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Game.java
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Game.java
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import greenfoot.*; // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
import java.util.*;
/**
* Plants vs Zombies "Greenfoot Edition" Demo, as shown on
* 17-Jan-2014 to the Spring 2014 CSCI 146 at the
* University of South Carolina Beaufort
*
* @author bcanada
* @version 2014.01.17
*/
public class Game extends World
{
// Declare instance variables
private static final int GAME_SPEED = 50;
private int[][] sodSpaceCenterY;
private int[][] sodSpaceCenterX;
private int sodSpaceHeight = 100;
private int sodSpaceWidth = 80;
private int sodSpaceOffsetY = 120;
private int sodSpaceOffsetX = 80;
private boolean[][] sodSpaceOccupied;
// create arrays (or arrayLists, as appropriate) for storing references to objects when needed
private Lawnmower[] mower;
// may not be necessary...
private PeaShooterSeedPacket peaShooterSeedPacket;
private SunflowerSeedPacket sunflowerSeedPacket;
// fields for storing the "click status" of seed packets
private boolean peaShooterSeedPacketClicked;
private boolean sunflowerSeedPacketClicked;
// for "ready, set, plant" and other messages
private static final int ALERT_READY = 0;
private static final int ALERT_SET = 1;
private static final int ALERT_PLANT = 2;
private static final int ALERT_CLICK_SUN = 3;
private static final int ALERT_YOUR_HOUSE = 4;
private static final int ALERT_ZOMBIES_WIN = 5;
private AlertMessage alertMessage;
private boolean fallingSunAlertAlreadyDisplayed;
private boolean fallingSunAlertRemoved;
// keep track of this class's cycle count for event timing purposes
private int stageCycleCount = 0;
// fields needed for background scrolling
private int bgOffset = 0;
private int bgOffsetDelta = 2;
// declare fields to store object references for various images
private GreenfootImage frontYardImage = new GreenfootImage( "yard_5rows.png" );
private GreenfootImage blackScreen = new GreenfootImage( "BlackScreen.png" );
private GreenfootImage whiteScreen = new GreenfootImage( "whiteScreen.png" );
private GreenfootImage thankYouScreen = new GreenfootImage( "thankYouScreen.png" );
private GreenfootImage devIdentScreen1 = new GreenfootImage( "GreenPortzIdent.png" );
private GreenfootImage devIdentScreen2 = new GreenfootImage( "PopCapIdent.png" );
private GreenfootImage titleScreen = new GreenfootImage( "PVZtitleScreen.png" );
private GreenfootImage fullBGimage = new GreenfootImage( "yard_full5rows.png" );
// fields needed for title screen
private Screen screen;
private int alpha = 0;
// fields associated with game music
private GreenfootSound titleScreenMusic = new GreenfootSound( "pvz_titleScreen.mp3" );
private GreenfootSound frontYardMusic = new GreenfootSound( "pvz_daytimeFrontyard.mp3" );
private GreenfootSound scrollMusic = new GreenfootSound( "pvz_menuTheme.mp3" );
private GreenfootSound winMusic = new GreenfootSound( "winmusic.wav" );
private GreenfootSound loseMusic = new GreenfootSound( "losemusic.wav" );
private GreenfootSound zombieLaughMusic = new GreenfootSound( "losemusic.wav" );
private GreenfootSound music;
private int musicVolume = 100;
private boolean musicIsPlaying;
// fields associated with game sounds
private boolean awoogaAlreadyPlayed = false;
private GreenfootSound awooga = new GreenfootSound( "awooga.wav" );
private GreenfootSound[] zombieGroan;
// for game status -- eventually I'll need to change these to enums
private static final int TITLE_SCREEN = 0;
private static final int BG_SCROLL_SETUP = 1;
private static final int BG_SCROLL_ANIMATE = 2;
private static final int STAGE_SETUP = 3;
private static final int READY_MESSAGE = 4;
private static final int BEGIN_PLAY = 5;
private int gameStatus;
// current # of sun points
private int sunPoints = 0;
private Text sunPointsLabel;
// fields for end of stage stuff
private boolean starburstOnScreen = false;
private Starburst starburst = new Starburst();
/**
* Constructor for objects of class Game.
