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Games Center / 4K Game Competition - 2013 / Re: Toras Blocks 4k
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on: 2013-02-20 20:04:14
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Hi! I have updated the game, and tried to make the game harder and more challenging. It was a bit easy before. The following changes were made: * The levels are now much more challenging. * There is an enemy: Tora evil shadow. Do not let it catch you!  Still lots of bytes left actually! I might add more stuff if I get some free time... 
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Games Center / 4K Game Competition - 2013 / Re: Legend of the package delivering hero
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on: 2013-02-15 21:07:46
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There are not many bytes left, but I've made some small changes: * Nicer space graphics. The cloud are less blocky, and the stars are little bit more blurry. The background looks better, and there's a greater contrast between the enemies and the background. * The difficulty level is a bit more balanced. The game had a more "adaptive" difficulty level before, but it didn't work out very well. I think the difficulty level is more predictable now. * You'll get one extra health point every third level (to compensate for the increased difficulty). StephR: I tried your suggestions. It's a fun idea, but I think I would have needed a few extra bytes to make it work really well with the rest of the game. Maybe this will be something for "The package delivering hero returns" next year. 
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5
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Games Center / 4K Game Competition - 2013 / Re: Legend of the package delivering hero
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on: 2013-02-10 14:20:50
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Thanks for all feedback.
I've made some changes to the game: * Improved enemy graphics. * One new enemy: the cannon. * Different coloured background clouds for different levels. * Removed one enemy: the narrower. Nice idea (maybe?), but didn't work very well in practice.
The new version is uploaded to Java4k.
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6
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Games Center / 4K Game Competition - 2013 / Re: Legend of the package delivering hero
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on: 2013-02-03 20:17:37
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Your concept - avoid'em'up - is original. I don't remember playing such a game. And the gameplay is rather enjoyable.
At the end of each delivering mission, the player's ship may have to dock to a slightly moving space station. This new game phase would add to the interest of the game. And then you would have the fundation for a 2D arcade version of Elite !
Also, consider changing the shape of your power-ups to a square, for example, so the player will be less likely to mistake them with enemies.
Ideally, improve all your graphics. Purple enemies may become meteors, cyan ones comets, the chasing ones saucers...
Thanks for your feedback! Ah, Elite. I remember the docking episodes - it was very hard, and very easy to crash!  It's probably a good idea to change the shape of the power ups. For color-blind people it's probably impossible to see the difference between enemies and powerups. I had not really thought about that... It would be awesome with general graphics improvements, but there is not very much space left unfortunately (to many enemy types). But I might be able to prioritize away one of the enemies, and maybe save some bytes here and there ...
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7
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Games Center / 4K Game Competition - 2013 / Re: Toras Blocks 4k
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on: 2013-02-03 20:05:20
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I tried the first couple of levels. Not really my type of game, so I couldn't last very long.  It worked really well though. Nice smooth animation going on, which is nice to see at 4k. If you have any bytes left, I think some sounds could spice it up quite a bit. Good job on this game Thanks for your feedback! Sound would be very nice, but there is not very much space left.  I will probably use sound in one of my future Java4k-game.
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8
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Games Center / 4K Game Competition - 2013 / Re: Toras Blocks 4k
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on: 2013-02-03 20:02:59
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Completed. The later levels were interesting as there were quite a few ways to muck up. I would have liked something interesting to happen when level 25 completed, but probably not much space left.
Yes, it's a bit of an anticlimax; you finish the game and nothing happens.  Unfortunately there's not very much space left (unless I remove some levels).
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9
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Games Center / 4K Game Competition - 2013 / Re: Toras Blocks 4k
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on: 2013-02-03 20:00:46
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What about widening the game screen size by 50% for this nice puzzle ?
The game is originally an Android game (it's not on the Android market (yet?  )) with the resolution 320x480. In the 4k-version I removed some rows on each level to save space. It would be nice with 50% wider levels if I could add additional blocks - this would result in more complex levels. Unfortunatly there's not much place for that, unless I remove some levels. I could probably stretch the game by 50%, but that would make the blocks non quadratic and probably make Tora look fat. 
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10
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Games Center / 4K Game Competition - 2013 / Re: Legend of the package delivering hero
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on: 2013-02-02 10:46:39
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The directions refer to shooting an enemy. You can only avoid things in the game though, right? I like the background. The pink cloud looks a little to square.
Thanks. It was possible shoot enemies first (there were even different kinds of weapons), but I removed that option because I felt the game was funnier to play without it. I forgot to update the enemy descriptions - thanks for pointing it out! I've fixed it now.
