Final project
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14 changed files with 463 additions and 143 deletions
BIN
DJam 2.jar
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DJam 2.jar
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res/img/ui/begin.png
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res/img/ui/begin.png
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res/img/ui/dead.png
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res/img/ui/dead.png
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res/img/ui/win.png
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3
src/META-INF/MANIFEST.MF
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src/META-INF/MANIFEST.MF
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Manifest-Version: 1.0
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Main-Class: com.gnarly.game.Main
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@ -100,6 +100,8 @@ public class BulletList {
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enemies.remove(j);
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--j;
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}
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bullets.remove(i);
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--i;
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}
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}
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bullet.position.add(deltaV);
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@ -120,8 +122,11 @@ public class BulletList {
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Vector2f deltaV = bullet.velocity.mul((float) Main.dtime, new Vector2f());
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Collision.Bounds bounds = player.getBounds();
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Vector2f[] segments = player.getSegments();
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if (Collision.collide(bounds, segments, player.getVelocity(), bullet))
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if (Collision.collide(bounds, segments, player.getVelocity(), bullet)) {
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player.damage(bullet.damage);
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bullets.remove(i);
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--i;
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}
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bullet.position.add(deltaV);
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bullet.boundingPosition.add(deltaV);
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@ -42,7 +42,6 @@ public class Collision {
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Vector2f scaledBV = bullet.velocity.mul((float) Main.dtime, new Vector2f());
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Bounds bounds = getBounds(position, dimensions, boundVelocity);
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Bounds bulletBounds = getBounds(bullet.boundingPosition, bullet.bounds, scaledBV);
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GamePanel.show.set(position.x, position.y, bounds.dimensions.x, bounds.dimensions.y);
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if (overlap(bounds, bulletBounds)) {
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Vector2f[] boundsSegments = new Vector2f[] {
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position,
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@ -97,52 +96,48 @@ public class Collision {
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public static boolean segmentCollision(Vector2f P1, Vector2f D1, Vector2f V1, Vector2f P2, Vector2f D2, Vector2f V2) {
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final float EPSILON = 0.000001f;
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if ((V1.length() == 0 && V2.length() > 0)
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|| (V2.length() == 0 && V1.length() > 0)
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|| Math.abs(V1.angle(V2)) > EPSILON) {
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if (V1.length() > 0) {
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float b = (P1.x - P2.x + (V1.x - V2.x) * (P2.y - P1.y) / (V1.y - V2.y)) / (D2.x - D2.y * (V1.x - V2.x) / (V1.y - V2.y));
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if (rangeCheck(b)) {
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float t;
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if (V1.y == 0)
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t = (P1.x + D1.x - P2.x - D2.x * b) / (V2.x - V1.x);
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else
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t = (P1.y + D1.y - P2.y - D2.y * b) / (V2.y - V1.y);
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if (rangeCheck(t))
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return true;
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}
