Merge branch 'master' of https://github.com/teamteamteam/SpaceScooter
This commit is contained in:
commit
28cf8f845d
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@ -0,0 +1,22 @@
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name:Level Zwai! :D
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backgroundMusic:music/ScooterFriendsTurbo8Bit.wav
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background:EarthBackground
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nextLevel:
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-
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[0-1]
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spawn:EnemyBoss,1,1,50
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[1-2]
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spawn:StoneOne,2,1,0
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spawn:StoneOne,2,1,80
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spawn:StoneThree,2,1,90
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spawn:StoneThree,2,1,100
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[2-4]
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spawn:EnemyOne,1,5,20
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spawn:StoneOne,4,5,50
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[4-10]
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spawn:EnemyTwo,1,10,60
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[10-25]
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spawn:EnemyThree,2,4,33
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spawn:EnemyTwo,5,6,10
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[25-30]
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spawn:EnemyBoss,1,1,50
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@ -1,6 +1,7 @@
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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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nextLevel:levels/second.level
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-
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[0-1]
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spawn:EnemyBoss,1,1,50
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@ -78,6 +78,11 @@ public final class GameConfig {
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*/
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public static final int initialPlayerShotDamage = 10;
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/**
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* The first level the game will start with.
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*/
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public static final String firstLevel = "levels/test.level";
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/**
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* Private constructor, this class will never be instantiated.
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*/
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@ -57,6 +57,11 @@ public class PlayerSession {
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*/
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private static int secondaryWeapon;
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/**
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* The next level to load for the player.
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*/
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private static String nextLevel;
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/**
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* Private constructor, this class will never be instantiated.
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@ -237,6 +242,19 @@ public class PlayerSession {
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PlayerSession.secondaryWeapon = secondaryWeapon;
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}
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/**
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* Get the next Level the player will play.
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*/
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public static String getNextLevel() {
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return PlayerSession.nextLevel;
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}
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/**
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* Set the next Level the player will play.
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*/
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public static void setNextLevel(String nextLevel) {
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PlayerSession.nextLevel = nextLevel;
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}
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/**
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* This will reset all data from the players session.
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@ -245,6 +263,7 @@ public class PlayerSession {
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* (So the next player can start a fresh session.)
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*/
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public static void reset() {
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PlayerSession.nextLevel = GameConfig.firstLevel;
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PlayerSession.score = 0;
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PlayerSession.secondaryWeapon = 1;
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PlayerSession.credits = 0;
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@ -255,4 +274,5 @@ public class PlayerSession {
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PlayerSession.shipShieldUpgadesBought = 0;
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PlayerSession.shipShotUpgadesBought = 0;
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}
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}
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@ -200,6 +200,15 @@ public abstract class Entity implements Updateable, Paintable {
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g.drawImage(this.img, this.x, this.y, null);
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}
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/**
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* Make sure an Entity removes itself when off-screen.
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*/
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public void update() {
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if(this.getX() + this.getImageWidth() < 0) {
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this.remove();
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}
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}
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/**
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* Removes entity from the game by telling the current Screen
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* to remove it from its list.
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@ -87,6 +87,7 @@ public abstract class ShootingEntity extends LivingEntity {
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* Update logic making sure that the currentShootDelay is updated.
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*/
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public void update() {
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super.update();
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if(this.currentShootDelay > 0) this.currentShootDelay--;
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if(this.currentRocketDelay > 0) this.currentRocketDelay--;
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if(this.currentBeamDelay > 0) this.currentBeamDelay--;
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@ -40,13 +40,6 @@ public abstract class Enemy extends ShootingEntity {
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*/
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public void update() {
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super.update();
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// enemy has fully left the screen ..to the left!
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if(this.getX() + this.getImageWidth() < 0){
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this.remove();
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return;
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}
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if(willShoot == true){
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this.shoot();
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}
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@ -38,9 +38,6 @@ public abstract class Item extends CollidableEntity {
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*/
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public void update(){
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this.transpose(-1, 0);
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if(this.getX() < this.getImageWidth()) {
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this.remove();
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}
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}
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/**
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@ -27,6 +27,7 @@ public abstract class MovingObstacle extends Obstacle {
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* Make the Obstacle move at its defined X- and Y-Delta.
