Feature: Proper gameover condition, GameWonScreen, nextLevel works.

This commit is contained in:
Jan Philipp Timme 2014-12-09 13:07:56 +01:00
parent f4699e28ee
commit ea15be2fd1
17 changed files with 241 additions and 17 deletions

22
res/levels/second.level Normal file
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@ -0,0 +1,22 @@
name:Level Zwai! :D
backgroundMusic:music/ScooterFriendsTurbo8Bit.wav
background:EarthBackground
nextLevel:
-
[0-1]
spawn:EnemyBoss,1,1,50
[1-2]
spawn:StoneOne,2,1,0
spawn:StoneOne,2,1,80
spawn:StoneThree,2,1,90
spawn:StoneThree,2,1,100
[2-4]
spawn:EnemyOne,1,5,20
spawn:StoneOne,4,5,50
[4-10]
spawn:EnemyTwo,1,10,60
[10-25]
spawn:EnemyThree,2,4,33
spawn:EnemyTwo,5,6,10
[25-30]
spawn:EnemyBoss,1,1,50

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@ -1,6 +1,7 @@
name:Testlevel \o/ name:Testlevel \o/
backgroundMusic:music/ScooterFriendsTurbo8Bit.wav backgroundMusic:music/ScooterFriendsTurbo8Bit.wav
background:CloudBackground background:CloudBackground
nextLevel:levels/second.level
- -
[0-1] [0-1]
spawn:EnemyBoss,1,1,50 spawn:EnemyBoss,1,1,50

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@ -78,6 +78,11 @@ public final class GameConfig {
*/ */
public static final int initialPlayerShotDamage = 10; public static final int initialPlayerShotDamage = 10;
/**
* The first level the game will start with.
*/
public static final String firstLevel = "levels/test.level";
/** /**
* Private constructor, this class will never be instantiated. * Private constructor, this class will never be instantiated.
*/ */

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@ -57,6 +57,11 @@ public class PlayerSession {
*/ */
private static int secondaryWeapon; private static int secondaryWeapon;
/**
* The next level to load for the player.
*/
private static String nextLevel;
/** /**
* Private constructor, this class will never be instantiated. * Private constructor, this class will never be instantiated.
@ -237,6 +242,19 @@ public class PlayerSession {
PlayerSession.secondaryWeapon = secondaryWeapon; PlayerSession.secondaryWeapon = secondaryWeapon;
} }
/**
* Get the next Level the player will play.
*/
public static String getNextLevel() {
return PlayerSession.nextLevel;
}
/**
* Set the next Level the player will play.
*/
public static void setNextLevel(String nextLevel) {
PlayerSession.nextLevel = nextLevel;
}
/** /**
* This will reset all data from the players session. * This will reset all data from the players session.
@ -245,6 +263,7 @@ public class PlayerSession {
* (So the next player can start a fresh session.) * (So the next player can start a fresh session.)
*/ */
public static void reset() { public static void reset() {
PlayerSession.nextLevel = GameConfig.firstLevel;
PlayerSession.score = 0; PlayerSession.score = 0;
PlayerSession.secondaryWeapon = 1; PlayerSession.secondaryWeapon = 1;
PlayerSession.credits = 0; PlayerSession.credits = 0;
@ -255,4 +274,5 @@ public class PlayerSession {
PlayerSession.shipShieldUpgadesBought = 0; PlayerSession.shipShieldUpgadesBought = 0;
PlayerSession.shipShotUpgadesBought = 0; PlayerSession.shipShotUpgadesBought = 0;
} }
} }

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@ -200,6 +200,15 @@ public abstract class Entity implements Updateable, Paintable {
g.drawImage(this.img, this.x, this.y, null); g.drawImage(this.img, this.x, this.y, null);
} }
/**
* Make sure an Entity removes itself when off-screen.
*/
public void update() {
if(this.getX() + this.getImageWidth() < 0) {
this.remove();
}
}
/** /**
* Removes entity from the game by telling the current Screen * Removes entity from the game by telling the current Screen
* to remove it from its list. * to remove it from its list.

