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GameObj.java
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GameObj.java
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import java.awt.Graphics;
/**
* An object in the game.
*
* Game objects exist in the game court. They have a position, velocity, size and bounds. Their
* velocity controls how they move; their position should always be within their bounds.
*/
public abstract class GameObj {
/*
* Current position of the object (in terms of graphics coordinates)
*
* Coordinates are given by the upper-left hand corner of the object. This position should
* always be within bounds.
* 0 <= px <= maxX
* 0 <= py <= maxY
*/
private int px;
private int py;
/* Size of object, in pixels. */
private int width;
private int height;
/* default velocity that object moves */
private int velocity;
/* Velocity: number of pixels to move every time move() is called. */
private int vx;
private int vy;
/*
* Radius of object in pixels used to calculate collisions
*/
private int radius;
/*
* Upper bounds of the area in which the object can be positioned. Maximum permissible x, y
* positions for the upper-left hand corner of the object.
*/
private int maxX;
private int maxY;
/*
* x and y positions for the upper-left hand corner of the object at which object is in middle of court.
*/
private int centerX;
private int centerY;
/**
* Constructor
*/
public GameObj(int velocity, int vx, int vy, int px, int py, int width, int height, int radius) {
this.velocity = velocity;
this.vx = vx;
this.vy = vy;
this.px = px;
this.py = py;
this.width = width;
this.height = height;
this.radius = radius;
// take the width and height into account when setting the bounds for the upper left corner
// of the object.
this.maxX = GameCourt.COURT_WIDTH - 2 * radius;
this.maxY = GameCourt.COURT_HEIGHT - 2 * radius;
// coordinates for object to be in center of court
this.centerX = (int) Math.round(((double) (GameCourt.COURT_WIDTH - width)) / 2);
this.centerY = (int) Math.round(((double) (GameCourt.COURT_HEIGHT - height)) / 2);
}
/*** GETTERS **********************************************************************************/
public int getPx() {
return this.px;
}
public int getPy() {
return this.py;
}
public int getVx() {
return this.vx;
}
public int getVy() {
return this.vy;
}
public int getWidth() {
return this.width;
}
public int getHeight() {
return this.height;
}
public int getPxCenter() {
return this.px + radius;
}
public int getPyCenter() {
return this.py + radius;
}
/*** SETTERS **********************************************************************************/
public void setPx(int px) {
this.px = px;
clip();
}
public void setPy(int py) {
this.py = py;
clip();
}
public void setVx(int vx) {
this.vx = vx;
}
public void setVy(int vy) {
this.vy = vy;
}
/*** UPDATES AND OTHER METHODS ****************************************************************/
/**
* Prevents the object from going outside of the bounds of the area designated for the object.
* (i.e. Object cannot go outside of the active area the user defines for it).
*/
private void clip() {
this.px = Math.min(Math.max(this.px, 0), this.maxX);
this.py = Math.min(Math.max(this.py, 0), this.maxY);
}
/**
* Moves the object by its velocity. Ensures that the object does not go outside its bounds by
* clipping.
*/
public void move() {
this.px += this.vx;
this.py += this.vy;
clip();
}
/**
* Checks whether object is in middle of court
*
* @return Whether object in middle of court
*/
public boolean isAtCenter() {
int threshold = 1 + (int) ((double) this.velocity / 2);
return (this.px > (this.centerX - threshold) && this.px < (this.centerX + threshold)) &&
(this.py > (this.centerY - threshold) && this.py < (this.centerY + threshold));
}
/**
* Moves the object to the center of the court
*/
public void moveToCenter() {
this.px = this.centerX;
this.py = this.centerY;
}
/**
* Changes object's velocity so object will move towards center of the court
*
* @param velocity number of pixels object should move through towards center
*/
public void aimAtCenter() {
aimAtPoint(this.centerX, this.centerY);
}
/**
* Changes object's velocity so that it will move towards an inputted point
*
* @param x x coordinate of point to move towards
* y y coordinate of point to move towards
* velocity number of pixels object should move through towards point
*/
public void aimAtPoint(int x, int y) {
if (x > this.px) {
this.vx = this.velocity;
} else if (x < this.px) {
this.vx = -this.velocity;
} else {
this.vx = 0;
}
if (y > this.py) {
this.vy = this.velocity;
} else if (y < this.py) {
this.vy = -this.velocity;
} else {
this.vy = 0;
}
}
/**
* Moves the object to the center of the given edge of the court
*
* @param d direction indicating side of the room to move to
*/
public void moveToEdge(Direction d) {
switch (d) {
case UP:
this.px = centerX;
this.py = 0;
break;
case DOWN:
this.px = centerX;
this.py = maxY;
break;
case LEFT:
this.px = 0;
this.py = centerY;
break;
case RIGHT:
this.px = maxX;
this.py = centerY;
break;
}
}
/**
* Determine whether this game object is currently intersecting another object.
*
* Intersection is determined by comparing bounding boxes. If the bounding boxes overlap, then
* an intersection is considered to occur.
*
* @param that The other object
* @return Whether this object intersects the other object.
*/
public boolean intersects(GameObj that) {
double dx = (this.px + this.radius) - (that.px + that.radius);
double dy = (this.py + this.radius) - (that.py + that.radius);
double distance = Math.pow(dx * dx + dy * dy, 0.5);
return (distance <= Math.abs(this.radius + that.radius));
}
/**
* Determine whether this game object will intersect another in the next time step, assuming
* that both objects continue with their current velocity.
*
* Intersection is determined by comparing bounding boxes. If the bounding boxes (for the next
* time step) overlap, then an intersection is considered to occur.
*
* @param that The other object
* @return Whether an intersection will occur.
*/
public boolean willIntersect(GameObj that) {
int thisNextX = this.px + this.vx;
int thisNextY = this.py + this.vy;
int thatNextX = that.px + that.vx;
int thatNextY = that.py + that.vy;
double dx = (thisNextX + this.radius) - (thatNextX + that.radius);
double dy = (thisNextY + this.radius) - (thatNextY + that.radius);
double distance = Math.pow(dx * dx + dy * dy, 0.5);
return (distance <= Math.abs(this.radius + that.radius));
}
/**
* Determine whether the game object will hit a wall in the next time step. If so, return the
* direction of the wall in relation to this game object.
*
* @return Direction of impending wall, null if all clear.
*/
public Direction hitWall() {
if (this.px + this.vx < 0) {
return Direction.LEFT;
} else if (this.px + this.vx > this.maxX) {
return Direction.RIGHT;
}
if (this.py + this.vy < 0) {
return Direction.UP;
} else if (this.py + this.vy > this.maxY) {
return Direction.DOWN;
} else {
return null;
}
}
/**
* Determine whether the game object will hit a door in the next time step. If so, return the
* direction of the wall in relation to this game object.
*
* @return Direction of door, null if all clear.
*/
public Direction hitDoor() {
if (!((this.px < (centerX + 30)) && (this.px > (centerX - 30))) &&
!((this.py < (centerY + 30)) && (this.py > (centerY - 30)))) {
return null;
}
return hitWall();
}
/**
* Default draw method that provides how the object should be drawn in the GUI. This method does
* not draw anything. Subclass should override this method based on how their object should
* appear.
*
* @param g The <code>Graphics</code> context used for drawing the object. Remember graphics
* contexts that we used in OCaml, it gives the context in which the object should be drawn (a
* canvas, a frame, etc.)
*/
public abstract void draw(Graphics g);
}