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11
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Games Center / 4K Game Competition - 2013 / Legend of the package delivering hero
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on: 2013-02-01 20:32:42
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Hi! My second entry this year is an avoid'em'up-game, with lots of different enemies and power ups. The human race is under attack from outer space. You are the package delivering hero, a man of wit and honor. You need to deliver secret packages to human bases in the solar system. But outer space is dangerous, and you need to avoid being caught by the alien ships! Take part in this deep engaging story driven sci-fi game, and stop the aliens from taking over our galaxy. You are our only hope! Please check it out here: http://java4k.com/index.php?action=games&method=view&gid=454
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13
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Java Game APIs & Engines / Java 2D / Re: Stuttering and rending issues in java4k game
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on: 2013-01-14 18:41:25
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Probably a silly suggestion, especially for a java 4k game, but have you tried promoting the priority of java process running your game? Perhap your OS is being a little to sparing to the process?
There must be something weird going on with the Linux box. I see serious stuttering even if I remove all application logic, all timing code and almost all rendering code. The framerate is not perfect on the Windows laptop (in IE; it runs fine in Chrome), but the game is still playable. I'll upload the game to Java4k wait for feedback - if everyone complains about performance issues I have to take another look. Thanks for your input!
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14
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Java Game APIs & Engines / Java 2D / Re: Stuttering and rending issues in java4k game
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on: 2013-01-14 18:35:03
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I've tried to print the "remaining"-value, on both computer. On my main computer (where it all work fine), there is a very small variation between the time frames. On the "slower" computers the variation is bigger, but I can't see a straight correlation between the variation and the stuttering. If it doesn't go negative at all then that rules out one important candidate problem. I'm out of relatively sensible ideas. The more outlandish ones would include using renice on the Linux box to see whether it's a scheduling issue; disconnecting from the network to eliminate some interrupts; disabling antivirus on the Windows box; and using fullscreen exclusive mode to limit the other traffic to the graphics card. But I'm not particularly bullish about any of those. I've seen the "remaining" value go negative a few times, but I can see no connection between the negative values and the freezing. Since the problem seems to occur even if I run the program with just the bare minimums, and since it works fine on most computers, I guess that I have to ignore this problem. I've spent to much time already on this issue. I'll upload the game to Java4k wait for feedback - if everyone complains about performance issues I have to take another look. Thanks for your suggestions, and thanks for taking time to look at the code!
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15
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Java Game APIs & Engines / Java 2D / Re: Stuttering and rending issues in java4k game
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on: 2013-01-13 15:52:55
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I had a quick skim and there's no obvious need for regular garbage collection - Event objects will be generated by AWT, but they're small. You could try running with -verbose:gc just to check that.
The other obvious step for some non-intrusive profiling is to print remaining to System.out. Are some frames taking longer than the allocated time, or is the problem in the waiting?
Thanks for the tips about running with -verbose:gc! The gc kicks in from time to time, but there seems to be no connection with the freezing-moments. I've tried to print the "remaining"-value, on both computer. On my main computer (where it all work fine), there is a very small variation between the time frames. On the "slower" computers the variation is bigger, but I can't see a straight correlation between the variation and the stuttering. To diagnose the problem I've tried to remove almost all the code, and just keeping the scrolling stars, but the problem still remains on the two computer: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57
| import java.applet.Applet; import java.awt.AWTEvent; import java.awt.Color; import java.awt.Graphics; import java.awt.event.KeyEvent; import java.awt.image.BufferedImage; import java.util.Random;
public class G extends Applet implements Runnable { public void start() { new Thread(this).start(); }
public void run() { setSize(320, 480); BufferedImage screen = new BufferedImage(320, 480, BufferedImage.TYPE_INT_RGB); Graphics g = screen.getGraphics(); Graphics appletGraphics = getGraphics(); Random random = new Random();
int a = 0; int starsX = -100; int starsY = 0;
BufferedImage starImage = new BufferedImage(320 + 200, 480, BufferedImage.TYPE_INT_RGB); Graphics starGfx = starImage.getGraphics(); for (int i = 0; i < 200; i++) { a = random.nextInt(200); starGfx.setColor(new Color(250 - a, 250 - a, 250 - a)); starGfx.fillOval(random.nextInt(320 + 200), random.nextInt(480), 2, 2); }
while (true) { starsY += 1; if (starsY == 320) { starsY = 0; }
g.drawImage(starImage, starsX, starsY, null);
appletGraphics.drawImage(screen, 0, 0, null);
try { Thread.sleep(10); } catch (InterruptedException e) { } } } } |
I've also tried to replace to replace the timing code with a more busy timing loop, but the problem still remains: 1 2 3 4
| long nextFrameStartTime = System.nanoTime() + 1666667; while (System.nanoTime() < nextFrameStartTime) { Thread.yield(); } |
And also an extremely greedy timing solution, without any sleeping/yielding at all. This solutions makes the animation more smooth, but the freezing/stuttering still seems to occur: 1 2
| long nextFrameStartTime = System.nanoTime() + 1666667; while (System.nanoTime() < nextFrameStartTime) {} |
So the issue is not related to the application logic, not to the rendering and not to the timing...  Am I doing something incredibly wrong, or is there something terribly wrong with my computer (most likely I'm doing something wrong  ). The Linux box is running OpenJDK, but the game is running fine with OpenJDK on my main computer. The windows laptop is running the official Java 6 from Oracle, and the official browser plugin for IE. In Chrome everything works fine for some reason.