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@ -87,6 +87,7 @@ public abstract class ShootingEntity extends LivingEntity {
* Update logic making sure that the currentShootDelay is updated. * Update logic making sure that the currentShootDelay is updated.
*/ */
public void update() { public void update() {
super.update();
if(this.currentShootDelay > 0) this.currentShootDelay--; if(this.currentShootDelay > 0) this.currentShootDelay--;
if(this.currentRocketDelay > 0) this.currentRocketDelay--; if(this.currentRocketDelay > 0) this.currentRocketDelay--;
if(this.currentBeamDelay > 0) this.currentBeamDelay--; if(this.currentBeamDelay > 0) this.currentBeamDelay--;

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@ -40,13 +40,6 @@ public abstract class Enemy extends ShootingEntity {
*/ */
public void update() { public void update() {
super.update(); super.update();
// enemy has fully left the screen ..to the left!
if(this.getX() + this.getImageWidth() < 0){
this.remove();
return;
}
if(willShoot == true){ if(willShoot == true){
this.shoot(); this.shoot();
} }

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@ -38,9 +38,6 @@ public abstract class Item extends CollidableEntity {
*/ */
public void update(){ public void update(){
this.transpose(-1, 0); this.transpose(-1, 0);
if(this.getX() < this.getImageWidth()) {
this.remove();
}
} }
/** /**

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@ -27,6 +27,7 @@ public abstract class MovingObstacle extends Obstacle {
* Make the Obstacle move at its defined X- and Y-Delta. * Make the Obstacle move at its defined X- and Y-Delta.
*/ */
public void update() { public void update() {
super.update();
this.transpose(this.xDelta, this.yDelta); this.transpose(this.xDelta, this.yDelta);
} }

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@ -20,5 +20,13 @@ public abstract class Obstacle extends CollidableEntity {
public void collideWith(Collidable entity) { public void collideWith(Collidable entity) {
} }
/**
* Patch through the update() call.
*/
@Override
public void update() {
super.update();
}
} }

