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PanelClass.java
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PanelClass.java
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import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import javax.swing.JPanel;
import javax.swing.Timer;
public class PanelClass extends JPanel implements ActionListener, KeyListener{
// Declare variables for location, speed and size of graphics
int x = 400,y = 375,
x1 = (int)(Math.random()*700), y1=(int)(Math.random()*680),
x2 = (int)(Math.random()*700), y2=(int)(Math.random()*680),
x3 = (int)(Math.random()*700), y3=(int)(Math.random()*680),
x4 = (int)(Math.random()*700), y4=(int)(Math.random()*680),
powerX = 1000000, powerY = 1000000, boxPowerX = 20, boxPowerY = 20,
vX = 5, vY = 5, vX1 = 0, vY1 = 1, vX2 = 1, vY2 = 0, vX3 = 2, vY3 = 0, vX4 = 0, vY4 = 2,
boxX = 20, boxY = 20, boxX1 = 40, boxY1 = 40, boxX2 = 20, boxY2 = 20, divideNum = 1000;
// Used for keeping track of lives and carrying out effects of losing a life
boolean justHit=false;
int livesLeft=3, num=0;
Color colorToUse = Color.BLACK;
// Creates a score variable
int score=0;
// Creates timer for use with ActionListener
Timer timer = new Timer(5, this);
// Creates variable to indicate if player has lost
boolean gameOver = false;
// Booleans checking status of powerup
boolean makePowerup = false;
// Create Array list to store keypresses, allows for multiple keypresses to be executed at once (diagonal movement)
private ArrayList<Integer>keyList;
/** JPanel Constructor */
public PanelClass() {
// Creates JPanel
setBackground(Color.BLACK);
setLayout(null);
setFocusable(true);
requestFocusInWindow();
// Creates keylistener and its components
keyList = new ArrayList<Integer>();
addKeyListener((KeyListener)this);
// Starts timer
timer.start();
}
/** Create player, enemy balls, and end game text */
public void paintComponent(Graphics g) {
super.paintComponent(g);
// Creates flashing graphic after collision
if(justHit) {
if(num % 50 == 0)
colorToUse = Color.BLACK;
else if(num % 50 == 25)
colorToUse = Color.WHITE;
g.setColor(colorToUse);
if(num >= 750)
justHit = false;
}
num++;
// Creates player ball
if(!justHit)
g.setColor(Color.WHITE);
g.fillOval(x, y, boxX, boxY);
// Creates enemy balls
g.setColor(Color.RED);
g.fillOval(x1, y1, boxX1, boxY1);
g.fillOval(x2, y2, boxX1, boxY1);
g.fillOval(x3, y3, boxX2, boxY2);
g.fillOval(x4, y4, boxX2, boxY2);
// Creates displayed score in top right
g.setColor(Color.WHITE);
g.setFont(new Font("TimesRoman", Font.PLAIN, 24));
g.drawString("Score: " + score, this.getWidth() - 150, 30);
// Initializes location of powerup if set time has elapsed
if(makePowerup) {
powerX = (int)(Math.random()*700);
powerY = (int)(Math.random()*700);
makePowerup = false;
}
g.setColor(Color.GREEN);
g.fillRect(powerX, powerY, boxPowerX, boxPowerY);
// Displays game over message if player loses
if(gameOver) {
g.setColor(Color.WHITE);
g.setFont(new Font("TimesRoman", Font.PLAIN, 30));
g.drawString("Game Over! Your score: " + score, (int)((double)(this.getWidth()) / 3.55),
(int)((double)(this.getHeight()) / 2.5));
}
}
/** Movement for enemy balls, increments score, stops game if collision occurs */
public void actionPerformed(ActionEvent e)
