import java.util.*; import java.lang.*; import java.awt.*; import java.applet.*; import java.net.*; /* This is all original material, with the exception of the double buffering, which * I hacked out of a quote-ticker program. The game is a GREAT example of object-heirarchy. * I also supported multithreading, but it just made things run slower, actually! * For this reason the multithreading was removed... * PARAMETERS: * wid: the width of the applet (integer) * hei: the height of the applet (integer) * Feel free to modify or distribute as you wish, as long as you include: Original programmed by: Ben Sigelman, sigelman@javanet.com http://www.javanet.com.com/~sigelman/ ||| FOR HIRE! ALWAYS! * Appletviewer has its bugs.... netscape _is_ a bug. */ public class aster extends java.applet.Applet implements Runnable { //this is the main program, aster(noid) ShotHandler shotH; //this is an implementation of my "shothandler" class, which keeps track of all your shots. PlayerHandler playH; //this is an implementation of my "playerhandler" class, which keeps track of your players needs... leaves open support for multi-player AstHandler astH; //same deal: handling class for all of the "asteroids" in the game. (the things you shoot, that is) Color col; //i like to define things like this in case their needed... this one is used to change colors Image im; //this is used in the double-buffering lines. Graphics offscreen; //more double-buffering crap int keyp, i1, i2, i3, i4; //keyp was used for debugging. the rest are just temp. integers public static int score; //self-explanatory... its the score accumulated int level = 0; //this is the current level int levelend = 0; //this is used in the pause at the end of every level int levelstart = 0; //this is used in the invulnerability period that starts each level. double d1, d2, d3, d4; //temp double things int keys[] = new int[3]; //VERY IMPORTANT! this has to do with overriding the default keyboard handling AudioClip /*shotsound, */explode; //the explosion sound in the game... shotsound was too obnoxious to include URL codeb; //code base URL. this is the documents url... a kind of base directory int width, height; //width and height as specified by the html file boolean apprun = false; //primal boolean which says "is this applet running, or not" Font bigfont = new Font("Arial", Font.BOLD, 24); //big font Font littlefont = new Font("Arial", Font.PLAIN, 12); //smaller font Date currtime = new Date(); //used for the time sequencing - better than netscape's built-in long now, then, diff; //used for the time crap public boolean mouseDown(Event ev, int x, int y) { //if mouse is pressed int li1; //temp integer boolean b1 = apprun; //temp boolean for storage of apprun if (b1==true) {stop();} //stops execution of program if apprun is true if (b1==false) {start();} //starts execution of program if apprun is false if (playH.players.active==false) { //if the player is "no more" level = 1; //change level to 1 score = 0; //obvious... keys[0] = -1; //unpresses key #1 keys[1] = -1; //unpresses key #2 keys[2] = -1; //unpresses key #3 playH.players.active = true; //he's alive! playH.players.angdriftx = 0; //not moving playH.players.angdrifty = 0; //not moving playH.ss = 100; //full shield levelstart = 0; //restart invulnerability counter for (li1=0; li1<40; li1++) { //cycle asteroids astH.asts[li1].state = -1; //get rid of asteroids } astH.AstCreate(level, width, height); //makes the first few asteroids... repaint(); } return true; //required by java } public boolean keyDown(Event ev, int key) { //keyDown event automatically calls this function. int li1; //temp integer if (key == 32) { //space bar: shoot if (shotH.shotdown == 1) {shotH.shotdown = 2;} //these lines dont allow you to hold down if ((playH.players.active==true)&(shotH.shotdown == 0)) {shotH.shotdown = 1;} //if player is alive, space to shoot. no shots fired at "2" or "0" } keyp = key; //for debugging of key codes only... deleteable for (li1 = 0; li1 < 3; li1++) { //cycles through all three key variables if ((keys[li1] == -1)&&((keys[2] != key)&&(keys[0] != key)&&(keys[1] != key))) {keys[li1] = key;} //assigns