import java.util.*;
import java.lang.*;
import java.awt.*;
import java.applet.*;
import java.net.*;
/* This is all original material, with the exception of the double buffering, which
* I hacked out of a quote-ticker program. The game is a GREAT example of object-heirarchy.
* I also supported multithreading, but it just made things run slower, actually!
* For this reason the multithreading was removed...
* PARAMETERS:
* wid: the width of the applet (integer)
* hei: the height of the applet (integer)
* Feel free to modify or distribute as you wish, as long as you include:
Original programmed by: Ben Sigelman, sigelman@javanet.com
http://www.javanet.com/~sigelman/ ||| FOR HIRE! ALWAYS!
* Appletviewer has its bugs.... netscape _is_ a bug.
*/
public class aster extends java.applet.Applet implements Runnable { //this is the main program, aster(noid)
ShotHandler shotH; //this is an implementation of my "shothandler" class, which keeps track of all your shots.
PlayerHandler playH; //this is an implementation of my "playerhandler" class, which keeps track of your players needs... leaves open support for multi-player
AstHandler astH; //same deal: handling class for all of the "asteroids" in the game. (the things you shoot, that is)
Color col; //i like to define things like this in case their needed... this one is used to change colors
Image im; //this is used in the double-buffering lines.
Graphics offscreen; //more double-buffering crap
int keyp, i1, i2, i3, i4; //keyp was used for debugging. the rest are just temp. integers
public static int score; //self-explanatory... its the score accumulated
int level = 0; //this is the current level
int levelend = 0; //this is used in the pause at the end of every level
int levelstart = 0; //this is used in the invulnerability period that starts each level.
double d1, d2, d3, d4; //temp double things
int keys[] = new int[3]; //VERY IMPORTANT! this has to do with overriding the default keyboard handling
AudioClip /*shotsound, */explode; //the explosion sound in the game... shotsound was too obnoxious to include
URL codeb; //code base URL. this is the documents url... a kind of base directory
int width, height; //width and height as specified by the html file
boolean apprun = false; //primal boolean which says "is this applet running, or not"
Font bigfont = new Font("Arial", Font.BOLD, 24); //big font
Font littlefont = new Font("Arial", Font.PLAIN, 12); //smaller font
Date currtime = new Date(); //used for the time sequencing - better than netscape's built-in
long now, then, diff; //used for the time crap
public boolean mouseDown(Event ev, int x, int y) { //if mouse is pressed
int li1; //temp integer
boolean b1 = apprun; //temp boolean for storage of apprun
if (b1==true) {stop();} //stops execution of program if apprun is true
if (b1==false) {start();} //starts execution of program if apprun is false
if (playH.players.active==false) { //if the player is "no more"
level = 1; //change level to 1
score = 0; //obvious...
keys[0] = -1; //unpresses key #1
keys[1] = -1; //unpresses key #2
keys[2] = -1; //unpresses key #3
playH.players.active = true; //he's alive!
playH.players.angdriftx = 0; //not moving
playH.players.angdrifty = 0; //not moving
playH.ss = 100; //full shield
levelstart = 0; //restart invulnerability counter
for (li1=0; li1<40; li1++) { //cycle asteroids
astH.asts[li1].state = -1; //get rid of asteroids
}
astH.AstCreate(level, width, height); //makes the first few asteroids...
repaint();
}
return true; //required by java
}
public boolean keyDown(Event ev, int key) { //keyDown event automatically calls this function.