{
// Checks if enemy balls are at edge of panel, and turns them around if so
if(x1 <= 0 || x1 >= this.getWidth() - boxX1)
vX1 *= -1;
if(y1 <= 0 || y1 >= this.getHeight() - boxY1)
vY1 *= -1;
x1 += vX1;
y1 += vY1;
if(x2 <= 0 || x2 >= this.getWidth() - boxX1)
vX2 *= -1;
if(y2 <= 0 || y2 >= this.getHeight() - boxY1)
vY2 *= -1;
x2 += vX2;
y2 += vY2;
if(x3 <= 0 || x3 >= this.getWidth() - boxX1)
vX3 *= -1;
if(y3 <= 0 || y3 >= this.getHeight() - boxY1)
vY3 *= -1;
x3 += vX3;
y3 += vY3;
if(x4 <= 0 || x4 >= this.getWidth() - boxX1)
vX4 *= -1;
if(y4 <= 0 || y4 >= this.getHeight() - boxY1)
vY4 *= -1;
x4 += vX4;
y4 += vY4;
// Increments score
score++;
// Speeds up player and enemy balls over time
if(score % divideNum==0) {
vX += 2;
vY += 2;
if(vX1 < 0) vX1 -= 1; else vX1 += 1;
if(vY1 < 0) vY1 -= 1; else vY1 += 1;
if(vX2 < 0) vX2 -= 1; else vX2 += 1;
if(vY2 < 0) vY2 -= 1; else vY2 += 1;
if(vX3 < 0) vX3 -= 1; else vX3 += 1;
if(vY3 < 0) vY3 -= 1; else vY3 += 1;
if(vX4 < 0) vX4 -= 1; else vX4 += 1;
if(vY4 < 0) vY4 -= 1; else vY4 += 1;
divideNum *= 2;
}
// Calls for creation of power up
if(score % 1000 == 0)
makePowerup = true;
if(gotPowerup()) {
score += 1000;
powerX = 1000000;
powerY = 1000000;
}
// If player hits enemy ball, deducts one life and ends game if player is out of lives
if(isCollided() && !justHit) {
livesLeft--;
justHit = true;
num = 0;
if(livesLeft == 0) {
timer.stop();
this.removeKeyListener(this);
gameOver = true;
}
}
repaint();
}
/** Checks if enemy balls have come in contact with the player */
public boolean isCollided() {
if((x+10 <= x1+boxX1 && x+10 >= x1) && (y+10 <= y1+boxY1 && y+10 >= y1))
return true;
if((x+10 <= x2+boxX1 && x+10 >= x2) && (y+10 <= y2+boxY1 && y+10 >= y2))
return true;
if((x+10 <= x3+boxX2 && x+10 >= x3) && (y+10 <= y3+boxY2 && y+10 >= y3))
return true;
if((x+10 <= x4+boxX2 && x+10 >= x4) && (y+10 <= y4+boxY2 && y+10 >= y4))
return true;
return false;
}
/** Checks if player has collided with the power up */
public boolean gotPowerup() {
return((x+10 <= powerX+boxPowerX && x+10 >= powerX) && (y+10 <= powerY+boxPowerY && y+10 >= powerY));
}
/** Referenced from https://www.youtube.com/watch?v=5UaEUrbpDPE
* Processes newly clicked keys into array list */
public void keyPressed(KeyEvent e) {
if(!keyList.contains(e.getKeyCode()) && e.getKeyCode() != 86)
keyList.add(new Integer(e.getKeyCode()));
move();
}
/** Removes keys that have been unpressed from array list */
public void keyReleased(KeyEvent e) {
keyList.remove(new Integer(e.getKeyCode()));
}
/** Produces the outputs for all keypresses only if player is not going into a wall */
public void move() {
int newX = x;
int newY = y;
if((keyList.contains(KeyEvent.VK_W) || keyList.contains(KeyEvent.VK_UP)) && y > 0)
newY -= vY;
if((keyList.contains(KeyEvent.VK_A) || keyList.contains(KeyEvent.VK_LEFT)) && x > 0)
newX -= vX;
if((keyList.contains(KeyEvent.VK_S) || keyList.contains(KeyEvent.VK_DOWN)) && y < this.getHeight()-boxY+1)
newY += vY;
if((keyList.contains(KeyEvent.VK_D) || keyList.contains(KeyEvent.VK_RIGHT)) && x < this.getWidth()-boxX+1)
newX += vX;
x = newX;
y = newY;
repaint();
}
/** Unused method; kept because KeyListener interface was implemented */
public void keyTyped(KeyEvent e) {}
}