📄 aster.java
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angdrifty = (lld2+lld4); //same thing...
vel = Math.pow((angdriftx*angdriftx+angdrifty*angdrifty), .5); //distance formula modification. pow(x, .5) takes the square root of x
if (angdriftx>8) { //if fast x movement
angdrifty = 8*(angdrifty/angdriftx); //keeps things in proportion
angdriftx = 8; //speed limiter
}
if (angdrifty>8) { //if fast y movement
angdriftx = 8*(angdriftx/angdrifty); //keeps things in proportion
angdrifty = 8; //speed limiter
}
if (angdriftx<-8) { //if fast x movement
angdrifty = -8*(angdrifty/angdriftx); //keeps things in proportion
angdriftx = -8; //speed limiter
}
if (angdrifty<-8) { //if fast y movement
angdriftx = -8*(angdriftx/angdrifty); //keeps things in proportion
angdrifty = -8; //speed limiter
}
}
public void rotate(double degree) { //change angle of ship
ang = ang + degree; //simple math
}
public boolean alive() { //function to check if player is alive
return active; //returns the active variable
}
public void paint(Graphics g) { //paints the player to the screen
if (shield) { //if shield is on
col2 = new Color(0, 64+rot*4, 0); //define a color based on the color rotater
g.setColor(col2); //set the new color
g.fillOval((int)(xco-12-(rot/2)), (int)(yco-12-(rot/2)), 24+rot, 24+rot); //make a quickly expanding circle
}
for (li1 = 0; li1 < 13; li1++) { //draw all thirteen "speed indicator" (?) lines
rot++; //cycle through another color rotation
if (rot == 15) {rot = 0;} //put cieling on color rotation
col2 = new Color(0,255-(rot*16),rot*16); //define new color
g.setColor(col2); //set new color
g.drawLine((int) (xco-(Math.cos(ang-Math.PI/8)*li1*vel/2)), (int) (yco-(Math.sin(ang-Math.PI/8)*li1*vel/2)), (int) (xco-(Math.cos(ang+Math.PI/8)*li1*vel/2)), (int) (yco-(Math.sin(ang+Math.PI/8)*li1*vel/2))); //draw a line from a distance&-angle to distance&+angle behind the ship
}
col2 = new Color(0, 172, 0); //make another new color
g.setColor(col2); //set new color
g.drawLine((int) (xco-(Math.cos(ang)*14)), (int) (yco-(Math.sin(ang)*14)), (int) (xco+(Math.cos(ang)*5)), (int) (yco+(Math.sin(ang)*5))); //make another trig line going behind player
g.drawLine((int) (xco-(Math.cos(ang-Math.PI/6)*14)), (int) (yco-(Math.sin(ang-Math.PI/6)*14)), (int) xco, (int) yco); //make another trig line going diagonally behind player
g.drawLine((int) (xco-(Math.cos(ang+Math.PI/6)*14)), (int) (yco-(Math.sin(ang+Math.PI/6)*14)), (int) xco, (int) yco); //make another trig line going diagonally behind player
}
public void move() { //moves the player
pxc = xco; //redefines prev xcord
pyc = yco; //redefines prev ycord
xco = pxc + angdriftx; //adds the drift to the current xcord
yco = pyc + angdrifty; //adds the drift to the current ycord
}
public void check(AstHandler ah, int starting, int wi, int he) { //checks for hits, position (using the list of asteroids)
int li1;
if (xco>wi + 10) { //if player is off right side of screen
xco = xco - (wi+20); //put player on left side of screen
}
if (yco>he + 10) { //if player is off bottom of screen
yco = yco - (he+20); //put player on top of screen
}
if (xco<-10) { //if player is off left side of screen
xco = xco + wi+20; //put player on right side of screen
}
if (yco<-10) { //if player is off top of screen
yco = yco + he+20; //put player on bottom of screen
}
if ((shield==false)&&(starting > 50)) { //if the shield ain't on...
for (li1 = 0; li1 < 40; li1++) { //cycle through all possible asteroids
if ((ah.asts[li1].state==1)&&(Math.abs(ah.asts[li1].xco-xco)<ah.asts[li1].size)&&(Math.abs(ah.asts[li1].yco-yco)<ah.asts[li1].size)) { //if the asteroid exists and is touching the player, then:
active = false; //player is DEAD!
}
}
}
}
public void stop() { //if program is stopped
active = false; //player is killed... oh, the humanity...
}
}
class PlayerHandler extends java.lang.Object/* implements Runnable*/ { //handles the player(s)
Player players = new Player(); //make the new player
int ss; //shield strength remaining
private int li1, li2; //temp integers
public PlayerHandler(int wid, int hei) { //constructor
players.start(wid, hei); //define player
ss = 100; //put the shield at 100
}
public void keyDown(int key) {
if (key == 107) {players.thrust((double) .4);} //if key is "k", use the thrust(double) method to move player
if (key == 106) {players.rotate((double) (Math.PI / -24));} //if key is "j", rotate left
if (key == 108) {players.rotate((double) (Math.PI / 24));} //if key is "k", rotate right
if (key == 122) { //if key is "z"
players.shield = true; //turn on shield
ss = ss - 1; //take of the shield strength by one unit
if (ss < 0) { //if there isn't any shield left....
ss = -1; //"turn off" shield strength
players.shield = false; //turn off shield
}
}
}
public void check(AstHandler ah, int sta, int wid, int hei) { //check for asteroid hits, etc
players.check(ah, sta, wid, hei); //let the player object do the REAL work... just passes arguments through the "chain of command"
if (players.alive()==false) { //if our boy is wounded...
players.stop(); //kill him, have mercy!
