495 lines
15 KiB
Java
495 lines
15 KiB
Java
import java.awt.Color;
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import java.awt.Font;
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import javax.swing.ImageIcon;
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import javax.swing.JFrame;
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import javax.swing.JLabel;
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import javax.swing.JPanel;
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// In dieser Klasse findet der größte Teil des Spiels statt:
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// Rendern von Map, Geistern, Pac-Man etc.
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// Überprüfung von Kollisionen verschiedener Elemente (der komplizierteste Teil des Programms)
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public class Game {
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// Deklaration der sichtbaren Elemente
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JFrame frame;
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JPanel panel;
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Player player;
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Ghost ghosts[];
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Map map;
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// Delta time: siehe https://en.wikipedia.org/wiki/Delta_timing
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private long dt;
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private long lastT;
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private int score = 0;
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private JLabel scoreLabel;
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private JLabel fpsLabel;
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private JLabel liveLabels[];
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private int delaytimer = 4;
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@SuppressWarnings("unused")
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private long fps = 60;
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private int windowSizeX = 880; // Größe des Frame in x-Richtung
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private int windowSizeY = 800; // Größe des Frame in y-Richtung
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private int frameLocationX = 100; // Position des Frame auf dem Bildschirm in x-Richtung
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private int frameLocationY = 100; // Position des Frame auf dem Bildschirm in x-Richtung
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// oben links (0|0)
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// nach rechts --> x wird größer
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// nach unten --> y wird größer
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public static int frames;
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int minn;
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int[] HCost = new int[4];
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public Game(String selectedMap) { // Erstellen des Konstruktors (Was soll passieren, sobald dieses Klasse
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// aufgerufen wird?)
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frame = new JFrame(); // Fenster
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ImageIcon img = new ImageIcon("assets/Pacman_Right.png");
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frame.setIconImage(img.getImage());
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panel = new JPanel(); // darauf werden alle sichtbaren Elemente gespeichert
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ghosts = new Ghost[4]; // 4 Geister
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boolean[][] ghost_possible = new boolean[ghosts.length][4];
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player = new Player(); // Pac-Man
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liveLabels = new JLabel[3];
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for (int i = 0; i < liveLabels.length; i++) {
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liveLabels[i] = new Lives();
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panel.add(liveLabels[i]);
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liveLabels[i].setBounds(710 + 20 * i, 35 , 20, 20);
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}
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scoreLabel = new JLabel(Integer.toString(score));
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panel.add(scoreLabel);
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scoreLabel.setForeground(Color.WHITE);
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scoreLabel.setBounds(710, 0, 500, 50);
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Font f = new Font("Consolas", Font.BOLD, 24);
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scoreLabel.setFont(f);
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fpsLabel = new JLabel(Integer.toString(score));
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panel.add(fpsLabel);
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fpsLabel.setForeground(Color.WHITE);
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fpsLabel.setBounds(710, 45, 500, 50);
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fpsLabel.setFont(f);
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panel.add(player); // Pac-Man wird dem Panel hinzugefügt
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frame.addKeyListener(player); // KeyListener wird hinzugefügt, man kann nun Pac-Maan mit der tastatur steuern
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// Einstellen des Frame bezüglich Größe und Position
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frame.setSize(windowSizeX, windowSizeY);
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frame.setLocation(frameLocationX, frameLocationY);
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frame.setVisible(false);
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frame.setTitle("Pac-Man"); // Der Titel des Frame wird auf "Pac-Man" gesetzt
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frame.setResizable(false); // Man kann die Größe des Frame nicht verändern
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frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // Wenn der Frame geschlossen wird, wird auch das Programm
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// beendet
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// Der Inhalt des Panels wird auf dem Frame angezeigt:
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frame.setContentPane(panel);
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frame.getContentPane().setLayout(null);
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panel.setBackground(Color.BLACK); // Der Hintergrund ist schwarz
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for (int i = 0; i < ghosts.length; i++) { // für jeden Geist:
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ghosts[i] = new Ghost(i); // Erstellen des jeweiligen Geistes
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panel.add(ghosts[i]); // Hinzufügen zum Panel des jeiligen Geistes
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ghosts[i].setBounds(ghosts[i].getPos('x', 0), ghosts[i].getPos('y', 0), 20, 20);
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}
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map = new Map(selectedMap, player, ghosts); // Map auf der gespielt wird
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map.mapping();
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player.setBounds(player.getPos('x', 0), player.getPos('y', 0), 20, 20); // Pac-Man wird das erste Mal gerendert
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for (int i = 0; i < 35; i++) { // für jeden Brick
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for (int j = 0; j < 35; j++) { // für jeden Brick
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if (Map.bricks[j][i] != null) { // Damit kein Fehler auftritt wegen nicht vorhandenen Bricks
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panel.add(Map.bricks[j][i]); // Der jeweilige Brick wird zum panel hinzugefügt
