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SpaceInvaders.pde
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SpaceInvaders.pde
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import ddf.minim.*;
Minim minim;
AudioPlayer soundtrack, gunshot, enDie, en2die, en3die;
LevelManager gameScreen;
PFont title, menuOption, gameFont;
PImage background;
ArrayList<GameObject> gameObjects;
Player player;
int score, lives, mode, menuSelect, numEnemies, enemiesLeft, ammoDiffic, selected;
float difficulty;
boolean[] keys;
boolean leftUp, rightUp, dead, levelUp, levelCleared, gameOver;
void setup()
{
minim = new Minim(this);
soundtrack = minim.loadFile("level1.mp3");
gunshot = minim.loadFile("gunshot.wav");
enDie = minim.loadFile("boom.mp3");
en2die = minim.loadFile("boom2.mp3");
en3die = minim.loadFile("boom3.mp3");
size(600,600);
background = loadImage("background.png");
background.resize(600,600);
gameScreen = new LevelManager();//runs code for different screens based on mode value
title = loadFont("Chiller-Regular-48.vlw");
menuOption = loadFont("KristenITC-Regular-48.vlw");
gameFont = loadFont("ArialMT-48.vlw");//for player stats
player = new Player(300, 500);
gameObjects = new ArrayList<GameObject>();
mode = 0;//mode controls menu and game screens
score = 0;
lives = 3;
numEnemies = 20;//level 1
difficulty = 0.2;//init to normal mode
ammoDiffic = 150;//init to normal mode
enemiesLeft = numEnemies;//enemies left updates as enemies die
keys = new boolean[1000];//only used in gameMode to move player (possibly too big?)
leftUp = rightUp = gameOver = levelCleared = false;//left up and right up implement low level physics on player object
dead = false;//start alive
levelUp = true;//used to display current level to player at start of level
soundtrack.loop();//one mp3 file on loop (current game likely cleared before 5 mins)
}//end setup
void draw()
{
if(enemiesLeft <= 0)
{
levelCleared();
}
gameScreen.loadLevel(mode);
if(dead)
{
if(frameCount % 180 < 160 && lives > 0)//controls when and how long text is displayed for
{
textFont(title, 86);
fill(255, 0, 0);
text("DIE", width/3, height/2);
}
else
{
dead = false;//switch off after 1 iteration
}
}
if(levelUp && mode < 4 && mode > 0)//only display if in game mode
{
if(frameCount % 300 < 240)
{
textFont(title, 86);
fill(0, 255, 0);
text("Level "+mode, width/3, height/2);
}
else
{
levelUp = false;//same as above
}
}
}//end setup()
//resets the current level and player loses a life
void die()
{
dead = true;//switches on display message
if(lives > 0)//if player still has lives reset the level
{
lives--;
int enCount = 0;
for(int i=0; i<gameObjects.size(); i++)
{
GameObject a = gameObjects.get(i);
if( a instanceof Enemy )
{
Enemy en = (Enemy)a;
en.alive = true;
en.resetHealth();
en.y -= 600;
player.resetAmmo();
enCount++;
}
}
enemiesLeft = enCount;
}
else//else go to game over screen
{
mode = 8;
menuSelect = 12;
}
}
void levelCleared()//advance through game levels
{
if(mode <= 3)//only 3 levels
{
levelUp = true;
enemiesLeft = 1;
resetGameObjects();
mode++;
}
}
void displayStats(Player p)
{
text("Score: ", 20, height*0.98);
text(score, 60, height*0.98);
text("Ammo: ", 90, height*0.98);
text(p.ammo, 140, height*0.98);
text("Lives: ", 180, height*0.98);
text(lives, 220, height*0.98);
}
boolean checkKey(int k)
{
return keys[k];
}
void resetGameObjects()//clears the array list, array list changes between levels
{
gameObjects.clear();
}
void keyPressed()
{
if(mode == 0 || mode == 4 || mode == 5 || mode == 6 || mode == 7 || mode == 8)//all menu screens
{
if(key == 10)//return key
{
switch(menuSelect)
{
case 0://new game
resetGameObjects();
numEnemies = 20;
score = 0;
mode = 1;
break;
case 1://difficluty
mode = 5;
break;
case 2://controls
mode = 6;
menuSelect = 9;
break;
case 3://quit
menuSelect = 11;
mode = 7;
break;
case 4://easy
difficulty = 0.1;
player.ammo = 200;
selected = 4;
break;
case 5://med
difficulty = 0.2;
player.ammo = 150;
selected = 5;
break;
case 6://hard
difficulty = 0.3;
player.ammo = 100;
selected = 6;
break;
case 7://insane
difficulty = 0.4;
player.ammo = 400;
selected = 7;
break;
case 8://ok difficulty
mode = 0;
break;
case 9://control return
mode = 0;
break;
case 10://yes quit
exit();
case 11://no quit
mode = 0;
break;
case 12://game over, continue
mode = 0;
menuSelect = 0;
break;
default: break;
}//end switch
}
if(keyCode == UP && mode != 7)//scroll up menu options
{
menuSelect--;
switch(mode)
{
case 0:
if(menuSelect < 0)
{
menuSelect = 3;
}
break;
case 5:
if(menuSelect < 4)
{
menuSelect = 8;
}
break;
case 6:
menuSelect = 8;
default:
break;
}//end switch
}//end key == up
if(keyCode == DOWN && mode != 7)//scroll down menu options
{
menuSelect++;
switch(mode)
{
case 0:
if(menuSelect > 3)
{
menuSelect = 0;
}
break;
case 5:
if(menuSelect > 8)
{
menuSelect = 4;
}
break;
case 6:
menuSelect = 9;
default:
break;
}//end switch
}//end if key == down
if(keyCode == LEFT && mode == 7)//left and right menu options for quit screen only
{
menuSelect = 10;
}
if(keyCode == RIGHT && mode == 7)
{
menuSelect = 11;
}
}//end if
else if(mode > 0 && mode < 4 )//in game mode
{
keys[keyCode] = true;
if(keyCode == UP)
{
gunshot.play();
gunshot.rewind();
player.fire();
}
}//end if game mode
}//end keyPressed()
void keyReleased()
{
keys[keyCode] = false;
if(keyCode == LEFT)
{
leftUp = true;
}
if(keyCode == RIGHT)
{
rightUp = true;
}
}