}
}
public void move() { //move the player
if (players.active) { //if its alive...
players.move(); //it should be moving, right?
}
}
public void paint(Graphics g, int wid, int hei) { //paint the player, do the shield display
Color col2 = new Color(0); //make a color... must instantiate for future references
if (players.active) { //if player is alive
g.setColor(col2.white); //set the color to white
g.drawString("Shield strength: ", 0, 10); //type shield strength on the graphics window
g.drawRect(100, 0, wid-101, 10); //make a bar shaped rectangle
g.setColor(col2.red); //set color to red
g.fillRect(101, 1, (int) (ss*((wid-101.5)/100)), 9); //make a rectangle with a width of the "ss" shield strength variable
players.paint(g); //call the player paint method
}
}
}
///////////////////////////////////////
class AstHandler extends java.lang.Object/* implements Runnable*/ { //asteroid handling class
Ast asts[] = new Ast[41]; //make the asteroids! extra to avoid array exceptions
Color col1; //temp color variable
private int li1, li2; //temp integers
public AstHandler() { //asteroid handler constructor
for (li1 = 0; li1 < 41; li1++) { //cycle asteroids
asts[li1] = new Ast(); //make a new asteroid
}
}
public void AstCreate(int lev, int wid, int hei) { //create the asteroids with speed and number matching level
for (li1 = 0; ((li1 < (int) (Math.random()*4+2+lev*2))&&(li1<40)); li1 ++) { //cycle through a number of asteroids related to level number
asts[li1].create(Math.random()*wid, Math.random()*hei, Math.random()*2*Math.PI, Math.random()*(lev/2 + 1), Math.random()*28 + 16); //make that asteroid with random xcord, ycord, angle, velocity (defined w/ level #), and random size
}
}
public int check(ShotHandler shotH, int leve, int sco, AudioClip expl, int wid, int hei) { //check using the shot handler, level number, score, and explosion audio clip. Returns the score or a level end value (-1)
int li2 = -1; //start li2 out as "-1"
for (li1 = 0; li1 < 40; li1++) { //cycle asteroids
if (asts[li1].state == 1) { //if its alive and kicking:
try {asts[li1].check(shotH, wid, hei);} catch(NullPointerException e) {} //try to call the individual asteroids check method using the shot handler
li2++; //advance li2
}
if (asts[li1].state == 2) { //if asteroid has JUST been hit (ready to be split)
try {split(li1, leve);} catch(NullPointerException e) {} //split the asteroid into two smaller ones
sco = sco+((int) (5*leve)); //advance score
expl.play(); //play the audio clip
}
if (asts[li1].state == 3) { //if asteroid is exploding...
try {asts[li1].kill();} catch(NullPointerException e) {} //kill the asteroid
}
}
li1 = 0; //to descrease array exceptions
if (li2==-1) {sco = li2;} //if no asteroids were detected, tell main app. that the level is over
return sco; //return the score (or indication that level is over)
}
public void split(int num, int lev) { //splits an asteroid into two new ones
int li1, li2; //temp ints
int freespot[] = new int[2]; //array for free asteroid spaces
freespot[0] = -1; //make first space null
freespot[1] = -1; //make second space also null
for(li1=0; li1<40; li1++) { //cycle asteroids
if (asts[li1].state == -1) { //if the space is free
if (freespot[0] == -1) {freespot[0] = li1;} //claim it if the freespot has not already been defined
}
}
for(li1=0; li1<40; li1++) { //cycle asteroids
if (asts[li1].state == -1) { //if the space is free
if ((freespot[0] != li1)&&(freespot[1] == -1)) {freespot[1] = li1;} //if this isn't freespot[0]'s spot, and freespot[1] is still undefined, claim the space
}
}
for(li1 = 0; li1<2; li1++) { //cycle freespots
if (freespot[li1]!=-1) { //if this freespot found a place to take
if (asts[num].size > 12) {asts[freespot[li1]].create(asts[num].xco, asts[num].yco, Math.random()*2*Math.PI, Math.random()*(lev/2 + 2), asts[num].size/2);} //IF THIS ASTEROID ISN'T TOO SMALL, make the (li1)'th new asteroid
}
}
asts[num].state = 3; //mark this asteroid for certain death
}
public void move() { //moves the asteroids
for (li1 = 0; li1 < 40; li1++) { //cycle through asteroids
if (asts[li1].state == 1) { //if asteroid is alive...
asts[li1].move(); //move it.
