Tutorials
Review III

VIDEO

Player Position

In order for us to be able to play the game, we need to manage the position of the player. We'll add a Position attribute to the GameBoard class.

	private Position playerPos;

We'll add the following lines to the loadGame() method so that the player's position is set when a game board is read from a file (within the case:

					case '@':
						playerPos = new Position(col, row);

MoveHandler Implementation

The implementation of the MoveHandler class will advance the player one closer to the tile that was click as long as the tile was either on the same row or same column as the player.

	private class MoveHandler implements ActionListener {
		@Override
		public void actionPerformed(ActionEvent event) {
			Tile tile = (Tile)event.getSource();
			Position clickedPos = tile.getPosition();
			if(!clickedPos.equals(playerPos)
					&& (playerPos.row==clickedPos.row || playerPos.col==clickedPos.col)) {
				Move nextMove = null;
				Tile nextTile = null;
				if(clickedPos.col<playerPos.col) {
					nextMove = new Move(Move.DIRECTION_WEST, playerPos);
					nextTile = gameboard[playerPos.col-1][playerPos.row];
				} else if(clickedPos.col>playerPos.col) {
					nextMove = new Move(Move.DIRECTION_EAST, playerPos);
					nextTile = gameboard[playerPos.col+1][playerPos.row];
				} else if(clickedPos.row>playerPos.row) {
					nextMove = new Move(Move.DIRECTION_SOUTH, playerPos);
					nextTile = gameboard[playerPos.col][playerPos.row+1];
				} else if(clickedPos.row<playerPos.row) {
					nextMove = new Move(Move.DIRECTION_NORTH, playerPos);
					nextTile = gameboard[playerPos.col][playerPos.row-1];
				}
				gameboard[playerPos.col][playerPos.row].playerLeaves();
				nextMove = nextTile.processMove(nextMove);
				playerPos = nextMove.getPosition();
				gameboard[playerPos.col][playerPos.row].playerEnters();
				System.out.println(nextMove.getPosition().col + ", " + nextMove.getPosition().row);
				if(gameboard[playerPos.col][playerPos.row] instanceof WinTile) {
					JOptionPane.showMessageDialog(GameBoard.this, "Winner");
				}
				if(gameboard[playerPos.col][playerPos.row] instanceof LoseTile) {
					JOptionPane.showMessageDialog(GameBoard.this, "Loser");
				}
			}
		}
	}

QUESTIONS/EXERCISES

  1. In order to make the game play more realistic, change the move handler so that it kicks off a timer that will move the player every 100 milliseconds until the player reaches something that causes it to stop.

Sizing the GameBoard

Here we'll add methods to get the number of rows and columns and update the createGUI() method to make use of them.

	public int numRows() {
		return gameboard[0].length;
	}
	public int numColumns() {
		return gameboard.length;
	}
	
	private void createGUI() {
		setLayout(new GridLayout(numRows(), numColumns()));
		for(int row=0; row<getTileRows(); ++row) {
			for(int col=0; col<getTileColumns(); ++col) {
				add(gameboard[col][row]);
			}
		}
	}

We can then update the Game class to make use of the methods to set the approriate size for the GUI.

	public Game() {
		super("Maniacal Blocks");
		this.setDefaultCloseOperation(EXIT_ON_CLOSE);
		this.setSize(300, 200);
		try {
			GameBoard level = new GameBoard("levels/level2.txt");
			add(level);
			this.setSize(level.getTileColumns()*Tile.PLAYER_ICON.getIconWidth(), level.getTileRows()*Tile.PLAYER_ICON.getIconHeight());
		} catch (IOException e) {
			System.out.println("Level doesn't exist, no game for you");
		}
	}

QUESTIONS/EXERCISES

  1. Modify the Tile so that it keeps track of a preference for text on each tile or an icon on each tile.
  2. Modify the child classes of the Tile class so that they too handle the text/icon preference.
  3. Place the tile classes in a separate package.
  4. Modify the Game and GameBoard class so that once each level is finished, the next level is loaded and the game continues.
  5. Create additional tile classes that do other things (be creative).

Last modified: Monday, 15-Feb-2016 23:33:33 CST