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b = (P1.x + D1.x - P2.x + (V1.x - V2.x) * (P2.y - P1.y - D1.y) / (V1.y - V2.y)) / (D2.x - D2.y * (V1.x - V2.x) / (V1.y - V2.y));
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if (rangeCheck(b)) {
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float t;
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if (V1.y == 0)
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t = (P1.x + D1.x - P2.x - D2.x * b) / (V2.x - V1.x);
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else
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t = (P1.y + D1.y - P2.y - D2.y * b) / (V2.y - V1.y);
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if (rangeCheck(t))
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return true;
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}
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if (V1.length() > 0) {
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float b = (P1.x - P2.x + (V1.x - V2.x) * (P2.y - P1.y) / (V1.y - V2.y)) / (D2.x - D2.y * (V1.x - V2.x) / (V1.y - V2.y));
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if (rangeCheck(b)) {
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float t;
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if (V1.y == 0)
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t = (P1.x + D1.x - P2.x - D2.x * b) / (V2.x - V1.x);
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else
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t = (P1.y + D1.y - P2.y - D2.y * b) / (V2.y - V1.y);
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if (rangeCheck(t))
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return true;
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}
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if (V2.length() > 0) {
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float a = (P2.x - P1.x - (V1.x - V2.x) * (P1.y - P2.y) / (V2.y - V1.y)) / (D1.x + D1.y * (V1.x - V2.x) / (V2.y - V1.y));
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if (rangeCheck(a)) {
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float t;
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if (V2.y == 0)
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t = (P1.x + D1.x * a - P2.x - D2.x) / (V2.x - V1.x);
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else
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t = (P1.y + D1.y * a - P2.y - D2.y) / (V2.y - V1.y);
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if (rangeCheck(t))
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return true;
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}
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a = (P2.x + D2.x - P1.x - (V1.x - V2.x) * (P1.y - P2.y - D2.y) / (V2.y - V1.y)) / (D1.x + D1.y * (V1.x - V2.x) / (V2.y - V1.y));
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if (rangeCheck(a)) {
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float t;
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if (V2.y == 0)
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t = (P1.x + D1.x * a - P2.x - D2.x) / (V2.x - V1.x);
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else
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t = (P1.y + D1.y * a - P2.y - D2.y) / (V2.y - V1.y);
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if (rangeCheck(t))
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return true;
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}
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b = (P1.x + D1.x - P2.x + (V1.x - V2.x) * (P2.y - P1.y - D1.y) / (V1.y - V2.y)) / (D2.x - D2.y * (V1.x - V2.x) / (V1.y - V2.y));
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if (rangeCheck(b)) {
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float t;
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if (V1.y == 0)
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t = (P1.x + D1.x - P2.x - D2.x * b) / (V2.x - V1.x);
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else
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t = (P1.y + D1.y - P2.y - D2.y * b) / (V2.y - V1.y);
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if (rangeCheck(t))
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return true;
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}
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}
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if (V2.length() > 0) {
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float a = (P2.x - P1.x - (V1.x - V2.x) * (P1.y - P2.y) / (V2.y - V1.y)) / (D1.x + D1.y * (V1.x - V2.x) / (V2.y - V1.y));
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if (rangeCheck(a)) {
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float t;
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if (V2.y == 0)
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t = (P1.x + D1.x * a - P2.x - D2.x) / (V2.x - V1.x);
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else
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t = (P1.y + D1.y * a - P2.y - D2.y) / (V2.y - V1.y);
