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GameAIBulletHell.pde
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Dungeon dungeon;
ArrayList<Bullet> bullets;
ArrayList<Enemy> enemies;
Player player;
UI ui;
Score score;
boolean started;
boolean playerInPit;
PFont font_minecraftia;
PFont font_worksans;
final int ENEMIESTOSPAWN = 4;
final static float GRAVITYSTRENGTH = .02;
void setup() {
font_minecraftia = createFont("Minecraftia-Regular.ttf", 40);
font_worksans = createFont("WorkSans-Medium.ttf", 22);
}
// Initialize game state
void init() {
dungeon = new Dungeon();
bullets = new ArrayList<Bullet>();
player = new Player(Dungeon.TOTALSIZE / 2, Dungeon.TOTALSIZE / 2);
playerInPit = false;
spawnEnemies();
score = new Score();
started = false;
ui = new UI(player.health, score);
}
void spawnEnemies() {
enemies = new ArrayList<Enemy>();
for (int i = 0; i < ENEMIESTOSPAWN; ++i) {
Blackboard b = new Blackboard();
Task t = new TaskSequence(b, new Task[]{
// Support allies attacking player (disabled because too strong)
// new TaskSupportAllies(b),
// Check for player
new TaskTrue(b, new TaskSequence(b, new Task[]{
new TaskInRangeOfPlayer(b, dungeon),
new TaskSpotPlayer(b)
})),
// Get current path
new TaskTrue(b, new TaskSelector(b, new Task[]{
new TaskSequence(b, new Task[] {
new TaskSpottedPlayer(b),
new TaskUpdatePath(b, dungeon)
}),
new TaskSequence(b, new Task[] {
new TaskSelector(b, new Task[]{
new TaskNot(b, new TaskHasPath(b)),
new TaskPathStale(b)
}),
new TaskRandomPath(b, dungeon)
})
})),
// Move
new TaskTrue(b, new TaskSelector(b, new Task[]{
new TaskSequence(b, new Task[]{
new TaskInAir(b),
new TaskAirMovement(b, dungeon)
}),
new TaskSequence(b, new Task[]{
new TaskHasPath(b),
new TaskFollowPath(b, dungeon)
}),
new TaskSequence(b, new Task[]{
new TaskSpottedPlayer(b),
new TaskFollowPlayer(b, dungeon)
})
})),
// Fire bullets
new TaskSequence(b, new Task[]{
new TaskInRangeOfPlayer(b, dungeon),
new TaskIsFacingPlayer(b),
new TaskFireBullet(b)
})
});
PVector spawnloc = dungeon.getRandomTile();
// Don't spawn too close to player
while (spawnloc.dist(player.position) < Dungeon.TILESIZE) {
spawnloc = dungeon.getRandomTile();
}
enemies.add(new Enemy(spawnloc, t, b));
}
for (Enemy e : enemies) {
e.bb.put("enemies", enemies);
e.bb.put("enemy", e);
e.bb.put("player", player);
e.bb.put("bullets", bullets);
e.bb.put("spottedPlayer", false);
e.bb.put("lastPathUpdate", millis());
}
}
void settings() {
size(Dungeon.TOTALSIZE, Dungeon.TOTALSIZE);
init();
}
void draw() {
if (!started) {
drawStart();
} else if (isGameOver()) {
drawGameOver();
} else if (enemies.size() == 0) {
nextRoom();
} else {
drawGame();
}
}
boolean isGameOver() {
return player.isDead() || playerInPit;
}
void drawStart() {
ui.startScreen();
}
void nextRoom() {
dungeon = new Dungeon();
spawnEnemies();
player.position = new PVector(Dungeon.TOTALSIZE / 2, Dungeon.TOTALSIZE / 2);
player.health.healToFull();
playerInPit = false;
}
void drawGameOver() {
ui.gameOverScreen(playerInPit ? "You fell to your death." : "Turns out, red things hurt.");
}
void drawGame() {
// Update enemy states
ArrayList<Enemy> dead = new ArrayList<Enemy>();
for (Enemy enemy : enemies) {
enemy.update();
