Wednesday, January 22, 2014

Today we are adding "shooting" to our game. This is our "ShootingManager" class from today:
import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)

/**
 * Write a description of class ShootingManager here.
 * 
 * @author (your name) 
 * @version (a version number or a date)
 */
public class ShootingManager extends Actor
{
    /**
     * Act - do whatever the ShootingManager wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act() 
    {
        killBadGuys();
    }    
    
    public void remove()
    {
       Actor walls = getOneIntersectingObject(Platform.class);
       if(getX() <=1 || getX() >= getWorld().getWidth() -1)
       {
           getWorld().removeObject(this);
        }
        else if(walls != null)
        {
            getWorld().removeObject(this);
        }
    }
    
    public boolean amIshot(Class clss)
    {
        Actor actor = getOneObjectAtOffset(0,0, clss);
        return actor !=null;
    }
    
    public void kill(Class clss)
    {
        Actor actor = getOneObjectAtOffset(0,0, clss);
        if(actor != null)
        {
            getWorld().removeObject(actor);
        }
    }
    
    public void killBadGuys()
    {
        if(amIshot(BadGuys.class))
        {
            kill(BadGuys.class);
            getWorld().removeObject(this);
        }
        else
        {
            remove();
        }
    }
}
And here is the current Player code:
import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)

/**
 * Write a description of class Player here.
 * 
 * @author (your name) 
 * @version (a version number or a date)
 */
public class Player extends Actor
{
    private int vSpeed = 0;
    private int acceleration = 1;
    private boolean jumping;
    private int jumpStrength = 16;
    private int speed = 4;
    
    private int direction = 1; // 1 = right and -1 = left
    private int shootingCounter = 20; // Delay shooting
    
    private GreenfootImage run1r = new GreenfootImage("run1r.png");
    private GreenfootImage run2r = new GreenfootImage("run2r.png");
    private GreenfootImage run3r = new GreenfootImage("run3r.png");
    private GreenfootImage run4r = new GreenfootImage("run4r.png");
    private GreenfootImage run1l = new GreenfootImage("run1l.png");
    private GreenfootImage run2l = new GreenfootImage("run2l.png");
    private GreenfootImage run3l = new GreenfootImage("run3l.png");
    private GreenfootImage run4l = new GreenfootImage("run4l.png");
    private int frame = 1;
    private int animationCounter = 0;
    
    /**
     * Act - do whatever the Player wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act() 
    {
        checkFall();
        checkKey();
        platformAbove();
        checkRightWalls();
        checkLeftWalls();
        shooting(); 
        shootingCounter --;
        animationCounter++;
    }   
    
    public void checkKey()
    {
        if(Greenfoot.isKeyDown("up") && jumping == false)
        {
            jump();
        }
        if(Greenfoot.isKeyDown("right"))
        {
            direction = 1;
            moveRight();
        }
        if(Greenfoot.isKeyDown("left"))
        {
            direction = -1;
            moveLeft();
        }
    }
    
    public boolean shooting()
    {
        if(Greenfoot.isKeyDown("space") && shootingCounter <= 0 && direction ==1)
        {
            getWorld().addObject(new ShootRight(), getX(), getY());
            shootingCounter = 20;
            return true;
        }
        if(Greenfoot.isKeyDown("space") && shootingCounter <= 0 && direction ==-1)
        {
            getWorld().addObject(new ShootLeft(), getX(), getY());
            shootingCounter = 20;
            return true;
        }
        return false;
    }
    
    public void moveRight()
    {
        setLocation(getX()+speed, getY());
        if(animationCounter % 4 == 0)
        {
        animateRight();
        }
    }
    
    public void animateRight()
    {
        if(frame == 1)
        {
            setImage(run1r);
        }
        else if(frame == 2)
        {
            setImage(run2r);
        }
        else if(frame == 3)
        {
            setImage(run3r);
        }
        else if(frame == 4)
        {
            setImage(run4r);
            frame = 1;
            return;
        }
        frame++;
    }
    
    public void moveLeft()
    {
        setLocation(getX()-speed, getY());
        if(animationCounter %4 == 0)
        {
        animateLeft();
    }
    }
    
    public void animateLeft()
    {
        if(frame == 1)
        {
            setImage(run1l);
        }
        else if(frame == 2)
        {
            setImage(run2l);
        }
        else if(frame == 3)
        {
            setImage(run3l);
        }
        else if(frame == 4)
        {
            setImage(run4l);
            frame = 1;
            return;
        }
        frame++;
    }
    
    public boolean platformAbove()
    {
        int spriteHeight = getImage().getHeight();
        int yDistance = (int)(spriteHeight/-2);
        Actor ceiling = getOneObjectAtOffset(0, yDistance, Platform.class);
        if(ceiling != null)
        {
            vSpeed = 1;
            bopHead(ceiling);
            return true;
        }
        else
    {
        return false;
    }
    }
    
    public boolean checkRightWalls()
    {
        int spriteWidth = getImage().getWidth();
        int xDistance = (int)(spriteWidth/2);
        Actor rightWall = getOneObjectAtOffset(xDistance, 0, Platform.class);
        if(rightWall == null)
        {
            return false;
        }
        else
        {
            stopByRightWall(rightWall);
            return true;
        }
    }
    
    public void stopByRightWall(Actor rightWall)
    {
        int wallWidth = rightWall.getImage().getWidth();
        int newX = rightWall.getX() - (wallWidth + getImage().getWidth())/2;
        setLocation(newX - 5, getY());
        
    }
    
        public boolean checkLeftWalls()
    {
        int spriteWidth = getImage().getWidth();
        int xDistance = (int)(spriteWidth/-2);
        Actor leftWall = getOneObjectAtOffset(xDistance, 0, Platform.class);
        if(leftWall == null)
        {
            return false;
        }
        else
        {
            stopByLeftWall(leftWall);
            return true;
        }
    }
    
    public void stopByLeftWall(Actor leftWall)
    {
        int wallWidth = leftWall.getImage().getWidth();
        int newX = leftWall.getX() + (wallWidth + getImage().getWidth())/2;
        setLocation(newX + 5, getY());
        
    }
  
    public void bopHead(Actor ceiling)
    {
        int ceilingHeight = ceiling.getImage().getHeight();
        int newY = ceiling.getY() + (ceilingHeight + getImage().getHeight())/2;
        setLocation(getX(), newY);
    }
    
    public void fall()
    {
        setLocation(getX(), getY() + vSpeed);
        if(vSpeed <=9)
        {
            vSpeed = vSpeed + acceleration;
        }
        jumping = true;
    }
    
    public boolean onGround()
    {
        int spriteHeight = getImage().getHeight();
        int yDistance = (int)(spriteHeight/2) + 5;
        Actor ground = getOneObjectAtOffset(0, getImage().getHeight()/2, Platform.class);
        if(ground == null)
        {
            jumping = true;
            return false;
        }
        else
        {
            moveToGround(ground);
            return true;
        }
    }
    
    public void moveToGround(Actor ground)
    {
        int groundHeight = ground.getImage().getHeight();
        int newY = ground.getY() - (groundHeight + getImage().getHeight())/2;
        setLocation(getX(), newY);
        jumping = false;
    }
    
    
    public void checkFall()
    {
        if(onGround())
        {
            vSpeed = 0;
        }
        else
        {
            fall();
        }
    }
    
    public void jump()
    {
        vSpeed = vSpeed - jumpStrength;
        jumping = true;
        fall();
    }
}

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