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Map.bricks[j][i].setBounds(Map.bricks[j][i].xPos, Map.bricks[j][i].yPos, 20, 20); // Rendern des
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}
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}
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}
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for (int i = 0; i < 35; i++) { // für jeden Brick // points
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for (int j = 0; j < 35; j++) { // für jeden Brick
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if (Map.points[j][i] != null) { // Damit kein Fehler auftritt wegen nicht vorhandenen Bricks
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panel.add(Map.points[j][i]); // Der jeweilige Brick wird zum panel hinzugefügt
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Map.points[j][i].setBounds(Map.points[j][i].xPos, Map.points[j][i].yPos, 20, 20); // Rendern des
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}
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}
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}
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for (int i = 0; i < 35; i++) { // für jeden Brick // points
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for (int j = 0; j < 35; j++) { // für jeden Brick
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if (Map.bigpoints[j][i] != null) { // Damit kein Fehler auftritt wegen nicht vorhandenen Bricks
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panel.add(Map.bigpoints[j][i]); // Der jeweilige Brick wird zum panel hinzugefügt
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Map.bigpoints[j][i].setBounds(Map.bigpoints[j][i].xPos, Map.bigpoints[j][i].yPos, 20, 20); // Rendern
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// des
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}
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}
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}
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if (Map.Left != null && Map.Right != null) {
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panel.add(Map.Left);
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panel.add(Map.Right);
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Map.Left.setBounds(Map.Left.xPos, Map.Left.yPos, 20, 20);
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Map.Right.setBounds(Map.Right.xPos, Map.Right.yPos, 20, 20);
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}
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lastT = System.nanoTime(); // delta time
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delay(1000);
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frame.setVisible(true);
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// -----------------------------------------------------------------------------------------------------------------------------------------------------
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// -----------------------------------------------------------------------------------------------------------------------------------------------------
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// -----------------------------------------------------------------------------------------------------------------------------------------------------
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// -----------------------------------------------------------------------------------------------------------------------------------------------------
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// -----------------------------------------------------------------------------------------------------------------------------------------------------
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// -----------------------------------------------------------------------------------------------------------------------------------------------------
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while (true) { // Hauptschleife
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if (ghosts[0].feared == true) {
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if (Ghost.fearedTimer != 0) {
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Ghost.fearedTimer--;
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} else {
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for (int i = 0; i < ghosts.length; i++) {
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ghosts[i].feared = false;
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ghosts[i].ogSauce();
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Ghost.offFrames = 4;
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}
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}
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}
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dt = System.nanoTime() - lastT; // delta time
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lastT = System.nanoTime(); // delta time
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player.setLocation(player.getPos('x', dt), player.getPos('y', dt));
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for (int i = 0; i < ghosts.length; i++) {
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if (!ghosts[i].getIsDead()) {
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ghost_possible[i][0] = false;
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ghost_possible[i][1] = false;
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ghost_possible[i][2] = false;
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ghost_possible[i][3] = false;
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if ((Map.bricks[conv(ghosts[i].yPos)][conv(ghosts[i].xPos) + 1] == null
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&& Map.bricks[conv(ghosts[i].yPos + 19)][conv(ghosts[i].xPos) + 1] == null)
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|| (ghosts[i].xPos + 10) % 20 != 0) {
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ghost_possible[i][0] = true;
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}
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if ((Map.bricks[conv(ghosts[i].yPos)][conv(ghosts[i].xPos) - 1] == null
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&& Map.bricks[conv(ghosts[i].yPos + 19)][conv(ghosts[i].xPos) - 1] == null)
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|| (ghosts[i].xPos + 10) % 20 != 0) {
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ghost_possible[i][1] = true;
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}
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if ((Map.bricks[conv(ghosts[i].yPos) - 1][conv(ghosts[i].xPos)] == null
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&& Map.bricks[conv(ghosts[i].yPos) - 1][conv(ghosts[i].xPos + 19)] == null)
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|| (ghosts[i].yPos + 10) % 20 != 0) {
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ghost_possible[i][2] = true;
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}
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if ((Map.bricks[conv(ghosts[i].yPos) + 1][conv(ghosts[i].xPos)] == null
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&& Map.bricks[conv(ghosts[i].yPos) + 1][conv(ghosts[i].xPos + 19)] == null)
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|| (ghosts[i].yPos + 10) % 20 != 0) {
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ghost_possible[i][3] = true;
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}
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HCost[0] = ghosts[i].getHCost(player, 1, 0);
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HCost[1] = ghosts[i].getHCost(player, -1, 0);
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HCost[2] = ghosts[i].getHCost(player, 0, -1);
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HCost[3] = ghosts[i].getHCost(player, 0, 1);
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//
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int minn = 10000;
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if (ghosts[i].dire == 2) {
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HCost[3] = 10000;
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}
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if (ghosts[i].dire == 3) {
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HCost[2] = 10000;