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@ -4,16 +4,21 @@ import de.teamteamteam.spacescooter.background.CloudBackground;
import de.teamteamteam.spacescooter.background.EarthBackground; import de.teamteamteam.spacescooter.background.EarthBackground;
import de.teamteamteam.spacescooter.background.StarBackground; import de.teamteamteam.spacescooter.background.StarBackground;
import de.teamteamteam.spacescooter.brain.GameConfig; import de.teamteamteam.spacescooter.brain.GameConfig;
import de.teamteamteam.spacescooter.brain.PlayerSession;
import de.teamteamteam.spacescooter.datastructure.ConcurrentIterator;
import de.teamteamteam.spacescooter.entity.Entity; import de.teamteamteam.spacescooter.entity.Entity;
import de.teamteamteam.spacescooter.entity.Player; import de.teamteamteam.spacescooter.entity.Player;
import de.teamteamteam.spacescooter.entity.enemy.Enemy;
import de.teamteamteam.spacescooter.entity.enemy.EnemyBoss; import de.teamteamteam.spacescooter.entity.enemy.EnemyBoss;
import de.teamteamteam.spacescooter.entity.enemy.EnemyOne; import de.teamteamteam.spacescooter.entity.enemy.EnemyOne;
import de.teamteamteam.spacescooter.entity.enemy.EnemyThree; import de.teamteamteam.spacescooter.entity.enemy.EnemyThree;
import de.teamteamteam.spacescooter.entity.enemy.EnemyTwo; import de.teamteamteam.spacescooter.entity.enemy.EnemyTwo;
import de.teamteamteam.spacescooter.entity.obstacle.Obstacle;
import de.teamteamteam.spacescooter.entity.obstacle.StoneOne; import de.teamteamteam.spacescooter.entity.obstacle.StoneOne;
import de.teamteamteam.spacescooter.entity.obstacle.StoneThree; import de.teamteamteam.spacescooter.entity.obstacle.StoneThree;
import de.teamteamteam.spacescooter.entity.obstacle.StoneTwo; import de.teamteamteam.spacescooter.entity.obstacle.StoneTwo;
import de.teamteamteam.spacescooter.screen.GameScreen; import de.teamteamteam.spacescooter.screen.GameScreen;
import de.teamteamteam.spacescooter.screen.Screen;
import de.teamteamteam.spacescooter.sound.SoundSystem; import de.teamteamteam.spacescooter.sound.SoundSystem;
import de.teamteamteam.spacescooter.utility.Loader; import de.teamteamteam.spacescooter.utility.Loader;
@ -54,17 +59,29 @@ public final class Level {
*/ */
private int gameOverDelay; private int gameOverDelay;
/**
* Tells how the game over has to be interpreted.
* True - player won, False - player lost.
*/
private boolean playerWon;
/**
* EntityIterator to evaluate the state of all the existing Entities.
*/
private ConcurrentIterator<Entity> entityIterator;
/** /**
* Constructor creating a LevelConfig based on a given config file. * Constructor creating a LevelConfig based on a given config file.
*/ */
public Level(String levelConfig) { public Level(String levelConfig) {
this.levelClock = 0; this.levelClock = 0;
this.isGameOver = false; this.isGameOver = false;
this.playerWon = false;
this.gameOverDelay = 3; this.gameOverDelay = 3;
this.config = Loader.getLevelConfigByFilename(levelConfig); this.config = Loader.getLevelConfigByFilename(levelConfig);
this.entityIterator = Screen.currentScreen.createEntityIterator();
} }
/** /**
* Initialize the level based on the LevelConfig attributes. * Initialize the level based on the LevelConfig attributes.
*/ */
@ -134,10 +151,29 @@ public final class Level {
/** /**
* Evaluates things like whether the Player is alive or * Evaluates things like whether the Player is alive or
* - if there is a bossfight - if the boss is dead. * - if there is a bossfight - if the boss is dead.
* Also checks whether the player has survived everything (won)
*/ */
private void checkGameOverCondition() { private void checkGameOverCondition() {
if(!GameScreen.getPlayer().isAlive()) { if(!GameScreen.getPlayer().isAlive()) {
this.isGameOver = true; this.isGameOver = true;
this.playerWon = false;
}
int enemyCounter = 0;
int obstacleCounter = 0;
this.entityIterator.reset();
while(this.entityIterator.hasNext()) {
Entity e = this.entityIterator.next();
if(e instanceof Enemy) enemyCounter++;
if(e instanceof Obstacle) obstacleCounter++;
}
//use the currentIntervalIndex to determine whether there are things scheduled to spawn.
int currentIntervalIndex = this.config.getIntervalIndexByCurrentTime(this.levelClock);
if(enemyCounter == 0 && obstacleCounter == 0 && GameScreen.getPlayer().isAlive() && currentIntervalIndex == -1) {
this.isGameOver = true;
this.playerWon = true;
//Update the next Level
PlayerSession.setNextLevel(this.config.nextLevel);
} }
} }
@ -149,6 +185,12 @@ public final class Level {
return (this.gameOverDelay == 0); return (this.gameOverDelay == 0);
} }
/**
* Tell whether the player won the game.
*/
public boolean playerHasWon() {
return this.playerWon;
}
/** /**
* Clean up before the Level is torn down. * Clean up before the Level is torn down.

