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Level14.java
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Level14.java
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/* Level14 class introduces the antigravity feature
* Main message: If the pink block chooses money, they get a sad ending.
* But if they choose family, they get a slightly less sad ending.
*/
import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
public class Level14 extends Level {
// Initialize characters
private Character m;
private Character family1;
private Character family2;
private Character family3;
private Character family4;
private FireSprite fire;
// center x and y coordinates of screen
private int cx = Panel.W / 2;
private int cy = Panel.H / 2;
private String str1;
private String str2;
private String str3;
private String str4;
private float str1Alpha;
private float str2Alpha;
private float str3Alpha;
private float str4Alpha;
private long startTime; // when strings start fading in
private boolean textHasStarted; // true if strings have started fading in
// Declare button coordinates and dimensions (which are shared across multiple
// methods)
private final int buttonX = Panel.W * 4 / 5;
private final int buttonY = cy - 40;
private final int buttonW = 200;
private final int buttonH = 80;
private ArrayList<Block> goThroughBlocks;
private ArrayList<Block> invisibleBlocks;
private boolean isGravityReversed;
// Constructor method, initializes all characters and blocks
public Level14(Panel panel) {
this.panel = panel;
hasWon = false;
resetLevel();
}
// Alternate method to create rectangles that can be passed through
private void createRectOfGoThroughBlocks(int w, int h, int startingX, int startingY) {
for (int i = 0; i < w; i++) {
for (int j = 0; j < h; j++) {
goThroughBlocks.add(new Block(startingX + i * Block.S, startingY + j * Block.S, Color.DARK_GRAY));
}
}
}
// Alternate method to create rectangles that cannot be seen or travelled
// through
private void createRectOfInvisibleBlocks(int w, int h, int startingX, int startingY) {
for (int i = 0; i < w; i++) {
for (int j = 0; j < h; j++) {
invisibleBlocks.add(new Block(startingX + i * Block.S, startingY + j * Block.S, Color.DARK_GRAY));
}
}
}
// Resets character positions, strings, and alpha variables (for fade effect)
@Override
void resetLevel() {
textHasStarted = false;
str1 = "";
str2 = "";
str3 = "";
str4 = "";
str1Alpha = 0.0f;
str2Alpha = 0.0f;
str3Alpha = 0.0f;
str4Alpha = 0.0f;
isGravityReversed = false;
int offsetX = 300;
int y = 360;
// Reset all characters
c = new Character(cx - (int) (Block.S * 7.5), cy - Block.S * 7 / 2, CustomColor.PINK);
family1 = new Character(190 + offsetX, y + 30 + Block.S, Color.BLUE);
family2 = new Character(300 + offsetX, y + 30 + Block.S, Color.PINK);
family3 = new Character(225 + offsetX, y + 30 + Block.S, 15, Color.GRAY);
family4 = new Character(245 + offsetX, y + 30 + Block.S, 15, Color.GREEN);
m = new Money(cx + (int) (Block.S * 6.5), cy - (int) (Block.S * 3.5), panel);
// Reset all blocks
blocks = new ArrayList<Block>();
invisibleBlocks = new ArrayList<Block>();
goThroughBlocks = new ArrayList<Block>();
// Create blocks for the floor
createRectOfBlocks(15, 5, cx - (int) (Block.S * 15 / 2.0), cy - (int) (Block.S * 5 / 2.0));
for (int i = 0; i < 1; i++)
createRectOfBlocks(15 - 2 * (i + 1), 1, cx - (int) (Block.S * (6.5 - i)), cy + (int) (Block.S * (2.5 + i)));
for (int i = 0; i < 5; i++)
createRectOfBlocks(15 - 2 * (i + 1), 1, cx - (int) (Block.S * (6.5 - i)), cy - (int) (Block.S * (3.5 + i)));
// Create blocks for the walls
createRectOfGoThroughBlocks(1, 2, 150 + offsetX, y + 60);
createRectOfBlocks(1, 2, 360 + offsetX, y + 60);
// Create blocks for the roof
createRectOfBlocks(2, 1, 120 + offsetX, y + 120);
createRectOfBlocks(2, 1, 360 + offsetX, y + 120);
createRectOfBlocks(2, 1, 150 + offsetX, y + 150);
createRectOfBlocks(2, 1, 330 + offsetX, y + 150);
createRectOfBlocks(2, 1, 180 + offsetX, y + 180);
createRectOfBlocks(2, 1, 300 + offsetX, y + 180);
createRectOfBlocks(4, 1, 210 + offsetX, y + 210);
// Create invisible platform that allows character to return to family
createRectOfInvisibleBlocks(5, 1, 360, 570);
}
// Draws characters, background, and text
@Override
public void draw(Graphics g) {
m.draw(g);
family1.draw(g);
family2.draw(g);
family3.draw(g);
family4.draw(g);
super.draw(g);
for (Block b : goThroughBlocks) {
b.draw(g);
}
g.setColor(Color.WHITE);
Font font = new Font("Monospaced", Font.ITALIC, 15);
g.setFont(font);
FontMetrics metrics = g.getFontMetrics(font);
int y = 160;
int marginY = 20; // space between lines
float increment = 0.01f; // adjust this to change the speed of the fade in/out
y = Utils.drawStringWrap(g, "But it was too late.", metrics, cx - 85, y, 170);
Graphics2D g2d = (Graphics2D) g;
if (str1 != "") {
str1Alpha = Math.min(str1Alpha + increment, 1.0f);
g2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, str1Alpha));
y = Utils.drawStringWrap(g2d, str1, metrics, cx - 125, y + marginY, 250);
// Draw the fire sprite to show that money is burning.