*
*/
public Game()
{
// Create a new world with 800x600 cells with a cell size of 1x1 pixels.
super(800, 600, 1, false);
// set game speed
Greenfoot.setSpeed( GAME_SPEED );
// we are now in title screen mode, so set gameStatus accordingly
gameStatus = TITLE_SCREEN;
screen = new Screen( blackScreen );
addObject( screen, 400, 300 );
setPaintOrder ( SeedPacketStageEnd.class,
Starburst.class,
Screen.class,
Sun.class,
AlertMessage.class,
Pea.class,
Zombie.class,
Plant.class,
Text.class,
SeedPacket.class,
SeedPacketTray.class );
// create 2-D arrays to keep track of the x- and y-
// coordinates of each sodSpace's center point
sodSpaceCenterX = new int[5][9];
sodSpaceCenterY = new int[5][9];
// flag for whether a space on the board is occupied (by a plant)
sodSpaceOccupied = new boolean[5][9];
// create array of five lawnmowers
mower = new Lawnmower[5];
// instantiate new lawnmower objects
// (this isn't required for every object we want to place into the world, but doing it
// this way enables us to better illustrate object composition, plus it may give us
// somewhat better control over each object that is placed in the world)
mower[0] = new Lawnmower();
mower[1] = new Lawnmower();
mower[2] = new Lawnmower();
mower[3] = new Lawnmower();
mower[4] = new Lawnmower();
// create composition ("has-a") reference to the seedpacket tray and the seedpacket objects
peaShooterSeedPacket = new PeaShooterSeedPacket();
sunflowerSeedPacket = new SunflowerSeedPacket();
// initialize array of zombie groans (as strings that will be arguments to the playSound() method)
zombieGroan = new GreenfootSound[13];
zombieGroan[0] = new GreenfootSound( "groan.wav" );
zombieGroan[1] = new GreenfootSound( "groan2.wav" );
zombieGroan[2] = new GreenfootSound( "groan3.wav" );
zombieGroan[3] = new GreenfootSound( "groan4.wav" );
zombieGroan[4] = new GreenfootSound( "groan5.wav" );
zombieGroan[5] = new GreenfootSound( "lowgroan.wav" );
zombieGroan[6] = new GreenfootSound( "lowgroan2.wav" );
zombieGroan[7] = new GreenfootSound( "sukhbir.wav" );
zombieGroan[8] = new GreenfootSound( "sukhbir2.wav" );
zombieGroan[9] = new GreenfootSound( "sukhbir3.wav" );
zombieGroan[10] = new GreenfootSound( "sukhbir4.wav" );
zombieGroan[11] = new GreenfootSound( "sukhbir5.wav" );
zombieGroan[12] = new GreenfootSound( "sukhbir6.wav" );
/*
* We can use a nested for-loop to initialize the
* 2-D array of sodSpace coordinates
*/
for ( int i = 0 ; i < 5 ; i++ ) // The outer loop iterates through the rows
{
for ( int j = 0 ; j < 9 ; j++ ) // And the inner loop iterates through the columns of the current row
{
// Note the Offset values -- Why do we use them? Think about this carefully!
sodSpaceCenterX[i][j] = sodSpaceOffsetX + ( sodSpaceWidth * j );
sodSpaceCenterY[i][j] = sodSpaceOffsetY + ( sodSpaceHeight * i );
} // end inner for loop
} // end outer for loop
}
/**
* Define act() method to provide a demonstration of how to implement
* mouse clicking in your program. Use this for inspiration and ideas only!
