Programming Resources
For Fun and Learning
Charles Cusack
Computer Science
Hope College
main

Python
C++

JAVA


PHP
SQL
Alice

TargetGame


Description

Run it
Download jar file (Right click)

ABullet.java
AClip.java
AClipGun.java
ATarget.java
AppletStarter.java
BulletTimer.java
GameTimer.java
LSBullet.java
LSClip.java
LSGun.java
ResetButton.java
TargetGame.java
TargetTimer.java

TargetGame.java

//-----------------------------------------------------------------------------
// Class: 	TargetGame
// Author:	Written by Chuck Cusack
// Date: 	September 2001
// Description: A class to display LSGun, LSClip, LSBullets, ATargets, and
// 	play a simple target shooting game.
//-----------------------------------------------------------------------------
import aLibrary.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.event.KeyEvent.*;
import javax.swing.*;
//-----------------------------------------------------------------------------

public class TargetGame extends AWindow {

//-----------------------------------------------------------------------------
// instance variables
//
   //private AWindow this;     // The window upon which everything is placed
   private AClip theClip;      // The clip
   private LSGun theGun;       // The gun
   private ATarget target[];   // the targets
   private int level;          // the number of targets
   private int score;          // score
   private int numberHits;     // The number of targets hit
   private GameTimer myTimer;  // Timer for each level
   private ALabel scoreDisplay;    // To display the score
   private ALabel timeDisplay; // To display time left
   private ALabel levelDisplay;    // To display the current level
   private ALabel lose;     // The You Lose message
   private boolean playing;     // Is the game being played?
   private ResetButton RButton; // The reset button
//-----------------------------------------------------------------------------
// The contructor
// Creates the gun, clip, and targets.
//
   public TargetGame()   {
      super(20,20,600,500);
      init();
      }
 //-----------------------------------------------------------------------------
      public void init() {
      // Draw the gun
      theGun=new LSGun(40,20,this);
      theGun.place(this);

      // Draw the clip
      theClip=new LSClip(5,200);
      theClip.place(this);

      // Set the score, level, and number of hits so far.
      level=1;
      numberHits=0;
      score=0;
      playing=true;

      //Set up labels
      scoreDisplay=new ALabel(50,450,200,20);
      scoreDisplay.setFontSize(18);
      updateScore();
      scoreDisplay.place(this);
      levelDisplay=new ALabel(200,450,200,20);
      levelDisplay.setFontSize(18);
      levelDisplay.setText("Level= "+level);
      levelDisplay.place(this);

      timeDisplay=new ALabel(350,450,200,20);
      timeDisplay.setFontSize(18);
      timeDisplay.setText("Time Left= "+100);
      timeDisplay.place(this);

      lose=new ALabel(50,100,500,600);
      lose.setFontSize(48);
      lose.setText("");
      lose.place(this);
      // Start the first level
      newLevel(1);

      // Place the reset button
      RButton=new ResetButton(10,450,this);
      RButton.place(this);

      // Make sure everything is drawn
      this.repaint();
      System.out.println("Done");
      }
//-----------------------------------------------------------------------------
      // key   Event
      // ---   ---------------------
      //  a    move the gun up
      //  z    move the gun down
      //  f    fire the gun
      //  b    insert bullet into clip
      //  r    remove bullet from clip
      //  l    load clip into gun
      //  u    unload clip from gun
      //
      public void keyTyped(KeyEvent k) {
          char K=k.getKeyChar();

          if(playing) {
            if (K=='a' && theGun.getY()>20)
               { theGun.translate(0,-20); }
            else if(K=='z' && theGun.getY()+120<this.getHeight())
               { theGun.translate(0,20); }
            else if(K=='f')
               { theGun.fire(); }
            else if(K=='b') {
               ABullet b=new LSBullet(0,0);
               theClip.insertBullet(b);
            }
            else if(K=='r' && !theClip.isInGun()) {
               theClip.removeBullet();
            }
            else if(K=='l' && !theGun.hasClip()) {
               theGun.insertClip(theClip);
               this.repaint();
            }
            else if(K=='u' && theGun.hasClip()) {
               theClip=theGun.removeClip();
               theClip.setLocation(5,200);
               theClip.place(this);
               this.repaint();
            }
            else if(K=='p') {
                myTimer.stop();
                playing=false;
                for(int i=0;i<level;i++) {
                  target[i].stop();
                }
            }
          }
          else if(K=='p') {
              playing=true;
              myTimer.start();
              for(int i=0;i<level;i++) {
                  target[i].start();
                }
          }
      }