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if (rangeCheck(t))
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return true;
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}
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a = (P2.x + D2.x - P1.x - (V1.x - V2.x) * (P1.y - P2.y - D2.y) / (V2.y - V1.y)) / (D1.x + D1.y * (V1.x - V2.x) / (V2.y - V1.y));
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if (rangeCheck(a)) {
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float t;
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if (V2.y == 0)
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t = (P1.x + D1.x * a - P2.x - D2.x) / (V2.x - V1.x);
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else
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t = (P1.y + D1.y * a - P2.y - D2.y) / (V2.y - V1.y);
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if (rangeCheck(t))
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return true;
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}
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}
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return false;
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@ -2,16 +2,23 @@ package com.gnarly.game;
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import com.gnarly.engine.display.Camera;
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import com.gnarly.engine.display.Window;
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import com.gnarly.engine.model.ColRect;
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import com.gnarly.game.enemies.BasicEnemy;
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import com.gnarly.engine.model.TexRect;
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import com.gnarly.game.enemies.Enemy;
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import org.joml.Vector2f;
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import java.util.ArrayList;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_SPACE;
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public class GamePanel extends Panel {
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public class GamePanel {
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private static final int
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STATE_PRE = 0x00,
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STATE_PLAYING = 0x01,
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STATE_DEAD = 0x02,
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STATE_WIN = 0x03;
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private static final float
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DELAY = 0.75f;
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private Window window;
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private Camera camera;
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@ -24,79 +31,99 @@ public class GamePanel extends Panel {
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private ArrayList<Enemy> enemies;
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public static ColRect show;
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private Level level;
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private int state = STATE_PRE;
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private TexRect begin;
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private TexRect dead;
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private TexRect win;
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private boolean restart = false;
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private float time;
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public GamePanel(Window window, Camera camera) {
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this.window = window;
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this.camera = camera;
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enemies = new ArrayList<Enemy>();
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enemies.add(new BasicEnemy(camera, 200, 200, 4,
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new float[] {
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3, 1, 3, 1
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},
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new Vector2f[] {
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new Vector2f( 300, 0),
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new Vector2f( 0, 100),
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new Vector2f(-300, 0),
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new Vector2f( 0, -100),
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}
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));
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enemies.add(new BasicEnemy(camera, 200, 200, 0,
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new float[] {
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3, 1, 3, 1
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},