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Java Game APIs & Engines / Java 2D / Re: Stuttering and rending issues in java4k game
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on: 2013-01-13 15:34:57
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Can you give an example of an "older" system that presents the issues? I have started 10 parallel instances and there was no slower frame rates.... but that said, if this is for java 4k then you should really only care about making sure that it will work well with JRE7 and hardware that most people would have... i guess one would look at Steam's statistics for that info.
Both computer have Intel Core2 Duo processors and 2GB ram. Both are using cheap build in graphic cards. They are not really old, but it' no state-of-the-art machine. Still, I feel they should be good enough to run a simple Java applet game. One the Windows laptop the game is still playable, but the framerate is bad and the animation is not very smooth. The experience on the Linux box is both better and worse - the framerate is much smoother, but every now and then there are short freeze-moments. I usually associate such freezing-moments with the garbage collector, but I can't see any reason for the GC to kick in (since I'm not allocating very many object).
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17
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Java Game APIs & Engines / Java 2D / Re: Stuttering and rending issues in java4k game
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on: 2013-01-13 15:33:48
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I am just doing the basic sleep in my code... 1 2 3 4 5 6 7
| try { Thread.sleep(10); } catch (Exception e) { } if(!isActive()) return; |
I haven't had any real problems with frame rate. (You can test to see how it runs by trying it.) Older computers always have a much slower frame rate for Applets by my experiences, but they usually run okay when dealing with JFrames. I'm pretty sure that the issue have nothing to do with the timing code. I've tried with different kind of timing strategies, but the problem still remains. 
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18
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Games Center / 4K Game Competition - 2013 / Re: F4R KRY
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on: 2013-01-12 20:53:04
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Maybe... Are all the other 4K games working OK on that system?
All games I've tried are working fine, more or less, but I have not tried every game. It sounds a bit strange if some code makes the Iced Tea-plugin freeze. But the Iced Tea-plugin and the Java browser plugins for windows are not already 100% identical, so I guess it's not impossible.
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Games Center / 4K Game Competition - 2013 / Re: F4R KRY
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on: 2013-01-12 15:50:12
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Very nice graphics and cool idea. Much cooler than the original game.  But suddely, after a few times, the game started to freeze every time I walked past the first house. This happens every time now, even if I reload the applet. Strange... maybe it's the sound... does it freeze if you click the mouse while you're in the boat? No, the sound works fine. I tried to play the game again. Now I got past the house, but the game got stuck when I faced the second enemy. I am running Linux, OpenJDK and the IcedTea plugin for Chome, so this may be a part of the issue.
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Games Center / 4K Game Competition - 2013 / Re: F4R KRY
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on: 2013-01-12 14:49:21
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Very nice graphics and cool idea. Much cooler than the original game.  But suddely, after a few times, the game started to freeze every time I walked past the first house. This happens every time now, even if I reload the applet.