int li1; //temp integer
if (key == 32) { //space bar: shoot
if (shotH.shotdown == 1) {shotH.shotdown = 2;} //these lines dont allow you to hold down
if ((playH.players.active==true)&(shotH.shotdown == 0)) {shotH.shotdown = 1;} //if player is alive, space to shoot. no shots fired at "2" or "0"
}
keyp = key; //for debugging of key codes only... deleteable
for (li1 = 0; li1 < 3; li1++) { //cycles through all three key variables
if ((keys[li1] == -1)&&((keys[2] != key)&&(keys[0] != key)&&(keys[1] != key))) {keys[li1] = key;} //assigns the key to any free spaces... no duplicate key refs. "-1" = free
}
return true; //required by java
}
public boolean keyUp(Event ev, int key) { //keyUp event automatically calls this function
int li1; //temp integer
for (li1 = 0; li1 < 3; li1++) { //cycle through keys
if (keys[li1] == key) {keys[li1] = -1;} //"unpresses" the key from the games perspective
}
if (key == 122) {playH.players.shield = false;} //turns off the shield immediatly after key is released
shotH.shotdown = 0; //lets shots be fired on next keydown
return true; //required by java
}
public void checkKeys(int key) { //checks for the given key (in the array)
playH.keyDown(key); //tells the playerhandler that the key has been pressed.
shotH.keyDown(key, playH.players.ang, playH.players.xco, playH.players.yco); //tells the shothandler the given key has been pressed
}
public void init() {
level = 1; //change level to 1
score = 0; //obvious...
keys[0] = -1; //unpresses key #1
keys[1] = -1; //unpresses key #2
keys[2] = -1; //unpresses key #3
width = 640; //default width
height = 480; //default height
width = Integer.valueOf(getParameter("wid")).intValue(); //gets the width of the applet
height = Integer.valueOf(getParameter("hei")).intValue(); //gets the height of the applet
shotH = new ShotHandler(); //starts up shotH
playH = new PlayerHandler(width, height); //starts up playerH
playH.players.active = true;
astH = new AstHandler(); //starts up astH
astH.AstCreate(level, width, height); //makes the first few asteroids... #asteroids relates to #level
/*these next lines regard double buffer initialization.*/
try {
im = createImage(width,height); //applet size is width*height
offscreen = im.getGraphics();
}
catch (Exception e) {
offscreen = null;
}
/*end of double buffering*/
codeb = getCodeBase(); //gets the code base, described in variable definition of "codeb"
explode = getAudioClip(codeb, "explode.au"); //gets the explosion audio clip in the applet's base directory
(new Thread(this)).start(); //initializes main thread
Thread.currentThread().setPriority(Thread.MAX_PRIORITY); //its necessary... try changing it sometime!
now = currtime.getTime(); //get the time
then = currtime.getTime(); //get the time
}
public void start() {
apprun = true;
}
public void stop() {
apprun = false;
}
public void run() {
apprun = false; //applet must start paused!
while (true) { //always runs until stopped
// currtime = new Date(); //set the current time
// now = currtime.getTime(); //get the current time (in milliseconds)
// diff = now-then; //difference in time since last update
if ((apprun)/*&(diff>40)*/) { //if app is active and enough time has gone by
// then = now; //restart clock
levelstart++; //50 ticks of invulnerability to begin each level
if (levelstart>75) {levelstart = 51;} //doesn't let the number get out of hand.
checkKeys(keys[0]); //checks key#1
checkKeys(keys[1]); //checks key#2
checkKeys(keys[2]); //checks key#3
try {
astH.move(); //tells astH to move all its asteroids
i2 = astH.check(shotH, level, score, explode, width, height); //tells it to check its asteroids... needs all shot locations, the level of difficulty, needs soundfx, RETURNS score or a "level-over indicator"
shotH.move(); //tells shotH to move all the shots
shotH.check(width, height); //tells shotH to check the shots' movement
playH.move(); //moves player(s)
playH.check(astH, levelstart, width, height); //checks the player... need invulnerability info, and location of all asteroids.
} catch(NullPointerException e) {}
repaint(); //repaints the screen
if (i2 == -1) {levelend++;} //i2 is -1 when all asteroids are destroyed - it will increase levelend ticker
if (i2 != -1) {score = i2;} //i2 is usually the score (returned by astH.check). updates the score
if (levelend > 50) {nextlevel();} //if enough ticks have gone by, next level is initialized
try {Thread.currentThread().sleep(40);} catch (InterruptedException e){} //adds some time to keep the speed normal
}
Thread.currentThread().yield(); //REALLY REALLY REALLY REALLY IMPORTANT! THIS WILL DRAMATICALLY ENHANCE NETSACAPE PERFORMANCE!