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new Vector2f[] {
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new Vector2f( 300, 0),
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new Vector2f( 0, 100),
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new Vector2f(-300, 0),
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new Vector2f( 0, -100),
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}
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));
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playerBullets = new BulletList(camera);
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enemyBullets = new BulletList(camera);
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enemyBullets.spawnBullet(new Vector2f(camera.getWidth() / 2, 25), (float) Math.PI, BulletList.TYPE_SMOL, 400, 1);
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level = new Level(camera, "res/levels/level1.txt", enemies, enemyBullets);
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background = new Background(camera);
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player = new Player(window, camera, playerBullets);
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state = Main.GAME_PANEL;
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show = new ColRect(camera, 0, 0, 0, 100, 100, 1, 0, 0, 0.5f, false);
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begin = new TexRect(camera, "res/img/ui/begin.png", 0, 0, 0, camera.getWidth(), camera.getHeight(), 0, false);
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dead = new TexRect(camera, "res/img/ui/dead.png", 0, 0, 0, camera.getWidth(), camera.getHeight(), 0, false);
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win = new TexRect(camera, "res/img/ui/win.png", 0, 0, 0, camera.getWidth(), camera.getHeight(), 0, false);
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}
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public void update() {
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background.update();
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player.update();
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for (int i = 0; i < enemies.size(); ++i)
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enemies.get(i).update();
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if (state == STATE_PRE) {
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player.updateAnim();
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playerBullets.update(enemies);
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enemyBullets.update(player);
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if (window.keyPressed(GLFW_KEY_SPACE) == Window.BUTTON_PRESSED)
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state = STATE_PLAYING;
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}
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else if (state == STATE_PLAYING) {
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player.update();
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for (int i = 0; i < enemies.size(); ++i)
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enemies.get(i).update();
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player.applyMovement();
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for (int i = 0; i < enemies.size(); ++i)
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enemies.get(i).applyMovement();
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playerBullets.update(enemies);
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enemyBullets.update(player);
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if (player.getHealth() <= 0) {
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state = STATE_DEAD;
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}
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else if (enemies.size() == 0) {
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state = STATE_WIN;
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}
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|
||||
player.applyMovement();
|
||||
for (int i = 0; i < enemies.size(); ++i)
|
||||
enemies.get(i).applyMovement();
|
||||
}
|
||||
else if (state == STATE_DEAD) {
|
||||
time += Main.dtime;
|
||||
if (window.keyPressed(GLFW_KEY_SPACE) == Window.BUTTON_PRESSED && time > DELAY)
|
||||
restart = true;
|
||||
}
|
||||
else if (state == STATE_WIN) {
|
||||
player.updateAnim();
|
||||
time += Main.dtime;
|
||||
if (window.keyPressed(GLFW_KEY_SPACE) == Window.BUTTON_PRESSED && time > DELAY)
|
||||
restart = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void render() {
|
||||
background.render();
|
||||
enemyBullets.render();
|
||||
playerBullets.render();
|
||||
for(int i = 0; i < enemies.size(); ++i)
|
||||
enemies.get(i).render();
|
||||
player.render();
|
||||
show.render();
|
||||
if (state == STATE_PRE) {
|
||||
player.render();
|
||||
begin.render();
|
||||
}
|
||||
else if (state == STATE_PLAYING) {
|
||||
enemyBullets.render();
|
||||
playerBullets.render();
|
||||
for (int i = 0; i < enemies.size(); ++i)