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Java Game APIs & Engines / Java 2D / Stuttering and rending issues in java4k game
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on: 2013-01-12 14:28:39
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Hi guys! I've made a little avoid'em'up-game for this years Java4k. It runs smooth on some computers, but when I test it on one some "older" computers the animation is a bit jerky and I run into some irritating stuttering  . I have these problems on an older Linux laptop (in Firefox), and an older Windows 7 box (in Internet Explorer). However, when I run Chrome on these computers the game runs fine  . I've made some Java2D games before, but I have not experience rendering issues then. For example, my entry for last years Java4K runs just fine. I've done everything I can think of (even desperate things): testing with different timing approaches, busy timing looping, non-busy timing looping, reducing painting operations, removing object allocations, reducing floating number operations, removing code, and so on... but nothing seems to solve this. Obviously I'm optimizing the wrong things, and I have a hard time to find the real issue. This is starting to drive me crazy. What am I doing wrong? Do you have any suggestions? I'm attaching the source code for the project. It's not very many lines of code, but since it's a Java4K-project the readability may not be the best. Just ask me if you need any specific details or info. If someone wants to help me I would be very happy and grateful. Help me JavaGaming, you are my only hope! 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888
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import java.applet.Applet; import java.awt.AWTEvent; import java.awt.Color; import java.awt.Graphics; import java.awt.event.KeyEvent; import java.awt.image.BufferedImage; import java.util.Random;
public class G extends Applet implements Runnable { static final int WINDOW_WIDTH = 320; static final int WINDOW_HEIGHT = 480; static final int MAP_WIDTH = 20; static final int MAP_HEIGHT = 30;
static final int UP = 0; static final int DOWN = 1; static final int LEFT = 2; static final int RIGHT = 3;
static final int NO = 0; static final int YES = 1;
static final int PLAYER_SPEED = 220; static final int STAR_SPEED = 1; static final int SUN_SPEED = 1; static final int MAX_NUMBER_OF_ENEMIES = 50;
static final int POWERUP_BOMB = -3; static final int POWERUP_SCORE = -2; static final int POWERUP_HEALTH = -1; static final int ENEMY_STRAIGHT = 0; static final int ENEMY_BOUNCING = 1; static final int ENEMY_HOMING = 2; static final int ENEMY_TERMINATOR = 3; static final int ENEMY_NARROWER = 4; static final int ENEMY_CONFUSER = 5; static final int ENEMY_BLACKHOLE = 6;
static final int ENEMY_SPEED_Y = 3; static final int ENEMY_SPEED_X = 2;
static int KEY_LEFT; static int KEY_RIGHT; static int KEY_UP; static int KEY_DOWN; static int KEY_SPACE;
static final int STATE_TITLE = 0; static final int STATE_START = 1; static final int STATE_BREIFING = 2; static final int STATE_LEVELCOMPLETED = 3; static final int STATE_RUNNING = 4; static final int STATE_GAMEOVER = 5;
static final int SCORE_LIMIT_1 = 300; static final int SCORE_LIMIT_2 = 500;
static final String[] planets = { "Mercury", "Venus", "Earth", "Mars", "Jupiter", "Saturn", "Uranus" };
static final int MAX_NUMBER_OF_PARTICLES = 50; static final int NUMBER_OF_PARTICLES_IN_EXPLOSION = 20; static final int NUMBER_OF_PARTICLES_IN_SMALL_EXPLOSION = 5;
public void start() { this.enableEvents(AWTEvent.KEY_EVENT_MASK); new Thread(this).start(); }
public void run() { setSize(WINDOW_WIDTH, WINDOW_HEIGHT); BufferedImage screen = new BufferedImage(WINDOW_WIDTH, WINDOW_HEIGHT, BufferedImage.TYPE_INT_RGB); Graphics g = screen.getGraphics(); Graphics appletGraphics = getGraphics(); Random random = new Random();
int i = 0; int a = 0; int b = 0;
int TILE_SIZE = 16; int TILE_SIZE_QUARTER = 4;
