public static void main(String[] args) { int[] turns = {5, 3, 7, 5, 9, 7, 11}; ActorWorld world = new ActorWorld(); DancingBug bob = new DancingBug(turns); world.add(new Location(5, 5), bob); world.show(); }
public void addItem() { int pick = (int) (Math.random() * openSpaces.size()); // System.out.println("openspaces is size " + openSpaces.size()); Location l = openSpaces.get(pick); int choose = (int) (Math.random() * 3); // System.out.println(choose); switch (choose) { case 0: Apple a = new Apple(); world.add(l, a); openSpaces.remove(l); break; case 1: GrimyFood f = new GrimyFood(); world.add(l, f); openSpaces.remove(l); break; case 2: OranBerry o = new OranBerry(); world.add(l, o); openSpaces.remove(l); break; } }
public static void main(String[] args) { RockHound rockHound = new RockHound(); ActorWorld actorWorld = new ActorWorld(); actorWorld.add(rockHound); actorWorld.add(new Rock()); actorWorld.show(); }
public static void main(String[] args) { ActorWorld world = new ActorWorld(); Jumper alice = new Jumper(); alice.setColor(Color.ORANGE); world.add(new Location(5, 5), alice); world.show(); }
public static void main(String[] args) { ActorWorld player = new ActorWorld(); CircleBug round = new CircleBug(3); round.setColor(Color.GREEN); player.add(new Location(5, 5), round); player.show(); }
public static void main(String[] args) { int[] directions = {2, 7, 9, 1, 5, 6, 3, 9, 4, 2, 1, 4, 3, 2}; ActorWorld world = new ActorWorld(); DancingBug alice = new DancingBug(directions); alice.setColor(Color.ORANGE); world.add(new Location(7, 8), alice); world.show(); }
public static void main(String[] args) { ActorWorld world = new ActorWorld(); CircleBug alice = new CircleBug(6); alice.setColor(Color.ORANGE); CircleBug bob = new CircleBug(3); world.add(new Location(7, 8), alice); world.add(new Location(5, 5), bob); world.show(); }
public static void main(String[] args) { ActorWorld world = new ActorWorld(); int num = 50; for (int i = 0; i < num; i++) { world.add(new Critter()); } world.add(new BlusterCritter(15)); world.show(); }
/** * Adds two different Jumpers to a world, one with its color changed to Orange * * @param args */ public static void main(String[] args) { ActorWorld world = new ActorWorld(); Jumper alpha = new Jumper(); alpha.setColor(Color.ORANGE); Jumper beta = new Jumper(); world.add(new Location(7, 8), alpha); world.add(new Location(5, 5), beta); world.show(); }
public static void main(String[] args) { // create a patten array int[] a = {1, 2, 3, 4, 5, 6, 7, 8}; ActorWorld world = new ActorWorld(); // creat a DancingBug with the patten array above DancingBug zyh = new DancingBug(a); zyh.setColor(Color.ORANGE); // add the bug into grid, and set the location initially world.add(new Location(5, 5), zyh); world.show(); }
public static void main(String[] args) { ActorWorld world = new ActorWorld(); // world.add(new Location(7, 8), new Rock()); // world.add(new Location(3, 3), new Rock()); // world.add(new Location(2, 8), new Rock(Color.BLUE)); // world.add(new Location(5, 5), new Rock(Color.PINK)); // world.add(new Location(1, 5), new Rock(Color.RED)); // world.add(new Location(7, 2), new Rock(Color.YELLOW)); // world.add(new Location(4, 4), new ChameleonCritter()); world.add(new Location(5, 8), new ChameleonCritter()); world.show(); }
public static void main(String[] args) { ActorWorld world = new ActorWorld(); ZBug alice = new ZBug(6); alice.setColor(Color.ORANGE); ZBug bob = new ZBug(3); // world.add(new Location(7, 8), alice); // world.add(new Location(5, 5), bob); bob.putSelfInGrid(world.getGrid(), new Location(0, 0)); bob.removeSelfFromGrid(); // bob.removeSelfFromGrid(); bob.putSelfInGrid(world.getGrid(), new Location(0, 2)); world.show(); }
