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GamePanel.java
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336 lines (286 loc) · 10.9 KB
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import javax.swing.*;
import java.awt.*;
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 java.util.Iterator;
import java.util.List;
/**
* Represents the main game panel in the Space Invaders game.
* This class manages the game's visual components, including the player,
* aliens, bullets, and obstacles.
* It also handles key events for player actions and updates the game state.
*/
public final class GamePanel extends JPanel implements KeyListener {
private Player player;
private List<Alien> aliens;
private List<Bullet> bullets;
private List<Bullet> alienBullets;
private List<Obstacle> obstacles;
private int totalAliens;
private GameRenderer gameRenderer;
private int alienDirection = 1; // 1 for right, -1 for left
/**
* Constructor for GamePanel.
* Initialises the game objects and sets up the game environment.
*/
public GamePanel() {
setPreferredSize(new Dimension(800, 600));
setBackground(Color.BLACK);
player = GameObjectFactory.createPlayer(400, 500);
aliens = new ArrayList<>();
bullets = new ArrayList<>();
alienBullets = new ArrayList<>();
gameRenderer = new GameRenderer();
setFocusable(true);
addKeyListener(this);
// Initialise aliens
for (int row = 0; row < 4; row++) {
for (int col = 0; col < 5; col++) {
aliens.add(GameObjectFactory.createAlien(50 + col * 100, 50 + row * 50));
}
}
totalAliens = aliens.size();
obstacles = new ArrayList<>();
// Initialise obstacles
for (int i = 0; i < 5; i++) {
obstacles.add(GameObjectFactory.createObstacle());
}
Timer timer = new Timer(10, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
update();
repaint();
}
});
timer.start();
}
/**
* Updates the state of the game, including the movement of aliens, bullets, and
* collision checks.
* This method is called periodically to advance the game state.
*/
public final void update() {
player.update();
Iterator<Obstacle> obstacleIterator = obstacles.iterator();
while (obstacleIterator.hasNext()) {
Obstacle obstacle = obstacleIterator.next();
// Check for collision with bullets from player on obstacle
Iterator<Bullet> bulletIterator = bullets.iterator();
while (bulletIterator.hasNext()) {
Bullet bullet = bulletIterator.next();
if (obstacle.intersects(bullet)) {
obstacle.hit();
bulletIterator.remove(); // Remove the bullet
}
}
// Check for collision with bullets from aliens on obstacle
for (Alien alien : aliens) {
List<Bullet> alienBullets = alien.getAlienBullets();
alienBullets.removeIf(bullet -> {
if (obstacle.intersects(bullet)) {
obstacle.hit();
return true; // Remove the bullet
}
return false;
});
}
// Check for collision obstacle and alien
Iterator<Alien> alienIterator = aliens.iterator();
while (alienIterator.hasNext()) {
Alien alien = alienIterator.next();
if (obstacle.intersects(alien)) {
obstacleIterator.remove(); // Remove the obstacle
alienIterator.remove(); // Remove the alien
}
}
}
Iterator<Alien> alienIterator = aliens.iterator();
while (alienIterator.hasNext()) {
Alien alien = alienIterator.next();
alien.update();
// Check for collision with alien and player
if (player.intersects(alien)) {
// Handle collision with player (game over)
System.out.println(GameState.getInstance().getScore());
System.out.println("Game Over!");
System.exit(0);
}
// Check for collision with alien and bullets
Iterator<Bullet> bulletIterator = bullets.iterator();
while (bulletIterator.hasNext()) {
Bullet bullet = bulletIterator.next();
if (alien.intersects(bullet)) {
bulletIterator.remove();
alienIterator.remove();
GameState.getInstance().increaseScore(10);
}
}
// Check for edge and move the group downwards
if (alien.getX() <= 0 || alien.getX() + 30 >= getWidth()) {
moveAliensDown();
break; // Move down
}
if (aliens.isEmpty()) {
// Reset the game
resetGame();
}
}
// Update player bullets
Iterator<Bullet> playerBulletIterator = bullets.iterator();
while (playerBulletIterator.hasNext()) {
Bullet bullet = playerBulletIterator.next();
bullet.update();
if (bullet.getY() < 0) {
playerBulletIterator.remove();
}
}
// Update alien bullets
for (Alien alien : aliens) {
List<Bullet> alienBullets = alien.getAlienBullets();
Iterator<Bullet> bulletIterator = alienBullets.iterator();
while (bulletIterator.hasNext()) {
Bullet bullet = bulletIterator.next();
bullet.update();
if (player.intersects(bullet)) {
// Handle collision with player (game over or life lost)
GameState.getInstance().decreaseLives(); // Reduce a life when hit
if (GameState.getInstance().getLives() == 0) {
System.out.println(GameState.getInstance().getScore());
System.out.println("Game Over!");
System.exit(0);
} else {
// Reset player position and remove bullets on collision
player = GameObjectFactory.createPlayer(400, 500);
bullets.clear();
}
}
if (bullet.getY() > getHeight()) {
bulletIterator.remove();
}
}
}
// Remove bullets that go off-screen
bullets.removeIf(bullet -> bullet.getY() < 0);
}
/**
* Moves the aliens down and reverses their horizontal movement direction.