}
}
public void nextlevel() {
score = score + (100*level); //"finish level" bonus
levelend = 0; //resets levelend ticker
playH.ss = playH.ss + (level/2)*10; //gives a shield bonus for the player
if (playH.ss>100) {playH.ss = 100;} //caps shield at 100
level++; //next level (finally)
keys[0] = -1; //resets key#1
keys[1] = -1; //resets key#2
keys[2] = -1; //resets key#3
astH = new AstHandler(); //makes a new set of asts
astH.AstCreate(level, width, height); //creates more asteroids in relation to the level
levelstart = 0; //allows 50 more ticks of invulnerability at start of next level
}
public void update(Graphics g) {
paint(g); //overrides update
}
public void paint(Graphics g) {
if (offscreen!=null) { //more double-buffering crap
paintApplet(offscreen); //the REAL paint method
g.drawImage(im, 0, 0, this);
}
else {
paintApplet(g); //the REAL paint method
}
}
public void paintApplet(Graphics g) {
g.setFont(littlefont); //sets normal font
g.setColor(col.black); //prepares screen wash
g.fillRect(0,0,width,height); //makes big, black rectangle washover
playH.paint(g, width, height); //paints the player
astH.paint(g); //paints the asteroids
try {shotH.paint(g);} catch(NullPointerException e) {} //shotH.paint likes to crash applet, for some reason
g.setColor(col.white); //you know this, hopefully
// g.fillRect(0,70,(int)diff,10);
// g.drawString("difference: " + diff, 0, 90);
this.showStatus("level: " + level); //puts the level number in the status bar
g.drawString("SCORE: " + score, 0, 30); //shows the current score
if (playH.players.active==false) { //if player is dead...
g.setFont(bigfont); //make a big, bold font
g.drawString("Click to restart game", (int)(width/3), (int)(height/3)); //display restart instructions
}
}
}
class ShotHandler extends java.lang.Object/* implements Runnable*/ { //handles basic instructions and breaks them down to a shot-by-shot level
Shot shots[] = new Shot[17]; //makes all 17 shots (program only uses 16: 17 is to prevent buggy array access exceptions)
Color col1; //temp color variable
int shotdown = 0; //is there a shot being fired? 1 is true
private int li1, li2; //temp integers
public ShotHandler() { //constructor when a new instance is called for
for (li1 = 0; li1 < 16; li1++) { //cycles through the shots
shots[li1] = new Shot(); //new instance of shot for each segment of array
}
}
public void keyDown(int key, double ang, double xcor, double ycor) { //handles what is passed in from the main applet's keydown event
int freeshot = -1; //initializes as nonexistent
if (key == 32) { //if the key is space bar,
for(li1=0; li1<16; li1++) { //cycle shots
if (shots[li1].active==false) {freeshot = li1;} //if shot isn't being used, make temp = shot #
}
if ((shotdown == 1)&&(freeshot != -1)) { //if this is the FIRST pressing of space (not held) and freeshot "found a home" then:
shots[freeshot].shoot(16, ang, xcor, ycor); //makes a shot of velocity 16, the players current angle, player's xcord, and player's ycord
}
shotdown = 2; //space has been held down
}
}
public void check(int wid, int hei) {
for (li1 = 0; li1 < 16; li1++) { //cycle shots
if (shots[li1].active) { //if shot exists
shots[li1].check(wid, hei); //call shot's individual check method
if (shots[li1].cycles>16) { //if shot has been alive for 16 cycles
shots[li1].stop(); //kill the friggin' thing
}
}
}
}
public void move() { //obvious...
for (li1 = 0; li1 < 16; li1++) { //cycle shots
if (shots[li1].active) { //if alive
shots[li1].move(); //call upon individual move method
}
}
}
public void paint(Graphics g) { //the shotH paint method.
