PlayState.java 4.7 KB

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  1. package model.gameState;
  2. import java.awt.BasicStroke;
  3. import java.awt.Color;
  4. import java.awt.Graphics2D;
  5. import java.awt.geom.Line2D;
  6. import java.awt.geom.Rectangle2D;
  7. import java.util.ArrayList;
  8. import java.util.Collections;
  9. import java.util.Iterator;
  10. import java.util.List;
  11. import model.GameModel;
  12. import model.drawObjects.Bullet;
  13. import model.drawObjects.Enemy;
  14. import model.drawObjects.Player;
  15. import model.objects.InfoPanel;
  16. import model.objects.PlayArea;
  17. import control.GameStateManager;
  18. import control.button.ButtonEvent;
  19. import control.joystick.JoystickEvent;
  20. public class PlayState extends GameState{
  21. public static final Rectangle2D borderRect = new Rectangle2D.Double(256, 0, 1024, 1024);
  22. private PlayArea area;
  23. private InfoPanel infoPanel;
  24. private Player player;
  25. private List<Enemy> enemys;
  26. private List<Bullet> bullets;
  27. private Iterator<Enemy> enemyIterator;
  28. private Iterator<Bullet> bulletIterator;
  29. public PlayState(GameStateManager gsm) {
  30. super(gsm);
  31. area = new PlayArea((int) borderRect.getX(),1024,1024,100);
  32. infoPanel = new InfoPanel(0, 0);
  33. enemys = Collections.synchronizedList(new ArrayList<Enemy>());
  34. bullets = Collections.synchronizedList(new ArrayList<Bullet>());
  35. player = new Player(1280-1024+1024/2, 1024/2);
  36. for(int i = 0; i < 8; i++){
  37. Line2D line = area.getLine(i);
  38. addEnemy(line, Color.BLUE, 200);
  39. }
  40. }
  41. @Override
  42. public void init() {
  43. }
  44. @Override
  45. public void update() {
  46. player.update();
  47. bulletIterator = bullets.iterator();
  48. while(bulletIterator.hasNext()){
  49. Bullet b = bulletIterator.next();
  50. //als de bullet de border raakt verwijder hem, anders update je hem
  51. if(!borderRect.intersectsLine(b.bullet)){
  52. bulletIterator.remove();
  53. break;
  54. }
  55. else{
  56. b.update();
  57. }
  58. }
  59. enemyIterator = enemys.iterator();
  60. while(enemyIterator.hasNext()){
  61. Enemy e = enemyIterator.next();
  62. e.update();
  63. //als de enemy de octagon raakt verwijder hem
  64. if(area.octagon.intersects(e.getCircle().getBounds2D())){
  65. enemyIterator.remove();
  66. }
  67. //nu kijken of je de enemy raakt met een bullet
  68. else{
  69. bulletIterator = bullets.iterator();
  70. while(bulletIterator.hasNext()){
  71. Bullet b = bulletIterator.next();
  72. //kijkt of de enemy een bullet tegen komt, zoja verwijder de bullet, zoniet update de enemy.
  73. if(e.bulletHitMe(b)){
  74. bulletIterator.remove();
  75. //kijkt of de bullet die de enemy heeft gehit, ook dezelfde kleur heeft als de enemy, zoja verwijder de enemy
  76. if(e.ColorHitMe(b)){
  77. enemyIterator.remove();
  78. break;
  79. }
  80. }
  81. }
  82. }
  83. }
  84. while(enemys.size() < 8){
  85. int index = (int)(Math.random()*8);
  86. int color = (int)(Math.random()*GameModel.colors.length);
  87. Line2D line = area.getLine(index);
  88. addEnemy(line,GameModel.colors[color],200);
  89. }
  90. }
  91. @Override
  92. public void draw(Graphics2D g2) {
  93. infoPanel.draw(g2);
  94. g2.setClip(borderRect);
  95. area.draw(g2);
  96. if(enemys != null){
  97. if(!enemys.isEmpty()){
  98. for(Enemy enemy : enemys){
  99. enemy.draw(g2);
  100. }
  101. }
  102. }
  103. g2.setStroke(new BasicStroke(5));
  104. for(Bullet b : bullets){
  105. b.draw(g2);
  106. }
  107. if(player != null)
  108. player.draw(g2);
  109. }
  110. @Override
  111. public void buttonPressed(ButtonEvent e) {
  112. switch(e.getButton().getButtonID()){
  113. case 1:
  114. addBullet(GameModel.colors[0],player.getIndex());
  115. break;
  116. case 2:
  117. addBullet(GameModel.colors[1],player.getIndex());
  118. break;
  119. case 3:
  120. addBullet(GameModel.colors[2],player.getIndex());
  121. break;
  122. case 4:
  123. addBullet(GameModel.colors[3],player.getIndex());
  124. break;
  125. case 5:
  126. addBullet(GameModel.colors[4],player.getIndex());
  127. break;
  128. case 6:
  129. addBullet(GameModel.colors[5],player.getIndex());
  130. break;
  131. }
  132. }
  133. @Override
  134. public void buttonReleased(ButtonEvent e) {
  135. // System.out.println("Playstate button released: "+e.getButton().getButtonID());
  136. }
  137. @Override
  138. public void onJoystickMoved(JoystickEvent e) {
  139. switch(e.getJoystick().getPos()){
  140. case CENTER:
  141. break;
  142. case DOWN:
  143. player.setIndex(4);
  144. break;
  145. case DOWN_LEFT:
  146. player.setIndex(5);
  147. break;
  148. case DOWN_RIGHT:
  149. player.setIndex(3);
  150. break;
  151. case LEFT:
  152. player.setIndex(6);
  153. break;
  154. case RIGHT:
  155. player.setIndex(2);
  156. break;
  157. case UP:
  158. player.setIndex(0);
  159. break;
  160. case UP_LEFT:
  161. player.setIndex(7);
  162. break;
  163. case UP_RIGHT:
  164. player.setIndex(1);
  165. break;
  166. default:
  167. break;
  168. }
  169. }
  170. public void addEnemy(Line2D path,Color c,double speed){
  171. enemys.add(new Enemy(path,c,20,speed));
  172. }
  173. public void addBullet(Color c,int index){ ;
  174. bullets.add(new Bullet(10, c, 10, index,area.paths.get(index)));
  175. }
  176. public void removeBullet(Bullet bullet){
  177. bullets.remove(bullet);
  178. }
  179. }