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Writing Games with Processing: Highscore!
// Version 7: Scoring
int px = 320, py = 240;
int tileSize = 20;
int score = 0;
int signum(float value) {
return value < 0 ? -1 : value > 0 ? 1 : 0;
}
class Enemy {
color c;
int x, y;
String name;
boolean fighting;
Enemy(String name) {
this.name = name;
c = color(222,40,107);
}
void draw() {
fill(c);
ellipse(x + tileSize/2, y + tileSize/2, tileSize, tileSize);
fill(0);
textAlign(CENTER, TOP);
textSize(12);
text(name, x + tileSize/2, y + tileSize + 2);
}
void hunt() {
int dx = signum(px - x) * tileSize;
int dy = signum(py - y) * tileSize;
x += dx;
y += dy;
}
boolean closeTo(int tx, int ty) {
int dx = abs(x - tx) / tileSize;
int dy = abs(y - ty) / tileSize;
println(name+" dx="+dx+" dy="+dy);
return dx <= 1 && dy <= 1;
}
}
ArrayList<Enemy> enemies = new ArrayList<Enemy>();
void addEnemy(int x, int y, String name) {
Enemy enemy = new Enemy(name);
enemy.x = x;
enemy.y = y;
enemies.add(enemy);
}
void drawEnemies() {
for(Enemy e: enemies) {
e.draw();
}
}
void mousePressed() {
saveFrame("frame-######.png");
println("Saved frame.");
}
void setup() {
size(640, 480); //VGA for those old enough to remember
addEnemy(20, 20, "Kenny");
addEnemy(600, 20, "Benny");
}
void drawPlatty() {
fill(235,220,160);
rect(px, py, tileSize, tileSize);
fill(0);
textSize(tileSize-2);
textAlign(CENTER, CENTER);
text("P", px+tileSize/2, py+tileSize/2-2);
}
void drawBackground() {
fill(174, 204, 27);
rect(0, 0, width, height);
fill(0);
textAlign(LEFT, TOP);
textSize(20);
text("Scrore: "+score, 2, 2);
}
void draw() {
drawBackground();
drawPlatty();
drawEnemies();
}
void moveEnemies() {
for(Enemy e: enemies) {
e.hunt();
}
}
void checkCollisions() {
ArrayList<Enemy> enemiesToCheck = new ArrayList<Enemy>();
for(Enemy e: enemies) {
if(e.closeTo(px, py)) {
gameOver(e);
return;
}
for(Enemy e2: enemiesToCheck) {
if(e.closeTo(e2.x, e2.y)) {
e.fighting = true;
e2.fighting = true;
}
}
enemiesToCheck.add(e);
}
int notFighting = 0;
for(Enemy e: enemies) {
if(!e.fighting) {
notFighting ++;
}
}
score ++;
if(notFighting == 0) {
youWon();
}
}
void youWon() {
draw();
noLoop();
textAlign(CENTER, TOP);
textSize(40);
color outline = color(255,255,255);
color fill = color(255,0,0);
textWithOutline("YOU WON!", width/2, 200, outline, fill);
textSize(20);
textWithOutline("The cute platypus outsmarted "+enemies.size()+" crocodiles!", width/2, 240, outline, fill);
}
void gameOver(Enemy e) {
draw();
noLoop();
textAlign(CENTER, TOP);
textSize(40);
color outline = color(255,255,255);
color fill = color(255,0,0);
textWithOutline("GAME OVER", width/2, 200, outline, fill);
textSize(20);
textWithOutline("The poor platypus was eaten by "+e.name+"!", width/2, 240, outline, fill);
}
void textWithOutline(String message, int x, int y, color outline, color fill) {
fill(outline);
text(message, x-1, y);
text(message, x+1, y);
text(message, x, y-1);
text(message, x, y+1);
fill(fill);
text(message, x, y);
}
void movePlayer(int dx, int dy) {
dx *= tileSize;
dy *= tileSize;
int newX = px + dx;
int newY = py + dy;
if(newX >= 0
&& newX < width
&& newY >= 0
&& newY < height
) {
px = newX;
py = newY;
}
moveEnemies();
checkCollisions();
}
void keyPressed() {
if(key == CODED) {
if(keyCode == UP) {
movePlayer(0, -1);
} else if(keyCode == DOWN) {
movePlayer(0, 1);
} else if(keyCode == LEFT) {
movePlayer(-1, 0);
} else if(keyCode == RIGHT) {
movePlayer(1, 0);
}
} else if(key == ' ') {
movePlayer(0, 0);
}
}
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