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Escaperoom.java
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Escaperoom.java
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//Escaperoom.java
//Christine Wong
//Creates the segment of the game where user can explore the different areas to access
//different rooms of the mansion. Also coordinates and draws the interaction between user and
//the Door, Decoration, and BasicEnemy objects. When user collides with these in-game objects,
//Escaperoom determines the appropriate visual, audio, and other responses based on the
//the interactions. This is also where the user can save their progress via their interaction
//with SavePoint objects.
import java.applet.AudioClip;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
public class Escaperoom extends JPanel{
//in-game objects
private Player user = new Player(600,500);
private BasicEnemy[] enemies;
private Door[] doors;
private SavePoint[] savePoints;
private Decoration[] decorations;
//images and other display files
private BufferedImage background = Utilities.getImage("res/graphics/", "back");
private BufferedImage mask = Utilities.getImage("res/graphics/", "mask");
private Image filter = new ImageIcon("res/graphics/filter.png").getImage();
//sound effects
private static final AudioClip openDoor = Utilities.setupAudio("door.wav");
private static final AudioClip killedSound = Utilities.setupAudio("hit.wav");
//for endings
private final Image killedEnding = new ImageIcon("res/graphics/killedEnding.png").getImage(); //when user gets killed by BasicEnemy objects
private final Image escapedEnding = new ImageIcon("res/graphics/escapedEnding.png").getImage(); //when user collects all 5 keys and escapes
//via front door
//ending object
private Rectangle frontDoor = new Rectangle(1195, 2054, 30, 36);
private Image frontDoorPic = new ImageIcon("res/items_graphics/door_LEFT.png").getImage();
//room info
//centre of the screen
private int centreX = 400;
private int centreY = 300;
private int roomNum; //the room in Puzzle panel user will be taken to
private boolean exit; //if the user is ready to leave this panel
private boolean save; //if the user wants to save progress
private boolean ending; //if the game ended
private boolean killed; //if user has collided with BasicEnemy object
//message display info - for when the user is interacting with an object
private String currentItem;
private int indexOfItem;
private boolean reading;
private boolean []keys; //store keycodes
private Game mainFrame; //hosts the content panel
public static final int LEFT=0, RIGHT=1, UP=2, DOWN=3, PAUSE = 4;
//Creates a new instance of the panel
public Escaperoom(){
keys = new boolean[KeyEvent.KEY_LAST+1];
setPreferredSize(new Dimension(centreX*2, centreY*2));
setupRoom();
exit = false;
killed = false;
ending = false;
}
//setup the in-game objects in the panel
public void setupRoom(){
enemies = Utilities.setupEnemies("escaperoom");
doors = Utilities.setupDoors("escaperoom");
savePoints = Utilities.setupSavePoints("escaperoom");
decorations = Utilities.setupDecorations("escaperoom");
}
//returns if the user is leaving this panel
public boolean getExit(){
return exit;
}
//set the state of if user is leaving the panel
public void setExit(boolean state){
exit = state;
}
//access state of needing to save
public boolean getSave(){
return save;
}
//set state of needing to save
public void setSave(boolean state){
save = state;
}
//access current player object by other panels to update
public Player getPlayer(){
return user;
}
//update current player object from other panels
public void setPlayer(Player newUser){
user = newUser;
}
//update panel when user re-enters
public void reset(){
exit = false;
}
//check if user has escaped
public void checkEnding(){
int KEY = 1;
//makes sure all condition for escape are satisfied
if(frontDoor.contains(user.getInteractRect()) && user.getKeys()[doors.length] == KEY){
ending = true;
killed = false;
}
}
//returns if the game has finished (by getting killed by BasicEnemy objects/escape)
public boolean getEnding(){
