CS180 Project 5: Centipede

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1 CS180 Project 5: Centipede Chapters from the textbook relevant for this project: All chapters covered in class. Project assigned on: November 11, 2011 Project due date: December 6, 2011 Project created by: James Wilkinson Project created on: 8 August Edited November 8, 2011 Learning objectives: 1. Work in a team [Optional] a. Evenly divide work between several team members b. Independently develop code for later integration 2. Design a GUI a. Use mouse listeners b. Use JRadioButtonMenuItem in a JMenu c. Change the text of a JMenuItem 3. Integrate several classes to work together a. Share methods and variables between many classes b. Use boolean flags to control the behavior of a program c. Synchronously reset a program d. Call methods periodically 4. Work with data structures a. Import and update a sorted list of data b. Insert a piece of data into a sorted list c. Traverse 2D arrays 5. Create multimedia environments a. Draw simple shapes with Graphics2D b. Play sound files Files: Project5Core.zip Description: For this project, you will design a variation on the classic Centipede arcade game. The general concept of the game is that there is a centipede that descends from the top of the screen and the player must shoot the centipede. The Centipede The centipede is made up of a series of segments that follow each other. The centipede will start at the top left of the screen and move horizontally across the screen until it reaches an obstacle in the form of a wall or a mushroom. When the centipede head reaches an obstacle, it should move down a row and reverse its horizontal direction. If the centipede head reaches the bottom of the screen and tries to move into an obstacle, then it should move up a row, reverse its horizontal direction and start moving up the screen. Likewise, if after moving up the screen it reaches the top of the screen and tries to move into an obstacle, it should move down a row, reverse its horizontal direction and start moving back down the

2 screen. Because of this pattern of moving down/up a row, it is possible that the centipede head will actually move to share a space with a mushroom. This is expected and the centipede should proceed as though that mushroom were not there. The figure below illustrates these concepts. The Ship [Figure centipede avoiding an obstacle] The player controls a ship at the bottom of the screen. This ship can move left and right across the width of the screen and up four rows. The ship fires projectiles that travel up the screen. If the projectile hits

3 one of the centipede segments, then that segment dies and a mushroom appears in its place. The player earns points whenever a centipede segment is destroyed. You may determine the number of points awarded. Just be sure that the number of points awarded varies based on the speed of the centipede and whether the super laser is on or off. Additionally, the centipede that was hit will split into two. The segment immediately following the one that was hit becomes the head of a new, independent centipede consisting of the rest of the segments that follow it. The original centipede continues on its original path but the segment immediately preceding the one that was hit is its new tail. If the segment that was hit is the head, then the original centipede dies and a new one is created from the segments following just as if it it were hit elsewhere. If the segment that was hit is the tail, then the original centipede continues on its way but the segment preceding the one that was hit becomes its new tail. A new centipede is not created in this case. The player s ship can also fire a super laser which is basically a rapid firing version of their normal cannon. The figures below illustrate these possibilities.

4 [Figure Recently split centipede]

5 [Figure yellow cannon projectile]

6 The Mushrooms [Figure blue super laser projectiles] In addition to the centipede and ship in the play area, there are many mushrooms, placed randomly around the board. These mushrooms serve as obstacles to the ship, centipede, and any projectiles. Mushrooms can be removed from the play area by being shot by the ship three times. Each time a mushroom is shot, its graphic should change to reflect the number of shots left before it is removed from play.