if (applyGravity(enemy.position, enemy.velocity)) {
dead.add(enemy);
continue;
}
if (player.collidesWith(enemy.position, Enemy.SIZE)) {
player.loseHealth(enemy.getDamage());
}
takeDamageFromObstacles(enemy.position, Enemy.SIZE, enemy.health);
if (enemy.isDead()) {
score.add(enemy.getPoints());
dead.add(enemy);
}
}
enemies.removeAll(dead);
// Update bullets
updateBullets();
// Update player
movePlayer();
takeDamageFromObstacles(player.position, Player.SIZE, player.health);
if (applyGravity(player.position, player.velocity)) {
playerInPit = true;
}
if (mousePressed) {
player.updateBulletDirection(mouseX, mouseY);
if (player.canShoot()) {
bullets.add(player.shoot());
}
}
// Drawing
background(#000000);
dungeon.draw();
for (Enemy enemy : enemies) {
enemy.draw();
}
for (Bullet bullet : bullets) {
bullet.draw();
}
player.draw();
ui.draw();
}
void updateBullets() {
ArrayList<Bullet> expired = new ArrayList<Bullet>();
for (Bullet bullet : bullets) {
if (bullet.isExpired()) {
expired.add(bullet);
continue;
}
// check if bullet collides with walls, player, enemies, obstacles
boolean collision = !dungeon.canMove(bullet.position, bullet.getNextPosition());
if (!collision && !bullet.belongsToPlayer && bullet.collidesWith(player.position, Player.SIZE)) {
player.loseHealth(bullet.getDamage());
}
if (!collision) {
for (Enemy e : enemies) {
if (bullet.belongsToPlayer && bullet.collidesWith(e.position, Enemy.SIZE)) {
e.loseHealth(bullet.getDamage());
collision = true;
break;
}
}
}
if (!collision) {
for (Obstacle o : dungeon.obstacles) {
if (bullet.collidesWith(o.position, Obstacle.SIZE)) {
collision = true;
break;
}
}
}
if (!collision) {
bullet.update();
} else {
expired.add(bullet);
}
}
bullets.removeAll(expired);
}
// Attempts to apply player movement
void movePlayer() {
if (dungeon.canMove(player.position, player.getNextPosition())) {
player.move();
} else { // Apply downward velocity but don't pass wall
player.position.z += player.velocity.z;
}
player.updateVelocity();
}
// Applies gravity to velocity and resets z position to floor if appropriate. Returns true if object fell into pit.
boolean applyGravity(PVector position, PVector velocity) {
velocity.z -= GRAVITYSTRENGTH;
if (position.z <= 0 && !dungeon.overPit(position)) {
position.z = 0;
} else if (position.z <= 0) {
return true;
}
return false;
}
// Apply damage to target healthpool when too close to obstacles
void takeDamageFromObstacles(PVector position, float size, Health health) {
for (Obstacle o : dungeon.obstacles) {
if (o.collidesWith(position, size)) {
health.loseHealth(o.getDamage());
}
}
}
void keyPressed() {
if (key == 'r') {
init();
} else if (key == ' ' && !started) {
started = true;
} else if (key == ' ') {
player.jump();
} else if (key == CODED && keyCode == SHIFT && player.canShoot()) {
bullets.add(player.shoot());
} else if (key == CODED) {
player.arrowDown(keyCode);
} else if (key == 'w' || key == 'a' || key == 's' || key == 'd' ) {
player.arrowDown(key);
}
}
void keyReleased() {
if (key == CODED) {
player.arrowUp(keyCode);
} else if (key == 'w' || key == 'a' || key == 's' || key == 'd' ) {
player.arrowUp(key);
}
}
void mouseMoved() {
player.updateBulletDirection(mouseX, mouseY);
}