Make GameConfig actually final, move game screen dimensions into GameConfig.
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@ -1,4 +1,3 @@
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name:Testlevel \o/
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backgroundMusic:music/ScooterFriendsTurbo8Bit.wav
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background:CloudBackground
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@ -158,6 +158,7 @@ public class GameFrame extends JFrame {
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* Apply rendering hints to the given Graphics2D.
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* KEY_ANTIALIASING is very expensive and doesn't do much more over KEY_TEXT_ANTIALIASING
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*/
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@SuppressWarnings("unused")
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private void applyRenderingHints(Graphics2D bufferedGraphics) {
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if(GameConfig.keyAntialiasing == true) {
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bufferedGraphics.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
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@ -2,8 +2,9 @@ package de.teamteamteam.spacescooter.brain;
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/**
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* This static class contains important game configuration.
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* Contains initial constant values only.
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*/
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public class GameConfig {
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public final class GameConfig {
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/**
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* Whether debug output (and more) is enabled or disabled.
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@ -13,47 +14,69 @@ public class GameConfig {
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/**
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* Width of GameWindow.
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*/
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public static int windowWidth = 800;
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public static final int windowWidth = 800;
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/**
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* Height of GameWindow.
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*/
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public static int windowHeight = 650;
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public static final int windowHeight = 650;
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/**
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* Offset where the X=0 coordinate of the actual game screen starts.
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*/
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public static final int gameScreenXOffset = 0;
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/**
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* Offset where the Y=0 coordinate of the actual game screen starts.
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* This is currently influenced by the 50px interface bar at the top.
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*/
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public static final int gameScreenYOffset = 50;
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/**
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* Actual width of the game screen.
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*/
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public static final int gameScreenWidth = GameConfig.windowWidth;
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/**
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* Actual height of the game screen.
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* This is currently influenced by the 50px interface bar at the top.
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*/
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public static final int gameScreenHeight = GameConfig.windowHeight - 50;
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/**
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* Title of the game window.
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*/
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public static String windowTitle = "SpaceScooter!";
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public static final String windowTitle = "SpaceScooter!";
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/**
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* Whether or not anti aliasing will be used for shapes.
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*/
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public static boolean keyAntialiasing = false;
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public static final boolean keyAntialiasing = false;
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/**
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* Whether or not to apply anti aliasing on text.
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*/
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public static boolean textAntialiasing = false;
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public static final boolean textAntialiasing = false;
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/**
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* The maximum number of points a player can reach.
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*/
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public static int maximumPlayerScore = 99999999;
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public static final int maximumPlayerScore = 99999999;
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/**
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* Initial health points the player will have.
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*/
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public static int initialPlayerHealthPoints = 100;
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public static final int initialPlayerHealthPoints = 100;
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/**
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* Initial shield points the player ship will have.
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*/
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public static int initialPlayerShieldPoints = 0;
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public static final int initialPlayerShieldPoints = 0;
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/**
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* Damage the player ships shots will cause initially.
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*/
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public static int initialPlayerShotDamage = 10;
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public static final int initialPlayerShotDamage = 10;
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/**
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* Private constructor, this class will never be instantiated.
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@ -1,5 +1,6 @@
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package de.teamteamteam.spacescooter.entity.enemy;
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import de.teamteamteam.spacescooter.brain.GameConfig;
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import de.teamteamteam.spacescooter.entity.explosion.MultiExplosion;
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import de.teamteamteam.spacescooter.gui.BossHealthBar;
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import de.teamteamteam.spacescooter.utility.Random;
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@ -42,7 +43,7 @@ public class EnemyBoss extends Enemy{
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@Override
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public void update() {
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super.update();
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this.setPosition(750, this.getY()+move);
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this.setPosition(GameConfig.windowWidth-65, this.getY()+move);
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if(this.getY() == 51){
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move = 1;
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}
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@ -52,26 +52,6 @@ public final class Level {
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*/
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private int gameOverDelay;
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/**
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* Offset for game screen 0 coordinate on X axis.
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*/
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private int gameScreenXOffset;
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/**
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* Offset for game screen 0 coordinate on Y axis.
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*/
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private int gameScreenYOffset;
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/**
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* Actual width of game screen.
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*/
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private int gameScreenWidth;
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/**
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* Actual height of game screen.
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*/
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private int gameScreenHeight;
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/**
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* Constructor creating a LevelConfig based on a given config file.
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*/
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@ -80,12 +60,6 @@ public final class Level {
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this.isGameOver = false;
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this.gameOverDelay = 3;
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this.config = Loader.getLevelConfigByFilename(levelConfig);
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//TODO: Put this into the GameConfig!
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this.gameScreenXOffset = 0;
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this.gameScreenYOffset = 50;
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this.gameScreenWidth = GameConfig.windowWidth - 1; //This is fine.
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this.gameScreenHeight = GameConfig.windowHeight - 51; //TODO: NOT HARDCODE THIS :/
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}
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@ -131,8 +105,10 @@ public final class Level {
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if(relativeTimeWithinCurrentInterval % Math.max(1,intervalModulus) == 0) {
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//If the rule matches the current time, spawn the configured Entity in the configured amount:
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for(int i=0; i<spawnRule[2]; i++) {
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int x = this.gameScreenWidth + this.gameScreenXOffset - 1;
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int y = Math.round((this.gameScreenHeight * spawnRule[4]) / 100) + this.gameScreenYOffset - 1;
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//Minus one because the upper border is _excluded_ from the range!
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int x = GameConfig.gameScreenWidth + GameConfig.gameScreenXOffset - 1;
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//Minus one because the upper border is _excluded_ from the range!
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int y = Math.round((GameConfig.gameScreenHeight * spawnRule[4]) / 100) + GameConfig.gameScreenYOffset - 1;
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this.spawnEntityByAvailableName(Entity.availableNames.values()[spawnRule[1]], x, y);
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}
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}
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