What is a/the more/most accurate, and shorter way of checking if my actor (Pengu) is colliding with a different one (Box/Block/Cliff), and what should I change in the code below? Right now the Pengu doesn't look like it's always bumping into these things, it can sometimes be inside the image.
P. S. danpost, if you don't know of a solution (like last time), then don't "Post a reply" and make people think that the problem/issue is solved, if you do know a solution then don't hesitate to share it with me.
Here is my world class code:
Here is my Mover class code, which Pengu extends from and has all the collision checking methods:
Here is the Pengu class code:
Here is the Box class code (collision object, it has variables that need to be checked for/if collision):
Here is the Block class code (collision object, it has variables that need to be checked for/if collision):
I didn't post the cliff class code, because the only thing that it has to do with collision is the picture, no coding.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 | import greenfoot.*; // (World, Actor, GreenfootImage, Greenfoot and MouseInfo) /** * This is the whole scene. It creates and contains the objects that are in it. */ public class Scene extends World { public int lives= 2 ; // the number of lives, when 0 - game over public int score; // the total score of the game public int coins= 0 ; // the amount of collected coins public int level= 1 ; // the game level public boolean move= false ; // only side-scroll when true public boolean direction= true ; // the direction the penguin is facing public boolean way= true ; // direction for side-scrolling on a platform public boolean shooting= false ; // whether penguin has shooting public boolean pause= false ; // whather game is paused public boolean isDoor= false ; // when a door is added (for stopping side-scrolling) public boolean onCloud= false ; // when on a cloud - true public boolean isThere= false ; // true when the paused actor is there private Pengu pengu; // penguin actor private Score addScore; // Score actor/object /** * The Scene constructor */ public Scene() { super ( 750 , 650 , 1 , false ); setBackground( "clouds.jpg" ); setPaintOrder(HelpBox. class ,Help. class ,Coins. class ,Level. class ,Life. class ,Score. class ,Pause. class ,Bar. class ,Door. class , Pengu. class ,Bullet. class ,Cliff. class ,DoorPost. class ,Paused. class ,Box. class ,Shooting. class ,Snake. class ,SnakeD. class ,Platform. class ); addObject( new Bar(), 375 , 18 ); addObject( new Coins( "Coins: " ), 645 , 18 ); addObject( new Life( "Lives: " ), 85 , 18 ); addScore= new Score( "Score: " ); addObject(addScore, 470 , 18 ); addObject( new Level( "Level: " ), 270 , 18 ); addObject( new HelpBox(), 730 , 18 ); addObject( new Pause(), 18 , 18 ); levelUp(); } /** * Act - do whatever the Scene wants to do. This method is called whenever * the 'Act' or 'Run' button gets pressed in the environment. */ public void act() { if (!pause) { score=addScore.value; if (lives< 0 ) { Greenfoot.setWorld( new End( false ,score)); } if (coins== 100 ) { score( 1000 ); lives++; coins= 0 ; } sideScrolling(); } } /** * Adds the total score to the EndScore class */ public void score( int score) { addScore.add(score); } /** * Resets the level for restarting or for placing the next level */ public void reset( boolean shoot) { removeObjects(getObjects(SideScrollers1. class )); removeObjects(getObjects(Pengu. class )); isDoor= false ; move= false ; onCloud= false ; if (shoot)shooting= false ; } /** * Calls each level method when the previous one is passed */ public void levelUp() { if (level== 1 ) level1(); if (level== 2 ) level2(); if (level== 3 ) level3(); if (level== 4 ) { Greenfoot.setWorld( new End( true ,score)); //for the GameOver/Win screen, and score } } /** * The level 1 constructor */ public void level1() { pengu= new Pengu(); addObject(pengu, 192 , 470 ); for ( int j= 20 ;j< 481 ;j+= 40 ) { for ( int i= 510 ;i< 631 ;i+= 40 ) { addObject( new Block( 2 ),j,i); } } addObject( new Creature(), 440 , 390 ); for ( int i= 240 ;i< 401 ;i+= 40 ) { addObject( new Box( 1 ),i, 390 ); } addObject ( new Cliff( 3 ), 658 , 555 ); addObject( new SnakeD(), 658 , 450 ); addObject( new Box( 6 ), 658 , 350 ); addObject( new Cliff( 2 ), 908 , 525 ); addObject( new Coin(), 908 , 310 ); addObject( new Coin(), 873 , 310 ); addObject( new Coin(), 943 , 310 ); addObject( new Cliff( 2 ), 1243 , 525 ); addObject( new Platform( 4 ), 1076 , 450 ); for ( int j= 1362 ;j< 1483 ;j+= 40 ) { for ( int i= 510 ;i< 631 ;i+= 40 ) { addObject( new Block( 2 ),j,i); } } for ( int i= 1362 ;i< 1443 ;i+= 40 ) { addObject( new Coin(),i, 390 ); } addObject( new Box( 2 ), 1482 , 390 ); addObject( new Block( 1 ), 1679 , 439 ); addObject( new Cliff( 3 ), 1788 , 555 ); addObject( new Cliff( 2 ), 1942 , 525 ); addObject( new Snake(), 1942 , 361 ); for ( int j= 2105 ; j< 2346 ; j+= 40 ) { for ( int i= 486 ; i< 647 ; i+= 40 ) { addObject( new Block( 3 ),j,i); } } addObject( new Door(), 2292 , 433 ); addObject( new DoorPost(), 2292 , 433 ); } /** * The level 2 constructor */ private void level2() { reset( false ); pengu= new Pengu(); addObject(pengu, 60 , 470 ); int a= 509 ; for ( int j=- 20 ;j< 661 ;j+= 40 ) { for ( int i= 630 ;i>a;i-= 40 ) { if (j< 301 ||j> 381 ) { addObject( new Block( 2 ),j,i); } } if (j> 381 &&j< 541 ) { a+= 40 ; } else if (j> 141 &&j< 261 ) { a-= 40 ; } } for ( int i= 60 ;i< 141 ;i+= 40 ) { addObject( new Box( 1 ),i, 382 ); } for ( int i= 60 ;i< 141 ;i+= 40 ) { addObject( new Coin(),i, 272 ); } addObject( new SnakeD(), 660 , 520 ); addObject( new Platform( 2 ), 800 , 540 ); addObject( new Snake(), 300 , 359 ); for ( int j= 1062 ;j< 1183 ;j+= 40 ) { for ( int i= 630 ;i> 470 ;i-= 40 ) { addObject( new Block( 2 ),j,i); } } addObject( new SnakeD(), 1142 , 479 ); for ( int i= 1062 ;i< 1183 ;i+= 40 ) { addObject( new Coin(),i, 340 ); } addObject( new Block( 1 ), 1294 , 461 ); addObject( new Block( 1 ), 1387 , 412 ); addObject( new Block( 1 ), 1487 , 501 ); addObject( new Block( 1 ), 1599 , 575 ); addObject( new Block( 1 ), 1681 , 440 ); addObject( new Cliff( 4 ), 1961 , 555 ); for ( int i= 2034 ;i> 1988 ;i-= 45 ) { addObject( new Snake(- 2 ),i, 447 ); } for ( int i= 1807 ;i< 2116 ;i+= 154 ) { addObject( new Box( 4 ),i, 354 ); } for ( int i= 1807 ;i< 1913 ;i+= 35 ) { addObject( new Coin(),i, 239 ); } addObject( new Box( 2 ), 1961 , 239 ); for ( int i= 2010 ;i< 2116 ;i+= 35 ) { addObject( new Coin(),i, 239 ); } int b= 470 ; for ( int j= 2245 ;j< 2726 ;j+= 40 ) { for ( int i= 630 ;i>b;i-= 40 ) { addObject( new Block( 2 ),j,i); } if (j== 2365 ) b-= 120 ; else if (j== 2405 ) b+= 120 ; else if (j== 2725 ) b-= 120 ; } addObject( new Creature(), 2400 , 440 ); int c= 509 ; for ( int j= 2805 ;j< 2966 ;j+= 40 ) { for ( int i= 510 ;i>c;i-= 40 ) { addObject( new Block( 2 ),j,i); } if (j> 2805 ) c= 389 ; } int g= 590 ; int h= 509 ; for ( int j= 2765 ;j< 3206 ;j+= 40 ) { for ( int i=g;i>h;i-= 40 ) { addObject( new Block( 4 ),j,i); } if (j== 2765 ) h+= 40 ; if (j> 2925 ) h-= 40 ; if (j> 2965 ) g-= 40 ; } int d= 629 ; for ( int j= 2765 ;j< 3206 ;j+= 40 ) { for ( int i= 630 ;i>d;i-= 40 ) { addObject( new Block( 2 ),j,i); } if (j> 2965 ) d-= 40 ; } int e= 470 ; int f= 389 ; for ( int j= 3005 ;j< 3206 ;j+= 40 ) { for ( int i=e;i>f;i-= 40 ) { addObject( new Block( 2 ),j,i); } e-= 40 ; if (j> 3005 ) f-= 40 ; } addObject( new SnakeD(), 3100 , 360 ); for ( int i= 2765 ;i< 2966 ;i+= 40 ) { addObject( new Coin(),i, 595 ); } for ( int i= 2885 ;i< 3086 ;i+= 40 ) { addObject( new Coin(),i, 275 ); } for ( int j= 3305 ; j< 3546 ; j+= 40 ) { for ( int i= 486 ; i< 647 ; i+= 40 ) { addObject( new Block( 3 ),j,i); } } addObject( new Door(), 3492 , 433 ); addObject( new DoorPost(), 3492 , 433 ); } /** * The level 3 constructor */ private void level3() { reset( false ); pengu= new Pengu(); addObject(pengu, 60 , 470 ); for ( int j=- 20 ;j< 181 ;j+= 40 ) { for ( int i= 630 ;i> 509 ;i-= 40 ) { addObject( new Block( 2 ),j,i); } } for ( int i= 260 ;i< 500 ;i+= 40 ) { addObject( new Coin(),i, 390 ); } addObject( new Platform( 2 ), 300 , 520 ); int a= 489 ; for ( int j= 500 ;j< 781 ;j+= 40 ) { for ( int i= 630 ;i>a;i-= 40 ) { addObject( new Block( 2 ),j,i); } a-= 40 ; } for ( int i= 860 ;i< 1021 ;i+= 40 ) { addObject( new