/** * Generates the next generation based on the rules of the Game of Life and updates the grid * associated with the world * * @pre the game has been initialized * @post the world has been populated with a new grid containing the next generation */ public void createNextGeneration() { /** * You will need to read the documentation for the World, Grid, and Location classes in order to * implement the Game of Life algorithm and leverage the GridWorld framework. */ // create the grid, of the specified size, that contains Actors Grid<Actor> grid = world.getGrid(); // insert magic here... BoundedGrid<Actor> newgrid = new BoundedGrid<Actor>(ROWS, COLS); int col = getNumCols(); int row = getNumRows(); for (int column = 0; column < col; column++) { for (int rows = 0; rows < row; rows++) { Actor cell = getActor(rows, column); Location location = new Location(rows, column); if (cell != null) { ArrayList<Actor> Neighbors = grid.getNeighbors(location); int Neighborscount = Neighbors.size(); if (Neighborscount == 3) { // lives Rock newrock1 = new Rock(); Location newloc1 = new Location(rows, column); newgrid.put(newloc1, newrock1); } else if (Neighborscount == 2) { // lives Rock newrock1 = new Rock(); Location newloc1 = new Location(rows, column); newgrid.put(newloc1, newrock1); } else if (Neighborscount < 3) { // dies } else if (Neighborscount > 3) { // dies } } else if (cell == null) { ArrayList<Actor> Neighbors = grid.getNeighbors(location); int Neighborscount = Neighbors.size(); if (Neighborscount == 3) { // reborn Rock newrock1 = new Rock(); Location newloc1 = new Location(rows, column); newgrid.put(newloc1, newrock1); } } } } world.setGrid(newgrid); world.show(); }
public static void main(String[] args) { ActorWorld world = new ActorWorld(); // DancingBug alice = new DancingBug(6); // alice.setColor(Color.ORANGE); Random r = new Random(); int[] array = new int[100]; for (int i = 0; i < array.length; i++) { array[i] = r.nextInt(5); } DancingBug bob = new DancingBug(array); // world.add(new Location(7, 8), alice); world.add(new Location(5, 5), bob); world.show(); }
public static void main(String[] args) { int[] i = { 2, 5, 6, 8, 14, 56, 5, 1, 5, 4, 52, 52, 5, 87, 85, 542, 1, 2, 6, 8, 4, 5, 5, 2, 1, 5, 4, 5, 2, 1, 5, 4, 87, 5, 1, 2, 4, 85, 52, 7, 4, 76, 36, 35, 6 }; ActorWorld world = new ActorWorld(); BoxBug alice = new BoxBug(6); DancingBug b = new DancingBug(i); alice.setColor(Color.ORANGE); BoxBug bob = new BoxBug(3); // world.add(new Location(7, 8), alice); // world.add(new Location(5, 5), bob); world.add(new Location(4, 3), b); world.show(); }
public static void main(String[] args) { ActorWorld world = new ActorWorld(); world.addGridClass("SparseBoundedGrid"); world.addGridClass("SparseBoundedGrid1"); world.addGridClass("SparseBoundedGrid2"); world.addGridClass("SparseBoundedGrid3"); world.addGridClass("UnboundedGrid2"); world.setGrid(new SparseBoundedGrid3<Actor>(10, 10)); world.add(new Location(5, 6), new Bug()); world.add(new Location(4, 3), new Critter()); world.show(); }
public static void main(String[] args) { Color purple = new Color(148, 0, 211); ActorWorld world = new ActorWorld(); Bug redBug = new Bug(); world.add(redBug); System.out.println(redBug.getLocation()); makeBugs(world, 10); // colorBug(redBug); // moveBug(redBug, 5); // randomBug(redBug, 10000); world.add(new Rock()); world.show(); }
@Test public void testBasicFeature() { ActorWorld world = new ActorWorld(); Jumper a = new Jumper(Color.RED); Jumper b = new Jumper(Color.GREEN); Jumper c = new Jumper(Color.BLUE); world.add(new Location(2, 0), a); a.act(); assertEquals(0, a.getLocation().getRow()); assertEquals(0, a.getLocation().getCol()); assertEquals(Location.NORTH, a.getDirection()); world.add(new Location(1, 3), b); b.act(); assertEquals(0, b.getLocation().getRow()); assertEquals(3, b.getLocation().getCol()); assertEquals(Location.NORTH, b.getDirection()); b.act(); assertEquals(0, b.getLocation().getRow()); assertEquals(3, b.getLocation().getCol()); assertEquals(Location.NORTHEAST, b.getDirection()); b.act(); assertEquals(0, b.getLocation().getRow()); assertEquals(3, b.getLocation().getCol()); assertEquals(Location.EAST, b.getDirection()); b.act(); assertEquals(0, b.getLocation().getRow()); assertEquals(5, b.getLocation().getCol()); assertEquals(Location.EAST, b.getDirection()); world.add(new Location(0, 6), c); c.act(); assertEquals(0, c.getLocation().getRow()); assertEquals(6, c.getLocation().getCol()); assertEquals(Location.NORTHEAST, c.getDirection()); c.act(); assertEquals(0, c.getLocation().getRow()); assertEquals(6, c.getLocation().getCol()); assertEquals(Location.EAST, c.getDirection()); c.act(); assertEquals(0, c.getLocation().getRow()); assertEquals(8, c.getLocation().getCol()); assertEquals(Location.EAST, c.getDirection()); }
