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-rw-r--r--SongPlayer.java225
1 files changed, 0 insertions, 225 deletions
diff --git a/SongPlayer.java b/SongPlayer.java
deleted file mode 100644
index 065e777..0000000
--- a/SongPlayer.java
+++ /dev/null
@@ -1,225 +0,0 @@
-/*Name: Guitar Hero Project
- *Description: Contains the main game loop for gameplay
- */
-package cs;
-
-import java.awt.*;
-import java.awt.event.*;
-import javax.swing.*;
-import java.util.*;
-
-public class SongPlayer
-{
- Timer time = new Timer();
-
- public static final int HEIGHT = 650;
- public static final int LENGTH = 400;
-
- private final int BLENGTH = LENGTH/7;
- private final int BHEIGHT = HEIGHT/20;
-
- JFrame frame = new JFrame("Guitar Hero"); //creates the frame
-
- JButton d = new JButton("D"); //button declarations
- JButton f = new JButton("F");
- JButton space= new JButton("SPC");
- JButton j = new JButton("J");
- JButton k = new JButton("K");
-
- Queue<NoteInfo> dSends = new LinkedList<NoteInfo>(); //Queue that dictates when to send the notes
- ArrayList<NoteField> dLane = new ArrayList<NoteField>(); //Array list containing all the notes currently on the field
- ArrayList<JButton> dVis = new ArrayList<JButton>(); //Array list containing the visual representations of the notes in lanes
-
- Queue<NoteInfo> fSends = new LinkedList<NoteInfo>();
- ArrayList<NoteField> fLane = new ArrayList<NoteField>();
- ArrayList<JButton> fVis = new ArrayList<JButton>();
-
- Queue<NoteInfo> spaceSends = new LinkedList<NoteInfo>();
- ArrayList<NoteField> spaceLane = new ArrayList<NoteField>();
- ArrayList<JButton> spaceVis = new ArrayList<JButton>();
-
- Queue<NoteInfo> jSends = new LinkedList<NoteInfo>();
- ArrayList<NoteField> jLane = new ArrayList<NoteField>();
- ArrayList<JButton> jVis = new ArrayList<JButton>();
-
- Queue<NoteInfo> kSends = new LinkedList<NoteInfo>();
- ArrayList<NoteField> kLane = new ArrayList<NoteField>();
- ArrayList<JButton> kVis = new ArrayList<JButton>();
-
- Score score = new Score();
-
- /**
- * Establishes what the chart for the song is going to look like
- */
- public void loadSong() {
- dSends.add(new NoteInfo(4000));
- dSends.add(new NoteInfo(4333));
- dSends.add(new NoteInfo(4666));
- fSends.add(new NoteInfo(5000));
- kSends.add(new NoteInfo(5500));
- spaceSends.add(new NoteInfo(6000));
- jSends.add(new NoteInfo(6000));
- jSends.add(new NoteInfo(6250));
- dSends.add(new NoteInfo(6500));
- jSends.add(new NoteInfo(6750));
- spaceSends.add(new NoteInfo(7000));
- fSends.add(new NoteInfo(7500));
- jSends.add(new NoteInfo(7750));
- spaceSends.add(new NoteInfo(8000));
- fSends.add(new NoteInfo(8500));
- jSends.add(new NoteInfo(8500));
- dSends.add(new NoteInfo(9000));
- spaceSends.add(new NoteInfo(9000));
- kSends.add(new NoteInfo(9000));
- spaceSends.add(new NoteInfo(9500));
-
- kSends.add(new NoteInfo(10000));
- dSends.add(new NoteInfo(10000));
- kSends.add(new NoteInfo(10333));
- fSends.add(new NoteInfo(10333));
- kSends.add(new NoteInfo(10666));
- spaceSends.add(new NoteInfo(10666));
- dSends.add(new NoteInfo(11000));
- spaceSends.add(new NoteInfo(11000));
- dSends.add(new NoteInfo(11333));
- jSends.add(new NoteInfo(11333));
- dSends.add(new NoteInfo(11666));
- kSends.add(new NoteInfo(11666));
- spaceSends.add(new NoteInfo(12000));
- }
-
-
- /**
- * Creates the GUI used to play the game
- */
- public void createAndShowGui() {
-
- d.setBounds(1*BLENGTH, (5*HEIGHT)/6, BLENGTH, BHEIGHT); //makes the button bounds for each button
- f.setBounds(2*BLENGTH, (5*HEIGHT)/6, BLENGTH, BHEIGHT);
- space.setBounds(3*BLENGTH, (5*HEIGHT)/6, BLENGTH, BHEIGHT);
- j.setBounds(4*BLENGTH, (5*HEIGHT)/6, BLENGTH, BHEIGHT);
- k.setBounds(5*BLENGTH, (5*HEIGHT)/6, BLENGTH, BHEIGHT);
- d.setFocusable(false); //makes it so you can't focus on the button
- f.setFocusable(false);
- space.setFocusable(false);
- j.setFocusable(false);
- k.setFocusable(false);
-
-