int playerX = 160; int playerY = 440; int playerVelocityX = 0; int playerVelocityY = 0; int[] playerXPoints = new int[3]; int[] playerYPoints = new int[3]; int score = -10; int health = 5;
int scoreLimit = 30; int level = 0;
int timeBeforePlanet = 0; int currentPlanetIndex = 0; int flickerCounter = 0; int powerupTimer = 1200;
int confused = 0; int narrowTimer = 0; int isHit = 0; int isPower = 0;
int animationCounter = 0; int animationFactor = 0; int animationEnlarge = NO;
int blackHoleinPlace = NO;
int[] enemyX = new int[MAX_NUMBER_OF_ENEMIES]; int[] enemyY = new int[MAX_NUMBER_OF_ENEMIES]; int[] enemyDirection = new int[MAX_NUMBER_OF_ENEMIES]; int[] enemyType = new int[MAX_NUMBER_OF_ENEMIES]; int numberOfEnemies = 10; int terminatorTimer = 0; enemyY[0] = 800;
int[] particleX = new int[MAX_NUMBER_OF_PARTICLES]; int[] particleY = new int[MAX_NUMBER_OF_PARTICLES]; int[] particleVelocityX = new int[MAX_NUMBER_OF_PARTICLES]; int[] particleVelocityY = new int[MAX_NUMBER_OF_PARTICLES]; int[] particleLife = new int[MAX_NUMBER_OF_PARTICLES];
int starsX = -100; int starsY = 0; int sunX = 100; int sunY = -200;
int state = STATE_TITLE;
BufferedImage starImage = new BufferedImage(WINDOW_WIDTH + 200, WINDOW_HEIGHT, BufferedImage.TYPE_INT_RGB); Graphics starGfx = starImage.getGraphics(); for (i = 0; i < 200; i++) { a = random.nextInt(200); starGfx.setColor(new Color(250 - a, 250 - a, 250 - a)); starGfx.fillOval(random.nextInt(WINDOW_WIDTH + 200), random.nextInt(WINDOW_HEIGHT), 2, 2); }
BufferedImage sunImage = new BufferedImage(WINDOW_WIDTH, WINDOW_HEIGHT, BufferedImage.TYPE_INT_ARGB); Graphics sunGfx = sunImage.getGraphics(); i = random.nextInt(3); for (a = 0; a < 150; a++) { sunGfx.setColor(new Color(a, 0, a / 2));
for (b = 0; b < a; b += 1) { sunGfx.fillOval( random.nextInt(200 - a) - random.nextInt(200 - a) + 100, random.nextInt(200 - a) - random.nextInt(200 - a) + 150, 3, 3); } }
long nextFrameStartTime = System.nanoTime(); while (true) { if (state == STATE_START) { scoreLimit = 20;
score = -10; level = 0;
numberOfEnemies = 1; terminatorTimer = 0;
timeBeforePlanet = 0;
blackHoleinPlace = NO;
state = STATE_BREIFING; }
if (state == STATE_RUNNING) { for (i = 0; i < numberOfEnemies; i += 1) { if (enemyY[i] > WINDOW_HEIGHT) { enemyY[i] = -random.nextInt(WINDOW_HEIGHT); enemyX[i] = random.nextInt(WINDOW_WIDTH);
if (score > SCORE_LIMIT_2 && level > 0) { enemyType[i] = random.nextInt(10) - 3; } else if (score > SCORE_LIMIT_1) { enemyType[i] = random.nextInt(7) - 3; } else { enemyType[i] = random.nextInt(6) - 3; }
if (enemyType[i] <= POWERUP_HEALTH) { if (powerupTimer == 0) { powerupTimer = 1200; } else { enemyType[i] = ENEMY_STRAIGHT; } }
if (enemyType[i] == ENEMY_BLACKHOLE) { enemyX[i] = 160; }
if (enemyType[i] >= ENEMY_TERMINATOR) { if (terminatorTimer == 0) { terminatorTimer = 3000; } else { enemyType[i] = ENEMY_STRAIGHT; } }
score += 10;
if (score >= scoreLimit) { if (numberOfEnemies < MAX_NUMBER_OF_ENEMIES - 1) { numberOfEnemies += 1;
scoreLimit *= 3; enemyY[numberOfEnemies - 1] = 800; } } }
if (playerX <= (enemyX[i] + TILE_SIZE) && enemyX[i] <= (playerX + TILE_SIZE) && playerY <= (enemyY[i] + TILE_SIZE) && enemyY[i] <= (playerY + TILE_SIZE)) {
score -= 10;
if (enemyType[i] >= ENEMY_TERMINATOR) { terminatorTimer = 0; }
if (enemyType[i] == ENEMY_CONFUSER) { confused = 400; } else if (enemyType[i] == ENEMY_NARROWER) { narrowTimer = 400; } else if (enemyType[i] == POWERUP_HEALTH) { health = 5; } else if (enemyType[i] == POWERUP_SCORE) { score += 500; } else if (enemyType[i] == POWERUP_BOMB) { for (b = 0; b < numberOfEnemies; b += 1) { enemyY[b] = -(random.nextInt(350) + 350); }
blackHoleinPlace = NO; } else { health -= 1; }
enemyY[i] = 800;
a = 0; for (b = 0; b < MAX_NUMBER_OF_PARTICLES - 1; b += 1) { if (particleLife[b] == 0) { particleX[b] = playerX; particleY[b] = playerY; particleVelocityX[b] = random.nextInt(180) - 90; particleVelocityY[b] = random.nextInt(180) - 90; particleLife[b] = 100;
a += 1;
