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Player.java
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package FirstGame;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Graphics2D;
public class Player {
//check for firing bullets
private boolean firing;
//check for directions set
private boolean left;
private boolean right;
private boolean up;
private boolean down;
//drawing coordinates
private int x;
private int y;
//change in position
private int dx;
private int dy;
//size
private int r;
//lives
private int lives;
//speed (in pixels)
private int speed;
//Player Color
private Color playerColor;
private Color playerBoundaryColor;
//Score
private int score;
//Fire
private long firingTimer;
private int firingDelay;
//Recover
private long recoveryTimer;
private boolean recovering;
private long switchTimer = 0;
//PowerUp System
private int powerLevel;
private int power;
private int[] requiredPower = {
1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
};
//dead
private boolean dead;
public Player(){
//Set initial Coordinates
x = GamePanel.WIDTH/2;
y = GamePanel.HEIGHT/2;
//Set Speed
speed = 6;
//Set Radius
r = 10;
//Set Default Firing
firing = false;
//Set Player Colors
playerColor = Color.RED;
playerBoundaryColor = Color.WHITE;
//set life
lives = 5;
//Firing Timer
firingTimer = System.nanoTime();
//Firing Delay Set
firingDelay = 150;
//set recovering
recovering = false;
//dead initialize
dead = false;
//score
score = 0;
}
//Getter Methods
public int getx(){return x;}
public int gety(){return y;}
public int getr(){return r;}
public int getLives(){return lives;}
public int getScore(){return score;}
public int getPower(){return power;}
public int getPowerLevel(){return powerLevel;}
public int getRequiredPower(){return requiredPower[powerLevel];}
//Setter methods
public void setLeft(boolean set){left = set;}
public void setRight(boolean set){right = set;}
public void setUp(boolean set){up = set;}
public void setDown(boolean set){down = set;}
public void setFiring(boolean set){firing = set;}
//Life methods
public boolean isRecovering(){return recovering;}
public boolean isOver(){return dead;}
//collision method
public void loseLife(){
lives--;
if(lives <= 0) dead = true;
recovering = true;
recoveryTimer = System.nanoTime();
}
//PowerUp Methods
public void addLife(){lives++;}
public void addPower(int n){
power += n;
if(power >= requiredPower[powerLevel]){
power -= requiredPower[powerLevel];
powerLevel++;
}
}
//addScore
public void addScore(int n){score+=n;}
public void update(){
if(left) dx = -speed;
if(right) dx = speed;
if(up) dy = -speed;
if(down) dy = speed;
x+=dx;
y+=dy;
if(x < 2) x = 1;
if(y < 2) y = 1;
if(x > GamePanel.WIDTH - 2*r-3) x = GamePanel.WIDTH - 2*r-3;
if(y > GamePanel.HEIGHT - 2*r-3) y = GamePanel.HEIGHT - 2*r-3;
dx=0;
dy=0;
if(firing){
long elapsed = (System.nanoTime() - firingTimer)/1000000;
if(elapsed > firingDelay){
firingTimer = System.nanoTime();
if(powerLevel < 2) GamePanel.bullets.add(new Bullet(270, x, y));
else if(powerLevel < 4){
GamePanel.bullets.add(new Bullet(270, x + 5, y));
GamePanel.bullets.add(new Bullet(270, x - 5, y));
}
else{
GamePanel.bullets.add(new Bullet(270, x, y));
GamePanel.bullets.add(new Bullet(280, x + 5, y));
GamePanel.bullets.add(new Bullet(265, x - 5, y));
}
}
}
long elapsed = (System.nanoTime() - recoveryTimer)/1000000;
if(elapsed > 2000 && recovering){
recovering = false;
recoveryTimer = 0;
}
}
public void draw(Graphics2D g){
if(!recovering && !GamePanel.player.isOver()){
g.setStroke(new BasicStroke(2));
g.setColor(playerColor);
g.fillOval(x, y, 2*r, 2*r);
g.setColor(playerBoundaryColor);
g.drawOval(x, y, 2*r, 2*r);
g.setStroke(new BasicStroke(1));
}else{
long elapsed = (System.nanoTime() - switchTimer)/1000000;
if(elapsed > 50 || GamePanel.player.isOver()){
g.setStroke(new BasicStroke(3));
g.setColor(Color.WHITE);
g.fillOval(x, y, 2*r, 2*r);
g.setColor(Color.RED);
g.drawOval(x, y, 2*r, 2*r);
g.setStroke(new BasicStroke(1));
switchTimer = System.nanoTime();
}
}
}
}