/** * 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(); }
public void paintComponent(Graphics g) { super.paintComponent(g); height = this.getHeight(); width = this.getWidth(); drawPlayers(g); g.setColor(Color.WHITE); g.drawString("Score", width - 60, 25); g.drawString(String.valueOf(score), width - 60, 40); if (countdownF) { g.drawString(String.valueOf(counterN), width / 2 - 10, height / 2); } else { if ((spawnCircleB) && (spawnIncrease)) { spawnCircles(); } if (spawnMonsterB) { spawnMonsters(); } if (spawnRandomersB) { spawnRandomers(); } if (spawnRainB) { spawnRain(); } if (spawnBombB()) { spawnBomb(); } try { Iterator i = enemies.iterator(); while (i.hasNext()) { Enemy e = (Enemy) i.next(); Iterator j = players.iterator(); while (j.hasNext()) { Player p = (Player) j.next(); e.move(players, programSpeedAdjust /*/players.size()*/); if ((e.collidesWith(p.getX(), p.getY())) && (!p.getImmunity())) { p.decLives(p.getX(), p.getY()); p.setImmunity(true); } } e.paint(g); } } catch (Exception e) { } } drawLayout(g); }
private boolean spawnBombB() { boolean bombPartsExist = false; try { Iterator i = enemies.iterator(); while (i.hasNext()) { Enemy e = (Enemy) i.next(); if (e.getClass().equals(EnemyTypes.Bomb.class) || (e.getClass().equals(EnemyTypes.Shrapnel.class))) { bombPartsExist = true; break; } } } catch (Exception e) { } return !bombPartsExist; }
/** * 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(); }
/** Checks if the player collides with a blip, power blip, or a ghost. */ public void checkCollision() { Rectangle playerRect = new Rectangle(player.getCenter().x - 8, player.getCenter().y - 8, 13, 13); for (Enemy enemy : enemies) { Rectangle enemyRect = new Rectangle(enemy.getCenter().x - 8, enemy.getCenter().y - 8, 13, 13); if (playerRect.intersects(enemyRect)) { if (!enemy.isAlive()) { continue; } if (Globals.state == ENEMY_HUNTER_STATE) { Globals.game.playerKilled(); player.loseALife(); // player is dead, so we paint the dead player screen paintDeadPlayer(); try { // sleep to make it stay on screen Thread.sleep(1500); } catch (InterruptedException e) { // DO nothing } resetCanvas(); // we return because only one enemy should be able to make a player lose a life return; } else if (Globals.state == ENEMY_HUNTED_STATE) { if (enemy.isAlive()) { enemy.setAlive(false); player.addPoints(POINTS_FOR_KILLING_ENEMY); } } } else { continue; } } }
/** * 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(); } }