if (a == NUMBER_OF_PARTICLES_IN_EXPLOSION) { break; } } }
if (health <= 0) { state = STATE_GAMEOVER; confused = 0; narrowTimer = 0; isHit = 0; isPower = 0; scoreLimit = 30; currentPlanetIndex = 0; playerVelocityX = 0; playerVelocityY = 0; score += 10; } else { if (enemyType[i] <= POWERUP_HEALTH) { isPower = 25; } else { isHit = 25; } } } } }
flickerCounter -= 2; if (flickerCounter <= 0) { flickerCounter = 100; }
if (state == STATE_RUNNING) { if (terminatorTimer > 0) { terminatorTimer -= 1; }
if (powerupTimer > 0) { powerupTimer -= 1; }
if (isHit > 0) { isHit -= 1; }
if (isPower > 0) { isPower -= 1; }
if (confused > 0) { confused -= 1; }
if (narrowTimer > 0) { narrowTimer -= 1;
if (TILE_SIZE < 32) { TILE_SIZE += 1; TILE_SIZE_QUARTER = TILE_SIZE / 4; } } else { if (TILE_SIZE > 16) { TILE_SIZE -= 1; TILE_SIZE_QUARTER = TILE_SIZE / 4; } }
if (timeBeforePlanet > 0) { timeBeforePlanet -= 1;
if (timeBeforePlanet == 0) { state = STATE_LEVELCOMPLETED;
if (numberOfEnemies < MAX_NUMBER_OF_ENEMIES - 1) { numberOfEnemies += 1;
enemyY[numberOfEnemies - 1] = 800; } playerVelocityX = 0; playerVelocityY = -(PLAYER_SPEED * 2); } } }
do { if (state == STATE_RUNNING) { if ((KEY_LEFT == YES && confused == 0) || (KEY_RIGHT == YES && confused > 0)) { playerVelocityX = -PLAYER_SPEED; } else if ((KEY_RIGHT == YES && confused == 0) || (KEY_LEFT == YES && confused > 0)) { playerVelocityX = PLAYER_SPEED; } if ((KEY_DOWN == YES && confused == 0) || (KEY_UP == YES && confused > 0)) { playerVelocityY = PLAYER_SPEED; } else if ((KEY_UP == YES && confused == 0) || (KEY_DOWN == YES && confused > 0)) { playerVelocityY = -PLAYER_SPEED; } }
if (KEY_SPACE == YES) { if (state == STATE_TITLE || state == STATE_GAMEOVER) { state = STATE_START; } else if (state == STATE_BREIFING) { state = STATE_RUNNING;
playerX = 160; playerY = 385; playerVelocityX = 0; playerVelocityY = 0; health = 5;
enemyX = new int[MAX_NUMBER_OF_ENEMIES]; enemyY = new int[MAX_NUMBER_OF_ENEMIES]; enemyDirection = new int[MAX_NUMBER_OF_ENEMIES]; enemyType = new int[MAX_NUMBER_OF_ENEMIES]; enemyY[0] = 800;
confused = 0; narrowTimer = 0; isHit = 0; isPower = 0; blackHoleinPlace = NO; timeBeforePlanet = 3000 + (level * 500);
sunY = -300; }
KEY_SPACE = NO; }
if (state == STATE_RUNNING) { if (playerVelocityX > 0) { playerVelocityX -= 10; } else if (playerVelocityX < 0) { playerVelocityX += 10; } if (playerVelocityY > 0) { playerVelocityY -= 10; } else if (playerVelocityY < 0) { playerVelocityY += 10; }
if (blackHoleinPlace == YES) { if (playerX < 160) { if (playerVelocityX < 220) { playerVelocityX += 16; } } else if (playerVelocityX > -220) { playerVelocityX -= 16; }
if (playerY < 240) { playerVelocityY += 11; } else { playerVelocityY -= 11; } } }
if ((playerVelocityX < 0 && playerX >= 16) || (playerVelocityX > 0 && playerX <= 302)) { playerX += (playerVelocityX / 50); } else { playerVelocityX = 0; }
if ((playerVelocityY < 0 && playerY >= 10) || (playerVelocityY > 0 && playerY <= 460) || state == STATE_LEVELCOMPLETED) { playerY += (playerVelocityY / 50); } else { playerVelocityY = 0; }
if (state == STATE_LEVELCOMPLETED && playerY < -200) { confused = 0;
level += 1; currentPlanetIndex = random.nextInt(6); confused = 0; narrowTimer = 0; isHit = 0; isPower = 0; state = STATE_BREIFING; }
starsY += STAR_SPEED; starsX -= (playerVelocityX / 100); sunX -= (playerVelocityX / 100); sunY += SUN_SPEED;
if (starsY == WINDOW_HEIGHT) { starsY = 0; } if (sunY > WINDOW_HEIGHT) { sunY = -300; sunX = random.nextInt(WINDOW_WIDTH); }
for (i = 0; i < MAX_NUMBER_OF_PARTICLES - 1; i += 1) { if (particleLife[i] > 0) { particleLife[i] -= 1;
particleX[i] += particleVelocityX[i] / 10; particleY[i] += particleVelocityY[i] / 10;
if (particleVelocityY[i] > 0) { particleVelocityY[i] -= 1 / 2; } else if (particleVelocityY[i] < 0) { particleVelocityY[i] += 1 / 2; } if (particleVelocityX[i] > 0) { particleVelocityX[i] -= 1 / 2; } else if (particleVelocityX[i] < 0) { particleVelocityX[i] += 1 / 2; }
