simple 2D shooter game
@author
Myself myself;
ArrayList<Enemy> enemies;
ArrayList<Bullet> myBullets;
ArrayList<Bullet> eneBullets;
void setup(){
size(640, 640);
rectMode(CENTER);
myself = new Myself();
enemies = new ArrayList<Enemy>();
myBullets = new ArrayList<Bullet>();
eneBullets = new ArrayList<Bullet>();
}
void draw(){
background(0);
myself.display();
for(Enemy enemy: enemies){
enemy.display();
}
for(Bullet bullet: myBullets){
bullet.display();
}
for(Bullet bullet: eneBullets){
bullet.display();
}
myself.update();
ArrayList<Enemy> nextEnemies = new ArrayList<Enemy>();
for(Enemy enemy: enemies){
enemy.update();
if(!enemy.isDead){
nextEnemies.add(enemy);
}
}
enemies = nextEnemies;
ArrayList<Bullet> nextMyBullets = new ArrayList<Bullet>();
for(Bullet bullet: myBullets){
bullet.update();
if(!bullet.isDead){
nextMyBullets.add(bullet);
}
}
myBullets = nextMyBullets;
ArrayList<Bullet> nextEneBullets = new ArrayList<Bullet>();
for(Bullet bullet: eneBullets){
bullet.update();
if(!bullet.isDead){
nextEneBullets.add(bullet);
}
}
eneBullets = nextEneBullets;
if(random(1) < 0.02){
enemies.add(new Enemy());
}
}
class Myself{
PVector loc;
float size;
int coolingTime;
boolean isDead;
Myself(){
size = 25;
loc = new PVector(width / 2, height - size / 2 - 10);
coolingTime = 0;
isDead = false;
}
void display(){
if(isDead){
fill(255, 255, 0);
stroke(0, 255, 0);
} else {
noFill();
stroke(0, 255, 0);
}
rect(loc.x, loc.y, size, size);
}
void update(){
isDead = false;
float dmx = mouseX - loc.x;
dmx = constrain(dmx, -5, 5);
loc.x += dmx;
coolingTime++;
if(mousePressed && coolingTime >= 10){
myBullets.add(new Bullet());
coolingTime = 0;
}
for(Bullet b: eneBullets){
if((loc.x - size / 2 <= b.loc.x && b.loc.x <= loc.x + size / 2)
&& (loc.y - size / 2 <= b.loc.y && b.loc.y <= loc.y + size / 2)){
isDead = true;
b.isDead = true;
break;
}
}
for(Enemy e: enemies){
if(abs(loc.x - e.loc.x) < size / 2 + e.size / 2 && abs(loc.y - e.loc.y) < size / 2 + e.size / 2){
isDead = true;
e.isDead = true;
break;
}
}
}
}
class Bullet{
PVector loc;
float vel;
boolean isMine;
boolean isDead;
Bullet(){
loc = new PVector(myself.loc.x, myself.loc.y);
vel = -10;
isMine = true;
}
Bullet(Enemy enemy){
loc = new PVector(enemy.loc.x, enemy.loc.y);
vel = 5;
isMine = false;
}
void display(){
if(isMine){
stroke(0, 255, 0);
} else {
stroke(255, 0, 0);
}
line(loc.x, loc.y, loc.x, loc.y + vel);
}
void update(){
loc.y += vel;
if((vel > 0 && loc.y > height) || (vel < 0 && loc.y < 0)){
isDead = true;
}
}
}
class Enemy{
PVector loc;
float vel;
float size;
int coolingTime;
boolean isDead;
Enemy(){
size = 25;
loc = new PVector(random(size / 2, width - size / 2), -size / 2);
vel = 3;
coolingTime = int(random(60));
isDead = false;
}
void display(){
noFill();
stroke(255, 0, 0);
rect(loc.x, loc.y, size, size);
}
void update(){
loc.y += vel;
if(loc.y > height){
isDead = true;
}
coolingTime++;
if(coolingTime >= 60){
eneBullets.add(new Bullet(this));
coolingTime = 0;
}
for(Bullet b: myBullets){
if((loc.x - size / 2 <= b.loc.x && b.loc.x <= loc.x + size / 2)
&& (loc.y - size / 2 <= b.loc.y && b.loc.y <= loc.y + size / 2)){
isDead = true;
b.isDead = true;
break;
}
}
}
}