public static void main(String[] args) { // UnboundedGrid ugr=new UnboundedGrid(); ActorWorld world = new ActorWorld(); /*world.add(new Location(-1,-1),new MazeBug()); for(int i=0;i<=40;i++){ for(int j=0;j<=40;j+=40){ world.add(new Location(i,j),new Rock()); } } for(int i=0;i<=40;i+=40){ for(int j=0;j<=40;j++){ world.add(new Location(i,j),new Rock()); } }*/ world.add(new Location(0, 0), new MazeBug()); world.add(new Location(0, 1), new MazeBug2()); world.add(new Location(1, 1), new Rock()); world.show(); }
public static void main(String[] args) { ActorWorld world = new ActorWorld(); // 在world中添加actors world.add(new Flower()); world.add(new Location(4, 4), new MazeBug1()); world.add(new Location(5, 3), new Rock()); world.add(new Location(4, 3), new Rock()); world.add(new Location(3, 3), new Rock()); world.add(new Location(2, 4), new Rock()); world.add(new Location(6, 5), new Rock()); world.add(new Location(5, 5), new Rock()); world.add(new Location(5, 6), new Rock()); world.add(new Location(3, 5), new Rock()); world.add(new Location(3, 6), new Rock()); world.add(new Location(4, 7), new Rock()); world.add(new Location(7, 4), new Rock()); world.add(new Location(6, 3), new Rock()); // 显示world world.show(); }
public static void main(String[] args) { Grid<Actor> grid = new BoundedGrid<Actor>(20, 20); ActorWorld world = new ActorWorld(grid); world.add(new Location(9, 9), new BeMeCritter()); world.add(new Location(2, 5), new BeMeCritter(Color.green)); world.add(new Critter()); world.add(new Location(2, 10), new Rock()); world.add(new Location(10, 10), new BeMeCritter()); world.add(new Location(10, 9), new Critter()); world.show(); }
/** * Default constructor for objects of class GameOfLife * * @post the game will be initialized and populated with the initial state of cells */ public GameOfLife(boolean test) { // create the grid, of the specified size, that contains Actors UnboundedGrid<Actor> grid = new UnboundedGrid<Actor>(); // create a world based on the grid world = new ActorWorld(grid); // populate the game populateGame(test); // display the newly constructed and populated world world.show(); }
/** * Default constructor for objects of class GameOfLife * * @post the game will be initialized and populated with the initial state of cells */ public GameOfLife() { // create the grid, of the specified size, that contains Actors BoundedGrid<Actor> grid = new BoundedGrid<Actor>(ROWS, COLS); // create a world based on the grid world = new ActorWorld(grid); // populate the game populateGame(); // display the newly constructed and populated world world.show(); }
public static void makeBugs(ActorWorld world, int n) { for (int i = 0; i < n; i++) { Bug coloredBug = new Bug(); world.add(coloredBug); int x = coloredBug.getLocation().getCol(); int y = coloredBug.getLocation().getRow(); coloredBug.setColor(new Color(25 * y, 0, 25 * x)); } }
public void nextLevel() { // if (!firstStage) this.getInfo().writeText("You moved to the next stage!"); // else // firstStage = false; // boolean check = false; Dungeon d; floorLevel++; if (floorLevel == 6) JOptionPane.showMessageDialog( null, "Great Job! You beat the game (as it is right now). If you want you can continue."); d = new Dungeon(60, 60); // creates a dungeon ArrayList<Room> roo = d.getRooms(); boolean reDo = d.checkRooms(); while (reDo == true) { d = new Dungeon(50, 50); reDo = d.checkRooms(); } land = d.getDungeon(); // / change to land openSpaces = openLocations(); // gets locations of the rooms/corridors hero.setLand(this.land); grid = new BoundedGrid<>(land.length, land[1].length); world = new ActorWorld(grid); int counter = 0; for (int i = 0; i < numEnemies * floorLevel; i++) { addEnemy(); counter++; } for (int i = 0; i < numItems + floorLevel; i++) { addItem(); } Location l = (openSpaces.get((int) (Math.random() * openSpaces.size()))); world.add(openSpaces.get((int) (Math.random() * openSpaces.size())), hero.main); hero.setGrid(grid); hero.setPanel(this); addStairs(); ArrayList<ArrayList<Location>> a = d.getCorridors(); for (ArrayList<Location> lo : a) { for (int i = 0; i < lo.size(); i++) { openSpaces.add(lo.get(i)); } } repaint(); }