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*/
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public void update() {
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super.update();
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this.transpose(this.xDelta, this.yDelta);
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}
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@ -21,4 +21,12 @@ public abstract class Obstacle extends CollidableEntity {
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}
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/**
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* Patch through the update() call.
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*/
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@Override
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public void update() {
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super.update();
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}
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}
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@ -4,16 +4,21 @@ import de.teamteamteam.spacescooter.background.CloudBackground;
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import de.teamteamteam.spacescooter.background.EarthBackground;
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import de.teamteamteam.spacescooter.background.StarBackground;
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import de.teamteamteam.spacescooter.brain.GameConfig;
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import de.teamteamteam.spacescooter.brain.PlayerSession;
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import de.teamteamteam.spacescooter.datastructure.ConcurrentIterator;
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import de.teamteamteam.spacescooter.entity.Entity;
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import de.teamteamteam.spacescooter.entity.Player;
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import de.teamteamteam.spacescooter.entity.enemy.Enemy;
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import de.teamteamteam.spacescooter.entity.enemy.EnemyBoss;
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import de.teamteamteam.spacescooter.entity.enemy.EnemyOne;
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import de.teamteamteam.spacescooter.entity.enemy.EnemyThree;
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import de.teamteamteam.spacescooter.entity.enemy.EnemyTwo;
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import de.teamteamteam.spacescooter.entity.obstacle.Obstacle;
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import de.teamteamteam.spacescooter.entity.obstacle.StoneOne;
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import de.teamteamteam.spacescooter.entity.obstacle.StoneThree;
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import de.teamteamteam.spacescooter.entity.obstacle.StoneTwo;
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import de.teamteamteam.spacescooter.screen.GameScreen;
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import de.teamteamteam.spacescooter.screen.Screen;
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import de.teamteamteam.spacescooter.sound.SoundSystem;
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import de.teamteamteam.spacescooter.utility.Loader;
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@ -54,17 +59,29 @@ public final class Level {
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*/
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private int gameOverDelay;
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/**
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* Tells how the game over has to be interpreted.
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* True - player won, False - player lost.
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*/
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private boolean playerWon;
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/**
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* EntityIterator to evaluate the state of all the existing Entities.
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*/
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private ConcurrentIterator<Entity> entityIterator;
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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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public Level(String levelConfig) {
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this.levelClock = 0;
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this.isGameOver = false;
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this.playerWon = false;
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this.gameOverDelay = 3;
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this.config = Loader.getLevelConfigByFilename(levelConfig);
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this.entityIterator = Screen.currentScreen.createEntityIterator();
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}
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/**
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* Initialize the level based on the LevelConfig attributes.
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*/
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@ -134,10 +151,29 @@ public final class Level {
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/**
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* Evaluates things like whether the Player is alive or
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* - if there is a bossfight - if the boss is dead.
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* Also checks whether the player has survived everything (won)
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*/
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private void checkGameOverCondition() {
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if(!GameScreen.getPlayer().isAlive()) {
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this.isGameOver = true;
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this.playerWon = false;
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}
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int enemyCounter = 0;
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int obstacleCounter = 0;
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this.entityIterator.reset();
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while(this.entityIterator.hasNext()) {
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Entity e = this.entityIterator.next();
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if(e instanceof Enemy) enemyCounter++;
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if(e instanceof Obstacle) obstacleCounter++;
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}
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//use the currentIntervalIndex to determine whether there are things scheduled to spawn.
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int currentIntervalIndex = this.config.getIntervalIndexByCurrentTime(this.levelClock);
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if(enemyCounter == 0 && obstacleCounter == 0 && GameScreen.getPlayer().isAlive() && currentIntervalIndex == -1) {
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this.isGameOver = true;
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this.playerWon = true;
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//Update the next Level
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PlayerSession.setNextLevel(this.config.nextLevel);
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}
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}
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@ -149,6 +185,12 @@ public final class Level {
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return (this.gameOverDelay == 0);
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}
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/**
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* Tell whether the player won the game.
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*/
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public boolean playerHasWon() {
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return this.playerWon;
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}
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/**
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* Clean up before the Level is torn down.