*/
public void act()
{
stageCycleCount++;
/*
* TODO: Really should make this a switch statement eventually
*/
if ( gameStatus == TITLE_SCREEN )
{
displayTitleScreen();
}
else if ( gameStatus == BG_SCROLL_SETUP )
{
bgScrollSetup();
}
else if ( gameStatus == BG_SCROLL_ANIMATE )
{
bgScrollAnimate();
}
else if ( gameStatus == STAGE_SETUP )
{
setUpStage();
gameStatus = READY_MESSAGE;
// reset stageCycleCount for upcoming stage
stageCycleCount = 0;
}
else if ( gameStatus == READY_MESSAGE )
{
startStage();
sunPoints = 0;
}
else if ( gameStatus == BEGIN_PLAY )
{
if ( !musicIsPlaying ) {
music.playLoop();
musicIsPlaying = true; // TODO: really should put all of this in a "play" method
}
/*
* NOTE! If one seed packet is clicked (and therefore active),
* you will need to "un-click"/de-activate any other active seed packets
*/
checkForStageCompletion();
checkForZombiesWin();
// TODO: right now "starburstOnScreen" is the surrogate flag for
// whether the stage is complete (true) or incomplete (false)
if ( !starburstOnScreen )
{
checkForPeashooterSeedPacketClick();
checkForSunflowerSeedPacketClick();
letSunFallRandomly();
makeZombieSounds();
}
}
} // end method act()
public void checkForZombiesWin()
{
List<Zombie> zombiesRemaining = getObjects( Zombie.class );
if ( !zombiesRemaining.isEmpty() )
{
for ( Zombie currentZombie : zombiesRemaining )
{
if ( currentZombie.getX() < -10 )
{
System.out.println( "THE ZOMBIES ATE YOUR BRAINS!!" );
Greenfoot.stop();
Greenfoot.playSound( "losemusic.wav" );
Greenfoot.playSound( "scream.wav" );
alertMessage = new AlertMessage( ALERT_ZOMBIES_WIN );
addObject( alertMessage, 400, 300 );
}
}
}
}
public void makeZombieSounds()
{
List<Zombie> zombiesRemaining = getObjects( Zombie.class );
if ( !zombiesRemaining.isEmpty() )
{
Zombie leftmostZombie = zombiesRemaining.get(0);
for ( Zombie currentZombie : zombiesRemaining )
{
// if currentZombie's X-coordinate is LESS than leftmostZombie's X-coordinate,
// then update leftmostZombie to now "point" to the currentZombie
if ( currentZombie.getExactX() < leftmostZombie.getExactX() )
{
leftmostZombie = currentZombie;
}
} // end enhanced for loop
// if we haven't played the "awooga" sound (i.e. 'the zombies... are coming'):
if ( !awoogaAlreadyPlayed )
{
// if the LEFTmost zombie is just about to enter the playing field,
// then play the awooga sound
if ( ( leftmostZombie.getExactX() >= getWidth() + 20 )
&&
( leftmostZombie.getExactX() <= getWidth() + 40 ) )
{
awooga.play();
awoogaAlreadyPlayed = true;
}
}
else
{
// otherwise, play a randomly selected "zombie groan" sound
// at some random interval
int randomGroanInterval = 500*(1 + Greenfoot.getRandomNumber( 3 ));
if ( stageCycleCount % randomGroanInterval == 0 )
{
int groanIndex = Greenfoot.getRandomNumber( 13 );
zombieGroan[ groanIndex ].play();
}
} // end (inner) if-else
} // end outer if
} // end method makeZombieSounds
/**
* Checks to see if the criteria for finishing the demo stage have been met
*/
public void checkForStageCompletion()
{
/*
* Count the zombies remaining -- if none, then end the stage
*/
List<Zombie> zombiesRemaining = getObjects( Zombie.class );
if ( zombiesRemaining.isEmpty() )
{
// print diagnostic message
//System.out.println( "No more zombies!" );
List<SeedPacketStageEnd> seedPacketStageEndList = getObjects( SeedPacketStageEnd.class );
SeedPacketStageEnd seedPacketStageEnd = seedPacketStageEndList.get(0);