7 The player s ship cannot move into one of these mushrooms but rather the ship s movement should be impeded. The ship is not injured or destroyed by colliding with one of these mushrooms. If, however, the player s ship collides with a centipede, then the player s ship should explode. Upon exploding, the player will have two seconds during which the ship cannot be destroyed again but during this time, the player is also unable to fire. This time should help the player to maneuver the ship into a safer position so that the ship is not instantly destroyed again. Ending the Game If the player manages to destroy all centipedes on the screen, then the game should proceed to the next level by creating a new centipede in the top left corner of the screen and increasing the speed of the centipede. This cycle continues until the player s ship has been blown up three times. After the third time, the game is over and play stops. If the player s score is higher than the lowest score on the high scores table, then the player should be congratulated for getting a high score and asked to enter a name. Once a name is entered, the name and associated score should be inserted into a sorted high scores table with the highest score at the top. Upon pressing OK, the high scores table should close and the game is still over. The centipede from the earlier game should continue moving along the screen as normal, but the player s ship should disappear and be unable to interact with the game at all until a new game is started. The game should have several options available to the player via a menu bar. There should be a File Menu, an Options Menu, and a High Scores Menu. Under the File Menu should be items to start a new game, pause the game, and exit the game. Under the Options Menu should be items to adjust the difficulty to easy, medium, or hard as well as a toggle for a super laser. Clicking on the High Scores Menu should display the high scores table. While the high scores table is displayed, the game should pause itself. Clicking on the X to close the window may exit the game with or without saving the high scores table. Incremental Development You have been provided with several files to get started: GameCanvas.java, DrawGraphics.java and Settings.java. You may add listeners to GameCanvas.java to control the ship but DrawGraphics.java should not need any editing. Just about any program should be developed incrementally. This allows for testing throughout the design and development process. After creating the frame and adding the GameCanvas to it, your team (in case you have a team) should be able to split the tasks up and test them independently. The following is a series of steps that can be used to incrementally develop this program. You should be able to test the partially developed program after each incremental step and the result should look similar to the graphic shown beneath the step. 1. Create a class from which to start the program. 2. Create a frame to encapsulate the program. a. Add a menubar with menus and menu items to the frame. b. Add a GameCanvas to the frame with all uninitialized parameters set to null.

8 [Figure Frame with blank GameCanvas] 3. Add some Mushrooms to the GameCanvas a. Create a Mushroom class that has at least the following variables: i.point loc - location on the grid (in grid squares) ii.int health - health of the Mushroom b. Create a 2D array of Mushrooms

9 c. Add Settings.startShrooms number of Mushrooms to the new array d. Pass the Mushroom array to the GameCanvas [Figure Frame with some Mushrooms] 4. Add a Centipede to the GameCanvas a. Create a Centipede class that has at least the following variables:

10 i.point segments[] - where segments[0] is the head and all the following points are body segments b. Create an array of Centipedes. c. Add a Centipede to the Centipede array. i.have it start in the upper left (0,0) corner and start moving to the right d. Pass the Centipede array to the GameCanvas object.

11 [Figure Centipede entering screen from top left] 5. Add a Ship to the GameCanvas a. Create a Ship class that has at least the following variables: i.int invulnerabletime - Time left for the ship to be invulnerable (in ms) ii.point loc - location on the grid (in pixels) b. Create a Ship object c. Pass the Ship object to the GameCanvas

12 [Figure Green ship at bottom of screen] 6. Make the Centipede move on the screen as described in the game description. a. Make the Centipede move horizontally. b. Have the Centipede avoid the sides of the screen. c. Have the Centipede avoid the top/bottom of the screen. d. Have the Centipede avoid Mushrooms.

13 [Figure Centipede turning away from a Mushroom] 7. Add listeners to the GameCanvas to move the ship around and shoot. 8. Add points, level and lives to GameLogic. a. points, level and lives should all be of type int. b. Pass an object of type GameLogic to the GameCanvas.

14 [Figure Centipede moving away from a wall with game stats at the bottom of the screen] 9. Add collision detection for the Ship. a. Bound the Ship to within the bottom four rows of the game play area. b. Have the Ship avoid Mushrooms. c. The Ship should blow up, lose a life, become invulnerable and incapable of shooting for Settings.invulnerableTime ms and end the game if the player has run out of lives

15 [Figure Ship unable to overlap a Mushroom]

16 [Figure Recently blown up Ship after colliding with a Centipede] 10. Add projectiles to the GameCanvas. a. Create a Point array. b. Pass the Point array to the GameCanvas. 11. Add projectiles to the game when shot from the Ship. a. Limit the number of projectiles in play at any given time.