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@ -28,6 +28,11 @@ public class LevelConfig {
*/ */
public String backgroundMusic; public String backgroundMusic;
/**
* The name of the level that will come after this one.
*/
public String nextLevel;
/** /**
* Intervals have a start and an end. * Intervals have a start and an end.
* They are put within this list in a sorted manner, ascending in values. * They are put within this list in a sorted manner, ascending in values.
@ -62,6 +67,8 @@ public class LevelConfig {
sb.append(this.background); sb.append(this.background);
sb.append(" backgroundMusic="); sb.append(" backgroundMusic=");
sb.append(this.backgroundMusic); sb.append(this.backgroundMusic);
sb.append(" nextLevelName=");
sb.append(this.nextLevel);
sb.append("\\\n\tRules:\n"); sb.append("\\\n\tRules:\n");
for(int[] rule : this.spawnRuleList) { for(int[] rule : this.spawnRuleList) {
sb.append("\t"); sb.append("\t");

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@ -70,6 +70,8 @@ public class LevelConfigParser {
this.levelConfig.background = linePieces[1]; this.levelConfig.background = linePieces[1];
} else if (linePieces[0].equals("backgroundMusic")) { } else if (linePieces[0].equals("backgroundMusic")) {
this.levelConfig.backgroundMusic = linePieces[1]; this.levelConfig.backgroundMusic = linePieces[1];
} else if (linePieces[0].equals("nextLevel")) {
this.levelConfig.nextLevel = linePieces[1];
} else { } else {
throw new LevelConfigException("[LevelConfigParser] Unknown attribute in line: '" + line + "'"); throw new LevelConfigException("[LevelConfigParser] Unknown attribute in line: '" + line + "'");
} }
@ -104,6 +106,12 @@ public class LevelConfigParser {
throw new LevelConfigException("[LevelConfigParser] Where am i?!"); throw new LevelConfigException("[LevelConfigParser] Where am i?!");
} }
} }
//Set the nextLevel to null explicitly, so it is easy to detect.
if(this.levelConfig.nextLevel.equals("")) {
this.levelConfig.nextLevel = null;
}
return this.levelConfig; return this.levelConfig;
} }

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@ -94,7 +94,7 @@ public class GameOverScreen extends Screen {
} else if(this.animationStatus == 2) { } else if(this.animationStatus == 2) {
switch (this.menuPoint) { switch (this.menuPoint) {
case 0: case 0:
this.parent.setOverlay(new GameScreen(this.parent, "levels/test.level")); this.parent.setOverlay(new GameScreen(this.parent));
break; break;
case 1: case 1:
this.parent.setOverlay(new MainMenuScreen(this.parent)); this.parent.setOverlay(new MainMenuScreen(this.parent));

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@ -3,6 +3,7 @@ package de.teamteamteam.spacescooter.screen;
import java.awt.Graphics2D; import java.awt.Graphics2D;
import java.awt.event.KeyEvent; import java.awt.event.KeyEvent;
import de.teamteamteam.spacescooter.brain.PlayerSession;
import de.teamteamteam.spacescooter.control.Keyboard; import de.teamteamteam.spacescooter.control.Keyboard;
import de.teamteamteam.spacescooter.entity.Player; import de.teamteamteam.spacescooter.entity.Player;
import de.teamteamteam.spacescooter.gui.HealthBar; import de.teamteamteam.spacescooter.gui.HealthBar;
@ -37,9 +38,9 @@ public class GameScreen extends Screen {
* GameScreen Constructor. * GameScreen Constructor.
* Takes the level as its second parameter. * Takes the level as its second parameter.
*/ */
public GameScreen(Screen parent, String levelConfigName) { public GameScreen(Screen parent) {
super(parent); super(parent);
this.level = new Level(levelConfigName); this.level = new Level(PlayerSession.getNextLevel());
this.level.doBuildUp(); //Have the level build up the whole setting. this.level.doBuildUp(); //Have the level build up the whole setting.
this.gameClockTrigger = 0; this.gameClockTrigger = 0;
@ -89,9 +90,18 @@ public class GameScreen extends Screen {
this.setOverlay(new GamePausedScreen(this), false); this.setOverlay(new GamePausedScreen(this), false);
} }
//Go to GameOverScreen if the game is actually over. //React if the game is actually over.
if (this.level.isGameOver()) { if (this.level.isGameOver()) {
this.parent.setOverlay(new GameOverScreen(this.parent)); if(this.level.playerHasWon()) {
if(PlayerSession.getNextLevel() == null) {
System.out.println("You beat the game! TODO: Transition to HighscoreScreen now!");
}
//Go to the I don't know yet Screen if the game is over and the player WON.
this.parent.setOverlay(new GameWonScreen(this.parent));
} else {
//Go to GameOverScreen if the game is over - the player died and lost the game.
this.parent.setOverlay(new GameOverScreen(this.parent));
}
} }
} }