Coin(),i, 390 ); } addObject( new Snake(), 780 , 197 ); addObject( new Platform( 2 ), 910 , 520 ); addObject( new Cliff( 1 ), 1140 , 555 ); addObject( new SnakeD(), 1140 , 447 ); int b= 449 ; for ( int j= 1345 ;j< 1826 ;j+= 40 ) { for ( int i= 630 ;i>b;i-= 40 ) { addObject( new Block( 2 ),j,i); } if (j> 1344 &&j< 1425 ) b-= 40 ; if (j> 1424 &&j< 1505 ) b+= 40 ; if (j> 1504 &&j< 1585 ) b-= 40 ; if (j> 1584 &&j< 1665 ) b+= 40 ; if (j> 1664 &&j< 1745 ) b-= 40 ; if (j> 1744 ) b+= 40 ; } for ( int i= 1425 ;i< 1784 ;i+= 160 ) { addObject( new Box( 1 ),i, 250 ); } addObject( new Creature(), 1585 , 370 ); for ( int j= 1965 ;j< 2286 ;j+= 40 ) { for ( int i= 630 ;i> 549 ;i-= 40 ) { addObject( new Block( 2 ),j,i); } } addObject( new Cliff( 4 ), 2126 , 435 ); addObject( new SnakeD(), 1966 , 327 ); addObject( new SnakeD(), 2286 , 327 ); for ( int i= 2102 ;i< 2223 ;i+= 40 ) { addObject( new Box( 1 ),i, 220 ); } int c= 2660 ; addObject( new Cliff( 4 ),c+ 185 , 589 ); addObject( new Cliff( 2 ),c, 525 ); addObject( new Cliff( 2 ),c+ 316 , 525 ); addObject( new Box( 4 ),c+ 75 , 384 ); addObject( new Box( 2 ),c+ 115 , 384 ); addObject( new Box( 3 ),c+ 155 , 384 ); addObject( new Snake(),c+ 90 , 523 ); addObject( new Snake(),c+ 150 , 523 ); addObject( new Platform( 4 ), 2560 , 400 ); int d= 589 ; for ( int j= 3105 ;j< 3346 ;j+= 40 ) { for ( int i= 630 ;i>d;i-= 40 ) { addObject( new Block( 2 ),j,i); } if (j> 3145 &&j< 3225 )d= 349 ; if (j> 3264 )d= 469 ; } addObject( new Box( 4 ), 3145 , 450 ); addObject( new Coin(), 3225 , 315 ); addObject( new Coin(), 3265 , 315 ); addObject( new Block( 1 ), 3885 , 495 ); for ( int j= 4385 ; j< 4626 ; j+= 40 ) { for ( int i= 486 ; i< 647 ; i+= 40 ) { addObject( new Block( 3 ),j,i); } } addObject( new Door(), 4572 , 433 ); addObject( new DoorPost(), 4572 , 433 ); addObject( new Platform( 4 ), 3635 , 495 ); addObject( new Platform( 4 ), 4135 , 495 ); } /** * This method is the method that moves all the side scrolling objects */ private void sideScrolling() { move = pengu.getX() >= 342 && ! onCloud && ! pengu.touchingRightSide(); if (isDoor== true ||pengu.getX()< 342 ) { move= false ; } if (Greenfoot.isKeyDown( "right" )&&move== true ) { for (SideScrollers1 obj: getObjects(SideScrollers1. class )) { Actor actor=(Actor) obj; actor.setLocation(actor.getX()- 7 , actor.getY()); } } } /** * This method moves all side scrolling objects back and forth when on a platform (onCloud) */ public void platform() { for (SideScrollers obj: getObjects(SideScrollers. class )) { Actor actor=(Actor) obj; if (way== true ) { actor.setLocation(actor.getX()- 4 ,actor.getY()); } if (way== false ) { actor.setLocation(actor.getX()+ 4 ,actor.getY()); } } } /** * this method is called when the help button is pressed (and the Help isn't there) */ public void help() { addObject( new Help(), 375 , 325 ); } /** * This method is called when the help button is pressed (and the Help is there) */ public void help2() { removeObjects(getObjects(Help. class )); } } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 | import greenfoot.*; // (World, Actor, GreenfootImage, Greenfoot and MouseInfo) /** * The class Mover provides some basic movement methods. Use this as a superclass * for other actors that should be able to move left and right, jump up and fall * down. */ public abstract class Mover extends Actor { private static final int acceleration = 2 ; // down (gravity) private static final int speed = 7 ; // running speed (sideways) public int vSpeed = 0 ; // current vertical speed private boolean hasHit= false ; // boolean for hitting something onTop /** * Called in Pengu when right arrow key is pressed */ public void moveRight() { setLocation ( getX() + speed, getY() ); } /** * Called in Pengu when left arrow key is pressed */ public void moveLeft() { setLocation ( getX() - speed, getY() ); } /** * The next 8 methods are for checking when the Penguin hits something with his head * * The first 2 are for to make the ifs that onTop are used in smaller * The next 3 are for chicking if the penguin hit a (mystery) box the vSpeed<0 are to make sure you hit it on the way up (for invisible box) * The