Asteroids Games and Simulations O-O Programming in Java The Walker School The Walker School – Games and Simulations - 2010 Asteroids Take some time to play with Asteroids. What can the program do and what can’t it do? The Walker School – Games and Simulations - 2010 Discovering Keyboard Controls Which keyboard key is used to fire a bullet? The Walker School – Games and Simulations - 2010 Explosions Place an explosion into a running scenario. Does it work? What does it do? The Walker School – Games and Simulations - 2010 Painting Stars The Walker School – Games and Simulations - 2010 Create a New Scenario Directions 1. Create a new scenario. 2. Save it as “asteriods-lastname”. The Walker School – Games and Simulations - 2010 Create the World Directions 1. Create a new subClass called “Space”. 2. Leave the background empty. The Walker School – Games and Simulations - 2010 Enlarge the Background Directions: 1. Change the size of the world (600, 400, 1). 2. Change the comment. The Walker School – Games and Simulations - 2010 Painting Backgrounds Part IV - http://www.youtube.com/watch?v=rvZ0ErpfHKM&feature=related The Walker School – Games and Simulations - 2010 Import the Java Color Library The Walker School – Games and Simulations - 2010 Use Java to Paint Black Background The Walker School – Games and Simulations - 2010 Create a method createStars() Comment it out until we create the method. The Walker School – Games and Simulations - 2010 Create a Method Body Takes a parameter of type integer, as we stated we wanted 300 stars. The Walker School – Games and Simulations - 2010 Create The Stars Step through this loop and explain what is happening. The Walker School – Games and Simulations - 2010 For Loops for (initialization; loop-condition; increment) { loop-body; } •The initialization part declares and initializes a loop variable. This variable is often called i, and often initialized to 0. •The loop condition checks whether our loop variable is still less than a given limit. If it is, the loop will continue. •The increment section simply increments the loop variable. The Walker School – Games and Simulations - 2010 Vary Star Brightness The Walker School – Games and Simulations - 2010 Rocket Firing The Walker School – Games and Simulations - 2010 Turning The Walker School – Games and Simulations - 2010 Flying Forward The Walker School – Games and Simulations - 2010 Flying Forward Calls the move() method from SmoothMover class. What happens? The Walker School – Games and Simulations - 2010 What Do We Need To Do? So where are we going to do this? • Add initial movement to the rocket. • To add movement, we need to add force to the rocket. • And we need to change its vector. • So we’ll need to call this vector from the Vector abstract class. • The vector needs 2 variables: direction (dy) and length (dx). The Walker School – Games and Simulations - 2010 Adding Drift What happens when you change the variables in the vector? The Walker School – Games and Simulations - 2010 What Do We Need To Do? • Create variables to handle each rocket image. • Add a method called ignite to checkKeys(), so that we when hit the “up” button, the rocket image is changed. • Define a method called ignite. It will need a boolean parameter and a void return type. The Walker School – Games and Simulations - 2010 Create a Method Stub to Ignite Rocket Remember to create an instance variable called boosterOn. The Walker School – Games and Simulations - 2010 Igniting the Rocket Boosters The Walker School – Games and Simulations - 2010 Colliding with Asteroids The Walker School – Games and Simulations - 2010 What Do We Need to Do? • • • • If we collide with an asteroid, Remove the rocket from the world; Place an explosion into the world; Show final score (game over); The Walker School – Games and Simulations - 2010 Methods for Collision Detection file:///C:/Greenfoot/doc/API/index.html Both methods accept a parameter of type Class, which means we can check for intersections with a specific class of objects if we want to. Which of these 2 methods do we want to use and why? The Walker School – Games and Simulations - 2010 Colliding with Asteroids Remember to call the method in the rocket act() method. The Walker School – Games and Simulations - 2010 Creating Better Explosions • • • • • Part I - http://www.youtube.com/watch?v=rgZ-_vQ2aIc Part II - http://www.youtube.com/watch?v=bdv4ZgTcYyY&feature=related Part III - http://www.youtube.com/watch?v=OFuDEt0xifM&feature=related Part IV - http://www.youtube.com/watch?v=XMJi4_bzuLw&feature=related Part V - http://www.youtube.com/watch?v=TKYwL8p_11A&feature=related The Walker School – Games and Simulations - 2010 What Do We Need To Do? • Add abstract classes SmoothMover and Vector from Greenfoot. • Create a constructor for Debris • Update the move() method Casting The Walker School – Games and Simulations - 2010 Create the Score Board The Walker School – Games and Simulations - 2010 Import Java Libraries The Walker School – Games and Simulations - 2010 Create the Assignment