return ending;
}
//PAINT METHODS
//draws the components in the panel
@Override
public void paintComponent(Graphics g){
if(ending==false){//if the player still needs movements and other interactions
drawBackground(g);
drawItems(g);
drawMoving(g);
g.drawImage(filter, 0, 0, null);
drawMessage(g); //avoid player and other items from blocking the message box
}
else{//draws the ending the user gets when game finishes
drawEnding(g);
}
}
//draws the ending based on user progress
public void drawEnding(Graphics g){
if(killed == false){//player escapes when not gotten killed
g.drawImage(escapedEnding, 0, 0, null);
}
else{
g.drawImage(killedEnding, 0, 0, null);
}
}
//draws the message of the object user is currently reading
public void drawMessage(Graphics g){
if(reading){//avoid accidental messages
if(currentItem.equals("door")){
doors[indexOfItem].displayText(g);
}
else if (currentItem.equals("savePoint")){
savePoints[indexOfItem].displayText(g);
}
else if(currentItem.equals("decoration")){
decorations[indexOfItem].displayText(g);
}
}
}
//draws all in-game stationary items
public void drawItems(Graphics g){
//makes sure objects has been properly offsetted from world coordinates
int x_change = user.getCX()-400;
int y_change = user.getCY()-300;
for(SavePoint sp: savePoints){
sp.drawWorld(g, x_change, y_change);
}
for(Door door: doors){
door.drawWorld(g, x_change, y_change);
}
for(Decoration item: decorations){
item.drawWorld(g, x_change, y_change);
}
//draws the front door
g.drawImage(frontDoorPic, 1225 - x_change, 2054 - y_change, null);
}
//draws all moving objects
public void drawMoving(Graphics g){
//makes sure objects has been properly offsetted from world coordinates
int x_change = user.getCX()-centreX;
int y_change = user.getCY()-centreY;
user.drawWorld(g);
for(BasicEnemy enemy: enemies){
enemy.drawWorld(g, x_change, y_change);
if(user.getCY()>enemy.getY()){//for layering effect & depth when interacting
user.drawWorld(g);
}
}
}
//finds and draws the proper subimage based on user position from background
//that is too large for the screen
public void drawBackground(Graphics g){
//top left corner of the subimage
int px = 0;
int py = 0;
//display left and up partial image - for when player reaches the border
if(user.getCX() - centreX < 0){ //when user reaches the edge of the image
px = Math.abs(user.getCX() - centreX);
}
if(user.getCY() - centreY < 0){ //when user reaches the edge of the image
py = Math.abs(user.getCY() - centreY);
}
//fills area not covered by the background image
g.setColor(Color.black);
g.fillRect(0,0,centreX*2,centreY*2);
if(Utilities.subimage(background, user, centreX, centreY)!=null){//if user hasn't passed away from
//position of background in world coordinates
g.drawImage(Utilities.subimage(background, user, centreX, centreY),px ,py ,null);
}
}
//move all the objects not controlled by user
//and check ending status
public void update(){
moveEnemies();
checkEnemyCollision();
checkEnding();
}
//move the BasicEnemy objects in the panel
public void moveEnemies(){
for(int i = 0; i < enemies.length; i++){
enemies[i].move();
}
}
//check if user has gotten killed by BasicEnemy objects
public void checkEnemyCollision(){
for(BasicEnemy enemy: enemies){
if(enemy.collide(user)){//if collision happens, object attacks user
killedSound.play(); //sound effect
ending = true;
killed = true;
}
}
}
//INPUT METHODS
public void pressedKey(KeyEvent e){
if(e.getKeyCode() == KeyEvent.VK_RIGHT){//for movement
//set direction and frame even when not moving for animation effects
user.updateFrame(RIGHT);
user.setDir(RIGHT);
if(user.clearEscaperoom(mask, decorations)){//avoid getting stuck
user.move(RIGHT);
}
}
else if(e.getKeyCode()==KeyEvent.VK_LEFT){//for movement
//set direction and frame even when not moving for animation effects
user.updateFrame(LEFT);
user.setDir(LEFT);
if(user.clearEscaperoom(mask, decorations)){//avoid getting stuck
user.move(LEFT);
}
}
else if(e.getKeyCode()==KeyEvent.VK_UP){//for movement
//set direction and frame even when not moving for animation effects
user.updateFrame(UP);
user.setDir(UP);