last 2 are for checking if the penguin hits a block, the isThere is to make sure it's not [invisible]/[just backgroung color] * * The reason there are multiple of each type of method is for accuracy, * if there's only one method then it's only checking the middle of the penguin so the rest of it's head can just go through */ public boolean onTop() { return onTop1B()||onTop2B()||onTop3B(); } public boolean onTop2() { return onTop1Bc()||onTop2Bc()||onTop3Bc(); } private boolean onTop1B() { Box box = (Box)getOneObjectAtOffset(-getImage().getWidth()/ 2 + 8 , -getImage().getHeight()/ 2 , Box. class ); return box != null &&vSpeed< 0 ; } private boolean onTop2B() { Box box = (Box)getOneObjectAtOffset( 0 , -getImage().getHeight()/ 2 , Box. class ); return box != null &&vSpeed< 0 ; } private boolean onTop3B() { Box box = (Box)getOneObjectAtOffset(getImage().getWidth()/ 2 - 8 , -getImage().getHeight()/ 2 , Box. class ); return box != null &&vSpeed< 0 ; } private boolean onTop1Bc() { Block block=(Block) getOneObjectAtOffset(-getImage().getWidth()/ 2 + 8 , -getImage().getHeight()/ 2 , Block. class ); return block != null &&block.isThere== true ; } private boolean onTop2Bc() { Block block=(Block) getOneObjectAtOffset( 0 , -getImage().getHeight()/ 2 , Block. class ); return block != null &&block.isThere== true ; } private boolean onTop3Bc() { Block block=(Block) getOneObjectAtOffset(getImage().getWidth()/ 2 - 8 , -getImage().getHeight()/ 2 , Block. class ); return block != null &&block.isThere== true ; } /** * The next 12 methods are for checking if the Pengu is standing on solid ground * * The first 4 are for checking if the Pengu is on solid (isThere==true) Box, with the last for shorter ifs * The next 4 are for checking if the Pengu is on solid (isthere==true) Block, with the last for shorter ifs * the Box and Block can't be together even though both extend Boxes because of isThere * The next/last 4 are for checking if the Pengu is on a Cliff, with the last for shorter ifs * * The reason there are multiple of each type of method is for accuracy, * if there's only one method then it's only checking the middle of the penguin so the rest of it's body can just go through */ private boolean onGround1B() { Box box = (Box)getOneObjectAtOffset( 0 , getImage().getHeight()/ 2 , Box. class ); return box != null &&box.isThere== true ; } private boolean onGround2B() { Box box = (Box)getOneObjectAtOffset(getImage().getWidth()/ 2 - 10 , getImage().getHeight()/ 2 , Box. class ); return box != null &&box.isThere== true ; } private boolean onGround3B() { Box box = (Box)getOneObjectAtOffset(-getImage().getWidth()/ 2 + 10 , getImage().getHeight()/ 2 , Box. class ); return box != null &&box.isThere== true ; } private boolean onGroundB() { return onGround1B()||onGround2B()||onGround3B(); } private boolean onGround1Bc() { Block block =(Block) getOneObjectAtOffset( 0 , getImage().getHeight()/ 2 , Block. class ); return block != null &&block.isThere== true ; } private boolean onGround2Bc() { Block block =(Block) getOneObjectAtOffset(getImage().getWidth()/ 2 - 10 , getImage().getHeight()/ 2 , Block. class ); return block != null &&block.isThere== true ; } private boolean onGround3Bc() { Block block =(Block) getOneObjectAtOffset(-getImage().getWidth()/ 2 + 10 , getImage().getHeight()/ 2 , Block. class ); return block != null &&block.isThere== true ; } private boolean onGroundBc() { return onGround1Bc()||onGround2Bc()||onGround3Bc(); } private boolean onGround1CA() { Object under = getOneObjectAtOffset( 0 , getImage().getHeight()/ 2 , Cliff. class ); return under != null ; } private boolean onGround2CA() { Object under = getOneObjectAtOffset(getImage().getWidth()/ 2 - 10 , getImage().getHeight()/ 2 , Cliff. class ); return under != null ; } private boolean onGround3CA() { Object under = getOneObjectAtOffset(-getImage().getWidth()/ 2 + 10 , getImage().getHeight()/ 2 , Cliff. class ); return under != null ; } private boolean onGroundCA() { return onGround1CA()||onGround2CA()||onGround3CA(); } /** * The next 4 methods are for checking if the Pengu is standing on a Platform with the last for shorter ifs * * The reason there are multiple of each type of method is for accuracy, * if there's only one method then it's only checking the middle of the penguin so the rest of it's body can just go through */ private boolean onGround1P() { Object under = getOneObjectAtOffset( 0 , getImage().getHeight()/ 2 , Platform. class ); return under != null ; } private boolean onGround2P() { Object under = getOneObjectAtOffset(getImage().getWidth()/ 2 - 10 , getImage().getHeight()/ 2 , Platform. class ); return under != null ; } private boolean onGround3P() { Object under = getOneObjectAtOffset(-getImage().getWidth()/ 2 + 10 , getImage().getHeight()/ 2 , Platform. class ); return under != null ; } private boolean onGroundP() { return onGround1P()||onGround2P()||onGround3P(); } public boolean onGround() { return onGroundBc()||onGroundB()||onGroundCA()||onGroundP(); } /** * The next 13 methods are for checking if the Pengu hits something on his left side * * The first 4 are for checking if the Pengu hits solid (isThere==true) Box, with the last for shorter ifs * The next 4 are for checking if the Pengu hits solid (isThere==true) Block, with the last for shorter ifs * The next 4 are for checking if the Pengu hits a Cliff, with the last for shorter ifs * The last of the 13 methods are to make the ifs even shorter * * The reason there are multiple of each type of method is for accuracy, * if there's only one method then it's only checking the middle of the penguin so the rest of it's body can just go through */ private boolean touchingLeftSide1B() { Box box=(Box)getOneObjectAtOffset(-getImage().getWidth()/ 2 ,getImage().getHeight()/ 2 - 10 ,Box. class ); return box!= null &&box.isThere== true ; } private boolean touchingLeftSide2B() { Box box=(Box)getOneObjectAtOffset(-getImage().getWidth()/ 2 ,-getImage().getHeight()/ 2 + 1 ,Box. class ); return box!= null &&box.isThere== true ; } private boolean touchingLeftSide3B() { Box box=(Box)getOneObjectAtOffset(-getImage().getWidth()/ 2 , 0 ,Box. class ); return box!= null &&box.isThere== true ; } private boolean touchingLeftSideB() { return touchingLeftSide1B()||touchingLeftSide2B()||touchingLeftSide3B(); } private boolean touchingLeftSide1Bc() { Block block=(Block)getOneObjectAtOffset(-getImage().getWidth()/ 2 ,getImage().getHeight()/ 2 - 10 ,Block. class ); return block != null &&block.isThere== true ; } private boolean touchingLeftSide2Bc() { Block block=(Block)getOneObjectAtOffset(-getImage().getWidth()/ 2 ,-getImage().getHeight()/ 2 + 1 ,Block. class ); return block != null &&block.isThere== true ; } private boolean touchingLeftSide3Bc() { Block block=(Block)getOneObjectAtOffset(-getImage().getWidth()/ 2 , 0 ,Block. class ); return block != null &&block.isThere== true ; } private boolean touchingLeftSideBc() { return touchingLeftSide1Bc()||touchingLeftSide2Bc()||touchingLeftSide3Bc(); } private boolean touchingLeftSide1CA() { Object side=getOneObjectAtOffset(-getImage().getWidth()/ 2 ,getImage().getHeight()/ 2 - 10 ,Cliff. class ); return side!= null ; } private boolean touchingLeftSide2CA() { Object side=getOneObjectAtOffset(-getImage().getWidth()/ 2 ,-getImage().getHeight()/ 2 + 1 ,Cliff. class ); return side!= null ; } private boolean touchingLeftSide3CA() { Object side=getOneObjectAtOffset(-getImage().getWidth()/ 2 , 0 ,Cliff. class ); return side!= null ; } private boolean touchingLeftSideCA() { return touchingLeftSide1CA()||touchingLeftSide2CA()||touchingLeftSide3CA(); } public boolean touchingLeftSide() { return touchingLeftSideB()||touchingLeftSideCA()||touchingLeftSideBc(); } /** * The next 13 methods are for checking if the Pengu hits something on his right side * * The first 4 are for checking if the Pengu hits solid (isThere==true) Box, with the last for shorter ifs * The next 4 are for checking if the Pengu hits solid (isThere==true) Block, with the last for shorter ifs * The next 4 are for checking if the Pengu hits a Cliff, with the last for shorter ifs * The last of the 13 methods are to make the ifs even shorter * * The reason there are multiple of each type of method is for accuracy, * if there's only one method then it's only checking the middle of the penguin so the rest of it's body can just go through */ private boolean touchingRightSide1B() { Box box=(Box)getOneObjectAtOffset(getImage().getWidth()/ 2 ,-getImage().getHeight()/ 2 + 1 ,Box. class ); return box!