public void draw() { if (game.screen == 0) { // checks if on starting screen game.startScreen(); // generates starting screen } else if (game.screen == 1) { // checks if on game screen game.gameScreen(); // generates game screen } }
public void mousePressed() { if (game.screen == 1) { // see above velocity = PVector.fromAngle( radians( (float) angledegrees)); // uses PVector to make a vector from the angle of the shooter if (canfire == true) { // checks if user is able to fire (if ball is active) game.shooterlist[0] = game.shooterlist[1]; // sets active ball to the next ball game.shooterlist[0].setVelocity( velocity.x, velocity.y); // adjusts velocity for ball depending on type game.shooterlist[1] = new Ball( game .createNewBall()); // creates new ball with random type as generated by the // createNewBall function canfire = false; // disables firing while ball is active } } if (game.screen == 0) { // see above if (button.pressed()) { // checks if button is pressed game.gotoGame(); // loads game } } if (game.screen == 2) { if (button.pressed()) { game.reset(); // resets game } } }
public void setup() { game = new Game(); // sets new game fill(0, 0, 0); // sets background game.screen = 0; // sets game to starting screen }