/*Name: Guitar Hero Project *Description: Contains the main game loop for gameplay */ package fallTest; 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/6; private final int BHEIGHT = HEIGHT/20; JFrame frame = new JFrame("Guitar Hero"); //creates the frame JButton d = new JButton("D"); //creates the four button lanes Queue sends = new LinkedList(); //Queue that dictates when to send the notes ArrayList lanes = new ArrayList(); //Array list containing all the notes currently on the field ArrayList vis = new ArrayList(); //Array list containing the visual representations of the notes in lanes Score score = new Score(); public void queueTest() { sends.add(new NoteInfo(1000)); sends.add(new NoteInfo(2000)); sends.add(new NoteInfo(3000)); sends.add(new NoteInfo(4000)); sends.add(new NoteInfo(5000)); sends.add(new NoteInfo(6000)); sends.add(new NoteInfo(7000)); sends.add(new NoteInfo(8000)); sends.add(new NoteInfo(9000)); } /** * 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 frame.add(d); //adds the buttons to the frame 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 if (!sends.isEmpty() && sends.peek().getTime()-time.time()<3) { //checks if any notes in the queue need to be sent at this time lanes.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 (lanes.size() > 0) { //if there are any notes in the lanes, tests for a button press d.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke('d'), "dPress"); //Input map and Action map setting d.getActionMap().put("dPress", new AbstractAction() { //Defines what happens when the proper button is pressed public void actionPerformed(ActionEvent e) { int i = getClosestNote(); int dist = (int)Math.abs(lanes.get(i).goalDistance()); lanes.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.getScore() + " Combo: " + score.getCombo()); } }); d.setFocusable(false); //makes it so you can't focus on the button } for (int i=0; i 0 && lanes.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()); lanes.remove(i); frame.remove(vis.get(i)); vis.remove(i); i--; } } frame.repaint(); //updates the visuals every frame try { Thread.sleep(10); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } /** * Finds the note closest to the goal * @return the location in the array list of the closest note */ private int getClosestNote() { int pos = 0; for (int i=0; i