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}
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if (ghosts[i].dire == 1) {
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HCost[0] = 10000;
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}
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if (ghosts[i].dire == 0) {
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HCost[1] = 10000;
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}
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for (int j = 0; j < 4; j++) {
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if (ghost_possible[i][j] == false) {
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HCost[j] = 10500;
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}
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}
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for (int j = 0; j < 4; j++) {
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if (minn > HCost[j]) {
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minn = HCost[j];
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}
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}
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for (int j = 0; j < 4; j++) {
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if (HCost[j] == minn) {
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if (frames % Ghost.offFrames == 0) {
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if (j == 0) {
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ghosts[i].right = true;
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ghosts[i].left = false;
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ghosts[i].down = false;
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ghosts[i].up = false;
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ghosts[i].dire = 0;
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break;
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}
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if (j == 1) {
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ghosts[i].left = true;
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ghosts[i].right = false;
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ghosts[i].down = false;
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ghosts[i].up = false;
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ghosts[i].dire = 1;
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break;
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}
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if (j == 2) {
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ghosts[i].up = true;
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ghosts[i].right = false;
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ghosts[i].left = false;
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ghosts[i].down = false;
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ghosts[i].dire = 2;
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break;
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}
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if (j == 3) {
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ghosts[i].down = true;
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ghosts[i].right = false;
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ghosts[i].left = false;
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ghosts[i].up = false;
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ghosts[i].dire = 3;
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break;
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}
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}
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}
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}
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}
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}
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// Kollision von Pac-Man mit Bricks:
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for (int i = 0; i < 35; i++) { // für jeden Brick
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for (int j = 0; j < 35; j++) { // für jeden Brick
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if (Map.bricks[j][i] != null) { // Damit kein Fehler auftritt wegen nicht vorhandenen Bricks
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if (player.getPos('x', 0) < Map.bricks[j][i].xPos + 20
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&& player.getPos('x', 0) > Map.bricks[j][i].xPos - 20
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&& player.getPos('y', 0) < Map.bricks[j][i].yPos + 20
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&& player.getPos('y', 0) > Map.bricks[j][i].yPos - 20) {
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if (player.left) {
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player.setPos('x', Map.bricks[j][i].xPos + 20);
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player.setPos('y', Map.bricks[j][i].yPos);
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player.left = false;
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} else if (player.right) {
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player.setPos('x', Map.bricks[j][i].xPos - 20);
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player.setPos('y', Map.bricks[j][i].yPos);
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player.right = false;
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} else if (player.up) {
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player.setPos('y', Map.bricks[j][i].yPos + 20);
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player.setPos('x', Map.bricks[j][i].xPos);
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player.up = false;
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} else if (player.down) {
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player.setPos('y', Map.bricks[j][i].yPos - 20);
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player.setPos('x', Map.bricks[j][i].xPos);
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player.down = false;
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}
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}
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}
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if (Map.points[j][i] != null) {
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if (player.getPos('x', 0) < Map.points[j][i].xPos + 5
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&& player.getPos('x', 0) > Map.points[j][i].xPos - 5
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&& player.getPos('y', 0) < Map.points[j][i].yPos + 5
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&& player.getPos('y', 0) > Map.points[j][i].yPos - 5) {
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Map.points[j][i].setBounds(0, 0, 0, 0);
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Map.points[j][i] = null;
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score += 150;
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scoreLabel.setText(Integer.toString(score));
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}
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}
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if (Map.bigpoints[j][i] != null) {
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if (player.getPos('x', 0) < Map.bigpoints[j][i].xPos + 6
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&& player.getPos('x', 0) > Map.bigpoints[j][i].xPos - 6
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&& player.getPos('y', 0) < Map.bigpoints[j][i].yPos + 6
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&& player.getPos('y', 0) > Map.bigpoints[j][i].yPos - 6) {
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Map.bigpoints[j][i].setBounds(0, 0, 0, 0);
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Map.bigpoints[j][i] = null;
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score += 1000;
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scoreLabel.setText(Integer.toString(score));
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for (i = 0; i < 4; i++) {
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ghosts[i].feared = true;
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Ghost.fearedTimer = 1000;
