject lowerRight = checkCorner(rightX, lowerY); // check lower-right corner
      if ((lowerLeft == paddle)
          && (lowerRight == paddle)) { // When both lower corners hit paddle, change direction.
        vy = -vy;
      }
    }
  }

  /*
   * check one corner of the square inscribing the ball in order.
   * If one of the corner is contained in an object other than paddle, remove the object and then bounce off.
   * If one of the corner is contained in paddle, bounce off without removing the paddle.
   */

  private GObject checkCorner(double x, double y) {
    GObject obj = getElementAt(x, y); // check the corner for GObject
    if (obj == paddle) {
      vy = -Math.abs(vy);
      PrecisionPaddle();
    } else if (obj != null && obj != lifeCount) { // check if the ball hits a brick
      remove(obj);
      vy = -1.05 * vy;
      vx = 1.05 * vx;
      brickCount--;
      AudioClip bounceClip = MediaTools.loadAudioClip("bounce.au");
      bounceClip.play();
    }
    return obj;
  }

  /*
   * check if ball gets into the paddle, update location as appropriate
   */

  private void PrecisionPaddle() {
    if (ball.getY()
        > HEIGHT
            - PADDLE_Y_OFFSET
            - PADDLE_HEIGHT
            - BALL_RADIUS * 2) { // check if the ball drops below the paddle
      double diff = ball.getY() - (HEIGHT - PADDLE_Y_OFFSET - PADDLE_HEIGHT - BALL_RADIUS * 2);
      ball.move(0, -2 * diff); // move ball an amount equal to the amount it drops below the paddle
    }
  }

  /*
   * Show the prompt to indicate whether user loses or wins.
   */

  private void showPrompt() {
    if (brickCount == 0) {
      add(prompt("YOU WIN!"));
    } else {
      add(prompt("GAME OVER!"));
    }
  }
  /*
   * prompt at the end of the game to indicate whether the user wins or loses
   */

  private GLabel prompt(String endGame) {
    GLabel prompt = new GLabel(endGame);
    prompt.setFont("Times-Bold-50");
    double x = (WIDTH - prompt.getWidth()) / 2;
    double y = HEIGHT * 4.0 / 5.0;
    prompt.setLocation(x, y);
    return prompt;
  }
}