if ( Greenfoot.mouseClicked( seedPacketStageEnd ) )
{
if ( music.equals( frontYardMusic ) )
{
music.stop();
musicIsPlaying = false;
} // end twice-nested if
if ( !musicIsPlaying )
{
// start the stage ending cycle
//List<SeedPacketStageEnd> seedPacketStageEndList = getObjects( SeedPacketStageEnd.class );
//SeedPacketStageEnd seedPacketStageEnd = seedPacketStageEndList.get(0);
addObject( starburst, seedPacketStageEnd.getX(), seedPacketStageEnd.getY() );
starburstOnScreen = true;
music = winMusic;
music.play();
musicIsPlaying = true;
removeObjects( getObjects( SmoothMover.class ) );
removeObjects( getObjects( AlertMessage.class ) );
// reset this for stage end timings
stageCycleCount = 0;
} // end twice-nested if
} // end nested if 1
if ( starburstOnScreen )
{
// TODO: replace this with an animation with scaling followed by light filling the screen
if ( stageCycleCount % 2 == 0 )
{
starburst.setRotation( starburst.getRotation() + 1 );
} // end twice-nested if
if ( stageCycleCount == 100 )
{
// fade in the white screen
alpha = 0;
screen = new Screen( whiteScreen );
screen.setAlpha( alpha );
addObject( screen, 400, 300 );
}
else if ( stageCycleCount > 100 && stageCycleCount < 150 )
{
alpha += 5; // equivalent to alpha = alpha + 10;
alpha = Math.min( 255, alpha );
screen.setAlpha( alpha );
}
else if ( stageCycleCount == 150 )
{
alpha = 255;
screen.setAlpha( alpha );
}
else if ( stageCycleCount == 300 )
{
// what to do here?
Greenfoot.playSound( "lightfill.wav" );
}
else if ( stageCycleCount >= 300 && stageCycleCount < 700 )
{
alpha -= 1;
alpha = Math.max( 0, alpha );
starburst.setAlpha( alpha );
seedPacketStageEnd.setAlpha( alpha );
} // end twice-nested multi-way if/else
if ( stageCycleCount == 700 )
{
// fade in the white screen
alpha = 0;
removeObjects( getObjects( SeedPacketTray.class ) );
removeObjects( getObjects( SeedPacket.class ) );
removeObjects( getObjects( Text.class ) );
removeObjects( getObjects( Plant.class ) );
setBackground( whiteScreen );
screen.setScreen( thankYouScreen );
screen.setAlpha( alpha );
}
else if ( stageCycleCount > 750 && stageCycleCount < 800 )
{
alpha += 5 ; // equivalent to alpha = alpha + 10;
alpha = Math.min( 255, alpha );
screen.setAlpha( alpha );
}
else if ( stageCycleCount == 800 )
{
alpha = 255;
screen.setAlpha( alpha );
} // end twice-nested multi-way if/else
} // end inner if
} // end outer if
} // end method checkForStageCompletion
/**
* Method for allowing sunshine sprites to fall randomly
* from the top of the screen
*/
public void letSunFallRandomly()
{
// change this so falling suns appear at random intervals
int sunfallInterval = 200*(1 + Greenfoot.getRandomNumber( 3 ));
if ( stageCycleCount % sunfallInterval == 0 )
{
// pick a random x-coordinate between 100 and 699
int fallingSunStartX = 100 + Greenfoot.getRandomNumber( 600 );
addObject( new FallingSun(), fallingSunStartX, -50 );
if ( !fallingSunAlertAlreadyDisplayed && !fallingSunAlertRemoved )
{
//System.out.println( "Click on a falling sun to collect it!" );
fallingSunAlertAlreadyDisplayed = true;
fallingSunAlertRemoved = false;
alertMessage = new AlertMessage( ALERT_CLICK_SUN );
addObject( alertMessage, 400, 550 );
} // end inner if
} // end outer if
} // end method letSunFallRandomly
/**
* This method sets up the scrolling background at the
* beginning of each stage.