li1 = 0; //init temp var... this solves a NullPointerException often encountered... not TOTALLY sure why
for (li1 = 0; li1 < 16; li1++) { //cycle shots (again :-[)
if (shots[li1].active) { //if alive
shots[li1].paint(g); //call individual paint method
}
}
}
}
class Shot extends java.lang.Object { //an individual shot method, owned by ShotH's "shots" array
boolean active = false; //default: shot is non-existent
Color col1; //temp color variable
int cycles, rot; //sequence of color
double pxc, pyc, xco, yco; //prev xcord, prev ycord, curr xcord, curr ycord
double ang, vel; //shot angle direction (in radians), velocity in units moved per program tick
public Shot() { //the constructor
active = false; //yeah, its redundant
}
public void shoot(double veloc, double angle, double xcor, double ycor) { //make an active shot with the given attributes
xco = xcor; //transfer x coordinate
yco = ycor; //transfer y coordinate
vel = veloc; //transfer velocity
ang = angle; //transfer angle
active = true; //make shot active, or visible.
cycles = 0; //after 16 cycles, the shot is destroyed.
rot = 0; //color rotation variable
pxc = xco; //initializes the previous xcord variable
pyc = yco; //initializes the previous ycord variable
}
public void stop() { //kills the shot
active = false; //take a guess...
}
public void paint(Graphics g) { //this is the shots paint method... draws a line from its last position to its current position, basically
rot++; //advances color rotation
if (rot == 16) {rot = 0;} //keeps rotation below 17
col1 = new Color(255-(rot*8),0,127+rot*8); //makes the new color
g.setColor(col1); //sets the current color to the rotation color
g.drawLine((int)xco, (int)yco, (int)(xco-(xco-pxc)), (int)(yco-(yco-pyc))); //draws a line from the current coords to the previous coords
}
public void move() { //moves the shot
cycles++; //advances the shot's "age" in cycles
pxc = xco; //makes a new prev. xcord
pyc = yco; //makes a new prev. ycord
xco = pxc + (Math.cos(ang)*vel); //defines the new xcord as a trig function utilizing angle and velocity (hypothenuse)
yco = pyc + (Math.sin(ang)*vel); //defines the new ycord as a trig function utilizing angle and velocity (hypothenuse)
}
public void check(int wi, int he) { //checks the shot's coords
if (xco>wi + 10) { //if xcord is more than 10 off the right side
xco = xco - (wi+20); //move to the left side of screen
pxc = xco; //disable the possibility of drawing a line across the screen
}
if (yco>he + 10) { //if ycord is more than 10 below the bottom
yco = yco - (he+20); //move to the top of screen
pyc = yco; //disable the possibility of drawing a line across the screen
}
if (xco<-10) { //if xcord is more than 10 off the left side
xco = xco + wi+20; //move to the right side of screen
pxc = xco; //disable the possibility of drawing a line across the screen
}
if (yco<-10) { //if ycord is more than 10 off the top
yco = yco + he+20; //move to the bottom of screen
pyc = yco; //disable the possibility of drawing a line across the screen
}
}
}
class Player extends java.lang.Object { //a player object
private int li1, li2; //some temp ints
boolean active = true; //is player alive?
boolean shield = false; //is shield on?
int rot; //color rotation
Color col2; //temp color variable
double pxc, pyc, xco, yco; //prev xcord, prev ycord, curr xcord, curr ycord
double ang, angdriftx, angdrifty, vel; //player angle direction, actual movement direction (x), actual movement direction (y), speed
public Player() { //the default constructor
active = true; //redundant? yes...
}
public void start(int wi, int he) { //the REAL constructor
xco = (Math.random()*wi); //chooses a random x value
yco = (Math.random()*he); //chooses a random y value
pxc = xco; //inits the prev xcord
pyc = yco; //inits the prev ycord
vel = 0; //sets velocity to 0
ang = .01; //makes angle a little past default: this eliminates trigonometry errors computing the angle (ie tan(0))
angdriftx = 0; //no movement
angdrifty = 0; //no movement
rot = (int) (Math.random()*15); //gets a random value for the color rotation
}
public void thrust(double amount) { //if the letter "k" is pressed, the ship must make movement adjustments
double lld1, lld2, lld3, lld4; //temp doubles
lld1 = angdriftx; //assigned to the x angle-drift
lld2 = angdrifty; //assigned to the y angle-drift
lld3 = (Math.cos(ang)*amount); //assigned to the amount of x-change there must be
lld4 = (Math.sin(ang)*amount); //assigned to the amount of y-change there must be
angdriftx = (lld1+lld3); //just what you'd expect next
angdrifty = (lld2+lld4); //same thing...