- frame.add(d); //adds the buttons to the frame
- frame.add(f);
- frame.add(space);
- frame.add(j);
- frame.add(k);
-
- frame.setSize(LENGTH, HEIGHT); //sets the size of the frame
- frame.setLayout(null);
- frame.setVisible(true); //makes the frame visible
-
-
- while (true) { //TRY TO FIND A BETTER SOLUTION FOR THIS?? maybe something like sends.size() > 0 || lanes.size() > 0
-
- update(d, dSends, dLane, dVis, 'd', "dPress", 1); //updates the provided lane
- update(f, fSends, fLane, fVis, 'f', "fPress", 2);
- update(space, spaceSends, spaceLane, spaceVis, ' ', "spacePress", 3);
- update(j, jSends, jLane, jVis, 'j', "jPress", 4);
- update(k, kSends, kLane, kVis, 'k', "kPress", 5);
-
- frame.repaint(); //updates the visuals every frame
-
- try {
- Thread.sleep(10); //THIS IS PROBABLY NOT THE BEST WAY TO DO THIS
- } catch (InterruptedException e)
- {
- e.printStackTrace();
- }
- }
- }
-
- /**
- * Updates a lane. An update involves:
- * Checking to see if a note needs to be sent down a lane
- * Checking to see if the user hit the button
- * Checking to see if any notes have moved past the lane
- * @param sends The sending queue for the given lane
- * @param lane The place where note information is stored for notes currently in that lane
- * @param vis The place where the visual representation for a note is stored in that lane
- * @param key The button on the keyboard corresponding to the button for the lane being updated
- * @param id The id for the action map
- * @param k The lane number
- */
- private void update(JButton button, Queue<NoteInfo> sends, ArrayList<NoteField> lane, ArrayList<JButton> vis, char key, String id, int k) {
- if (!sends.isEmpty() && sends.peek().getTime()-time.time()<3) { //checks if any notes in the queue need to be sent at this time
- lane.add(new NoteField()); //adds that note's information to the lane list
-
- vis.add(new JButton()); //creates a visual representation of that note in the visualizer list
- frame.add(vis.get(vis.size()-1));
-
- sends.remove(); //removes the note just sent from the sending queue
- }
-
- if (lane.size() > 0) { //if there are any notes in the lanes, tests for a button press
- button.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke(key), id); //Input map and Action map setting
- button.getActionMap().put(id, new AbstractAction() { //Defines what happens when the proper button is pressed
- public void actionPerformed(ActionEvent e)
- {
- if (lane.size() > 0) {
- int i = getClosestNote(lane);
- int dist = (int)Math.abs(lane.get(i).goalDistance());
-
- lane.remove(i); //removes the notes and visual representation from the playing field when the button is pressed
- frame.remove(vis.get(i));
- vis.remove(i);
-
- if (dist > 2*BHEIGHT) { //Determines what to add to the score depending on the proximity of the note
- score.miss();
- }
- else if (dist > BHEIGHT) {
- score.combo();
- score.close();
- }
- else {
- score.combo();
- score.perfect();
- }
-
- System.out.println("Score: " + score.getScore() + " Combo: " + score.getCombo());
- }
- }
- });
- }
-
- for (int i=0; i<lane.size(); i++) { //goes through every note on the field
- lane.get(i).gameTick(); //moves every note down
- vis.get(i).setBounds(k*BLENGTH, HEIGHT-lane.get(i).getY(), BLENGTH, BHEIGHT);
-
- if (lane.size() > 0 && lane.get(i).getFailed()) { //if the note has passed into the fail boundary, removes the note from the field
- score.miss();
- System.out.println(score.getScore() + " Combo: " + score.getCombo());
-
-
- lane.remove(i);
- frame.remove(vis.get(i));
- vis.remove(i);
-
- i--;
- }
- }
- }
-
- /**
- * Finds the note closest to the goal
- * @return the location in the array list of the closest note
- */
- private int getClosestNote(ArrayList<NoteField> searchLane) {
- int pos = 0;
-
- for (int i=0; i<searchLane.size(); i++) {
- if (Math.abs(searchLane.get(i).goalDistance()) < Math.abs(searchLane.get(pos).goalDistance())) {
- pos = i;
- }
- }
-
- return pos;
- }
-}