*
*/
public void bgScrollSetup()
{
GreenfootImage bg = getBackground();
bg.drawImage(fullBGimage, 0, 0);
/*
* TODO: Randomize the waiting zombie positions
*/
addObject( new BasicZombieWaiting(), 1180 , 152 );
addObject( new BucketZombieWaiting(), 1120 , 272 );
addObject( new BasicZombieWaiting(), 1200 , 332 );
addObject( new BucketZombieWaiting(), 1220 , 440 );
addObject( new BasicZombieWaiting(), 1210 , 480 );
alertMessage = new AlertMessage( ALERT_YOUR_HOUSE );
addObject( alertMessage, 400, 550 );
music = scrollMusic;
music.setVolume( 100 );
music.playLoop();
gameStatus = BG_SCROLL_ANIMATE;
} // end method bgScrollSetup
/**
* This method handles the scrolling background at the
* beginning of each stage. I'm not particularly thrilled
* with how I implemented this, but it was good enough
* to get the effect across for a class demo.
*
* TODO: To be improved with smoother animation
*/
public void bgScrollAnimate()
{
if ( stageCycleCount == 100 )
{
removeObject( alertMessage );
}
else if ( stageCycleCount > 100 && stageCycleCount < 350 )
{
bgOffset -= bgOffsetDelta;
bgOffset = Math.max( bgOffset, -500 );
scrollBGimage( bgOffset );
}
else if ( stageCycleCount > 450 && stageCycleCount < 600 )
{
bgOffset += bgOffsetDelta;
bgOffset = Math.min( bgOffset, -218 );
scrollBGimage( bgOffset );
}
else if ( stageCycleCount == 600 )
{
// remove all waiting zombies from screen
List<ZombieWaiting> waitingZombieList = getObjects( ZombieWaiting.class );
for ( ZombieWaiting zombie : waitingZombieList ) {
System.out.println( "" + zombie + " is being removed!" );
removeObject( zombie );
}
// reset the screen with the usual background
GreenfootImage bg = getBackground();
bg.drawImage( frontYardImage, 0, 0);
gameStatus = STAGE_SETUP;
}
/*
else if ( stageCycleCount > 600 )
{
// fade out the music (this needs to be in its own method, I think)
//if ( stageCycleCount % 2 == 0 )
//{
musicVolume -= 1;
musicVolume = Math.max( 0, musicVolume); // ensures volume doesn't go below zero
if ( musicVolume > 0 )
{
music.setVolume( musicVolume );
}
else
{
music.setVolume( 0 );
music.stop();
musicIsPlaying = false;
stageCycleCount = 0;
gameStatus = STAGE_SETUP;
}
//}
}
*/
} // end method bgScrollAnimate
/**
* Scrolls the background image by the provided offset
*
* @param offset an integer specifying the number of pixels to move
* the background for each animation frame
*/
public void scrollBGimage( int offset )
{
GreenfootImage bg = getBackground();
bg.drawImage(fullBGimage, offset, 0);
// get all objects and move them by the offset delta value
List<Actor> currentObjects = getObjects( null );
for ( Actor thisObject : currentObjects )
{
if ( stageCycleCount > 100 && stageCycleCount < 350 )
{
thisObject.setLocation( thisObject.getX() - bgOffsetDelta , thisObject.getY() );
}
else if ( stageCycleCount > 450 && stageCycleCount < 700 )
{
thisObject.setLocation( thisObject.getX() + bgOffsetDelta , thisObject.getY() );
} // end inner if/else
} // end for-each loop
} // end method scrollBGimage
/**
* Sets up the stage for game play
*/
public void setUpStage()
{
// initialize the seed packet tray
sunPointsLabel = new Text( "" + sunPoints + " " );
addObject(sunPointsLabel, 40, 70);
addObject( new SeedPacketTray(), 237, 43 );
addObject( peaShooterSeedPacket, 124, 41 );
addObject( sunflowerSeedPacket, 184, 41 );
// initialize the lawnmowers
addObject( mower[0], 10, 150 );
addObject( mower[1], 10, 250 );
addObject( mower[2], 10, 350 );
addObject( mower[3], 10, 450 );
addObject( mower[4], 10, 550 );
/*
* Add zombies at the predefined coordinates for this stage
* TODO: Change these to RANDOM coordinates
*/
addObject( new BasicZombie(), 950, 100 );
addObject( new BasicZombie(), 1250, 100 );
addObject( new ConeheadZombie(), 980, 200 );
addObject( new BasicZombie(), 960, 300 );
addObject( new BucketZombie(), 1020, 400 );
addObject( new BasicZombie(), 990, 500 );