17 b. Add automatic firing of projectiles with a delay of Settings.superLaserDelay ms when Settings.superLaser is true. [Figure Yellow cannon projectile]

18 [Figure Blue laser projectiles] 12. Add collision detection for the projectiles. a. When the top of the screen is hit, remove the projectile from play. b. When a Mushroom is hit, remove the projectile from play, decrement the Mushroom s health or remove it from play if it is out of health. c. When a Centipede segment is hit, remove the projectile from play, remove the segment, add a Mushroom to where the segment was previously located, split the

19 Centipede and award the user some points. You may determine the number of points awarded. The number of points awarded should vary based on the speed of the centipede and whether the super laser is on or off. Using the super laser should award less points than using the cannon. If the Centipede loses all segments, it should be removed from play. [Figure Recently split Centipede]

20 13. Add a level up system such that when all Centipedes are removed from play, Settings.centDelay is decreased, a new Centipede is create at the top of the screen and int GameLogic.level increases by 1. [Figure New level after clearing level 0]

21 14. Add listeners to the menu items. a. File Menu i.new Game 1. Remove all game objects. 2. Add a single Centipede to the game at the top of the game play area. 3. Add Settings.startShrooms number of new Mushrooms randomly to the board. 4. Reset the Ship to have full lives. 5. Reset the score and level. 6. This does not need to save the user s score. ii.pause Game 1. Keep refreshing the game play area in GameCanvas.drawFrame() 2. Suspend the motion and updating of all game objects. 3. Change the text for the button to Unpause Game. 4. When clicked while paused, resume motion and updating of all game objects and change text back to Pause Game. iii.exit Game 1. Write high scores to the highscores.txt file. 2. Exit the game. b. Options Menu i.difficulty levels 1. Only one should be selected at a time. 2. Easy difficulty should set the centipede delay to be calculated based on the easy difficulty delay. Do not reset the centipede delay but rather adjust it. ie. if the player was on level 5 at medium difficulty, changing the difficulty level to easy should set the speed as though they are on level 5 difficulty relative to easy. It should not set the speed to the base level 1 easy speed. 3. Medium and Hard difficulties should work the same way as easy but with different values. ii.super Laser toggle 1. Toggle the text between Super Laser ON and Super Laser OFF and make sure to update Settings.superLaser accordingly. iii.high scores 1. Import high scores from highscores.txt into a high scores table a. If the file does not exist, create it and initialize the high scores table to scores of 0 and names of nobody 2. Display the high scores when the user clicks on High Scores from the menu bar a. Pause the game when the high scores pops up b. Unpause the game when the high scores is closed 3. At the end of a game, try to add the user s score to the high scores table

22 a. If the score is greater than the lowest score, get the user s name and add it along with the score to the high scores table b. Display the high scores table with the player s recent score highlighted with >>> <<< characters. Do not save the >>> <<< characters in the high scores table. It should only be visible immediately after ending a game with a high score. 4. When the user clicks Exit Game from the File Menu, write the high scores table to highscores.txt before exiting the game. [Figure High scores table pop-up] 15. Add sounds a. Shooting the normal canon projectile should play canon.wav. b. Shooting the laser projectile should play laser.wav. c. Hitting a Mushroom should play shroom.wav. d. Hitting a Centipede should play cent.wav. e. Starting a new game should play newgame.wav. f. Game over should play gameover.wav. g. Clearing a level should play levelup.wav. h. Losing a ship from contacting a centipede should play explode.wav. Detailed Implementation The following is one way to develop this program. You are welcome to split up the program in any way that you like. It is highly recommended that this project be divided up as evenly as possible amongst your team members. The project should consist of ten Java files. I have included the approximate number of lines contained in each file for our version of the project to help with dividing up the work load. These files are:

23 Centipede.java (50) - A single centipede with direction, length and segments Frame.java (225) - Creates the JFrame and its menu GameCanvas.java (425) - Draws the game display and handles mouse events within the game display GameLogic.java (525) - Handles most of the game s logic GameSounds.java (75) - Plays game sounds HighScores.java (175) - Displays and updates high scores Mushroom.java (25) - Holds health and location of a mushroom Project5.java (75) - Main class used to start the program Settings.java (50) - Contains settings shared throughout the program Ship.java (75) - Holds information about the player's ship and handles firing of projectiles Note that these are approximations and that the number of lines in each file will vary depending on how you choose to design this program. Project5.java This is where you program should start. Initialize your objects here and start the GameLogic thread. Frame.java This is an important class to get designed sooner rather than later since all of your work will be embeded into this. Create a JFrame, JMenuBar and add your GameCanvas to this frame. Make sure that your JMenuBar implements the following: File: New Game Pause Game (or Unpause Game) Exit Game Options: (o) Easy Difficulty (x) Medium Difficulty (o) Hard Difficulty Super Laser is OFF (or Super Laser is ON) High Scores The dashed line between the difficulties and the super laser toggle is a separator. This can be added with the JMenu.addSeparator() method. It is highly recommended that you prevent users from resizing your frame with the setresizable() method. This should simplify calculations later. Settings.java (given, should not need editing) Rather than keeping track of copies of shared settings across the ten different classes, it would be helpful to just have a class that holds all of the game s settings. This is where those settings should reside. Information like the game grid dimensions, pixels per grid square, high scores file name and game difficulty settings should be held here.

24 GameCanvas.java (given, but student implements listeners) This is where the drawing takes place. This class should use MouseListener and MouseMotionListener to get input from the user for how to move and fire the ship. When the player presses the mouse, the ship should fire a projectile as long as the game is not paused or over. If the player is using the super laser, the ship should continue firing projectiles as long as the mouse is pressed. If using a regular cannon, then a single projectile should be fired each time that the mouse is clicked. When the mouse is moved, the player s ship should move along with it as long as the game is not paused or over. Limit the player s ship to moving within the bounds of the play area. The ship should not be able to disappear even partially at the borders. Additionally, the ship should not be able to move more than four rows above the bottom of the play area. If the mouse moves beyond the bottom four rows, allow the ship to continue moving, but only horizontally. It should be limited as though the fifth row was a barrier. Make sure that the ship is able to move even if the mouse button is held down while moving. Also do not allow the ship to move into the game status display area under the game play area. DrawGraphics.java (given, should not need editing) This class draws the various game objects onto Graphics. Its methods are called from GameCanvas so you should never have to directly interact with this class. Centipede.java This class should hold an instance of a single centipede. Within this instance should be information about the location of its segments, the horizontal and vertical directions in which the head is attempting to move and the number of segments left including the head. It may be helpful for later use to include a method that checks whether one of its segments occupies a given point. Mushroom.java This class should hold an instance of a single mushroom. Within this instance should be information about the mushroom s location and its health (the number of times it can be hit before disappearing) from play. Ship.java This class should hold information about the player s ship and also handle the firing of projectiles. Keep track of the number of lives that the ship has left and its position. You may also want to keep track of its next position here based on mouse movement for later use.