|
||||
enemies.get(i).render();
|
||||
player.render();
|
||||
}
|
||||
else if (state == STATE_DEAD) {
|
||||
dead.render();
|
||||
}
|
||||
else if (state == STATE_WIN) {
|
||||
player.render();
|
||||
win.render();
|
||||
}
|
||||
}
|
||||
|
||||
public void reset() {
|
||||
|
||||
}
|
||||
|
||||
public int checkState() {
|
||||
int state = this.state;
|
||||
this.state = Main.GAME_PANEL;
|
||||
return state;
|
||||
public boolean restart() {
|
||||
return restart;
|
||||
}
|
||||
}
|
||||
|
|
58
src/com/gnarly/game/Level.java
Normal file
58
src/com/gnarly/game/Level.java
Normal file
|
@ -0,0 +1,58 @@
|
|||
package com.gnarly.game;
|
||||
|
||||
import com.gnarly.engine.display.Camera;
|
||||
import com.gnarly.game.enemies.BasicEnemy;
|
||||
import com.gnarly.game.enemies.Enemy;
|
||||
import org.joml.Vector2f;
|
||||
|
||||
import java.io.FileInputStream;
|
||||
import java.io.IOException;
|
||||
import java.util.ArrayList;
|
||||
import java.util.Scanner;
|
||||
|
||||
public class Level {
|
||||
|
||||
private String path;
|
||||
private Camera camera;
|
||||
private ArrayList<Enemy> enemies;
|
||||
|
||||
public Level(Camera camera, String path, ArrayList<Enemy> enemies, BulletList bullets) {
|
||||
try {
|
||||
FileInputStream stream = new FileInputStream(path);
|
||||
Scanner scanner = new Scanner(stream);
|
||||
int numShips = scanner.nextInt();
|
||||
for (int i = 0; i < numShips; ++i) {
|
||||
int numPath = scanner.nextInt();
|
||||
float x = scanner.nextFloat();
|
||||
float y = scanner.nextFloat();
|
||||
float timeOffset = scanner.nextFloat();
|
||||
float[] times = new float[numPath];
|
||||
for (int j = 0; j < numPath; ++j)
|
||||
times[j] = scanner.nextFloat();
|
||||
Vector2f[] shipPath = new Vector2f[numPath];
|
||||
for (int j = 0; j < numPath; ++j)
|
||||
shipPath[j] = new Vector2f(scanner.nextFloat(), scanner.nextFloat());
|
||||
int fireCount = scanner.nextInt();
|
||||
float padEnd = scanner.nextFloat();
|
||||
float[] fireTimes = new float[fireCount + 1];
|
||||
for (int writeIndex = 0; writeIndex < fireCount;) {
|
||||
int reps = scanner.nextInt();
|
||||
float delta = scanner.nextFloat();
|
||||
for (int j = writeIndex; j < writeIndex + reps; ++j)
|
||||
fireTimes[j] = delta;
|
||||
writeIndex += reps;
|
||||
}
|
||||
fireTimes[fireCount] = padEnd;
|
||||
enemies.add(new BasicEnemy(camera, x, y, timeOffset, times, shipPath, fireTimes, bullets));
|
||||
}
|
||||
scanner.close();
|
||||
stream.close();
|
||||
|
||||
this.camera = camera;
|
||||
this.path = path;
|
||||
this.enemies = enemies;
|
||||
} catch (IOException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -14,17 +14,12 @@ public class Main {
|
|||
public static int fps;
|
||||
public static double dtime;
|
||||
|
||||
public static final int
|
||||
NUM_PANELS = 1,
|
||||
GAME_PANEL = 0;
|
||||
|
||||
private ALManagement al;
|
||||
|
||||
private Window window;
|
||||
private Camera camera;
|
||||
|
||||
private Panel[] panels;
|
||||
private int panel;
|
||||
private GamePanel panel;
|
||||
|
||||
private Sound sound;
|
||||
|
||||
|
@ -59,15 +54,28 @@ public class Main {
|
|||
}
|
||||
|
||||
private void init() {
|
||||
int position = 15;
|
||||
for (int i = 0; i < 16; ++i) {
|
||||
int movement = (int) (Math.random() * 11) - 5;
|
||||
if (position + movement < 5 || position + movement > 27)
|
||||
position -= movement;
|
||||
else
|
||||
position += movement;
|
||||
/*System.out.println(" --- ");
|
||||
System.out.println("30 1");
|
||||
System.out.println("1 5");
|
||||
System.out.println(position + " 0.12903225806");
|
||||
System.out.println("1 0.38709677418 ");
|
||||
System.out.println((28 - position) + " 0.12903225806");*/
|
||||
}
|
||||
|
||||
al = new ALManagement();
|
||||
//window = new Window("Gamer Time", true);
|
||||
window = new Window(768, 432, "Gamer Time", true, true, true);
|
||||
window = new Window("Gamer Time", true);
|
||||
//window = new Window(768, 432, "Gamer Time", true, true, true);
|
||||
camera = new Camera(768, 432);
|
||||
Shader.init();
|
||||
|
||||
panels = new Panel[NUM_PANELS];
|
||||
panels[GAME_PANEL] = new GamePanel(window, camera);
|
||||
panel = GAME_PANEL;
|
||||
panel = new GamePanel(window, camera);
|
||||
|
||||
sound = new Sound("res/audio/theme.wav");
|
||||
sound.play(true);
|
||||
|
@ -75,22 +83,15 @@ public class Main {
|
|||
|
||||
private void update() {
|
||||
window.update();
|
||||
int state = panels[panel].checkState();
|
||||
if (state != panel) {
|
||||
switch (state) {
|
||||
case GAME_PANEL:
|
||||
GamePanel game = (GamePanel) panels[GAME_PANEL];
|
||||
game.reset();
|
||||
}
|
||||
panel = state;
|
||||
}
|
||||
panels[panel].update();
|
||||
panel.update();
|
||||
if (panel.restart())
|
||||
panel = new GamePanel(window, camera);
|
||||
camera.update();
|
||||
}
|
||||
|
||||
private void render() {
|
||||
window.clear();
|
||||
panels[panel].render();
|
||||
panel.render();
|
||||
window.swap();
|
||||
}
|
||||
|
||||
|
|
|
@ -1,10 +0,0 @@
|
|||
package com.gnarly.game;
|
||||
|
||||
public abstract class Panel {
|
||||
|
||||
protected int state;