the key to any free spaces... no duplicate key refs. "-1" = free } return true; //required by java } public boolean keyUp(Event ev, int key) { //keyUp event automatically calls this function int li1; //temp integer for (li1 = 0; li1 < 3; li1++) { //cycle through keys if (keys[li1] == key) {keys[li1] = -1;} //"unpresses" the key from the games perspective } if (key == 122) {playH.players.shield = false;} //turns off the shield immediatly after key is released shotH.shotdown = 0; //lets shots be fired on next keydown return true; //required by java } public void checkKeys(int key) { //checks for the given key (in the array) playH.keyDown(key); //tells the playerhandler that the key has been pressed. shotH.keyDown(key, playH.players.ang, playH.players.xco, playH.players.yco); //tells the shothandler the given key has been pressed } public void init() { level = 1; //change level to 1 score = 0; //obvious... keys[0] = -1; //unpresses key #1 keys[1] = -1; //unpresses key #2 keys[2] = -1; //unpresses key #3 width = 640; //default width height = 480; //default height width = Integer.valueOf(getParameter("wid")).intValue(); //gets the width of the applet height = Integer.valueOf(getParameter("hei")).intValue(); //gets the height of the applet shotH = new ShotHandler(); //starts up shotH playH = new PlayerHandler(width, height); //starts up playerH playH.players.active = true; astH = new AstHandler(); //starts up astH astH.AstCreate(level, width, height); //makes the first few asteroids... #asteroids relates to #level /*these next lines regard double buffer initialization.*/ try { im = createImage(width,height); //applet size is width*height offscreen = im.getGraphics(); } catch (Exception e) { offscreen = null; } /*end of double buffering*/ codeb = getCodeBase(); //gets the code base, described in variable definition of "codeb" explode = getAudioClip(codeb, "explode.au"); //gets the explosion audio clip in the applet's base directory (new Thread(this)).start(); //initializes main thread Thread.currentThread().setPriority(Thread.MAX_PRIORITY); //its necessary... try changing it sometime! now = currtime.getTime(); //get the time then = currtime.getTime(); //get the time } public void start() { apprun = true; } public void stop() { apprun = false; } public void run() { apprun = false; //applet must start paused! while (true) { //always runs until stopped // currtime = new Date(); //set the current time// // now = currtime.getTime(); //get the current time (in milliseconds)// // diff = now-then; //difference in time since last update// if ((apprun)/*&&(diff>50)*/) { //if app is active and enough time has gone by// // then = now; //restart clock// levelstart++; //50 ticks of invulnerability to begin each level if (levelstart>75) {levelstart = 51;} //doesn't let the number get out of hand. checkKeys(keys[0]); //checks key#1 checkKeys(keys[1]); //checks key#2 checkKeys(keys[2]); //checks key#3 try { astH.move(); //tells astH to move all its asteroids i2 = astH.check(shotH, level, score, explode, width, height); //tells it to check its asteroids... needs all shot locations, the level of difficulty, needs soundfx, RETURNS score or a "level-over indicator" shotH.move(); //tells shotH to move all the shots shotH.check(width, height); //tells shotH to check the shots' movement playH.move(); //moves player(s) playH.check(astH, levelstart, width, height); //checks the player... need invulnerability info, and location of all asteroids. } catch(NullPointerException e) {} repaint(); //repaints the screen if (i2 == -1) {levelend++;} //i2 is -1 when all asteroids are destroyed - it will increase levelend ticker if (i2 != -1) {score = i2;} //i2 is usually the score (returned by astH.check). updates the score if (levelend > 50) {nextlevel();} //if enough ticks have gone by, next level is initialized try {Thread.currentThread().sleep(40);} catch (InterruptedException e){} //adds some time to keep the speed normal// } // try {Thread.currentThread().sleep(15);} catch (InterruptedException e){} //adds some time to keep the speed normal// Thread.currentThread().yield(); //REALLY