Variables The Walker School – Games and Simulations - 2010 Create the Constructors Why are their 2 constructors? How is this an example of overloading? The Walker School – Games and Simulations - 2010 Make Scoreboard Image So, what else needs to be done? The Walker School – Games and Simulations - 2010 Activity – Change Attributes • Modify the ScoreBoard class: – Change the text shown on it. – Change the color of the text. – Change the background and frame colors. – Change the font size so that your text fits well. – Change the width of the scoreboard to suit your text. The Walker School – Games and Simulations - 2010 Homework – Scoreboard • Search the Greenfoot library for other games that have scoreboards. Study how they were built. What attributes do they have that this board does not? What could you add to your scoreboard? The Walker School – Games and Simulations - 2010 Add a Variable for the Counter The Walker School – Games and Simulations - 2010 Assign the Counter to the Constructor The Walker School – Games and Simulations - 2010 Call the Counter When Game Over How can you make sure that the counter is in the middle of the board without hard coding the numbers? The Walker School – Games and Simulations - 2010 Ensure the Scoreboard is in the Middle of the Background Where do we call the gameOver() method? The Walker School – Games and Simulations - 2010 Call the Game Over Method Example of Casting The Walker School – Games and Simulations - 2010 Casting • Casting is the technique of telling the compiler a more precise type for our object then it can work out for itself. We do this by writing the class name (Space) in parentheses before the method call. Once we have done this we can call methods defined in Space • space.gameOver(); Casting does not change the type of the object returned. The Walker School – Games and Simulations - 2010 Add a Proton Wave What does it do? What doesn’t it do? The Walker School – Games and Simulations - 2010 Import the Library We are going to need the Java List class because we are going to create a list of images to create a proton wave that increases in size. The Walker School – Games and Simulations - 2010 Assign Variables How do we make the wave grow? The Walker School – Games and Simulations - 2010 Add A List (Array) to Store Image Set How many images will this list store? The Walker School – Games and Simulations - 2010 Create a Constructer for the Wave The Walker School – Games and Simulations - 2010 Create a Method to Initialize Images The Walker School – Games and Simulations - 2010 Create a Instance Field to Set Image Count Create a Method to Initialize Images Rewrite the While loop using a For loop. What needs to change? The Walker School – Games and Simulations - 2010 Create a Method Stub to Grow Wave The Walker School – Games and Simulations - 2010 Call Method to Grow the Wave The Walker School – Games and Simulations - 2010 Add Statements to Grow Wave Square [] brackets, not curly {} brackets here The Walker School – Games and Simulations - 2010 Add Sound to the Proton Wave The Walker School – Games and Simulations - 2010 Create a Method Stub to Ignite Proton Wave Where do we create this method? The Walker School – Games and Simulations - 2010 Call Method When “Z” is Pressed What is the problem with the proton wave? 1. It can be released too easily! 2. It doesn’t do anything to the asteroids! The Walker School – Games and Simulations - 2010 Create Reload and Delay for Wave The Walker School – Games and Simulations - 2010 Add an Instance Variable for the Delay Where do we create these variables? The Walker School – Games and Simulations - 2010 Assign the Delay to the Constructor The Walker School – Games and Simulations - 2010 Add Delay Count to act() Method The Walker School – Games and Simulations - 2010 Program the Delay into the Wave The Walker School – Games and Simulations - 2010 Interacting with Objects in a Range The Walker School – Games and Simulations - 2010 Program a Method Stub to Check for Collision Purpose is to check to see if the wave touches and asteroid. So, in what Class do we create this method? The Walker School – Games and Simulations - 2010 Call it in the Wave act() Method The Walker School – Games and Simulations - 2010 Write Statements to Check for Collision Range is the radius of the circle (wave). Why didn’t we use the “getIntersectingObjects() method? The Walker School – Games and Simulations - 2010 hit() Method What are the parameters for this method and what does it return? The Walker School – Games and Simulations - 2010 Evaluating the Damage Constant What happens when you change the damage constant of the proton wave? The Walker School – Games and Simulations - 2010 For Further Development • Fix the score counter. • Add new asteroids when all have been cleared. • Add a level counter. Every time all asteroids are destroyed you go up a level. • Add an end of level sound. • Add an indicator showing the load state of the proton wave. • Add a shield. The Walker School – Games and Simulations - 2010