private void ballWorldCollision(Ball ball) { BoundCollidedStatus status = ball.collideWorldBound(); switch (status) { case BoundCollidedStatus.CollidedTop: ball.reflectTop(); ball.playBounceSound(); break; case BoundCollidedStatus.CollideBottom: ball.Visible = false; ball.playDieSound(); lifeSet.remove(); if (lifeSet.getCount() < 1) { gameLost(); } break; case BoundCollidedStatus.CollidedLeft: ball.reflectLeft(); ball.playBounceSound(); break; case BoundCollidedStatus.CollidedRight: ball.reflectRight(); ball.playBounceSound(); break; default: break; } }
/** * Check for and react to the ball colliding with the would bounds. * * @param ball * - The ball to check collision with. */ private void ballWorldCollision(Ball ball) { BoundCollidedStatus status = ball.collideWorldBound(); switch (status) { case BoundCollidedStatus.CollidedTop: { ball.reflectTop(); ball.playBounceSound(); break; } case BoundCollidedStatus.CollideBottom: { ball.Visible = false; ball.playDieSound(); lifeSet.remove(); if (lifeSet.getCount() < 1) { gameLost(); } break; } case BoundCollidedStatus.CollidedLeft: { ball.reflectLeft(); ball.playBounceSound(); break; } case BoundCollidedStatus.CollidedRight: { ball.reflectRight(); ball.playBounceSound(); break; } // Catch the case where the ball is inside the // world and not hitting any bounds. A warning is // given if all cases are not handled. default: break; } }
protected override void update() { Paddle paddle = paddleSet.get(0); Ball ball = ballSet.get(0); bool playerWonGame = areAllBlocksRemoved(); if (playerWonGame) { //EXAMPLE 1 asks if playerWonGame == true gameWin(); //and then calls the gameWin() function } if (!playerWonGame) { if (keyboard.isKeyTapped(Keys.Space) || (MouseDevice.MouseOnScreen() && MouseDevice.IsLeftTapped())) { if (ball.Visible) { ball.spawn(paddle); } } //Editors note: we revert sections of future labs to their starting point where it //doesn't affect the future labs to block newer labs providing all of the answers //to previous labs, and the below unduly nested if statement is one such example if (MouseDevice.MouseOnScreen()) { //is a MouseDevice connected to the computer? if (MouseDevice.IsLeftTapped()) { //is the MouseDevice's left-button pressed? if (ball.Visible == false) { //is there no ball on the screen currently ball.spawn(paddle); } } } if (keyboard.isKeyDown(Keys.Left)) { //SOLN paddle.moveLeft(); //MouseDevice.setX() //solution to bug 1001 } if (keyboard.isKeyDown(Keys.Right)) { //SOLN paddle.moveRight(); //MouseDevice.setX() //solution to bug 1001 // MouseDevice.setWorld(new World()); } if (MouseDevice.MouseOnScreen()) { //SOLN paddle.CenterX = MouseDevice.getMouseX(); paddle.clampAtWorldBounds(); } if (ball != null && ball.Visible) { BoundCollidedStatus status = ball.collideWorldBound(); switch (status) { case BoundCollidedStatus.CollidedTop: { ball.reflectTop(); ball.playBounceSound(); break; } case BoundCollidedStatus.CollideBottom: { ball.Visible = false; ball.playDieSound(); lifeSet.remove(); if (lifeSet.getCount() < 1) { gameLost(); } break; } case BoundCollidedStatus.CollidedLeft: { ball.reflectLeft(); ball.playBounceSound(); break; } case BoundCollidedStatus.CollidedRight: { ball.reflectRight(); ball.playBounceSound(); break; } // Catch the case where the ball is inside the // world and not hitting any bounds. A warning is // given if all cases are not handled. default: break; } if (paddle.Collided(ball)) { paddle.reflect(ball); //method pushes this ball out a bit //BUG: paddle.reflect(ball) and ball.reflect(paddle) do different things //issue: using paddle.reflect(ball) pushes out in the y where ball.reflect paddle doesnt. //solutionToBug: have both methods do the algorithm below (pushout and then call superclass?) //instead of only one. //solution: have the pushout amount be relative to the inverse of the current //direction of motion, so if the ball was coming down from the top you move it -5 //in the y (or up) and if the ball is coming from the right to the left, you move //it +5 in the x (where 5 is the speed) ball.playBounceSound(); } //ROB/KELVIN; consider undoing the import so the students know PaddleStates live inside Paddles? //ROB/KELVIN Q2: unite Ball and Paddle Types/States respectively, to reduce logic to: // if(ball.getState() != paddle.getState() ) ball.setState(paddle.getState()); if (paddle.getState() == Paddle.PaddleState.NORMAL) { ball.setType(Ball.BallType.NORMAL); } if (paddle.getState() == Paddle.PaddleState.FIRE) { ball.setType(Ball.BallType.FIRE); //soln } else if (paddle.getState() == Paddle.PaddleState.ICE) { ball.setType(Ball.BallType.ICE); //soln } //logic reduction here to see ball and paddle states are synchronized /** ball.setState(paddle.getState()); REDUCE to this! */ if (blockSet.isBallCollidingWithABlock(ball)) { handleBlockBallCollision(ball, paddle); } } } }