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@ -28,6 +28,11 @@ public class LevelConfig {
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*/
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public String backgroundMusic;
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/**
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* The name of the level that will come after this one.
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*/
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public String nextLevel;
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/**
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* Intervals have a start and an end.
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* They are put within this list in a sorted manner, ascending in values.
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@ -62,6 +67,8 @@ public class LevelConfig {
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sb.append(this.background);
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sb.append(" backgroundMusic=");
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sb.append(this.backgroundMusic);
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sb.append(" nextLevelName=");
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sb.append(this.nextLevel);
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sb.append("\\\n\tRules:\n");
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for(int[] rule : this.spawnRuleList) {
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sb.append("\t");
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@ -70,6 +70,8 @@ public class LevelConfigParser {
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this.levelConfig.background = linePieces[1];
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} else if (linePieces[0].equals("backgroundMusic")) {
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this.levelConfig.backgroundMusic = linePieces[1];
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} else if (linePieces[0].equals("nextLevel")) {
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this.levelConfig.nextLevel = linePieces[1];
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} else {
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throw new LevelConfigException("[LevelConfigParser] Unknown attribute in line: '" + line + "'");
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}
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@ -104,6 +106,12 @@ public class LevelConfigParser {
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throw new LevelConfigException("[LevelConfigParser] Where am i?!");
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}
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}
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//Set the nextLevel to null explicitly, so it is easy to detect.
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if(this.levelConfig.nextLevel.equals("")) {
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this.levelConfig.nextLevel = null;
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}
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return this.levelConfig;
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}
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@ -94,7 +94,7 @@ public class GameOverScreen extends Screen {
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} else if(this.animationStatus == 2) {
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switch (this.menuPoint) {
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case 0:
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this.parent.setOverlay(new GameScreen(this.parent, "levels/test.level"));
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this.parent.setOverlay(new GameScreen(this.parent));
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break;
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case 1:
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this.parent.setOverlay(new MainMenuScreen(this.parent));
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@ -3,6 +3,7 @@ package de.teamteamteam.spacescooter.screen;
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import java.awt.Graphics2D;
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import java.awt.event.KeyEvent;
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import de.teamteamteam.spacescooter.brain.PlayerSession;
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import de.teamteamteam.spacescooter.control.Keyboard;
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import de.teamteamteam.spacescooter.entity.Player;
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import de.teamteamteam.spacescooter.gui.HealthBar;
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@ -37,9 +38,9 @@ public class GameScreen extends Screen {
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* GameScreen Constructor.
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* Takes the level as its second parameter.
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*/
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public GameScreen(Screen parent, String levelConfigName) {
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public GameScreen(Screen parent) {
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super(parent);
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this.level = new Level(levelConfigName);
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this.level = new Level(PlayerSession.getNextLevel());
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this.level.doBuildUp(); //Have the level build up the whole setting.
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this.gameClockTrigger = 0;
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@ -89,11 +90,20 @@ public class GameScreen extends Screen {
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this.setOverlay(new GamePausedScreen(this), false);
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}
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//Go to GameOverScreen if the game is actually over.
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//React if the game is actually over.
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if (this.level.isGameOver()) {
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if(this.level.playerHasWon()) {
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if(PlayerSession.getNextLevel() == null) {
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System.out.println("You beat the game! TODO: Transition to HighscoreScreen now!");
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}
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//Go to the I don't know yet Screen if the game is over and the player WON.
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this.parent.setOverlay(new GameWonScreen(this.parent));
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} else {
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//Go to GameOverScreen if the game is over - the player died and lost the game.
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this.parent.setOverlay(new GameOverScreen(this.parent));
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}
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}
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}
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/**
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* Cleanup method to stop the background music.
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@ -0,0 +1,100 @@
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package de.teamteamteam.spacescooter.screen;
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import java.awt.Color;
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import java.awt.Font;
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import java.awt.Graphics2D;
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import java.awt.event.KeyEvent;
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import java.awt.image.BufferedImage;
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import de.teamteamteam.spacescooter.brain.GameConfig;
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import de.teamteamteam.spacescooter.control.Keyboard;
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import de.teamteamteam.spacescooter.entity.Player;
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import de.teamteamteam.spacescooter.gui.Button;
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import de.teamteamteam.spacescooter.utility.Loader;
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/**
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* This Screen is shown after the player has beaten a level, so he can enter the shop
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* and do some various things before entering the next level.