25 GameLogic.java This is the brain of the program. Here you will handle the updating of all game objects. Set this class up to extend Thread. Within its run() method, create a loop that only stops when the game is closed. When the class is first instantiated, initiate all of the game s settings. A centipede should be created in the upper left of the game area. Twenty mushrooms should be randomly placed throughout the game area making sure that they don t overlap each other, overlap the centipede, or get created on the 0th row where it would be impossible for the ship to shoot them. The player s ship should be set to have three lives and the score and level should be set to 0. The game should immediately start with the centipede moving along initially toward the right side of the screen. After each cycle of the game loop, update the positions of all game objects. Be sure to check if the ship is trying to move into anything that it shouldn t like walls, mushrooms, centipedes, the 5th row or below the 0th row. Move every centipede according to the rules described at the top of this project s description after every centdelay ms where centdelay is set by the difficulty level and game level. Adjust the centipede speed to be 10% faster for every level. Fire lasers every 100 ms if in super laser mode and the player is holding down the mouse button. Move the projectiles and check to see if they have impacted anything--if they have, reflect that also as described at the top of this project s description. If the ship has blown up, check to see if the player has run out of lives and if so, the game is over. One method to check to see if an object has impacted another is to calculate the distance between their centers using the distance formula. If after calculating the distance between their centers, you find that their distance is less than one grid length (scale) then they have impacted each other. When the game is over, try to add the player s score to the high scores table through the HighScores class. If the game is paused, make sure that no game objects are moving or updating in any way. Be sure that the game resumes where it left off when the game is unpaused. If the player starts a new game via the menu bar, reset all game settings as was done when the GameLogic class was first instantiated. GameSounds.java This class should handle the playing of the provided sound files. The following files should be played at the times indicated to their right. cannon.wav - a cannon projectile is fired from the player s ship laser.wav - a laser projectile is fired from the player s ship shipexplode.wav - the player s ship has blown up centdie.wav - a centipede segment has been destroyed shroomhit.wav - a mushroom has been hit newgame.wav - a new game has been started nextlevel.wav - the player has advanced to the next level gameover.wav - the game is over HighScores.java

26 This class should handle the importing of high scores from the highscores.txt file. There should be a maximum of ten high scores. The highscores.txt file should always be a sorted list of scores followed by a space, followed by names, each separated by a new line. For example: [Figure High scores] This data should be loaded into two arrays that are used to display high score data when requested by the player and at the end of a game if the player has earned a high score. The class should also have a method that allows for adding of new high scores to the high scores table. The high score should be inserted and then displayed such that the table is still in sorted order with the top entry being the highest score. If the player does not earn a high score, then the high score table should not be displayed automatically at the end of the game. If the player did earn a high score, highlight their name and score on the displayed table with three carets on each side similar to the following: [Figure Highlighted high scores]

27 A method should also be created that can be called to write the high scores table back to the highscores.txt file at the end of the game. Grading: Criteria Your points Frame drawn with GameCanvas [5 pts] Mushrooms displayed on GameCanvas [10 pts] Centipede displayed on GameCanvas [10 pts] Ship displayed on GameCanvas [5 pts] Centipede properly avoids Mushrooms, walls, ceiling and floor [15 pts] Game stats displayed on GameCanvas [5 pts] Ship avoids Mushrooms [15 pts] Ship explodes upon colliding with a Centipede [15 pts] Ship lives decrements upon explosion, goes invulnerable and ends game if lives run out [10 pts] Ship fires cannon / laser on mouse click [15 pts] Centipede splits upon being hit [20 pts] Mushroom pops up in location of impacted Centipede segment [5 pts] Defeating all Centipedes increments level and increases Centipede speed [5 pts] Prompts for name entry at end of game if player score is greater than lowest high score [5 pts] Sorted high scores displays at end of game if player achieves high score and highlight s players name and player s score [10 pts] New Game clears board and initiates a new game [10 pts] Pause Game button pause game, changes

28 text and unpauses game [5 pts] Exit Game saves high scores file and exits game [10 pts] Changing difficulty levels changes Centipede speed [5 pts] Toggling Super Laser mode changes menu item s text and firing of lasers [10 pts] High Score button pauses game, displays high scores (excluding player s current score) and unpauses game when the window is closed [10 pts] Total [200pts] Project turn-in 1. At the terminal, move to parent directory of your Project 5 directory. 2. Type the following command replacing myproject5 with your Project 5 directory name and sectionid with your lab section s code: turnin -v -c cs180=sectionid -p project5 myproject5 3. Verify your submission by typing the following again replacing sectionid with your lab section s code: turnin -c cs180=sectionid -p project5 -v <End of CS 180 Project 5>

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