REALLY REALLY REALLY IMPORTANT! THIS WILL DRAMATICALLY ENHANCE NETSACAPE PERFORMANCE! } } public void nextlevel() { score = score + (100*level); //"finish level" bonus levelend = 0; //resets levelend ticker playH.ss = playH.ss + (level/2)*10; //gives a shield bonus for the player if (playH.ss>100) {playH.ss = 100;} //caps shield at 100 level++; //next level (finally) keys[0] = -1; //resets key#1 keys[1] = -1; //resets key#2 keys[2] = -1; //resets key#3 astH = new AstHandler(); //makes a new set of asts astH.AstCreate(level, width, height); //creates more asteroids in relation to the level levelstart = 0; //allows 50 more ticks of invulnerability at start of next level } public void update(Graphics g) { paint(g); //overrides update } public void paint(Graphics g) { if (offscreen!=null) { //more double-buffering crap paintApplet(offscreen); //the REAL paint method g.drawImage(im, 0, 0, this); } else { paintApplet(g); //the REAL paint method } } public void paintApplet(Graphics g) { g.setFont(littlefont); //sets normal font g.setColor(col.black); //prepares screen wash g.fillRect(0,0,width,height); //makes big, black rectangle washover playH.paint(g, width, height); //paints the player astH.paint(g); //paints the asteroids try {shotH.paint(g);} catch(NullPointerException e) {} //shotH.paint likes to crash applet, for some reason g.setColor(col.white); //you know this, hopefully // g.fillRect(0,70,(int)diff,10); // g.drawString("difference: " + diff, 0, 90); this.showStatus("level: " + level); //puts the level number in the status bar g.drawString("SCORE: " + score, 0, 30); //shows the current score if (playH.players.active==false) { //if player is dead... g.setFont(bigfont); //make a big, bold font g.drawString("Click to restart game", (int)(width/3), (int)(height/3)); //display restart instructions } } } class ShotHandler extends java.lang.Object/* implements Runnable*/ { //handles basic instructions and breaks them down to a shot-by-shot level Shot shots[] = new Shot[17]; //makes all 17 shots (program only uses 16: 17 is to prevent buggy array access exceptions) Color col1; //temp color variable int shotdown = 0; //is there a shot being fired? 1 is true private int li1, li2; //temp integers public ShotHandler() { //constructor when a new instance is called for for (li1 = 0; li1 < 16; li1++) { //cycles through the shots shots[li1] = new Shot(); //new instance of shot for each segment of array } } public void keyDown(int key, double ang, double xcor, double ycor) { //handles what is passed in from the main applet's keydown event int freeshot = -1; //initializes as nonexistent if (key == 32) { //if the key is space bar, for(li1=0; li1<16; li1++) { //cycle shots if (shots[li1].active==false) {freeshot = li1;} //if shot isn't being used, make temp = shot # } if ((shotdown == 1)&&(freeshot != -1)) { //if this is the FIRST pressing of space (not held) and freeshot "found a home" then: shots[freeshot].shoot(16, ang, xcor, ycor); //makes a shot of velocity 16, the players current angle, player's xcord, and player's ycord } shotdown = 2; //space has been held down } } public void check(int wid, int hei) { for (li1 = 0; li1 < 16; li1++) { //cycle shots if (shots[li1].active) { //if shot exists shots[li1].check(wid, hei); //call shot's individual check method if (shots[li1].cycles>16) { //if shot has been alive for 16 cycles shots[li1].stop(); //kill the friggin' thing } } } } public void move() { //obvious... for (li1 = 0; li1 < 16; li1++) { //cycle shots if (shots[li1].active) { //if alive shots[li1].move(); //call upon individual move method } } } public void paint(Graphics g) { //the shotH paint method. li1 = 0; //init temp var... this solves a NullPointerException often encountered... not TOTALLY sure why for (li1 = 0; li1 < 16; li1++) { //cycle shots (again :-[) if (shots[li1].active) { //if alive shots[li1].paint(g); //call individual paint method } } } } class Shot extends java.lang.Object { //an individual shot method, owned by ShotH's "shots" array boolean active = false; //default: shot is non-existent Color col1; //temp color variable int