/
Defender.pde
264 lines (230 loc) · 7.34 KB
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Defender.pde
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class Defender {
int posX;
int posY;
int lengthX;
int lengthY;
float easingX;
int ammo;
int fullAmmo;
int numGuns;
ArrayList bullets;
float lastShotTime;
int score;
int lives;
int keyMove;
int firingRate;
int lastRecharged;
int rechargeRate;
int bulletPower;
PImage defenderTemplateImage;
PImage defenderSprite;
// power up stuff
// defender fire rate
// defender speed
// extra life
// score up
// number of guns
// gun speed
Defender (int tX, int tY, int tWidth, int tHeight) {
posX = tX;
posY = tY;
lengthX = tWidth;
lengthY = tHeight;
easingX = 0.15;
ammo = 10;
fullAmmo = 10;
bullets = new ArrayList();
lastShotTime = 0.0;
lastRecharged = 0;
score = 0;
lives = 5;
keyMove = 0;
numGuns = 1;
firingRate = 200;
rechargeRate = 300;
bulletPower = 1;
defenderTemplateImage = loadImage ("Spaceship.png");
defenderTemplateImage.loadPixels();
color baseColor = color(random(0,255), random(0,255), random(0,255));
// update the base image
for (int y = 0; y < defenderTemplateImage.height; y++) {
for (int x = 0; x < defenderTemplateImage.width; x++) {
int loc = x + y*defenderTemplateImage.width;
if (alpha (defenderTemplateImage.pixels[loc]) == 255) {
defenderTemplateImage.pixels[loc] = baseColor;
}
}
}
// add a pattern
for (int j = 0; j < 5; j++) {
color c = color(random(0,255), random(0,255), random(0,255));
// chaose a random row
int y = (int) random (0, defenderTemplateImage.height);
int x = (int) random (0, defenderTemplateImage.width);
int loc = x + y*defenderTemplateImage.width;
// loop until we find a solid block
while (alpha (defenderTemplateImage.pixels[loc]) != 255) {
y = (int) random (0, defenderTemplateImage.height);
x = (int) random (0, defenderTemplateImage.width);
loc = x + y*defenderTemplateImage.width;
}
// now loop and walk
while (alpha (defenderTemplateImage.pixels[loc]) == 255) {
// color this block
defenderTemplateImage.pixels[loc] = c;
// also update the mirror image
int x1 = defenderTemplateImage.width - x - 1;
int loc1 = x1 + y*defenderTemplateImage.width;
defenderTemplateImage.pixels[loc1] = c;
y += (int) random (-2,2);
x += (int) random (-2,2);
if (y < 0 || y > defenderTemplateImage.height || x < 0 || x > defenderTemplateImage.width) {
break;
}
else {
loc = x + y*defenderTemplateImage.width;
if (loc >= defenderTemplateImage.width * defenderTemplateImage.height) {
break;
}
}
}
}
defenderTemplateImage.updatePixels();
defenderSprite = defenderTemplateImage;
}
void shootBullet () {
Bullet nBullet;
switch (numGuns) {
case 1:
if (ammo > 0) {
nBullet = new Bullet (posX, posY-8, false, -500); // speed measured in pixels per second
bullets.add(nBullet);
ammo--;
}
break;
case 2:
if (ammo > 1) {
nBullet = new Bullet (posX-15, posY-8, false, -500); // speed measured in pixels per second
bullets.add(nBullet);
nBullet = new Bullet (posX+15, posY-8, false, -500); // speed measured in pixels per second
bullets.add(nBullet);
ammo -= 2;
}
break;
case 3:
if (ammo > 2) {
nBullet = new Bullet (posX-15, posY-8, false, -500); // speed measured in pixels per second
bullets.add(nBullet);
nBullet = new Bullet (posX, posY-8, false, -500); // speed measured in pixels per second
bullets.add(nBullet);
nBullet = new Bullet (posX+15, posY-8, false, -500); // speed measured in pixels per second
bullets.add(nBullet);
ammo -=3;
}
break;
}
lastShotTime = millis();
// shootSample.trigger();
}
void moveDefender (int yAbs) {
// movement
posY = yAbs;
if (useMouse) {
float newX = (mouseX - posX) * easingX;
posX += (int) newX;
if (gameActive && mousePressed && ammo > 0 && (millis() - lastShotTime) > firingRate) {
shootBullet();
}
}
else {
if (rightPressed && !leftPressed && keyMove < 10) {
keyMove += 1;
}
if (leftPressed && !rightPressed && keyMove > -10) {
keyMove -= 1;
}
if ((leftPressed && rightPressed) || (!leftPressed && !rightPressed)) {
if (keyMove > 0) {
keyMove -= 1;
}
if (keyMove < 0) {
keyMove += 1;
}
}
posX += keyMove;
if (posX < -20) {
posX = -20;
keyMove = 0;
}
if (posX > width+20) {
posX = width+20;
keyMove = 0;
}
if (gameActive && firePressed && ammo > 0 && (millis() - lastShotTime) > firingRate) {
shootBullet();
}
}
// move existing bullets
for (int i = 0; i < bullets.size(); i++) {
Bullet nextBullet = (Bullet) bullets.get(i);
nextBullet.moveBullet();
}
// recharge bullets if neccessary
if (millis() - lastRecharged > rechargeRate && ammo < fullAmmo) {
ammo++;
lastRecharged = millis();
}
// check to see if hit powerup
for (int i = 0; i < powerUps.size(); i++) {
PowerUp nextPowerUp = (PowerUp) powerUps.get(i);
if (posX+lengthX/2 > nextPowerUp.posX - nextPowerUp.lengthX/2 && posX-lengthX/2 < nextPowerUp.posX + nextPowerUp.lengthX/2 &&
posY+lengthY/2 > nextPowerUp.posY - nextPowerUp.lengthY/2 && posY-lengthY/2 < nextPowerUp.posY + nextPowerUp.lengthY/2) {
// process powerup
switch (nextPowerUp.type) {
case 0: // firing rate
firingRate *= 0.8;
break;
case 1: // number guns
if (numGuns < 3) {
numGuns++;
}
case 2: // recharge rate
rechargeRate *= 0.8;
break;
case 3: // extra life
lives++;
break;
case 4: // bullet power
bulletPower++;
break;
}
powerUps.remove(nextPowerUp);
}
}
}
void explodeDefender () {
// run through each pixel and create an array
defenderParticles = new ArrayList();
defenderSprite.loadPixels();
for (int y = 0; y < defenderSprite.height; y++) {
for (int x = 0; x < defenderSprite.width; x++) {
int loc = x + y*defenderSprite.width;
if (alpha (defenderSprite.pixels[loc]) == 255) {
// we have a block
PVector vec = new PVector (posX + 3*(x-(defenderSprite.width/2)), posY + 3*(y-(defenderSprite.height/2)), 0.0);
Particle newP = new Particle (vec, defenderSprite.pixels[loc]);
defenderParticles.add(newP);
}
}
}
startGameOverTrans();
}
void drawDefender () {
imageMode (CENTER);
image (defenderSprite, posX, posY, lengthX, lengthY);
for (int i = 0; i < bullets.size(); i++) {
Bullet nextBullet = (Bullet) bullets.get(i);
nextBullet.drawBullet();
}
}
}