// Initialize the alert message to be displayed
alertMessage = new AlertMessage( ALERT_READY );
addObject( alertMessage, 400, 450 );
// TODO: Probably should make this a GreenfootSound object
Greenfoot.playSound( "readysetplant_thump.wav" );
} // end method setUpStage
/**
* Controls the timing of events that occur at the beginning of each stage
* ( scrolling, messages, etc. )
*
* TODO: Create a similar method for timing of events during the game
* ( zombie waves, etc. )
*/
public void startStage()
{
musicVolume -= 1;
musicVolume = Math.max( 0, musicVolume); // ensures volume doesn't go below zero
if ( musicVolume > 0 )
{
music.setVolume( musicVolume );
}
else
{
music.setVolume( 0 );
music.stop();
// musicIsPlaying = false;
}
/*
* TODO: Change 40, 80, and 150 to constant ints, defined in the fields section above
*/
if ( stageCycleCount == 40 )
{
// TODO: Probably should make this a GreenfootSound object
Greenfoot.playSound( "readysetplant_thump.wav" );
alertMessage.setImgMessage( ALERT_SET );
}
else if ( stageCycleCount == 80 )
{
// TODO: Probably should make this a GreenfootSound object
Greenfoot.playSound( "readysetplant_boom.wav" );
alertMessage.setImgMessage( ALERT_PLANT );
}
else if ( stageCycleCount == 150 )
{
removeObject( alertMessage );
gameStatus = BEGIN_PLAY;
// initialize the music for the stage
music = frontYardMusic;
music.setVolume( 100 );
} // end multi-way if/else
} // end method startStage
/**
* Updates the status of whether or not the Peashooter's seed packet
* has been clicked (and prints a debug message to stdout)
*
* @param status
*/
public void setPeaShooterSeedPacketClickStatus( boolean status )
{
peaShooterSeedPacketClicked = status;
System.out.println( "peaShooterSeedPacketClicked = " + peaShooterSeedPacketClicked );
} // end method setPeaShooterSeedPacketClickStatus
/**
* Updates the status of whether or not the Sunflower's seed packet
* has been clicked (and prints a debug message to stdout)
*
* @param status
*/
public void setSunflowerSeedPacketClickStatus( boolean status )
{
sunflowerSeedPacketClicked = status;
System.out.println( "sunflowerSeedPacketClicked = " + sunflowerSeedPacketClicked );
} // end method setPeaShooterSeedPacketClickStatus
/**
* Logic for handling how to check for a peashooter seed packet click event
*
* TODO: Eventually I need to make a more
* generic method for ANY type of seed packet
*/
public void checkForPeashooterSeedPacketClick()
{
/*
* TODO: Make sure you have "de-activated" any other seed packets
*/
if ( peaShooterSeedPacketClicked && (sunPoints >= 100) ) {
if ( Greenfoot.mouseClicked( this ) ) {
// Create local variables to store the location of the last mouse click
int mouseClickX = Greenfoot.getMouseInfo().getX();
int mouseClickY = Greenfoot.getMouseInfo().getY();
// We need to search for the closest sodSpace center location (relative to our mouse click).
// To do this, we first need to set up some local variables...
double bestDistance = 9999.0; // initialize this to some large value (large enough never to be exceeded)
double currentDistance = 0.0; // initialize to zero
int iBest = 0; // keeps track of the closest sodSpace row position
int jBest = 0; // keeps track of the closest sodSpace column position
// We can use a nested for loop to search for the nearest sodSpace center point
// (relative to the location of the mouse click)
for ( int i = 0 ; i < 5 ; i++ )
{
for ( int j = 0 ; j < 9 ; j++ )
{
// Compute the Euclidean (L2) distance between the mouse click point
// and the current sodSpace center point (for row i and column j)
currentDistance = Math.sqrt( Math.pow( mouseClickX - sodSpaceCenterX[i][j], 2 ) +
Math.pow( mouseClickY - sodSpaceCenterY[i][j], 2 ) );
// Updates the location of the closest sodSpace center
// (Note there is no else clause... instead we just keep
// iterating and updating until we have traversed the entire
// 2-D array!)