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*/
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public class GameWonScreen extends Screen {
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private BufferedImage img;
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private Player player;
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private float playerMoveSpeed = 0;
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private int colorValue = 0;
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private boolean colorValueIncrease = true;
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private int menuPoint = 0;
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private int animationStatus = 0; //0 = Noch nicht gestartet, 1 = Animation läuft, 2 = Animation beendet
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public GameWonScreen(Screen parent) {
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super(parent);
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this.img = Loader.getBufferedImageByFilename("images/pausebackground.png");
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new Button(GameConfig.windowWidth/2-125, 300);
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new Button(GameConfig.windowWidth/2-125, 400);
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player = new Player(GameConfig.windowWidth/2-170, 309);
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player.setCanMove(false);
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player.setCanShoot(false);
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}
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||||
@Override
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protected void paint(Graphics2D g) {
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||||
g.drawImage(this.img, 0, 0, null);
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this.entityPaintIterator.reset();
|
||||
while (this.entityPaintIterator.hasNext()) {
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this.entityPaintIterator.next().paint(g);
|
||||
}
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g.setFont(new Font("Monospace", 0, 100));
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g.setColor(new Color(75 + colorValue, 175 + colorValue, 175 + colorValue));
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g.drawString("You win!", GameConfig.windowWidth/2-290, 200);
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g.setFont(new Font("Monospace", 0, 20));
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g.setColor(new Color(0, 0, 0));
|
||||
g.drawString("Weiter zum nächsten Abenteuer! :D", GameConfig.windowWidth/2-60, 332);
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g.drawString("Hauptmen\u00fc", GameConfig.windowWidth/2-60, 432);
|
||||
}
|
||||
|
||||
@Override
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||||
protected void update() {
|
||||
this.entityUpdateIterator.reset();
|
||||
while (this.entityUpdateIterator.hasNext()) {
|
||||
this.entityUpdateIterator.next().update();
|
||||
}
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||||
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||||
if(this.colorValueIncrease) {
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this.colorValue += 2;
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if(this.colorValue > 70) this.colorValueIncrease = false;
|
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} else {
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this.colorValue -= 2;
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if(this.colorValue < -70) this.colorValueIncrease = true;
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}
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if(Keyboard.isKeyDown(KeyEvent.VK_DOWN) && this.animationStatus == 0){
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this.menuPoint = 1;
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player.setPosition(player.getX(), 409);
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}
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if(Keyboard.isKeyDown(KeyEvent.VK_UP) && this.animationStatus == 0){
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this.menuPoint = 0;
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player.setPosition(player.getX(), 309);
|
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}
|
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||||
// make a selection
|
||||
if(Keyboard.isKeyDown(KeyEvent.VK_ENTER) || Keyboard.isKeyDown(KeyEvent.VK_SPACE)) {
|
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this.animationStatus = 1;
|
||||
}
|
||||
if(this.animationStatus == 1) {
|
||||
if(player.getX() <= GameConfig.windowWidth) {
|
||||
player.setPosition(player.getX() + (int) playerMoveSpeed, player.getY());
|
||||
playerMoveSpeed += 0.1;
|
||||
} else this.animationStatus = 2;
|
||||
} else if(this.animationStatus == 2) {
|
||||
switch (this.menuPoint) {
|
||||
case 0:
|
||||
this.parent.setOverlay(new GameScreen(this.parent));
|
||||
break;
|
||||
case 1:
|
||||
this.parent.setOverlay(new MainMenuScreen(this.parent));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -99,7 +99,7 @@ public class MainMenuScreen extends Screen {
|
|||
} else if(animationStatus == 2) {
|
||||
switch (menuPoint) {
|
||||
case 0:
|
||||
this.parent.setOverlay(new GameScreen(this.parent, "levels/test.level"));
|
||||
this.parent.setOverlay(new GameScreen(this.parent));
|
||||
break;
|
||||
case 1:
|
||||
this.parent.setOverlay(new ShopScreen(this.parent));
|
||||
|
|
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