* This method is called when aliens reach the edge of the game panel.
*/
private final void moveAliensDown() {
alienDirection *= -1; // Change horizontal direction
for (Alien alien : aliens) {
alien.moveDown();
}
}
/**
* Resets the game to its initial state.
* This method is called when the game is over or when the player wins.
*/
private final void resetGame() {
// Reset player, bullets, and obstacles
player = GameObjectFactory.createPlayer(400, 500);
bullets.clear();
// Remove obstacles using Iterator
Iterator<Obstacle> obstacleIterator = obstacles.iterator();
while (obstacleIterator.hasNext()) {
Obstacle obstacle = obstacleIterator.next();
obstacleIterator.remove();
}
// Remove aliens using Iterator
Iterator<Alien> alienIterator = aliens.iterator();
while (alienIterator.hasNext()) {
Alien alien = alienIterator.next();
alienIterator.remove();
}
// Initialise new aliens
for (int row = 0; row < 4; row++) {
for (int col = 0; col < 5; col++) {
aliens.add(GameObjectFactory.createAlien(50 + col * 100, 50 + row * 50));
}
}
// Initialise obstacles
for (int i = 0; i < 5; i++) {
obstacles.add(GameObjectFactory.createObstacle());
}
Timer timer = new Timer(10, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
update();
repaint();
}
});
timer.start();
totalAliens = aliens.size(); // Update totalAliens with the new count
System.out.println("Game Reset!");
}
/**
* Paints the game components onto the panel.
* This method is called by the Swing framework to render the game graphics.
*
* @param g The Graphics object used for drawing.
*/
@Override
protected final void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.WHITE);
// Render the player
gameRenderer.render(g2d, player);
// Render each obstacle
for (Obstacle obstacle : obstacles) {
gameRenderer.render(g2d, obstacle);
}
// Render each alien and their bullets
for (Alien alien : aliens) {
gameRenderer.render(g2d, alien);
for (Bullet bullet : alien.getAlienBullets()) {
gameRenderer.render(g2d, bullet);
}
}
// Render player's bullets
g2d.setColor(Color.WHITE);
for (Bullet bullet : bullets) {
gameRenderer.render(g2d, bullet);
}
// Display the score
g2d.setColor(Color.WHITE);
g2d.drawString("Score: " + GameState.getInstance().getScore(), 10, 20);
g2d.drawString("Lives: " + GameState.getInstance().getLives(), 10, 40);
}
/**
* Handles key-typed events. This method is part of the KeyListener interface.
*
* @param e The KeyEvent object representing the key event.
*/
@Override
public final void keyTyped(KeyEvent e) {
}
/**
* Handles key-pressed events for player movement and actions.
* This method is part of the KeyListener interface.
*
* @param e The KeyEvent object representing the key event.
*/
@Override
public final void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
player.moveLeft();
} else if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
player.moveRight();
} else if (e.getKeyCode() == KeyEvent.VK_SPACE) {
bullets.add(GameObjectFactory.createBullet(player.getX() + 20, player.getY(), -1));
}
}
/**
* Handles key-released events. This method is part of the KeyListener
* interface.
*
* @param e The KeyEvent object representing the key event.
*/
@Override
public final void keyReleased(KeyEvent e) {
}
}