if ( currentDistance < bestDistance )
{
// update values of local variables
bestDistance = currentDistance;
// update row and column location of the sodSpace center
// that is the closest of those searched so far
iBest = i;
jBest = j;
} // end if
} // end inner for-loop
} // end outer for-loop
// Now that we have determined which sodSpace center is closest to where you clicked,
// place the object at that position, but first check to see if any plant has already
// been placed at this point; if not, then mark the position accordingly
if ( !sodSpaceOccupied[iBest][jBest] )
{
addObject( new Peashooter(), sodSpaceCenterX[iBest][jBest], sodSpaceCenterY[iBest][jBest] );
sodSpaceOccupied[iBest][jBest] = true;
Greenfoot.playSound( "plant.wav" );
// decrease sunpoints accordingly
addSunPoints( -100 );
// reset seed packet
peaShooterSeedPacketClicked = false;
List<PeaShooterSeedPacket> peaShooterSeedPacketList = getObjects( PeaShooterSeedPacket.class );
for ( PeaShooterSeedPacket thisSeedPacket : peaShooterSeedPacketList )
{
thisSeedPacket.resetImage();
} // end for-each loop
} // end if space is NOT occupied at the given coordinates....
} // end if game board was clicked...
} // end if peaShooter seed packet was clicked...
} // end method checkForPeashooterSeedPacketClick
/**
* Logic for handling how to check for a sunflower seed packet click event
*
* TODO: Eventually I need to make a more
* generic method for ANY type of seed packet
*/
public void checkForSunflowerSeedPacketClick()
{
/*
* TODO: Need to merge this into a single SeedPacketClick() method to reduce code duplication
*/
if ( sunflowerSeedPacketClicked && (sunPoints >= 50) ) {
if ( Greenfoot.mouseClicked( this ) ) {
// Create local variables to store the location of the last mouse click
int mouseClickX = Greenfoot.getMouseInfo().getX();
int mouseClickY = Greenfoot.getMouseInfo().getY();
// We need to search for the closest sodSpace center location (relative to our mouse click).
// To do this, we first need to set up some local variables...
double bestDistance = 9999.0; // initialize this to some large value (large enough never to be exceeded)
double currentDistance = 0.0; // initialize to zero
int iBest = 0; // keeps track of the closest sodSpace row position
int jBest = 0; // keeps track of the closest sodSpace column position
// We can use a nested for loop to search for the nearest sodSpace center point
// (relative to the location of the mouse click)
for ( int i = 0 ; i < 5 ; i++ )
{
for ( int j = 0 ; j < 9 ; j++ )
{
// Compute the Euclidean (L2) distance between the mouse click point
// and the current sodSpace center point (for row i and column j)
currentDistance = Math.sqrt( Math.pow( mouseClickX - sodSpaceCenterX[i][j], 2 ) +
Math.pow( mouseClickY - sodSpaceCenterY[i][j], 2 ) );
// Updates the location of the closest sodSpace center
// (Note there is no else clause... instead we just keep
// iterating and updating until we have traversed the entire
// 2-D array!)
if ( currentDistance < bestDistance )
{
// update values of local variables
bestDistance = currentDistance;
// update row and column location of the sodSpace center
// that is the closest of those searched so far
iBest = i;
jBest = j;
} // end i
} // end inner for-loop
} // end outer for-loop
// Now that we have determined which sodSpace center is closest to where you clicked,
// place the object at that position, but first check to see if any plant has already
// been placed at this point; if not, then mark the position accordingly
if ( !sodSpaceOccupied[iBest][jBest] )
{
addObject( new Sunflower(), sodSpaceCenterX[iBest][jBest], sodSpaceCenterY[iBest][jBest] );
Greenfoot.playSound( "plant2.wav" );
sodSpaceOccupied[iBest][jBest] = true;
// decrease sunpoints accordingly
addSunPoints( -50 );
// reset seed packet
sunflowerSeedPacketClicked = false;
List<SunflowerSeedPacket> sunflowerSeedPacketList = getObjects( SunflowerSeedPacket.class );
for ( SunflowerSeedPacket thisSeedPacket : sunflowerSeedPacketList )
{
thisSeedPacket.resetImage();
}
} // end if
} // end if game board was clicked...