if ((particleX[i] > WINDOW_HEIGHT || particleX[i] < 0) && (particleY[i] > WINDOW_HEIGHT || particleY[i] < 0)) { particleLife[i] = 0; } } }
if (state == STATE_RUNNING) { for (i = 0; i < numberOfEnemies; i += 1) { enemyX[i] -= (playerVelocityX / 100);
if (enemyType[i] == ENEMY_STRAIGHT || enemyType[i] <= POWERUP_HEALTH) { enemyY[i] += ENEMY_SPEED_Y; }
else if (enemyType[i] == ENEMY_BOUNCING) { if (enemyDirection[i] == LEFT) { enemyX[i] -= ENEMY_SPEED_Y;
if (enemyX[i] <= 0) { enemyDirection[i] = RIGHT; } } else { enemyX[i] += ENEMY_SPEED_Y;
if (enemyX[i] >= 290) { enemyDirection[i] = LEFT; } }
enemyY[i] += ENEMY_SPEED_X; }
else if (enemyType[i] == ENEMY_HOMING) { enemyY[i] += ENEMY_SPEED_Y;
if (playerX < enemyX[i]) { enemyX[i] -= 2.; } else if (playerX > enemyX[i]) { enemyX[i] += 2; } }
else if (enemyType[i] == ENEMY_BLACKHOLE) { if (terminatorTimer > 0) { if (enemyY[i] < 240) { enemyY[i] += 1; } else { blackHoleinPlace = YES; }
if (enemyX[i] < 160) { enemyX[i] += 1; } else if (enemyX[i] > 160) { enemyX[i] -= 1; } } else { enemyY[i] += ENEMY_SPEED_Y; blackHoleinPlace = NO; } }
else { if (playerX < enemyX[i]) { enemyX[i] -= 1; } else if (playerX > enemyX[i]) { enemyX[i] += 1; }
if (terminatorTimer > 0) { if (playerY < enemyY[i]) { enemyY[i] -= 1; } else if (playerY > enemyY[i]) { enemyY[i] += 1; } } else { enemyY[i] += ENEMY_SPEED_Y; } } } }
animationCounter += 1; if (animationCounter == 10) { if (animationEnlarge == YES) { animationFactor += 1;
if (animationFactor >= TILE_SIZE_QUARTER) { animationEnlarge = NO; } } else { animationFactor -= 1;
if (animationFactor <= -TILE_SIZE_QUARTER) { animationEnlarge = YES; } }
animationCounter = 0; } nextFrameStartTime += 16666667; } while (nextFrameStartTime < System.nanoTime());
a = playerVelocityX / 60; playerXPoints[0] = playerX + a; playerXPoints[1] = playerX - (TILE_SIZE_QUARTER * 2 + a); playerXPoints[2] = (playerX + TILE_SIZE_QUARTER * 2 - a); playerYPoints[0] = playerY; playerYPoints[2] = playerY + TILE_SIZE; playerYPoints[1] = (playerYPoints[2] - a);
g.setColor(Color.BLACK); g.fillRect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
if (!((confused > 0 || narrowTimer > 0) && flickerCounter > 50)) { g.drawImage(starImage, starsX, starsY, null); g.drawImage(starImage, starsX, starsY - WINDOW_HEIGHT, null); }
g.drawImage(sunImage, sunX, sunY, null);
if (isHit > 0) { g.setColor(Color.RED); g.fillRect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); } else if (isPower > 0) { g.setColor(Color.GREEN); g.fillRect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); } else if (confused > 0 && flickerCounter > 50) { g.setColor(Color.YELLOW); g.fillRect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); } else if (narrowTimer > 0 && flickerCounter > 50) { g.setColor(Color.PINK); g.fillRect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); }
g.setColor(Color.WHITE);
for (i = 0; i < MAX_NUMBER_OF_PARTICLES - 1; i += 1) { if (particleLife[i] > 0) { a = 55 + (particleLife[i] * 2);
g.setColor(new Color(a, a, a)); g.fillOval(particleX[i], particleY[i], TILE_SIZE_QUARTER, TILE_SIZE_QUARTER); } }
if (state == STATE_RUNNING || state == STATE_LEVELCOMPLETED) { g.setColor(Color.GREEN); g.fillPolygon(playerXPoints, playerYPoints, 3);
for (i = 0; i < numberOfEnemies; i += 1) { if (enemyType[i] == ENEMY_STRAIGHT) { g.setColor(Color.MAGENTA); }
else if (enemyType[i] == ENEMY_BOUNCING) { g.setColor(Color.CYAN); }
else if (enemyType[i] == ENEMY_HOMING) { g.setColor(Color.RED); }
else if (enemyType[i] == ENEMY_TERMINATOR) { g.setColor(Color.DARK_GRAY); }
else if (enemyType[i] == ENEMY_CONFUSER) { g.setColor(Color.YELLOW); }
else if (enemyType[i] == ENEMY_NARROWER) { g.setColor(Color.PINK); }
else if (enemyType[i] <= POWERUP_HEALTH) { g.setColor(Color.GREEN);
if (enemyType[i] == POWERUP_HEALTH) { g.drawString("HEALTH", enemyX[i] - (TILE_SIZE_QUARTER * 3), enemyY[i] + (TILE_SIZE * 2)); } else if (enemyType[i] == POWERUP_SCORE) { g.drawString("POINTS", enemyX[i] - (TILE_SIZE_QUARTER * 3), enemyY[i] + (TILE_SIZE * 2)); } else if (enemyType[i] == POWERUP_BOMB) { g.drawString("BOMB!!", enemyX[i] - (TILE_SIZE_QUARTER * 3), enemyY[i] + (TILE_SIZE * 2)); } }