//-----------------------------------------------------------------------------
    public void reinit() {
        // Remove the targets
        for(int i=0;i<level;i++) {
            target[i].stop();
            target[i].remove();
         }
      // Place the gun where it started
      theGun.setLocation(40,20);
      theGun.place(this);

      // Remove clip from gum, empty all bullets
      if(theGun.hasClip()) {
          theClip=theGun.removeClip();
          theClip.setLocation(5,200);
          theClip.place(this);
      }
     while(!theClip.isEmpty()) {
        theClip.removeBullet();
     }
     theClip.place(this);

     // Reset the level, score, etc.
      level=1;
      numberHits=0;
      score=0;
      playing=true;
      updateScore();
      levelDisplay.setText("Level= "+level);
      timeDisplay.setText("Time Left= "+100);
      lose.setText("");
      RButton.place(this);

      // Start the first level again
      newLevel(1);

      // Make sure everything is drawn
      this.repaint();
       }
//-----------------------------------------------------------------------------
// If you lose, get rid of the targets, stop the timers, etc,and
// draw a big message
//
public void youLose() {
         playing=false;

         myTimer.stop();
         numberHits=-1;  // So it won't go to next level
         for(int i=0;i<level;i++) {
            target[i].stop();
            target[i].remove();
         }
         lose.setText("You Lose");
         theGun.remove();
         if(theGun.hasClip()) {
            theGun.removeClip();
            theClip.setLocation(5,200);
         }
         theClip.remove();
         this.repaint();
  }

//-----------------------------------------------------------------------------
// If you win (as if), get rid of the targets, stop the timers, etc,and
// draw a big message
//
public void youWin() {
         ALabel win=new ALabel(50,100,500,600);
         myTimer.stop();
         numberHits=-1;  // So it won't go to next level
         for(int i=0;i<level;i++) {
            target[i].stop();
            target[i].remove();
         }
         win.setFontSize(48);
         win.setText("You Win");
         win.place(this);
         //theGun.remove();
         //theClip.remove();
         this.repaint();
  }
//-----------------------------------------------------------------------------
// Create a new level
//
  public void newLevel(int num) {
      if(num==21) {
          youWin();
      }
      else {
        Color choices[]={Color.red,Color.green,Color.blue,Color.yellow,
                         Color.orange,Color.cyan};
       level=num;
       numberHits=0;
       target=new ATarget[level];
       for(int i=0;i<level;i++) {
          int height=(int)(Math.random()*(210-level*10))+2*(21-level);
          int ylocation=(int)(Math.random()*(this.getHeight()-height));
          target[i]=new ATarget(580-i*20,ylocation,10,height,level,this);
          target[i].place(this);
        }
        if(myTimer!=null) {
           myTimer.stop();
        }
        myTimer=new GameTimer(105-5*level,this);
        myTimer.scheduleEvents(.5);
        updateTime(105-5*level);
        levelDisplay.setText("Level= "+level);
      }
  }
//-----------------------------------------------------------------------------
// return true if a bullet hits one of the targets.
//
    public boolean checkForHit(ABullet B) {
        boolean hit=false;
        for(int i=0;i<level;i++) {
            boolean didHit=target[i].isHit(B);
            if(didHit) {
                targetHit(target[i]);
                numberHits++;
            }
            hit=hit || didHit;
        }
        if(numberHits==level) {
            newLevel(level+1);
        }
        return hit;
    }
//-----------------------------------------------------------------------------
  public void updateTime(int t) {
      timeDisplay.setText("TimeLeft= "+t);
      if(t==0) {
         youLose();
      }
      this.repaint();
  }
//-----------------------------------------------------------------------------
// Redisplay the updated score
//
public void updateScore() {
    scoreDisplay.setText("Score= "+score);
    this.repaint();
}
//-----------------------------------------------------------------------------
// Change score if bullet is fired
//
public void bulletFired() {
    score=score-level*10;
    updateScore();
}
//-----------------------------------------------------------------------------
// Update score if target is hit
//
public void targetHit(ATarget t) {
    score=score+t.getValue();
    updateScore();
}
//-----------------------------------------------------------------------------
}