} // end if sunflower seed packet was clicked...
} // end method checkForSunflowerSeedPacketClick
/**
* Updates the "sun points" text field after a sun has been clicked
*
* @param pointsAdded number of points to add to the text field
*/
public void addSunPoints( int pointsAdded )
{
sunPoints += pointsAdded ;
sunPointsLabel.setText( "" + sunPoints + " ");
if ( fallingSunAlertAlreadyDisplayed && !fallingSunAlertRemoved )
{
removeObject( alertMessage );
fallingSunAlertRemoved = true;
}
}
/**
* Displays the sequence of title screen images for the game,
* and prompts for user to click start when ready to begin playing.
*/
public void displayTitleScreen()
{
/*
* TODO: Store the transition points in an array?
*/
if ( stageCycleCount == 1 )
{
alpha = 0;
screen.setScreen( devIdentScreen1 );
screen.setAlpha( alpha );
// start playing music
music = titleScreenMusic;
music.playLoop();
musicIsPlaying = true;
}
else if ( stageCycleCount > 1 && stageCycleCount < 25 )
{
alpha += 10; // equivalent to alpha = alpha + 10;
screen.setAlpha( alpha );
}
else if ( stageCycleCount >= 25 && stageCycleCount < 175 )
{
alpha = 255;
screen.setAlpha( alpha );
}
else if ( stageCycleCount >= 175 && stageCycleCount < 200 )
{
alpha -= 10; // equivalent to alpha = alpha - 10;
screen.setAlpha( alpha );
}
else if ( stageCycleCount >= 200 && stageCycleCount < 210 )
{
alpha = 0;
screen.setAlpha( alpha );
screen.setScreen( devIdentScreen2 );
screen.setAlpha( alpha );
}
else if ( stageCycleCount >= 210 && stageCycleCount < 235 )
{
alpha += 10; // equivalent to alpha = alpha + 10;
screen.setAlpha( alpha );
}
else if ( stageCycleCount >= 235 && stageCycleCount < 385 )
{
alpha = 255;
screen.setAlpha( alpha );
//setBackground( frontYardImage );
}
else if ( stageCycleCount >= 385 && stageCycleCount < 410 )
{
alpha -= 10; // equivalent to alpha = alpha - 10;
screen.setAlpha( alpha );
}
else if ( stageCycleCount >= 410 && stageCycleCount < 420 )
{
alpha = 0;
screen.setAlpha( alpha );
screen.setScreen( titleScreen );
screen.setAlpha( alpha );
}
else if ( stageCycleCount >= 420 && stageCycleCount < 445 )
{
alpha += 10; // equivalent to alpha = alpha + 10;
screen.setAlpha( alpha );
}
else if ( stageCycleCount == 445 )
{
alpha = 255;
screen.setAlpha( alpha );
//setBackground( frontYardImage );
//setBackground( blackScreen );
if ( !Greenfoot.mouseClicked( screen ) )
{
// this keeps the stageCycleCount in a "holding pattern"
// while waiting for a mouse click
stageCycleCount--;
}
}
else if ( stageCycleCount > 445 && stageCycleCount < 750 )
{
alpha -= 4; // equivalent to alpha = alpha - 10;
screen.setAlpha( Math.max(0, (int)alpha) );
// start fading out music
/*
* TODO: I'm testing to see if the "zombie laugh" music might be more effective...
* but I don't want to delete this code...
*/
/*
musicVolume -= 1;
musicVolume = Math.max( 0, musicVolume); // ensures volume doesn't go below zero
if ( musicVolume > 0 )
{
music.setVolume( musicVolume );
}
else
{
music.setVolume( 0 );
music.stop();
musicIsPlaying = false;
}
*/