= null &&box.isThere== true ; } private boolean touchingRightSide2B() { Box box=(Box)getOneObjectAtOffset(getImage().getWidth()/ 2 ,getImage().getHeight()/ 2 - 10 ,Box. class ); return box!= null &&box.isThere== true ; } private boolean touchingRightSide3B() { Box box=(Box)getOneObjectAtOffset(getImage().getWidth()/ 2 , 0 ,Box. class ); return box!= null &&box.isThere== true ; } public boolean touchingRightSideB() { return touchingRightSide1B()||touchingRightSide2B()||touchingRightSide3B(); } private boolean touchingRightSide1Bc() { Block block=(Block)getOneObjectAtOffset(getImage().getWidth()/ 2 ,-getImage().getHeight()/ 2 + 1 ,Block. class ); return block != null &&block.isThere== true ; } private boolean touchingRightSide2Bc() { Block block=(Block)getOneObjectAtOffset(getImage().getWidth()/ 2 ,getImage().getHeight()/ 2 - 10 ,Block. class ); return block != null &&block.isThere== true ; } private boolean touchingRightSide3Bc() { Block block=(Block)getOneObjectAtOffset(getImage().getWidth()/ 2 , 0 ,Block. class ); return block != null &&block.isThere== true ; } public boolean touchingRightSideBc() { return touchingRightSide1Bc()||touchingRightSide2Bc()||touchingRightSide3Bc(); } private boolean touchingRightSide1CA() { Object side=getOneObjectAtOffset(getImage().getWidth()/ 2 ,-getImage().getHeight()/ 2 + 1 ,Cliff. class ); return side!= null ; } private boolean touchingRightSide2CA() { Object side=getOneObjectAtOffset(getImage().getWidth()/ 2 ,getImage().getHeight()/ 2 - 20 ,Cliff. class ); return side!= null ; } private boolean touchingRightSide3CA() { Object side=getOneObjectAtOffset(getImage().getWidth()/ 2 , 0 ,Cliff. class ); return side!= null ; } public boolean touchingRightSideCA() { return touchingRightSide1CA()||touchingRightSide2CA()||touchingRightSide3CA(); } public boolean touchingRightSide() { return touchingRightSideB()||touchingRightSideCA()||touchingRightSideBc(); } /** * This method sets the vertical speed */ public void setVSpeed( int speed) { vSpeed = speed; } /** * This method is used for jumping and to make the Pengu land onGround if not onGround or if it hit something with his head */ public void fall() { bump(); setLocation ( getX(), getY() + vSpeed); vSpeed = vSpeed + acceleration; if ( atBottom() ) gameEnd(); } /** * This is a boolean if the penguin is at the bottom of the screen (for removing it) */ private boolean atBottom() { return getY() >= getWorld().getHeight() - 2 ; } /** * This method is called when the penguin is atBottom it subtracts a life and resets the level */ public void gameEnd() { Scene scene=(Scene)getWorld(); scene.lives--; scene.reset( true ); scene.levelUp(); } /** * This method is for checking if the penguin hit his head on something */ public void bump() { if (onTop()||onTop2()) { if (!hasHit) { vSpeed=-vSpeed; } hasHit= true ; } if (onGround()) { hasHit= false ; } } } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 | import greenfoot.*; // (World, Actor, GreenfootImage, Greenfoot and MouseInfo) /** * A little penguin that wants to get to the other side. */ public class Pengu extends Mover { private static final int jumpStrength = 23 ; // this is for the height the Pengu jumps private int delay= 0 ; // this is so that the bullets don't continuously come out, rather there is a space in between private GreenfootImage right= new GreenfootImage( "Pengu/pengu-right2.png" ); //image of Pengu facing right private GreenfootImage left= new GreenfootImage( "Pengu/pengu-left2.png" ); // image of Pengu facing left private GreenfootImage rightShooting= new GreenfootImage( "Pengu/pengu-right2Shooting.png" ); // image of pengu facing right holding fireballs private GreenfootImage leftShooting= new GreenfootImage( "Pengu/pengu-left2Shooting.png" ); // image of Pengu facing left holding fireballs /** * Pengu class constructor */ public Pengu() { setImage(right); } /** * Act - do whatever