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/*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;
}
*/
}
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