if(user.clearEscaperoom(mask, decorations)){//avoid getting stuck
user.move(UP);
}
}
else if(e.getKeyCode()==KeyEvent.VK_DOWN){//for movement
//set direction and frame even when not moving for animation effects
user.updateFrame(DOWN);
user.setDir(DOWN);
if(user.clearEscaperoom(mask, decorations)){//avoid getting stuck
user.move(DOWN);
}
}
if(e.getKeyCode()==KeyEvent.VK_SPACE){//for interactions
checkSurrounding(); //look for objects to interact
}
if (e.getKeyCode()==KeyEvent.VK_Y || e.getKeyCode()==KeyEvent.VK_N){//for saving
if(e.getKeyCode()==KeyEvent.VK_Y){
if(reading && currentItem.equals("savePoint") && savePoints[indexOfItem].isOptionPage()){//avoid accidental saving
save = true;
savePoints[indexOfItem].nextPage();
}
}
else if (e.getKeyCode()==KeyEvent.VK_N){//exit message display
savePoints[indexOfItem].setDisplayText(false);
user.setPause(false);
reading = false;
}
}
}
public void releasedKey(KeyEvent e){
if(e.getKeyCode() == KeyEvent.VK_RIGHT){
//make user look standing still when not moving
user.move(PAUSE);
user.updateFrame(PAUSE);
}
else if(e.getKeyCode()==KeyEvent.VK_LEFT){
//make user look standing still when not moving
user.move(PAUSE);
user.updateFrame(PAUSE);
}
else if(e.getKeyCode()==KeyEvent.VK_UP){
//make user look standing still when not moving
user.move(PAUSE);
user.updateFrame(PAUSE);
}
else if(e.getKeyCode()==KeyEvent.VK_DOWN){
//make user look standing still when not moving
user.move(PAUSE);
user.updateFrame(PAUSE);
}
}
//check all stationary in-game objects
public void checkSurrounding(){
checkDecors();
checkDoor();
checkSavePoints();
}
//check for interactions with Decoration objects
public void checkDecors(){
if(reading){
if(currentItem.equals("decoration")){//avoid accidental message display
if (decorations[indexOfItem].endPage()==false){//move on with message display
decorations[indexOfItem].nextPage();
}
else{//exit message display
decorations[indexOfItem].setDisplayText(false);
user.setPause(false);
reading = false;
}
}
}
else{
for(int i = 0; i < decorations.length; i++){
if(decorations[i].collide(user) && reading == false){//look for interactable objects via collision
reading = true;
user.setPause(true);//user can't move during interaction to avoid complication of interactions with other objects
decorations[i].setDisplayText(true);
currentItem = "decoration";//get info for panel message display
indexOfItem = i;
decorations[i].nextPage();
}
}
}
}
//check for interactions with SavePoint objects
public void checkSavePoints(){
if(reading && currentItem.equals("savePoint")){//avoid accidental changes
if(savePoints[indexOfItem].endPage()){//exit message display
user.setPause(false);
savePoints[indexOfItem].setDisplayText(false);
reading = false;
}
}
else if (reading == false){
for(int i = 0; i < savePoints.length; i++){
if(savePoints[i].collide(user) && reading == false){//look for interactable objects via collision
user.setPause(true);//user can't move during interaction to avoid complication of interactions with other objects
savePoints[i].setDisplayText(true);
reading = true;
currentItem = "savePoint"; //get info for message display
indexOfItem = i;
}
}
}
}
//check for interaction with Door objects
public void checkDoor(){
if(reading && currentItem.equals("door")){//avoid accidental change
if(doors[indexOfItem].endPage()){//exit message display
user.setPause(false);
doors[indexOfItem].setDisplayText(false);
reading = false;
}
}
else if (reading == false){
for(int i = 0; i<doors.length; i++){
if(doors[i].collide(user) && reading == false){//look for interactable objects via collision
doors[i].checkKey(user);
if(doors[i].getLocked()){//display locked message
user.setPause(true);
doors[i].setDisplayText(true);
doors[i].nextPage();
reading = true;
currentItem = "door";
indexOfItem = i;
}
else{//setup for leaving Escaperoom panel
user.updatePos(doors[i].getDestX(), doors[i].getDestY());
roomNum = doors[i].getRoomNum(); //setup for levelediting in Puzzle panel
openDoor.play(); //sound effect
exit = true;
}
}
}
}
}
//get the destination room number user will go in Puzzle panel
public int getRoomNum(){
return roomNum;
}
}