if (enemyType[i] == ENEMY_BLACKHOLE) { g.setColor(Color.BLACK); g.fillOval(enemyX[i], enemyY[i], TILE_SIZE + animationFactor, TILE_SIZE + animationFactor);
g.setColor(Color.WHITE); g.drawOval(enemyX[i], enemyY[i], TILE_SIZE + animationFactor, TILE_SIZE + animationFactor); } else { g.fillOval(enemyX[i], enemyY[i], TILE_SIZE + animationFactor, TILE_SIZE + animationFactor); } } }
if (state == STATE_RUNNING || state == STATE_LEVELCOMPLETED || state == STATE_GAMEOVER) { if ((confused > 0 || narrowTimer > 0) && flickerCounter > 50) { g.setColor(Color.BLACK); } else { g.setColor(Color.WHITE); }
if (state != STATE_GAMEOVER && timeBeforePlanet != 0 && (timeBeforePlanet / 100) <= 1 && flickerCounter > 50) { g.drawString("Going in for landing on " + planets[currentPlanetIndex] + ".", 60, 200); }
g.drawString("Score: " + score, 10, 419);
g.drawString("Health:", 10, 437); for (i = 0; i < health; i += 1) { g.fillOval(60 + (12 * i), 428, 8, 8); }
g.drawString("Pkgs delivered: " + level, 10, 455); g.drawString("Distance to " + planets[currentPlanetIndex] + ": " + (timeBeforePlanet / 100), 10, 473); }
else if (state == STATE_BREIFING) { g.setColor(Color.WHITE);
if (level == 0) { g.drawString("Hi package delivering hero!", 45, 120); g.drawString("You need to deliver a very secret", 45, 150); } else { g.drawString("Well done! The package is now safe.", 45, 120); g.drawString("Now you need to deliver another secret", 45, 150); }
if (flickerCounter > 50) { g.drawString("Press space to start mission.", 45, 250); }
g.drawString("package to our base on " + planets[currentPlanetIndex] + ".", 45, 170); }
else if (state == STATE_TITLE) { g.drawString("Legend of the package delivering hero", 45, 200);
if (flickerCounter > 50) { g.drawString("Press space to start", 100, 250); } }
if (state == STATE_GAMEOVER) { g.setColor(Color.WHITE); g.drawString("GAME OVER", 127, 210);
if (flickerCounter > 50) { g.drawString("Press space to restart.", 100, 250); } }
appletGraphics.drawImage(screen, 0, 0, null);
long remaining = nextFrameStartTime - System.nanoTime(); if (remaining > 0) { try { Thread.sleep(remaining / 1000000); } catch (Exception e) { } } } }
public void processKeyEvent(KeyEvent e) { int keyCode = e.getKeyCode(); if (e.getID() == KeyEvent.KEY_PRESSED) { if (keyCode == KeyEvent.VK_LEFT) { KEY_LEFT = YES; } else if (keyCode == KeyEvent.VK_RIGHT) { KEY_RIGHT = YES; } else if (keyCode == KeyEvent.VK_UP) { KEY_UP = YES; } else if (keyCode == KeyEvent.VK_DOWN) { KEY_DOWN = YES; } else if (keyCode == KeyEvent.VK_SPACE) { KEY_SPACE = YES; } } else if (e.getID() == KeyEvent.KEY_RELEASED) { if (keyCode == KeyEvent.VK_LEFT) { KEY_LEFT = NO; } else if (keyCode == KeyEvent.VK_RIGHT) { KEY_RIGHT = NO; } else if (keyCode == KeyEvent.VK_UP) { KEY_UP = NO; } else if (keyCode == KeyEvent.VK_DOWN) { KEY_DOWN = NO; } } } }
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23
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Games Center / 4K Game Competition - 2012 / Re: Attac4k of the Greenballs
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on: 2012-02-08 20:28:41
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Thanks a lot for all the feedback! pelle: Yes, Rodland was cuter and had some catchy music.It also rember it as very easy. And no, there aren't really any changes later in the game - just more balls.  I started out by adding one new ball for every level, but then the higher levels became extremely hard to complete. Zeroone: Yes, I finally found the forum link on the about-page. I've been playing the Java 4k-games for years, so I didn't really focus on the about-page (since I already knew what Java 4k was all about). But I totally missed this forum. 
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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