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ghosts[i].changeSauce("feared");
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if (ghosts[i].left) {
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ghosts[i].dire = 0;
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} else if (ghosts[i].right) {
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ghosts[i].dire = 1;
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} else if (ghosts[i].down) {
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ghosts[i].dire = 3;
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} else if (ghosts[i].up) {
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ghosts[i].dire = 4;
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}
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Ghost.offFrames = 6;
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}
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}
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}
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}
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}
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if (Map.Left != null) {
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if (player.getPos('x', 0) < Map.Left.xPos + 20 && player.getPos('x', 0) > Map.Left.xPos - 20
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&& player.getPos('y', 0) < Map.Left.yPos + 20 && player.getPos('y', 0) > Map.Left.yPos - 20) {
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if (Map.Right != null) {
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player.xPos = Map.Right.xPos - 20;
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player.yPos = Map.Right.yPos;
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}
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}
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}
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if (Map.Right != null) {
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if (player.getPos('x', 0) < Map.Right.xPos + 20 && player.getPos('x', 0) > Map.Right.xPos - 20
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&& player.getPos('y', 0) < Map.Right.yPos + 20 && player.getPos('y', 0) > Map.Right.yPos - 20) {
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if (Map.Left != null) {
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player.xPos = Map.Left.xPos + 20;
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player.yPos = Map.Left.yPos;
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}
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}
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}
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// Geister LOOP
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for (int i = 0; i < ghosts.length; i++) {
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//
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if (ghosts[i].getIsDead()) {
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if (ghosts[i].getDeathTimer() != 0) {
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ghosts[i].setDeathTimer(ghosts[i].getDeathTimer() - 1);
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} else {
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ghosts[i].setIsDead(false);
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ghosts[i].setPos('x', Map.ghost_posX[i]);
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ghosts[i].setPos('y', Map.ghost_posY[i]);
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}
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}
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ghosts[i].setLocation(ghosts[i].getPos('x', dt), ghosts[i].getPos('y', dt));
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if (player.getPos('x', 0) < ghosts[i].getPos('x', 0) + 18
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&& player.getPos('x', 0) > ghosts[i].getPos('x', 0) - 18
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&& player.getPos('y', 0) < ghosts[i].getPos('y', 0) + 14
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&& player.getPos('y', 0) > ghosts[i].getPos('y', 0) - 14)
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if (ghosts[0].feared) {
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ghosts[i].setIsDead(true);
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ghosts[i].setDeathTimer(1000);
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ghosts[i].setPos('x', -100);
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ghosts[i].setPos('y', -100);
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score += 1000;
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} else {
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player.lives--;
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liveLabels[player.lives].setBounds(0, 0, 0, 0);
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if (player.lives == 0) {
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System.exit(0);
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}
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delay(200);
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for (int j = 0; j < ghosts.length; j++) {
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ghosts[j].setPos('x', Map.ghost_posX[j]);
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ghosts[j].setPos('y', Map.ghost_posY[j]);
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}
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player.setPos('x', Map.pac_posX);
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player.setPos('y', Map.pac_posY);
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player.up = false;
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player.down = false;
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player.right = false;
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player.left = false;
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}
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// Geister LOOP
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}
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//
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// Ein delay zum Ende der Hauptschleife
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if (frames % 100 == 0) {
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boolean empty = true;
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for (int i = 0; i < 35; i++) {
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for (int j = 0; j < 35; j++) {
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if (Map.points[j][i] != null) {
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empty = false;
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}
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}
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}
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for (int i = 0; i < 35; i++) {
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for (int j = 0; j < 35; j++) {
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if (Map.bigpoints[j][i] != null) {
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empty = false;
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}
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}
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}
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if (empty) {
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scoreLabel.setText("YOU WON");
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delay(1000);
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System.exit(0); // HIER DEN HIGHSCORE IMPLEMENTIEREN
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}
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}
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player.calcDir(0); // Berechnen wo Pac-Man als nächstes hin soll
|
|
fps = 1000000000 / dt;
|
|
fpsLabel.setText("fps: " + Integer.toString((int) fps));
|
|
frames++; // FRAMES WIRD HOCHGESETZT
|
|
delay(delaytimer);
|
|
//
|
|
}
|
|
// ENDE DER WHILE-SCHLEIFE
|
|
|
|
}
|
|
|
|
// Methode zum verzögern (warten) in ms
|
|
public void delay(int time) {
|
|
|
|
try {
|
|
Thread.sleep(time);
|
|
} catch (InterruptedException e) {
|
|
e.printStackTrace();
|
|
}
|
|
}
|
|
|
|
private int conv(float a) { // 90.0 --> 4
|
|
int b = (int) (a - 10) / 20;
|
|
return b;
|
|
}
|
|
|
|
}
|