vel = Math.pow((angdriftx*angdriftx+angdrifty*angdrifty), .5); //distance formula modification. pow(x, .5) takes the square root of x
if (angdriftx>8) { //if fast x movement
angdrifty = 8*(angdrifty/angdriftx); //keeps things in proportion
angdriftx = 8; //speed limiter
}
if (angdrifty>8) { //if fast y movement
angdriftx = 8*(angdriftx/angdrifty); //keeps things in proportion
angdrifty = 8; //speed limiter
}
if (angdriftx<-8) { //if fast x movement
angdrifty = -8*(angdrifty/angdriftx); //keeps things in proportion
angdriftx = -8; //speed limiter
}
if (angdrifty<-8) { //if fast y movement
angdriftx = -8*(angdriftx/angdrifty); //keeps things in proportion
angdrifty = -8; //speed limiter
}
}
public void rotate(double degree) { //change angle of ship
ang = ang + degree; //simple math
}
public boolean alive() { //function to check if player is alive
return active; //returns the active variable
}
public void paint(Graphics g) { //paints the player to the screen
if (shield) { //if shield is on
col2 = new Color(0, 64+rot*4, 0); //define a color based on the color rotater
g.setColor(col2); //set the new color
g.fillOval((int)(xco-12-(rot/2)), (int)(yco-12-(rot/2)), 24+rot, 24+rot); //make a quickly expanding circle
}
for (li1 = 0; li1 < 13; li1++) { //draw all thirteen "speed indicator" (?) lines
rot++; //cycle through another color rotation
if (rot == 15) {rot = 0;} //put cieling on color rotation
col2 = new Color(0,255-(rot*16),rot*16); //define new color
g.setColor(col2); //set new color
g.drawLine((int) (xco-(Math.cos(ang-Math.PI/8)*li1*vel/2)), (int) (yco-(Math.sin(ang-Math.PI/8)*li1*vel/2)), (int) (xco-(Math.cos(ang+Math.PI/8)*li1*vel/2)), (int) (yco-(Math.sin(ang+Math.PI/8)*li1*vel/2))); //draw a line from a distance&-angle to distance&+angle behind the ship
}
col2 = new Color(0, 172, 0); //make another new color
g.setColor(col2); //set new color
g.drawLine((int) (xco-(Math.cos(ang)*14)), (int) (yco-(Math.sin(ang)*14)), (int) (xco+(Math.cos(ang)*5)), (int) (yco+(Math.sin(ang)*5))); //make another trig line going behind player
g.drawLine((int) (xco-(Math.cos(ang-Math.PI/6)*14)), (int) (yco-(Math.sin(ang-Math.PI/6)*14)), (int) xco, (int) yco); //make another trig line going diagonally behind player
g.drawLine((int) (xco-(Math.cos(ang+Math.PI/6)*14)), (int) (yco-(Math.sin(ang+Math.PI/6)*14)), (int) xco, (int) yco); //make another trig line going diagonally behind player
}
public void move() { //moves the player
pxc = xco; //redefines prev xcord
pyc = yco; //redefines prev ycord
xco = pxc + angdriftx; //adds the drift to the current xcord
yco = pyc + angdrifty; //adds the drift to the current ycord
}
public void check(AstHandler ah, int starting, int wi, int he) { //checks for hits, position (using the list of asteroids)
int li1;
if (xco>wi + 10) { //if player is off right side of screen
xco = xco - (wi+20); //put player on left side of screen
}
if (yco>he + 10) { //if player is off bottom of screen
yco = yco - (he+20); //put player on top of screen
}
if (xco<-10) { //if player is off left side of screen
xco = xco + wi+20; //put player on right side of screen
}
if (yco<-10) { //if player is off top of screen
yco = yco + he+20; //put player on bottom of screen
}
if ((shield==false)&&(starting > 50)) { //if the shield ain't on...
for (li1 = 0; li1 < 40; li1++) { //cycle through all possible asteroids
if ((ah.asts[li1].state==1)&&(Math.abs(ah.asts[li1].xco-xco)<ah.asts[li1].size)&&(Math.abs(ah.asts[li1].yco-yco)<ah.asts[li1].size)) { //if the asteroid exists and is touching the player, then:
active = false; //player is DEAD!