cycles, rot; //sequence of color double pxc, pyc, xco, yco; //prev xcord, prev ycord, curr xcord, curr ycord double ang, vel; //shot angle direction (in radians), velocity in units moved per program tick public Shot() { //the constructor active = false; //yeah, its redundant } public void shoot(double veloc, double angle, double xcor, double ycor) { //make an active shot with the given attributes xco = xcor; //transfer x coordinate yco = ycor; //transfer y coordinate vel = veloc; //transfer velocity ang = angle; //transfer angle active = true; //make shot active, or visible. cycles = 0; //after 16 cycles, the shot is destroyed. rot = 0; //color rotation variable pxc = xco; //initializes the previous xcord variable pyc = yco; //initializes the previous ycord variable } public void stop() { //kills the shot active = false; //take a guess... } public void paint(Graphics g) { //this is the shots paint method... draws a line from its last position to its current position, basically rot++; //advances color rotation if (rot == 16) {rot = 0;} //keeps rotation below 17 col1 = new Color(255-(rot*8),0,127+rot*8); //makes the new color g.setColor(col1); //sets the current color to the rotation color g.drawLine((int)xco, (int)yco, (int)(xco-(xco-pxc)), (int)(yco-(yco-pyc))); //draws a line from the current coords to the previous coords } public void move() { //moves the shot cycles++; //advances the shot's "age" in cycles pxc = xco; //makes a new prev. xcord pyc = yco; //makes a new prev. ycord xco = pxc + (Math.cos(ang)*vel); //defines the new xcord as a trig function utilizing angle and velocity (hypothenuse) yco = pyc + (Math.sin(ang)*vel); //defines the new ycord as a trig function utilizing angle and velocity (hypothenuse) } public void check(int wi, int he) { //checks the shot's coords if (xco>wi + 10) { //if xcord is more than 10 off the right side xco = xco - (wi+20); //move to the left side of screen pxc = xco; //disable the possibility of drawing a line across the screen } if (yco>he + 10) { //if ycord is more than 10 below the bottom yco = yco - (he+20); //move to the top of screen pyc = yco; //disable the possibility of drawing a line across the screen } if (xco<-10) { //if xcord is more than 10 off the left side xco = xco + wi+20; //move to the right side of screen pxc = xco; //disable the possibility of drawing a line across the screen } if (yco<-10) { //if ycord is more than 10 off the top yco = yco + he+20; //move to the bottom of screen pyc = yco; //disable the possibility of drawing a line across the screen } } } class Player extends java.lang.Object { //a player object private int li1, li2; //some temp ints boolean active = true; //is player alive? boolean shield = false; //is shield on? int rot; //color rotation Color col2; //temp color variable double pxc, pyc, xco, yco; //prev xcord, prev ycord, curr xcord, curr ycord double ang, angdriftx, angdrifty, vel; //player angle direction, actual movement direction (x), actual movement direction (y), speed public Player() { //the default constructor active = true; //redundant? yes... } public void start(int wi, int he) { //the REAL constructor xco = (Math.random()*wi); //chooses a random x value yco = (Math.random()*he); //chooses a random y value pxc = xco; //inits the prev xcord pyc = yco; //inits the prev ycord vel = 0; //sets velocity to 0 ang = .01; //makes angle a little past default: this eliminates trigonometry errors computing the angle (ie tan(0)) angdriftx = 0; //no movement angdrifty = 0; //no movement rot = (int) (Math.random()*15); //gets a random value for the color rotation } public void thrust(double amount) { //if the letter "k" is pressed, the ship must make movement adjustments double lld1, lld2, lld3, lld4; //temp doubles lld1 = angdriftx; //assigned to the x angle-drift lld2 = angdrifty; //assigned to the y angle-drift lld3 = (Math.cos(ang)*amount); //assigned to the amount of x-change there must be lld4 = (Math.sin(ang)*amount); //assigned to the amount of y-change there must be angdriftx = (lld1+lld3); //just what you'd expect next angdrifty = (lld2+lld4); //same thing... vel = Math.pow((angdriftx*angdriftx+angdrifty*angdrifty), .5); //distance formula modification. pow(x, .5) takes the square root of x if (angdriftx>8) { //if fast x movement angdrifty = 8*(angdrifty/angdriftx); //keeps things in proportion angdriftx = 8; //speed limiter } if (angdrifty>8) { //if fast y movement angdriftx = 8*(angdriftx/angdrifty); //keeps things in proportion angdrifty = 8; //speed limiter } if (angdriftx<-8) { //if fast x movement angdrifty = -8*(angdrifty/angdriftx); //keeps things in proportion angdriftx = -8; //speed limiter } if (angdrifty<-8) { //if fast y movement angdriftx = -8*(angdriftx/angdrifty); //keeps things in proportion angdrifty = -8; //speed limiter } } public void rotate(double degree) { //change angle of ship ang = ang + degree; //simple math } public boolean alive() { //function to check if player is alive return active; //returns the active variable } public void paint(Graphics g) { //paints the player to the screen if (shield) { //if shield is on col2 = new Color(0, 64+rot*4, 0); //define a color based on the color rotater g.setColor(col2); //set the new color g.fillOval((int)(xco-12-(rot/2)), (int)(yco-12-(rot/2)), 24+rot, 24+rot); //make a quickly expanding circle } for (li1 = 0; li1 < 13; li1++) { //draw all thirteen "speed indicator" (?) lines rot++; //cycle through another color rotation if (rot == 15) {rot = 0;} //put cieling on color rotation col2 = new Color(0,255-(rot*16),rot*16); //define new color g.setColor(col2); //set new color g.drawLine((int) (xco-(Math.cos(ang-Math.PI/8)*li1*vel/2)), (int) (yco-(Math.sin(ang-Math.PI/8)*li1*vel/2)), (int) (xco-(Math.cos(ang+Math.PI/8)*li1*vel/2)), (int) (yco-(Math.sin(ang+Math.PI/8)*li1*vel/2))); //draw a line from a distance&-angle to distance&+angle behind the ship } col2 = new Color(0, 172, 0); //make another new color g.setColor(col2); //set new color g.drawLine((int) (xco-(Math.cos(ang)*14)), (int) (yco-(Math.sin(ang)*14)), (int) (xco+(Math.cos(ang)*5)), (int) (yco+(Math.sin(ang)*5))); //make another trig line going behind player g.drawLine((int) (xco-(Math.cos(ang-Math.PI/6)*14)), (int) (yco-(Math.sin(ang-Math.PI/6)*14)), (int) xco, (int) yco); //make another trig line going diagonally behind player g.drawLine((int) (xco-(Math.cos(ang+Math.PI/6)*14)), (int) (yco-(Math.sin(ang+Math.PI/6)*14)), (int) xco, (int) yco); //make another trig line going diagonally behind player } public void move() { //moves the player pxc = xco; //redefines prev xcord pyc = yco; //redefines prev ycord xco = pxc + angdriftx; //adds the drift to the current xcord yco = pyc + angdrifty; //adds the drift to the current ycord } public void check(AstHandler ah, int starting, int wi, int he) { //checks for hits, position (using the list of asteroids) int li1; if (xco>wi + 10) { //if player is off right side of screen xco = xco - (wi+20); //put player on left side of screen } if (yco>he + 10) { //if player is off bottom of screen yco = yco - (he+20); //put player on top of screen } if (xco<-10) { //if player is off left side of screen xco = xco + wi+20; //put player on right side of screen } if (yco<-10) { //if player is off top of screen yco = yco + he+20; //put player on bottom of screen } if ((shield==false)&&(starting > 50)) { //if the shield ain't on... for (li1 = 0; li1 < 40; li1++) { //cycle through all possible asteroids if ((ah.asts[li1].state==1)&&(Math.abs(ah.asts[li1].xco-xco)12) {asts[freespot[li1]].create(asts[num].xco, asts[num].yco, Math.random()*2*Math.PI, Math.random()*(lev/2 + 2), asts[num].size/2);} //IF THIS ASTEROID ISN'T TOO SMALL, make the (li1)'th new asteroid } } asts[num].state = 3; //mark this asteroid for certain death } public void move() { //moves the asteroids for (li1 = 0; li1 < 40; li1++) { //cycle through asteroids if (asts[li1].state == 1) { //if asteroid is alive... asts[li1].move(); //move it. } } } public void paint(Graphics g) { //paint the asteroids for (li1 = 0; li1 < 40; li1++) { //cycle asteroids if (asts[li1].state != -1) { //if asteroid isn't totally dead asts[li1].paint(g); //draw the asteroid } } } } class Ast extends java.lang.Object { //a single asteroid object int