protected override void update() { Paddle paddle = paddleSet.get(0); Ball ball = ballSet.get(0); /* EXAMPLE 1 * Single IF Statement * * Notice how this if statement seeks to * determine if the game logic should continue * or if we should jump to the game winning code * in gameWin() */ bool playerWonGame = areAllBlocksRemoved(); if (playerWonGame) // The player has won when all the normal blocks are removed { gameWin(); } /* EXAMPLE 2 * Sequential, Single IF Statement Demonstration * * The above if statement is followed by a * second if statement in sequential order. * Since we omitted the "else" statement here * these two ifs are unrelated to one another * and their code blocks are not mutually exclusive * We'll improve this code once we reach if/else * statements in the lab */ if (!playerWonGame) { /* TODO 5 * Compound Boolean Expressions using Logical AND and Logical OR * * Here, we'll combine the mouse and keyboard if statements into one * longer, compound if statement using AND and OR. * * The if statement below should ask: "Is the spacebar pressed * OR is BOTH the mouse onscreen AND the left button clicked?" * Note that the OR is "||", the AND is "&&" and the BOTH is accomplished * by adding parenthesis around MouseOnScreen() and isButtonTapped() * * If either of these (or both) are true, then this will execute the * code you already wrote in the TODO1 section below. * How is this question change if we swapped all ANDs and ORs? * This would produce the question: "Is the spacebar pressed * AND EITHER the mouse onscreen OR the the left button is clicked?" * * before: Only pressing the space key would cause the ball to spawn. * after: Now, using the mouse or the space key causes balls to spawn. * */ /* Starting code: * if (keyboard.isButtonTapped(KeyEvent.VK_SPACE)) { */ if (keyboard.isKeyTapped(Keys.Space) || (MouseDevice.MouseOnScreen() && MouseDevice.IsRightTapped())) /** SOLN */ /* TODO 1 * Single IF Statement * * Write a single If statement here that asks: * * "Is the ball invisible?". If it is invisible, then * put it on the screen near the paddle by calling "ball.spawn(paddle)". * * See the EXAMPLE1 and EXAMPLE1B for a sample single IF statement. * * Transform this pseuducode into the if statement below: * Step 1: if the ball is invisible, then tell the ball to spawn near the paddle. * Step 2: fill in the code gaps below to obtain working Java code * * if( <your question goes here> ) { * <your "then" code goes here to spawn the paddle near the ball> * } * * before: hitting space or left-clicking does nothing in our game * after: hitting space or left-clicking spawns a ball and starts the game * */ { if (ball.Visible == false) /** SOLN */ { ball.spawn(paddle); } } /* TODO 4 * Use Logical AND to Enable Mouse Support for Ball Spawning * * Rewrite the three IF statements below as one compound IF statement using Java's logical * AND operator "&&". Start by commenting out the 3 if statements, and build your own in * its place. * * Notice the IF statements and what they accomplish; in order, they ask the following: * (1) Is the mouse is onscreen? (i.e. connected to your computer) * (2) Is the mouse's left-button is pressed? * (3) Is the ball already spawned? (i.e. is the ball already visible?) * * before: Three if statements, with one nested inside the other. * after: One compound if statement to rule the spawning of the ball. */ if (MouseDevice.MouseOnScreen()) //is a mouse connected to the computer? { if (MouseDevice.IsRightTapped()) { //is the mouse's left-button pressed? if (ball.Visible == false) //is there no ball on the scree currently { ball.spawn(paddle); } } } if (MouseDevice.MouseOnScreen() && MouseDevice.IsRightTapped() && ball.Visible == true) /** SOLN */ { ball.spawn(paddle); } /* TODO 2 * Sequential, Single If statements. * * These will have the form as outlined in the lab, and will ask: * * "Is the user pressing the left key? If so, move the paddle left." * "Is the user pressing the right key? If so, move the paddle right." * "Is the user pressing the up key? If so, move the paddle up." * "Is the user pressing the down key? If so, move the paddle down." * * Transform this pseuducode above into the if statement below: * by replacing "LEFT button" with "KeyEvent.VK_LEFT" and * by replacing "keyboard is pressing down" with "keyboard.isButtonDown()" * by replacing "Tell the paddle to move left" with "paddle.moveLeft()" * * if (keyboard is pressing down the LEFT button) { * Tell the paddle to move left * } * * if (keyboard is pressing down the RIGHT button) { * Tell the paddle to move right * } * * if (the keyboard is pressing UP) { * Tell the paddle to move up * } * * if pressing down { * move paddle down. * } * * before: * after: * * Take a look at the animated gif in the lab for a pictorial example of the before and after. * */ //BUG: NOTE: the mouse check must come first here, or the if's need to be joined as an if-else clause for the keyboard code to function correctly if (keyboard.isKeyDown(Keys.Left)) /** SOLN */ { paddle.moveLeft(); //mouse.setX() //solution to bug 1001 } else if (keyboard.isKeyDown(Keys.Right)) /** SOLN */ { paddle.moveRight(); //mouse.setY() //solution to bug 1001 } if (MouseDevice.MouseOnScreen()) /** SOLN */ { paddle.CenterX = MouseDevice.getMouseX(); paddle.clampAtWorldBounds(); } /* EXAMPLE 4 * Compound Boolean Expressions using Logical AND * * Notice how we check the ball first for null before we try to use it. * By ordering the null check first and using the double '&', we perform a short-circuit * evaulation of the clauses in the if statement. This means that the && will * block execution of the second Boolean expression if the first expression is false. * * This is based on the following observations: * FALSE AND X is always FALSE, regardless of X. * TRUE OR Y is always TRUE, regardless of Y. * * Also observe how reversing the expressions * is a logic error and could result in NullPointerExceptions being thrown. * So we can see order of boolean expressions is important inside an * if statement, just like the order of the statements in an if/else chain matters as well. */ if (ball != null && ball.Visible) { BoundCollidedStatus status = ball.collideWorldBound(); switch (status) { case BoundCollidedStatus.CollidedTop: { ball.reflectTop(); ball.playBounceSound(); break; } case BoundCollidedStatus.CollideBottom: { ball.Visible = false; ball.playDieSound(); lifeSet.remove(); if (lifeSet.getCount() < 1) { gameLost(); } break; } case BoundCollidedStatus.CollidedLeft: { ball.reflectLeft(); ball.playBounceSound(); break; } case BoundCollidedStatus.CollidedRight: { ball.reflectRight(); ball.playBounceSound(); break; } // Catch the case where the ball is inside the // world and not hitting any bounds. A warning is // given if all cases are not handled. default: break; } /* TODO Z * another good single if (without it, the ball goes through the paddle!) * * before: The ball goes right through the paddle! * after: The ball reflects off the paddle and plays a bounce sound * * Take a look at the animated gif in the lab for a pictorial example of the before and after. */ if (paddle.Collided(ball)) { paddle.reflect(ball); ball.playBounceSound(); } //ROB/KELVIN; consider undoing the import so the students know PaddleStates live inside Paddles? //ROB/KELVIN Q2: unite Ball and Paddle Types/States respectively, to reduce logic to: // if(ball.getState() != paddle.getState() ) ball.setState(paddle.getState()); /* EXAMPLE 1B * Single IF Statement * * The following if statement checks to see if the paddle and ball state/types * are synchronized. If the paddle is in a NORMAL state, the ball should be * set to a NORMAL type/state as well, which draws a standard ball (with no * fire or ice) on the screen. * */ if (paddle.getState() == Paddle.PaddleState.NORMAL) { ball.setType(Ball.BallType.NORMAL); } /* TODO Y * IF-ELSE Chain * * Write a chain of 2 IF statements joined by an ELSE clause to determine if * the ball needs to be transformed into a fireball or iceball, respectively, based * on the current state of the paddle. * * See the example above for how this is done for the NORMAL state and NORMAL ball type * * before: Balls don't change to fire or ice as they should when they collide with such blocks * after: Balls will visibly change appearance to match the paddle's fire or ice state. * * Take a look at the animated gif in the lab for a pictorial example of the before and after. */ if (paddle.getState() == Paddle.PaddleState.FIRE) { ball.setType(Ball.BallType.FIRE); /** SOLN */ } else if (paddle.getState() == Paddle.PaddleState.ICE) { ball.setType(Ball.BallType.ICE); /** SOLN */ } //logic reduction here to see ball and paddle states are synchronized /** ball.setState(paddle.getState()); REDUCE to this! */ //ROB/KELVIN: where does a paddle get its state set? //ROB/KELVIN: where does a ball get its state set? In response to the paddle, and in the update, right? if (blockSet.isBallCollidingWithABlock(ball)) { handleBlockBallCollision(ball, paddle); } } } }