/*Name: Guitar Hero Project *Description: Contains the main game loop for gameplay */ package gui; import javafx.scene.control.Button; import javafx.scene.layout.HBox; import javafx.scene.layout.Pane; import java.util.*; import fallTest.NoteField; import fallTest.NoteInfo; import fallTest.Score; import fallTest.Timer; //test public class SongPlayer2 extends Pane { 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; Button d = new Button("D"); Button f = new Button("F"); Button space= new Button("..."); Button j = new Button("J"); Button k = new Button("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<Block> dVis = new ArrayList<Block>(); //Array list containing the visual representations of the notes in lanes Queue<NoteInfo> fSends = new LinkedList<NoteInfo>(); ArrayList<NoteField> fLane = new ArrayList<NoteField>(); ArrayList<Block> fVis = new ArrayList<Block>(); Queue<NoteInfo> spaceSends = new LinkedList<NoteInfo>(); ArrayList<NoteField> spaceLane = new ArrayList<NoteField>(); ArrayList<Block> spaceVis = new ArrayList<Block>(); Queue<NoteInfo> jSends = new LinkedList<NoteInfo>(); ArrayList<NoteField> jLane = new ArrayList<NoteField>(); ArrayList<Block> jVis = new ArrayList<Block>(); Queue<NoteInfo> kSends = new LinkedList<NoteInfo>(); ArrayList<NoteField> kLane = new ArrayList<NoteField>(); ArrayList<Block> kVis = new ArrayList<Block>(); 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 SongPlayer2() { // 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); HBox bottom = new HBox(); bottom.getChildren().add(d); //adds the buttons to the frame bottom.getChildren().add(f); bottom.getChildren().add(space); bottom.getChildren().add(j); bottom.getChildren().add(k); super.getChildren().add(bottom); //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; } */ }