the Pengu wants to do. This method is called whenever * the 'Act' or 'Run' button gets pressed in the environment. */ public void act() { Scene scene=(Scene)getWorld(); if (!scene.pause) //makes sure the game is not paused { if (scene.shooting== true )delay++; shoot(); shooting(); coins(); checkKeys(); checkFall(); } } /** * The movement and images for the Pengu */ private void checkKeys() { Scene scene=(Scene)getWorld(); if (Greenfoot.isKeyDown( "left" )&&getX()>= 20 ) { scene.direction= false ; if (!touchingLeftSide()) moveLeft(); } if (Greenfoot.isKeyDown( "left" )) { if (!scene.shooting) { setImage(left); } else if (scene.shooting= true ) { setImage(leftShooting); } } if (Greenfoot.isKeyDown( "right" )&&scene.move== false ) { scene.direction= true ; if (!touchingRightSide()) moveRight(); } if (Greenfoot.isKeyDown( "right" )) { if (!scene.shooting) { setImage(right); } else if (scene.shooting= true ) { setImage(rightShooting); } } if (Greenfoot.isKeyDown( "up" ) ) { if (onGround()) jump(); } } /** * the jumping for the Pengu */ private void jump() { Scene scene=(Scene)getWorld(); setVSpeed(-jumpStrength); fall(); } /** * This method checks for retrieving coins */ private void coins() { Scene scene=(Scene)getWorld(); Coin coin=(Coin)getOneIntersectingObject(Coin. class ); if (coin!= null ) { scene.removeObject(coin); scene.score( 100 ); scene.coins=scene.coins+ 1 ; } } /** * This method is the method that shoots the fireballs */ private void shoot() { Scene scene=(Scene)getWorld(); if (Greenfoot.isKeyDown( "space" )&&delay>= 5 &&scene.shooting== true ) { if (scene.direction== false ) { scene.addObject( new Bullet(- 8 ),getX()- 26 ,getY()); } if (scene.direction== true ) { scene.addObject( new Bullet( 8 ),getX()+ 26 ,getY()); } delay= 0 ; } } /** * This method gets the shooting power-up and sets the image for the Pengu */ private void shooting() { Scene scene=(Scene)getWorld(); if (isTouching(Shooting. class )) { scene.shooting= true ; scene.score( 250 ); removeTouching(Shooting. class ); } if (scene.shooting) { if (scene.direction== false ) { setImage(leftShooting); } if (scene.direction== true ) { setImage(rightShooting); } } else if (!scene.shooting) { if (scene.direction== false ) { setImage(left); } if (scene.direction== true ) { setImage(right); } } } /** * This method makes sure the Pengu is standing on top of the object that it's touching (but not the door or door post) */ public void checkFall() { if (onGround()) { setVSpeed( 0 ); Actor under = getOneObjectAtOffset( 0 , getImage().getHeight()/ 2 , null ); if (!checkDoor()) { if (under!= null ) { int h=under.getImage().getHeight()/ 2 +getImage().getHeight()/ 2 - 5 ; int y=under.getY(); setLocation(getX(),y-h); } } } else { fall(); } } /** * This method is used to see if the Pengu is touching the door or door post */ private boolean checkDoor() { return isTouching(Door. class )||isTouching(DoorPost. class ); } } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 | import greenfoot.*; // (World, Actor, GreenfootImage, Greenfoot and MouseInfo) /** * A mystery box with good things inside for the Pengu * * @author Nosson1459 * @version (a version number or a date) */ public class Box extends Boxes { private GreenfootImage image1= new GreenfootImage( "mystery.png" ); // image of box with '?' private GreenfootImage image2= new GreenfootImage( "MysteryG.png" ); // image of gold box with '?' private GreenfootImage image3= new GreenfootImage( "Block.png" ); // image of plain block private GreenfootImage image4= new GreenfootImage( "transparentBox.png" ); //same size as boxes/block but transparent private int timer= 0 ; // timer so that there is a space between the changing (flash) image from regular to gold box private boolean hit= false ; // boolean whether this box has been hit or not private int counter= 0 ; // counts the image changes so the mystery box isn't flashing the rest of the level private boolean empty= false ; // boolean whether this box is empty or not private boolean coin= false ; // boolean for box containing coin private boolean shooting= false ; // boolean for box containing shooting power-up private