}
}
}
public void paint(Graphics g) { //paint the asteroids
for (li1 = 0; li1 < 40; li1++) { //cycle asteroids
if (asts[li1].state != -1) { //if asteroid isn't totally dead
asts[li1].paint(g); //draw the asteroid
}
}
}
}
class Ast extends java.lang.Object { //a single asteroid object
int state = -1; //start off as non-existent
Color col1; //temp color variable
int dierot, rot; //the "death color rotation", normal color rotation
double size, pxc, pyc, xco, yco; //asteroid size, prev xcord, prev ycord, current xcord, current ycord
double ang, vel; //asteroid angle direction, asteroid velocity
public Ast() { //asteroid constructor... not much goin' on here, really
state = -1; //asteroid is dead/non-existent
}
public void create(double xcor, double ycor, double angle, double veloc, double siz) { //makes a new asteroid based on paramaters
xco = xcor; //transfer xcord
yco = ycor; //transfer ycord
vel = veloc; //transfer velocity
ang = angle; //transfer angle
state = 1; //make the asteroid alive
size = siz; //transfer size
rot = 0; //make a new color rotator
dierot = 0; //make a new death color rotator
pxc = xco; //define a new prev xcord
pyc = yco; //define a new prev ycord
}
public void kill() { //destroy the asteroid
dierot++; //move the dierot up one
if (dierot > 32) { //if its been 32 ticks off dierot,
state = -1; //finish the job and destroy asteroid for good
}
}
public void paint(Graphics g) { //draws asteroid
int li1; //temp integer
if (state == 1) { //if asteroid is in normal state
rot++; //advance color rotation
if (rot == 16) {rot = 0;} //restart color rot at 16
col1 = new Color(64+(Math.abs(rot-8)*6),64+Math.abs(rot-8)*5,255-(64+Math.abs(rot-8)*6)); //define grey-blue asteroid color
g.setColor(col1); //set the new color
g.fillOval((int)(xco-(size/2)), (int)(yco-(size/2)), (int)(size), (int)(size)); //draw the asteroid
}
if ((state == 2)||(state == 3)) { //if asteroid is splitting or dying
if (dierot<17) { //first half of death
col1 = new Color(255, dierot*8, 0); //new color (red->orange->yellow)
g.setColor(col1); //set the new color
g.fillOval((int)(xco-dierot/2-4), (int)(yco-dierot/2-4), (int)((dierot+8)), (int)((dierot+8))); //make the explosion circle
}
if (dierot>16) { //second half of death
col1 = new Color(255, (dierot-16)*5+127, 0); //new color (red->orange->yellow)
g.setColor(col1); //set the new color
g.fillOval((int)(xco-(32-dierot)/2-4), (int)(yco-(32-dierot)/2-4), (int)((32-dierot)+8), (int)((32-dierot)+8)); //make the explosion circle
}
}
}
public void move() { //moves the asteroid
pxc = xco; //new prev xcord
pyc = yco; //new prev ycord
xco = pxc + (Math.cos(ang)*vel); //new xcord
yco = pyc + (Math.sin(ang)*vel); //new ycord
}
public void check(ShotHandler sh, int wi, int he) { //check asteroid coordinates, see if its been hit (uses the shot handler)
int li1, li2; //temp integers
double sx[] = new double[16]; //array of shot xcords
double sy[] = new double[16]; //array of shot ycords
if (xco>wi + 10) { //if asteroid is off the right side of screen
xco = xco - (wi+20); //put asteroid on left side of screen
pxc = xco; //define new prev xcord to prevent drawing problems
}
if (yco>he + 10) { //if asteroid is off the bottom of screen
yco = yco - (he+20); //put asteroid on top of screen
pyc = yco; //define new prev ycord to prevent drawing problems
}
if (xco<-10) { //if asteroid is off the left side of screen
xco = xco + wi+20; //put asteroid on right side of screen
pxc = xco; //define new prev xcord to prevent drawing problems
}
if (yco<-10) { //if asteroid is off the top of screen
yco = yco + he+20; //put asteroid on bottom of screen
pyc = yco; //define new prev ycord to prevent drawing problems
}
for (li1 = 0; li1 < 16; li1++) { //cycle through shots in the imported shot handler
sx[li1] = sh.shots[li1].xco; //move the xcord to the local array
sy[li1] = sh.shots[li1].yco; //move the ycord to the local array
if (sh.shots[li1].active!=true) {sx[li1] = -127;} //if shot is non-existent, raise red flag w/ the -127 value. -1 is a possible xcord, so I couldn't use that
}
for (li1 = 0; li1 < 16; li1++) { //cycle local "virtual shot array"
if ((sx[li1] != -127)&&(Math.abs(sx[li1]-xco)<size)&&(Math.abs(sy[li1]-yco)<size)) { //if the shot exists, and is close enough to the asteroid...
state = 2; //prepare asteroid for splitting
sh.shots[li1].stop(); //kill the shot, as well
}
}
}
}
/* THATS ALL, FOLKS!
* once again, sigelman@crocker.com is my email address, and you
* can see this applet (crash netscape) at my home page,
* "Ben Sigelman's Black Russian Page (JAVA)" - http://www.crocker.com/~sigelman/
*
* Thanx for looking at my applet!
*/
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