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GameObj.java
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package org.cis120.tetris;
/**
* CIS 120 Game HW
* (c) University of Pennsylvania
*
* @version 2.1, Apr 2017
*/
import java.awt.Graphics;
/**
* An object in the game.
*
* Game objects exist in the game court. They have a position, velocity, size
* and bounds. Their velocity controls how they move; their position should
* always be within their bounds.
*/
public abstract class GameObj {
/*
* Current position of the object (in terms of graphics coordinates)
*
* Coordinates are given by the upper-left hand corner of the object. This
* position should always be within bounds:
* 0 <= px <= maxX 0 <= py <= maxY
*/
private int px;
private int py;
/* Size of object, in pixels. */
private int width;
private int height;
/* Velocity: number of pixels to move every time move() is called. */
private int vx;
private int vy;
/*
* Upper bounds of the area in which the object can be positioned. Maximum
* permissible x, y positions for the upper-left hand corner of the object.
*/
private int maxX;
private int maxY;
/**
* Constructor
*/
public GameObj(
int vx, int vy, int px, int py, int width, int height, int courtWidth,
int courtHeight
) {
this.vx = vx;
this.vy = vy;
this.px = px;
this.py = py;
this.width = width;
this.height = height;
// take the width and height into account when setting the bounds for
// the upper left corner of the object.
this.maxX = courtWidth - width;
this.maxY = courtHeight - height;
}
/***
* GETTERS
**********************************************************************************/
public int getPx() {
return this.px;
}
public int getPy() {
return this.py;
}
public int getVx() {
return this.vx;
}
public int getVy() {
return this.vy;
}
public int getWidth() {
return this.width;
}
public int getHeight() {
return this.height;
}
/**************************************************************************
* SETTERS
**************************************************************************/
public void setPx(int px) {
this.px = px;
clip();
}
public void setPy(int py) {
this.py = py;
clip();
}
public void setVx(int vx) {
this.vx = vx;
}
public void setVy(int vy) {
this.vy = vy;
}
public void setWidth(int width) {
this.width = width;
}
public void setHeight(int height) {
this.height = height;
}
public void setMaxX(int x) {
this.maxX = x;
}
public void setMaxY(int y) {
this.maxY = y;
}
/**************************************************************************
* UPDATES AND OTHER METHODS
**************************************************************************/
/**
* Prevents the object from going outside of the bounds of the area
* designated for the object (i.e. Object cannot go outside of the active
* area the user defines for it).
*/
private void clip() {
this.px = Math.min(Math.max(this.px, 0), this.maxX);
this.py = Math.min(Math.max(this.py, 0), this.maxY);
}
/**
* Moves the object by its velocity. Ensures that the object does not go
* outside its bounds by clipping.
*/
public void move() {
this.px += this.vx;
this.py += this.vy;
clip();
}
/**
* Determine whether this game object is currently intersecting another
* object.
*
* Intersection is determined by comparing bounding boxes. If the bounding
* boxes overlap, then an intersection is considered to occur.
*
* @param that The other object
* @return Whether this object intersects the other object.
*/
public boolean intersects(GameObj that) {
return (this.px + this.width >= that.px
&& this.py + this.height >= that.py
&& that.px + that.width >= this.px
&& that.py + that.height >= this.py);
}
/**
* Determine whether this game object will intersect another in the next
* time step, assuming that both objects continue with their current
* velocity.
*
* Intersection is determined by comparing bounding boxes. If the bounding
* boxes (for the next time step) overlap, then an intersection is
* considered to occur.
*
* @param that The other object
* @return Whether an intersection will occur.
*/
public boolean willIntersect(GameObj that) {
int thisNextX = this.px + this.vx;
int thisNextY = this.py + this.vy;
int thatNextX = that.px + that.vx;
int thatNextY = that.py + that.vy;
return (thisNextX + this.width >= thatNextX
&& thisNextY + this.height >= thatNextY
&& thatNextX + that.width >= thisNextX
&& thatNextY + that.height >= thisNextY);
}
/**
* Update the velocity of the object in response to hitting an obstacle in
* the given direction. If the direction is null, this method has no effect
* on the object.
*
* @param d The direction in which this object hit an obstacle
*/
public void bounce(Direction d) {
if (d == null) {
return;
}
switch (d) {
case UP:
this.vy = Math.abs(this.vy);
break;
case DOWN:
this.vy = -Math.abs(this.vy);
break;
case LEFT:
this.vx = Math.abs(this.vx);
break;
case RIGHT:
this.vx = -Math.abs(this.vx);
break;
default:
break;
}
}
/**
* Determine whether the game object will hit a wall in the next time step.
* If so, return the direction of the wall in relation to this game object.
*
* @return Direction of impending wall, null if all clear.
*/
public Direction hitWall() {
if (this.px + this.vx < 0) {
return Direction.LEFT;
} else if (this.px + this.vx > this.maxX) {
return Direction.RIGHT;
}
if (this.py + this.vy < 0) {
return Direction.UP;
} else if (this.py + this.vy > this.maxY) {
return Direction.DOWN;
} else {
return null;
}
}
/**
* Determine whether the game object will hit another object in the next
* time step. If so, return the direction of the other object in relation to
* this game object.
*
* @param that The other object
* @return Direction of impending object, null if all clear.
*/
public Direction hitObj(GameObj that) {
if (this.willIntersect(that)) {
double dx = that.px + that.width / 2 - (this.px + this.width / 2);
double dy = that.py + that.height / 2 - (this.py + this.height / 2);
double theta = Math.acos(dx / (Math.sqrt(dx * dx + dy * dy)));
double diagTheta = Math.atan2(this.height / 2, this.width / 2);
if (theta <= diagTheta) {
return Direction.RIGHT;
} else if (theta > diagTheta && theta <= Math.PI - diagTheta) {
// Coordinate system for GUIs is switched
if (dy > 0) {
return Direction.DOWN;
} else {
return Direction.UP;
}
} else {
return Direction.LEFT;
}
} else {
return null;
}
}
/**
* Default draw method that provides how the object should be drawn in the
* GUI. This method does not draw anything. Subclass should override this
* method based on how their object should appear.
*
* @param g The <code>Graphics</code> context used for drawing the object.
* Remember graphics contexts that we used in OCaml, it gives the
* context in which the object should be drawn (a canvas, a frame,
* etc.)
*/
public abstract void draw(Graphics g);
}