public void startGame() { JOptionPane.showMessageDialog( null, "Welcome to Pokemon Mystery Dungeon! Reach the 6th stage to beat the game!"); // if (!firstStage) // this.getInfo().writeText("You moved to the next stage!"); // else // firstStage = false; // boolean check = false; Dungeon d; d = new Dungeon(60, 60); // creates a dungeon ArrayList<Room> roo = d.getRooms(); boolean reDo = d.checkRooms(); while (reDo == true) { d = new Dungeon(50, 50); reDo = d.checkRooms(); } land = d.getDungeon(); // / change to land openSpaces = openLocations(); // gets locations of the rooms/corridors grid = new BoundedGrid<>(land.length, land[1].length); world = new ActorWorld(grid); int counter = 0; for (int i = 0; i < numEnemies * floorLevel; i++) { addEnemy(); counter++; } for (int i = 0; i < numItems + floorLevel; i++) { addItem(); } PersonalityTest t = new PersonalityTest(land); Pokemon z = t.chooseCharacter(this); hero = new Hero(z, land, this); Location l = (openSpaces.get((int) (Math.random() * openSpaces.size()))); world.add(openSpaces.get((int) (Math.random() * openSpaces.size())), hero.main); hero.setGrid(grid); hero.setPanel(this); addStairs(); ArrayList<ArrayList<Location>> a = d.getCorridors(); for (ArrayList<Location> lo : a) { for (int i = 0; i < lo.size(); i++) { openSpaces.add(lo.get(i)); } } repaint(); }
private void addEnemy() { int pick = (int) (Math.random() * openSpaces.size()); // System.out.println("openspaces is size " + openSpaces.size()); Location l = openSpaces.get(pick); // System.out.println(l); int choose = (int) (Math.random() * 4); // System.out.println(choose); switch (choose) { case 0: Cyndaquil a = new Cyndaquil(true, land, this); world.add(l, a); openSpaces.remove(l); enemies.add(a); break; case 1: Mudkip m = new Mudkip(true, land, this); world.add(l, m); // System.out.println("Pokemon here"); openSpaces.remove(l); enemies.add(m); break; case 2: Munchlax mu = new Munchlax(true, land, this); world.add(l, mu); // System.out.println("Pokemon here"); openSpaces.remove(l); enemies.add(mu); break; case 3: Pichu p = new Pichu(true, land, this); world.add(l, p); openSpaces.remove(l); enemies.add(p); break; } }
/** * Creates the actors and inserts them into their initial starting positions in the grid * * @pre the grid has been created * @post all actors that comprise the initial state of the game have been added to the grid */ private void populateGame(boolean test) { // constants for the location of the three cells initially alive // the grid of Actors that maintains the state of the game // (alive cells contains actors; dead cells do not) Grid<Actor> grid = world.getGrid(); Random rand = new Random(); int n; // Nunmber variable for random number // Runs for regular program if (test == false) { // Randomly places an actor at coordinates (a, i) for (int i = 0; i <= 1000; i++) { for (int a = 0; a <= 1000; a++) { n = rand.nextInt(10); // Randomly chooses where an actor is initially placed on a grid if (n == 2 || n == 5 || n == 7 || n == 9 || n == 1) { Actor rock1 = new Actor(); Location loc1 = new Location(i, a); grid.put(loc1, rock1); } } } } // Tested version (Works if this is placed as code for populateGame) if (test == true) { for (int i = 0; i <= 4; i++) { for (int a = 0; a <= 4; a++) { if (i == 0 && a == 0 || i == 0 && a == 4 || i == 1 && a == 1 || i == 1 && a == 3 || i == 2 && a == 2 || i == 3 && a == 1 || i == 3 && a == 3 || i == 4 && a == 0 || i == 4 && a == 4) { Actor rock1 = new Actor(); Location loc1 = new Location(i, a); grid.put(loc1, rock1); } } } } }
public boolean getResult() { if (!runned) { runned = true; world.step(); result = false; for (int i = 0; i < jumperToTest.length; ++i) if (jumperToTest[i].check() == false) return false; if (flowerToTest != null) { for (int i = 0; i < flowerToTest.length; ++i) if (flowerToTest[i].check() == false) return false; } result = true; } return result; }
public static void main(String[] args) { // ActorWorld world = new ActorWorld(new UnboundedGrid2<Actor>()); ActorWorld world = new ActorWorld(new SparseBoundedGrid<Actor>(30, 30)); // ActorWorld world = new ActorWorld(new SparseBoundedGrid2<Actor>(30, 30)); // ActorWorld world = new ActorWorld(); world.addGridClass("SparseBoundedGrid"); world.addGridClass("SparseBoundedGrid2"); world.addGridClass("UnboundedGrid2"); world.add(new Location(4, 4), new Bug()); world.add(new Location(2, 2), new Bug()); // world.remove(new Location(2, 2)); world.add(new Location(3, 2), new Bug()); world.show(); // world.show(); }