Created
January 25, 2012 14:44
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ActionGame
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int cellSize = 16; | |
int defaultJumpLimit = 10; | |
int readyState = 0; | |
int gameState = 1; | |
int clearedState = 2; | |
int emptyCell = 0; | |
int wallCell = 1; | |
int goalCell = 2; | |
int needleCell = 3; | |
int[][] stage = { | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,1,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,1,3,3,0,0,0,0,0,0,0,0,0,0,1,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,3,0,0,0,0,3,3,3,3,3,1,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,1,3,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,1,}, | |
{1,0,0,0,0,0,0,0,0,1,3,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,3,1,2,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,1,1,0,1,}, | |
{1,0,0,0,0,1,3,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,1,0,1,}, | |
{1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,3,3,1,0,1,0,0,0,0,0,0,0,0,0,1,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,3,1,1,1,0,1,0,0,0,0,0,0,0,0,0,1,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,3,1,1,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,1,}, | |
{1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,3,1,1,0,0,3,0,1,0,0,0,0,0,0,0,3,0,0,0,1,}, | |
{1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,1,0,1,0,0,0,0,0,0,3,0,0,0,1,1,}, | |
{1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,3,1,0,0,0,0,1,0,1,0,0,0,0,0,0,1,0,0,0,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,1,0,0,0,0,1,0,3,3,3,3,3,3,3,1,0,0,0,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,1,1,0,0,0,3,1,0,0,0,0,0,1,0,1,1,1,1,1,1,1,1,0,0,0,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,1,0,0,0,3,3,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,1,3,3,3,3,3,1,0,0,0,0,1,0,0,1,0,0,0,1,1,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,3,3,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,1,0,0,0,0,0,0,0,0,1,}, | |
{1,0,0,0,0,0,0,1,1,3,3,3,3,0,0,0,0,0,1,0,0,0,0,1,1,1,1,3,3,1,1,1,0,0,0,0,0,0,0,1,3,3,0,0,0,0,0,0,0,0,0,0,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,}, | |
{1,0,0,1,1,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,3,3,3,3,3,0,0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,1,}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,}, | |
}; | |
float gravity = 0.9; | |
abstract class Actor { | |
float x, y, px, py, ax, ay; | |
boolean terminated; | |
public Actor(float x, float y) { | |
this.x = x; | |
this.y = y; | |
this.px = x; | |
this.py = y; | |
this.ax = 0; | |
this.ay = 0; | |
this.terminated = false; | |
} | |
public void move() { | |
float tx = x; | |
float ty = y; | |
x += (x - px) + ax; | |
y += (y - py) + ay; | |
px = tx; | |
py = ty; | |
} | |
public abstract void display(); | |
} | |
class Ship extends Actor { | |
int jumpLimit; | |
int jumpCount; | |
public Ship(float x, float y) { | |
super(x, y); | |
jumpLimit = 0; | |
jumpCount = 0; | |
} | |
public void move() { | |
float ax = 0; | |
float ay = gravity; | |
if(left) { | |
ax -= 0.9; | |
} | |
if(right) { | |
ax += 0.9; | |
} | |
if(up) { | |
if(jumpLimit > 0) { | |
--jumpLimit; | |
ay -= 3.0; | |
} | |
} | |
else { | |
if(jumpCount < 2) { | |
++jumpCount; | |
jumpLimit = defaultJumpLimit; | |
} | |
} | |
ship.ax = ax - 0.2 * (ship.x - ship.px); | |
ship.ay = ay - 0.2 * (ship.y - ship.py); | |
if(jumpCount == 0) { | |
jumpCount = 1; | |
} | |
super.move(); | |
float vx = x - px; | |
float vy = y - py; | |
if(vx < 0) { | |
if(test(x, y + cellSize / 2, wallCell)) { | |
x = ((int)(x / cellSize) + 1) * cellSize; | |
} | |
else if(test(x, y + cellSize / 2, needleCell)) { | |
terminated = true; | |
} | |
} | |
else if(vx > 0) { | |
if(test(x + cellSize, y + cellSize / 2, wallCell)) { | |
x = ((int)(x / cellSize)) * cellSize; | |
} | |
else if(test(x + cellSize, y + cellSize / 2, needleCell)) { | |
terminated = true; | |
} | |
} | |
if(vy < 0) { | |
if(test(x, y, wallCell) || test(x + cellSize - 1, y, wallCell)) { | |
y = ((int)(y / cellSize) + 1) * cellSize; | |
jumpLimit = 0; | |
} | |
if(test(x, y, needleCell) || test(x + cellSize - 1, y, needleCell)) { | |
terminated = true; | |
} | |
} | |
else if(vy > 0) { | |
if(test(x, y + cellSize, wallCell) || test(x + cellSize - 1, y + cellSize, wallCell)) { | |
y = ((int)(y / cellSize)) * cellSize; | |
if(!up) { | |
jumpLimit = defaultJumpLimit + (int)(vx / 3); | |
jumpCount = 0; | |
} | |
} | |
else if(test(x, y + cellSize, needleCell) || test(x + cellSize - 1, y + cellSize, needleCell)) { | |
terminated = true; | |
} | |
} | |
} | |
public void display() { | |
fill(#00bb00); | |
rect(x, y, 16, 16); | |
} | |
public boolean test(float x, float y, int type) { | |
return stage[(int)(y / cellSize)][(int)(x / cellSize)] == type; | |
} | |
} | |
Ship ship; | |
boolean left = false; | |
boolean right = false; | |
boolean up = false; | |
int state = 0; | |
int time = 0; | |
PFont font; | |
void setup() { | |
size(864, 480); | |
font = loadFont("ArialMT-12.vlw"); | |
textFont(font); | |
smooth(); | |
setupGame(); | |
} | |
void draw() { | |
move(); | |
display(); | |
} | |
void keyPressed() { | |
switch(keyCode) { | |
case LEFT: | |
left = true; | |
break; | |
case RIGHT: | |
right = true; | |
break; | |
case UP: | |
up = true; | |
} | |
if(state == readyState) { | |
state = gameState; | |
} | |
} | |
void keyReleased() { | |
switch(keyCode) { | |
case LEFT: | |
left = false; | |
break; | |
case RIGHT: | |
right = false; | |
break; | |
case UP: | |
up = false; | |
} | |
} | |
void setupGame() { | |
up = left = right = false; | |
state = readyState; | |
time = 0; | |
ship = new Ship(320, 240); | |
} | |
void move() { | |
if(state == gameState) { | |
++time; | |
} | |
ship.move(); | |
if(ship.terminated) { | |
setupGame(); | |
} | |
if(ship.test(ship.x + cellSize / 2, ship.y + cellSize / 2, goalCell)) { | |
state = clearedState; | |
} | |
} | |
void display() { | |
fill(#ffffff); | |
rect(0, 0, 864, 480); | |
for(int y = 0; y < 30; ++y) { | |
int top = y * cellSize; | |
for(int x = 0; x < 54; ++x) { | |
int left = x * cellSize; | |
int type = stage[y][x]; | |
if(type >= 1 && type <= 2) { | |
switch(type) { | |
case 1: | |
fill(#000000); | |
break; | |
case 2: | |
fill(#0000ff); | |
break; | |
} | |
rect(left, top, cellSize, cellSize); | |
} | |
else if(type == 3) { | |
fill(#000000); | |
triangle(left + cellSize / 2, top, left, top + cellSize - 1, left + cellSize - 1, top + cellSize - 1); | |
} | |
} | |
} | |
ship.display(); | |
fill(#ffffff); | |
text("" + time, 0, 12); | |
} |
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