|
||||
|
||||
public abstract void update();
|
||||
public abstract void render();
|
||||
public abstract int checkState();
|
||||
}
|
|
@ -15,7 +15,7 @@ public class Player extends TexRect {
|
|||
private double spf = 1.0 / 14.0;
|
||||
private double time = 0;
|
||||
private int frame = 0;
|
||||
private float speed = 150;
|
||||
private float speed = 250;
|
||||
private int health = 5;
|
||||
|
||||
private Vector2f velocity = new Vector2f();
|
||||
|
@ -24,7 +24,7 @@ public class Player extends TexRect {
|
|||
private BulletList bullets;
|
||||
|
||||
public Player(Window window, Camera camera, BulletList bullets) {
|
||||
super(camera, (Texture) null, camera.getWidth() / 2 - 16, camera.getHeight() / 2 - 16, -0.1f, 32, 32, 0, false);
|
||||
super(camera, (Texture) null, camera.getWidth() / 2 - 16, camera.getHeight() * 3 / 4 - 16, -0.1f, 32, 32, 0, false);
|
||||
this.window = window;
|
||||
this.bullets = bullets;
|
||||
|
||||
|
@ -42,7 +42,7 @@ public class Player extends TexRect {
|
|||
public void update() {
|
||||
float speedMultiplier = 1;
|
||||
if (window.keyPressed(GLFW_KEY_LEFT_SHIFT) >= Window.BUTTON_PRESSED)
|
||||
speedMultiplier *= 1.5;
|
||||
speedMultiplier *= 2;
|
||||
else if (window.keyPressed(GLFW_KEY_LEFT_CONTROL) >= Window.BUTTON_PRESSED)
|
||||
speedMultiplier *= 0.5;
|
||||
|
||||
|
@ -67,15 +67,19 @@ public class Player extends TexRect {
|
|||
else if (position.y + height + velocity.y >= camera.getHeight())
|
||||
velocity.y = camera.getHeight() - height - position.y;
|
||||
|
||||
updateAnim();
|
||||
|
||||
if (window.keyPressed(GLFW_KEY_SPACE) == Window.BUTTON_PRESSED)
|
||||
bullets.spawnBullet(new Vector2f(position.x + width / 2, position.y - BulletList.getHeight(BulletList.TYPE_PLAYER)), 0, BulletList.TYPE_PLAYER, 400, 1);
|
||||
}
|
||||
|
||||
public void updateAnim() {
|
||||
time += Main.dtime;
|
||||
while (time >= spf) {
|
||||
time -= spf;
|
||||
frame = (frame + 1) % frames.length;
|
||||
setTexture(frames[frame]);
|
||||
}
|
||||
|
||||
if (window.keyPressed(GLFW_KEY_SPACE) == Window.BUTTON_PRESSED)
|
||||
bullets.spawnBullet(new Vector2f(position.x + width / 2, position.y - BulletList.getHeight(BulletList.TYPE_PLAYER)), 0, BulletList.TYPE_PLAYER, 400, 1);
|
||||
}
|
||||
|
||||
public Collision.Bounds getBounds() {
|
||||
|
|
|
@ -4,6 +4,7 @@ import com.gnarly.engine.display.Camera;
|
|||
import com.gnarly.engine.shaders.Shader;
|
||||
import com.gnarly.engine.shaders.Shader2t;
|
||||
import com.gnarly.engine.texture.TextureSet;
|
||||
import com.gnarly.game.BulletList;
|
||||
import com.gnarly.game.Main;
|
||||
import org.joml.Vector2f;
|
||||
|
||||
|
@ -13,6 +14,9 @@ public class BasicEnemy extends Enemy {
|
|||
|
||||
public static final float DIMS = 16;
|
||||
|
||||
|
||||
private static final Vector2f FIRE_OFFSET = new Vector2f(DIMS / 2, DIMS);
|
||||
|
||||
private static TextureSet textures = null;
|
||||
private Shader2t shader = Shader.SHADER2T;
|
||||
|
||||
|
@ -25,7 +29,13 @@ public class BasicEnemy extends Enemy {
|
|||
private Vector2f start;
|
||||
private Vector2f origin;
|
||||
|
||||
public BasicEnemy(Camera camera, float x, float y, float timeOffset, float[] times, Vector2f[] path) {
|
||||
private float pastFire;
|
||||
private int fireIndex;
|
||||
private float[] fireTimes;
|
||||
|
||||
private BulletList bullets;
|
||||
|
||||
public BasicEnemy(Camera camera, float x, float y, float timeOffset, float[] times, Vector2f[] path, float[] fireTimes, BulletList bullets) {
|
||||
super(camera, 0, 0, DIMS, DIMS, 1);
|
||||
this.timing = times;
|
||||
this.path = path;
|
||||
|
@ -44,13 +54,20 @@ public class BasicEnemy extends Enemy {
|
|||
passedTime += times[timeIndex];
|
||||
start.add(path[timeIndex]);
|
||||
}
|
||||
timeOffset = time;
|
||||
for (; (timeOffset -= fireTimes[fireIndex]) >= 0; fireIndex = (fireIndex + 1) % fireTimes.length)
|
||||
pastFire += fireTimes[fireIndex];
|
||||
origin = new Vector2f(x, y);
|
||||
|
||||
this.fireTimes = fireTimes;
|
||||
this.bullets = bullets;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update() {
|
||||
position.sub(origin.x, origin.y, 0);
|
||||
time += Main.dtime;
|
||||
|
||||
position.sub(origin.x, origin.y, 0);
|
||||
float interp;
|
||||
while ((interp = (time - passedTime) / timing[timeIndex]) > 1) {
|
||||
passedTime += timing[timeIndex];
|
||||
|
@ -59,7 +76,17 @@ public class BasicEnemy extends Enemy {
|
|||
}
|
||||
velocity = path[timeIndex].mul(interp, new Vector2f()).add(start).sub(position.x, position.y);
|
||||
position.add(origin.x, origin.y, 0);
|
||||
System.out.println(position);
|
||||
|
||||
if (time - pastFire > fireTimes[fireIndex]) {
|
||||
if (fireIndex != fireTimes.length - 1)
|
||||
fire();
|
||||
pastFire += fireTimes[fireIndex];
|
||||
fireIndex = (fireIndex + 1) % fireTimes.length;
|
||||
}
|
||||
}
|
||||
|
||||
public void fire() {
|
||||
bullets.spawnBullet(new Vector2f(position.x, position.y).add(FIRE_OFFSET), (float) Math.PI, BulletList.TYPE_SMOL, 200, 1);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
|
Loading…
Reference in a new issue