if (isGravityReversed) {
fire.draw(g2d);
} else {
// If gravity is not reversed, the money is on the bottom of the blocks with the
// family, so the fire should be going upwards.
// Rotate the fire sprite by 180 degrees.
fire.draw(g2d, Math.PI);
}
}
if (str2 != "") {
str2Alpha = Math.min(str2Alpha + increment, 1.0f);
g2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, str2Alpha));
y = Utils.drawStringWrap(g2d, str2, metrics, cx - 170, y + marginY, 340);
}
Font smallerFont = new Font("Monospaced", Font.ITALIC, 12);
FontMetrics smallerMetrics = g2d.getFontMetrics(smallerFont);
if (str3 != "") {
g2d.setFont(isGravityReversed ? font : smallerFont);
str3Alpha = Math.min(str3Alpha + increment, 1.0f);
g2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, str3Alpha));
y = Utils.drawStringWrap(g2d, str3, isGravityReversed ? metrics : smallerMetrics, cx - 170,
y + (isGravityReversed ? marginY : 10), 340);
}
if (str4 != "") {
g2d.setFont(isGravityReversed ? smallerFont : font);
str4Alpha = Math.min(str4Alpha + increment, 1.0f);
g2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, str4Alpha));
g2d.drawString(str4, cx - metrics.stringWidth(str4) / 2, y + (marginY));
// Draw button for main menu
Font buttonFont = new Font("Monospaced", Font.BOLD, 20);
FontMetrics buttonMetrics = g.getFontMetrics(buttonFont);
String buttonStr = "MAIN MENU";
g2d.setColor(CustomColor.PINK);
g2d.fillRect(buttonX, buttonY, buttonW, buttonH);
g2d.setColor(Color.WHITE);
g2d.setFont(buttonFont);
g2d.drawString(buttonStr, buttonX + (buttonW - buttonMetrics.stringWidth(buttonStr)) / 2, cy + 5);
}
// Reset alpha back to original for graphics that will be drawn after from the
// Panel class.
g2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 1.0f));
}
// Helper method that returns whether the main character intersects at least 1
// family member.
private boolean cIntersectsFamily() {
return c.intersects(family1) || c.intersects(family2) || c.intersects(family3) || c.intersects(family4);
}
// Allows character to move, has time function that makes text show up with time
// delays
@Override
public void move() {
if (!isGravityReversed) {
// If character crosses the imaginary vertical halfway line while chasing money,
// the money teleports away and the sad ending is initiated.
if (!textHasStarted && c.x > cx) {
str1 = "This game was all just a hedonic paradox.";
m.x = 265 + 300;
m.y = 360 + 30 + Block.S;
startTime = System.currentTimeMillis();
textHasStarted = true;
// Make the invisible blocks and go through blocks disappear so that we can no
// longer go back to family after they've chosen money.
invisibleBlocks = new ArrayList<Block>();
for (Block b : goThroughBlocks) {
blocks.add(new Block(b.x, b.y, Color.BLACK));
}
goThroughBlocks = new ArrayList<Block>();
// Initiate the fire sprite to be above the money.