state = -1; //start off as non-existent Color col1; //temp color variable int dierot, rot; //the "death color rotation", normal color rotation double size, pxc, pyc, xco, yco; //asteroid size, prev xcord, prev ycord, current xcord, current ycord double ang, vel; //asteroid angle direction, asteroid velocity public Ast() { //asteroid constructor... not much goin' on here, really state = -1; //asteroid is dead/non-existent } public void create(double xcor, double ycor, double angle, double veloc, double siz) { //makes a new asteroid based on paramaters xco = xcor; //transfer xcord yco = ycor; //transfer ycord vel = veloc; //transfer velocity ang = angle; //transfer angle state = 1; //make the asteroid alive size = siz; //transfer size rot = 0; //make a new color rotator dierot = 0; //make a new death color rotator pxc = xco; //define a new prev xcord pyc = yco; //define a new prev ycord } public void kill() { //destroy the asteroid dierot++; //move the dierot up one if (dierot > 32) { //if its been 32 ticks off dierot, state = -1; //finish the job and destroy asteroid for good } } public void paint(Graphics g) { //draws asteroid int li1; //temp integer if (state == 1) { //if asteroid is in normal state rot++; //advance color rotation if (rot == 16) {rot = 0;} //restart color rot at 16 col1 = new Color(64+(Math.abs(rot-8)*6),64+Math.abs(rot-8)*5,255-(64+Math.abs(rot-8)*6)); //define grey-blue asteroid color g.setColor(col1); //set the new color g.fillOval((int)(xco-(size/2)), (int)(yco-(size/2)), (int)(size), (int)(size)); //draw the asteroid } if ((state == 2)||(state == 3)) { //if asteroid is splitting or dying if (dierot<17) { //first half of death col1 = new Color(255, dierot*8, 0); //new color (red->orange->yellow) g.setColor(col1); //set the new color g.fillOval((int)(xco-dierot/2-4), (int)(yco-dierot/2-4), (int)((dierot+8)), (int)((dierot+8))); //make the explosion circle } if (dierot>16) { //second half of death col1 = new Color(255, (dierot-16)*5+127, 0); //new color (red->orange->yellow) g.setColor(col1); //set the new color g.fillOval((int)(xco-(32-dierot)/2-4), (int)(yco-(32-dierot)/2-4), (int)((32-dierot)+8), (int)((32-dierot)+8)); //make the explosion circle } } } public void move() { //moves the asteroid pxc = xco; //new prev xcord pyc = yco; //new prev ycord xco = pxc + (Math.cos(ang)*vel); //new xcord yco = pyc + (Math.sin(ang)*vel); //new ycord } public void check(ShotHandler sh, int wi, int he) { //check asteroid coordinates, see if its been hit (uses the shot handler) int li1, li2; //temp integers double sx[] = new double[16]; //array of shot xcords double sy[] = new double[16]; //array of shot ycords if (xco>wi + 10) { //if asteroid is off the right side of screen xco = xco - (wi+20); //put asteroid on left side of screen pxc = xco; //define new prev xcord to prevent drawing problems } if (yco>he + 10) { //if asteroid is off the bottom of screen yco = yco - (he+20); //put asteroid on top of screen pyc = yco; //define new prev ycord to prevent drawing problems } if (xco<-10) { //if asteroid is off the left side of screen xco = xco + wi+20; //put asteroid on right side of screen pxc = xco; //define new prev xcord to prevent drawing problems } if (yco<-10) { //if asteroid is off the top of screen yco = yco + he+20; //put asteroid on bottom of screen pyc = yco; //define new prev ycord to prevent drawing problems } for (li1 = 0; li1 < 16; li1++) { //cycle through shots in the imported shot handler sx[li1] = sh.shots[li1].xco; //move the xcord to the local array sy[li1] = sh.shots[li1].yco; //move the ycord to the local array if (sh.shots[li1].active!=true) {sx[li1] = -127;} //if shot is non-existent, raise red flag w/ the -127 value. -1 is a possible xcord, so I couldn't use that } for (li1 = 0; li1 < 16; li1++) { //cycle local "virtual shot array" if ((sx[li1] != -127)&&(Math.abs(sx[li1]-xco) THATS ALL, FOLKS! * once again, sigelman@crocker.com is my email address, and you * can see this applet (crash netscape) at my home page, * "Ben Sigelman's Black Russian Page (JAVA)" - http://www.crocker.com/~sigelman/ * * Thanx for looking at my applet! */