boolean invisible= false ; // boolean whether box is invivible private boolean extraLife= false ; // boolean for box containing an extra life public boolean isThere= true ; // boolean whether the box is solid (yet) /** * Box class constructor * For setting the image and invisibility */ public Box( int type) { if (type== 1 ) { invisible= false ; coin= true ; shooting= false ; extraLife= false ; } if (type== 2 ) { invisible= false ; shooting= true ; coin= false ; extraLife= false ; } if (type== 3 ) { invisible= false ; shooting= false ; coin= false ; extraLife= true ; } if (type== 4 ) { invisible= true ; coin= true ; shooting= false ; extraLife= false ; isThere= false ; } if (type== 5 ) { invisible= true ; coin= false ; shooting= true ; extraLife= false ; isThere= false ; } if (type== 6 ) { invisible= true ; shooting= false ; coin= false ; extraLife= true ; isThere= false ; } if (invisible== false ) setImage(image1); if (invisible== true ) setImage(image4); } /** * Act - do whatever the Box wants to do. This method is called whenever * the 'Act' or 'Run' button gets pressed in the environment. */ public void act() { Scene scene=(Scene)getWorld(); if (!scene.pause) { if (!empty) { checkPengu(); hit(); } remove(); // removes the box when it goes off the left side of the screen } } /** * The following 4 methods are to see if the box has been hit by the Pengu * the last one makes hit be true */ private boolean checkPengu1() { Pengu pengu=(Pengu)getOneObjectAtOffset( 0 ,getImage().getHeight()/ 2 + 1 ,Pengu. class ); return pengu!= null &&pengu.vSpeed< 0 ; } private boolean checkPengu2() { Pengu pengu=(Pengu)getOneObjectAtOffset(getImage().getWidth()/ 2 - 1 ,getImage().getHeight()/ 2 ,Pengu. class ); return pengu!= null &&pengu.vSpeed< 0 ; } private boolean checkPengu3() { Pengu pengu=(Pengu)getOneObjectAtOffset(-getImage().getWidth()/ 2 + 1 ,getImage().getHeight()/ 2 ,Pengu. class ); return pengu!= null &&pengu.vSpeed< 0 ; } private void checkPengu() { if (checkPengu1()||checkPengu2()||checkPengu3()) { hit= true ; } } /** * When hit==true then the Box flashes, the object from inside the box pops up and the points get added to the score */ private void hit() { Scene scene=(Scene)getWorld(); if (hit== true ) { timer++; if (counter< 6 ) { if (timer== 2 &&(getImage()==image1||getImage()==image4)) { setImage(image2); timer= 0 ; counter++; } if (timer== 2 &&getImage()==image2) { setImage(image1); timer= 0 ; counter++; } } } if (counter== 5 ) { empty= true ; if (shooting== true ) { scene.addObject( new Shooting(),getX(),getY()); } else if (coin== true ) { scene.coins++; } else if (extraLife== true ) { scene.addObject( new ExtraLife(),getX(),getY()); } scene.score( 100 ); counter= 0 ; isThere= true ; hit= false ; setImage(image3); } } } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 | import greenfoot.*; // (World, Actor, GreenfootImage, Greenfoot and MouseInfo) /** * Write a description of class Block here. * * @author Nosson1459 * @version (a version number or a date) */ public class Block extends Boxes { private GreenfootImage image1= new GreenfootImage( "Block.png" ); // image of plain block private GreenfootImage image2= new GreenfootImage( "Bricks2.png" ); // image of bricks private GreenfootImage image3= new GreenfootImage( "EndBricks.png" ); // image of different color bricks private GreenfootImage image4= new GreenfootImage( "Tunnel.png" ); // plain green box (whenever used - isThere=false) public boolean isThere= true ; private boolean addObjects= false ; /** * Block class constructor * For setting the image and invisibility */ public Block( int type) { if (type== 1 ) { setImage(image1); } if (type== 2 ) { setImage(image2); } if (type== 3 ) { setImage(image3); } if (type== 4 ) { setImage(image4); isThere= false ; } if (type== 5 ) { setImage(image1); addObjects= true ; } } /** * Act - do whatever the Block wants to do. This method is called whenever * the 'Act' or 'Run' button gets pressed in the environment. */ public void act() { Scene scene=(Scene)getWorld(); if (!scene.pause) { remove(); // removes the block when it goes off the left side of the screen } } } |