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@ -0,0 +1,100 @@
package de.teamteamteam.spacescooter.screen;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics2D;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import de.teamteamteam.spacescooter.brain.GameConfig;
import de.teamteamteam.spacescooter.control.Keyboard;
import de.teamteamteam.spacescooter.entity.Player;
import de.teamteamteam.spacescooter.gui.Button;
import de.teamteamteam.spacescooter.utility.Loader;
/**
* This Screen is shown after the player has beaten a level, so he can enter the shop
* and do some various things before entering the next level.
*/
public class GameWonScreen extends Screen {
private BufferedImage img;
private Player player;
private float playerMoveSpeed = 0;
private int colorValue = 0;
private boolean colorValueIncrease = true;
private int menuPoint = 0;
private int animationStatus = 0; //0 = Noch nicht gestartet, 1 = Animation läuft, 2 = Animation beendet
public GameWonScreen(Screen parent) {
super(parent);
this.img = Loader.getBufferedImageByFilename("images/pausebackground.png");
new Button(GameConfig.windowWidth/2-125, 300);
new Button(GameConfig.windowWidth/2-125, 400);
player = new Player(GameConfig.windowWidth/2-170, 309);
player.setCanMove(false);
player.setCanShoot(false);
}
@Override
protected void paint(Graphics2D g) {
g.drawImage(this.img, 0, 0, null);
this.entityPaintIterator.reset();
while (this.entityPaintIterator.hasNext()) {
this.entityPaintIterator.next().paint(g);
}
g.setFont(new Font("Monospace", 0, 100));
g.setColor(new Color(75 + colorValue, 175 + colorValue, 175 + colorValue));
g.drawString("You win!", GameConfig.windowWidth/2-290, 200);
g.setFont(new Font("Monospace", 0, 20));
g.setColor(new Color(0, 0, 0));
g.drawString("Weiter zum nächsten Abenteuer! :D", GameConfig.windowWidth/2-60, 332);
g.drawString("Hauptmen\u00fc", GameConfig.windowWidth/2-60, 432);
}
@Override
protected void update() {
this.entityUpdateIterator.reset();
while (this.entityUpdateIterator.hasNext()) {
this.entityUpdateIterator.next().update();
}
if(this.colorValueIncrease) {
this.colorValue += 2;
if(this.colorValue > 70) this.colorValueIncrease = false;
} else {
this.colorValue -= 2;
if(this.colorValue < -70) this.colorValueIncrease = true;
}
if(Keyboard.isKeyDown(KeyEvent.VK_DOWN) && this.animationStatus == 0){
this.menuPoint = 1;
player.setPosition(player.getX(), 409);
}
if(Keyboard.isKeyDown(KeyEvent.VK_UP) && this.animationStatus == 0){
this.menuPoint = 0;
player.setPosition(player.getX(), 309);
}
// make a selection
if(Keyboard.isKeyDown(KeyEvent.VK_ENTER) || Keyboard.isKeyDown(KeyEvent.VK_SPACE)) {
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;
}
}
}
}

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@ -99,7 +99,7 @@ public class MainMenuScreen extends Screen {
} else if(animationStatus == 2) { } else if(animationStatus == 2) {
switch (menuPoint) { switch (menuPoint) {
case 0: case 0:
this.parent.setOverlay(new GameScreen(this.parent, "levels/test.level")); this.parent.setOverlay(new GameScreen(this.parent));
break; break;
case 1: case 1:
this.parent.setOverlay(new ShopScreen(this.parent)); this.parent.setOverlay(new ShopScreen(this.parent));