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GameTimer.java
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181 lines (165 loc) · 3.88 KB
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import javax.swing.Timer;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
/**
* This Class handles everything to do with time in my game,
* it controls the reload time for the player to shoot,
* it controls how long the game pauses for, etc
* @author elan
*
*/
public class GameTimer implements ActionListener
{
/**
* some static timers, they are public because they are started and stopped from many different places
*/
public static Timer shootTimer;
public static Timer pauseTimer;
public static Timer enemyFireTimer;
public static Timer powerUpTimer;
public static Timer powerUpSpawnTimer;
private final String type;
/**
* updates the timers to the new state values
*/
public static void updateTimers()
{
updateShootTimer();
updateEnemyFireTimer();
updatePowerUpTimer();
}
/**
* initializes the timers correctly
*/
public static void initializeTimers()
{
if(shootTimer != null)
{
shootTimer.stop();
shootTimer = null;
}
shootTimer = new Timer(States.fireRate, new GameTimer("bullet"));
if(pauseTimer != null)
{
pauseTimer.stop();
pauseTimer = null;
}
pauseTimer = new Timer(States.PAUSE_TIME, new GameTimer("pause"));
if(enemyFireTimer != null)
{
enemyFireTimer.stop();
enemyFireTimer = null;
}
enemyFireTimer = new Timer(States.enemyShootDelay, new GameTimer("enemyBullet"));
if(powerUpTimer != null)
{
powerUpTimer.stop();
powerUpTimer = null;
}
powerUpTimer = new Timer(States.powerUpDuration, new GameTimer("powerUp"));
if(powerUpSpawnTimer != null)
{
powerUpSpawnTimer.stop();
powerUpSpawnTimer = null;
}
powerUpSpawnTimer = new Timer(States.powerUpSpawnDelay, new GameTimer("powerUpSpawn"));
}
/**
* updates the fire rate timer
*/
public static void updateShootTimer()
{
if(shootTimer != null)
{
shootTimer.stop();
shootTimer = null;
}
shootTimer = new Timer(States.fireRate, new GameTimer("bullet"));
shootTimer.start();
}
public static void updateEnemyFireTimer()
{
enemyFireTimer.stop();
enemyFireTimer = new Timer(States.enemyShootDelay, new GameTimer("enemyBullet"));
enemyFireTimer.start();
}
public static void updatePowerUpTimer()
{
powerUpTimer.stop();
powerUpTimer = new Timer(States.powerUpDuration, new GameTimer("powerUp"));
}
/**
* Constructor for the GameTimer class
* @param type determines what the timer will do
*/
public GameTimer(String type)
{
this.type = type;
}
/**
* depending on the type the timer will,
* reload the shooters gun,
* cause enemies to shoot,
* activate and deactivate power ups,
* pause and un-pause the game,
* spawn power ups
*/
public void actionPerformed(ActionEvent e)
{
if(type.equals("bullet"))
{
States.canShoot = true;
shootTimer.stop();
}
else if(type.equals("pause"))
{
States.pause = false;
pauseTimer.stop();
enemyFireTimer.start();
}
else if(type.equals("enemyBullet"))
{
if(Level.getLevel() % 5 == 0)
{
if(((int)(Math.random()*30)) >= 30 - 2*Level.getLevel())
AI.bossShoot();
}
else
if(((int)(Math.random()*30)) >= 25 - 1.8*Level.getLevel())
AI.basicEnemyShoot();
}
else if(type.equals("powerUp"))
{
PowerUp.clearPowerUps();
}
else if(type.equals("powerUpSpawn"))
{
if(Level.getLevel() % 5 == 0)
{
if(((int)(Math.random()*100)) >= 80 - 2*Level.getLevel())
{
try
{
Controller.powerUpBoxes.add(new PowerUpBox(Controller.enemies.get((int)(Math.random()*Controller.enemies.size()))));
}
catch(Exception ex)
{
ex.printStackTrace();
}
}
}
else
if(((int)(Math.random()*100)) >= 90 - 1.8*Level.getLevel())
{
try
{
Controller.powerUpBoxes.add(new PowerUpBox(Controller.enemies.get((int)(Math.random()*Controller.enemies.size()))));
}
catch(Exception ex)
{
ex.printStackTrace();
}
}
}
}
}