fire = new FireSprite(m.x - 10, m.y - 65, panel);
}
if (textHasStarted && System.currentTimeMillis() - startTime > 3000) {
str2 = "He who loves money is never satisfied by money, and he who loves wealth is never satisfied by income.";
}
if (textHasStarted && System.currentTimeMillis() - startTime > 6000) {
str3 = "- Ecclesiastes 5:10";
}
} else {
// If the character chooses the other fate and goes for the family, initiate the
// alternative ending's text.
if (!textHasStarted && cIntersectsFamily()) {
str1 = "I realized my mistakes and returned to my family";
startTime = System.currentTimeMillis();
textHasStarted = true;
}
if (textHasStarted && System.currentTimeMillis() - startTime > 3000) {
str2 = "...but I've already hurt them, and nothing will fully repair our relationship.";
}
if (textHasStarted && System.currentTimeMillis() - startTime > 6000) {
str3 = "Now, I find myself both without the wealth I've worked for and without family. This game was just a hedonic paradox.";
}
}
if (textHasStarted && System.currentTimeMillis() - startTime > 9000) {
str4 = "THE END";
}
// Make gravity go reverse on touching the go through blocks
for (Block b : goThroughBlocks) {
if (b.intersects(c)) {
isGravityReversed = true;
// Get rid of invisible blocks when gravity gets reversed to avoid behavior that
// appears glitchy.
invisibleBlocks = new ArrayList<Block>();
// Initiate the fire sprite to be above the money.
fire = new FireSprite(m.x - 10, m.y, panel);
}
}
c.move(Utils.extend(blocks, invisibleBlocks));
checkDeath(c);
// If main character dies, reset the level
if (!c.isAlive() && !hasWon) {
resetLevel();
}
checkWin();
// Do custom collision checking depending on the direction of gravity.
if (isGravityReversed) {
checkYCollisionsReverse(c, Utils.extend(blocks, invisibleBlocks));
// Add an acceleration of -2*G to cancel out the default falling acceleration of
// G, leading to a net acceleration of -G to simulate "upside-down gravity."
c.yVelocity = c.isFalling ? c.yVelocity - 2 * Character.fallingYAcceleration : 0;
} else {
checkYCollisions(c, Utils.extend(blocks, invisibleBlocks));
}
}
// Custom logic for checking if the character has collided with a block while
// moving up or down and adjusting its position, when gravity is reversed.
private void checkYCollisionsReverse(Character c, ArrayList<Block> blocks) {
// check collisions
if (c.isFalling && c.yVelocity > 0) {
// If the character collides with a block while falling downwards:
for (Block b : blocks) {
if (c.willIntersectY(b) && c.y < b.y) {
c.yVelocity = 0;
c.y = b.y - c.height;
break;
}
}
} else if (c.isFalling && c.yVelocity < 0) {
// if character bumps into a block while going upwards
for (Block b : blocks) {
if (c.willIntersectY(b) && c.y > b.y) {
c.isFalling = false;
c.y = b.y + b.height;
break;
}
}
}
// if the character is not below any block, it is falling
if (!characterIsBelowABlock(c, blocks)) {
c.isFalling = true;
}
}
// Checks if a character is a below a block
private boolean characterIsBelowABlock(Character c, ArrayList<Block> blocks) {
for (Block b : blocks) {
if (c.x + c.width > b.x && c.x < b.x + b.width && c.y == b.y + b.height) {
return true;
}
}
return false;
}
// Custom checkDeath method to account for when gravity is reversed.
@Override
protected void checkDeath(Character c) {
if (!isGravityReversed) {
super.checkDeath(c);
} else {
// The character dies if it "falls up" off the screen.
if (c.y < -Panel.H * 0.5) {
c.die();
}
}
}
// If user clicks button to return to home screen, redirect them to the loading
// screen
@Override
public void mouseClicked(MouseEvent e) {
if (str4 != "" && e.getX() > buttonX && e.getX() < buttonX + buttonW && e.getY() > buttonY
&& e.getY() < buttonY + buttonH) {
panel.nextLevel(new LoadingScreen(panel));
}
}
// Left empty because this level cannot be won.
@Override
protected void checkWin() {
}
// Overrides the default behavior to allow jumps that go in the downward
// direction when gravity is reversed.
@Override
public void keyPressed(KeyEvent e) {
if (isGravityReversed) {
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
c.xVelocity = Character.SPEED * -1;
} else if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
c.xVelocity = Character.SPEED;
} else if (e.getKeyCode() == KeyEvent.VK_UP && !c.isFalling) {
c.yVelocity = Character.G;
c.isFalling = true;
}
} else {
super.keyPressed(e);
}
}
}