}
}
}
}
public void stop() { //if program is stopped
active = false; //player is killed... oh, the humanity...
}
}
class PlayerHandler extends java.lang.Object/* implements Runnable*/ { //handles the player(s)
Player players = new Player(); //make the new player
int ss; //shield strength remaining
private int li1, li2; //temp integers
public PlayerHandler(int wid, int hei) { //constructor
players.start(wid, hei); //define player
ss = 100; //put the shield at 100
}
public void keyDown(int key) {
if (key == 107) {players.thrust((double) .4);} //if key is "k", use the thrust(double) method to move player
if (key == 106) {players.rotate((double) (Math.PI / -24));} //if key is "j", rotate left
if (key == 108) {players.rotate((double) (Math.PI / 24));} //if key is "k", rotate right
if (key == 122) { //if key is "z"
players.shield = true; //turn on shield
ss = ss - 1; //take of the shield strength by one unit
if (ss < 0) { //if there isn't any shield left....
ss = -1; //"turn off" shield strength
players.shield = false; //turn off shield
}
}
}
public void check(AstHandler ah, int sta, int wid, int hei) { //check for asteroid hits, etc
players.check(ah, sta, wid, hei); //let the player object do the REAL work... just passes arguments through the "chain of command"
if (players.alive()==false) { //if our boy is wounded...
players.stop(); //kill him, have mercy!
}
}
public void move() { //move the player
if (players.active) { //if its alive...
players.move(); //it should be moving, right?
}
}
public void paint(Graphics g, int wid, int hei) { //paint the player, do the shield display
Color col2 = new Color(0); //make a color... must instantiate for future references
if (players.active) { //if player is alive
g.setColor(col2.white); //set the color to white
g.drawString("Shield strength: ", 0, 10); //type shield strength on the graphics window
g.drawRect(100, 0, wid-101, 10); //make a bar shaped rectangle
g.setColor(col2.red); //set color to red
g.fillRect(101, 1, (int) (ss*((wid-101.5)/100)), 9); //make a rectangle with a width of the "ss" shield strength variable
players.paint(g); //call the player paint method
}
}
}
///////////////////////////////////////
class AstHandler extends java.lang.Object/* implements Runnable*/ { //asteroid handling class
Ast asts[] = new Ast[41]; //make the asteroids! extra to avoid array exceptions
Color col1; //temp color variable
private int li1, li2; //temp integers
public AstHandler() { //asteroid handler constructor
for (li1 = 0; li1 < 41; li1++) { //cycle asteroids
asts[li1] = new Ast(); //make a new asteroid
}
}
public void AstCreate(int lev, int wid, int hei) { //create the asteroids with speed and number matching level
for (li1 = 0; ((li1 < (int) (Math.random()*4+2+lev*2))&&(li1<40)); li1 ++) { //cycle through a number of asteroids related to level number
asts[li1].create(Math.random()*wid, Math.random()*hei, Math.random()*2*Math.PI, Math.random()*(lev/2 + 1), Math.random()*28 + 16); //make that asteroid with random xcord, ycord, angle, velocity (defined w/ level #), and random size
}
}
public int check(ShotHandler shotH, int leve, int sco, AudioClip expl, int wid, int hei) { //check using the shot handler, level number, score, and explosion audio clip. Returns the score or a level end value (-1)
int li2 = -1; //start li2 out as "-1"
for (li1 = 0; li1 < 40; li1++) { //cycle asteroids
if (asts[li1].state == 1) { //if its alive and kicking:
try {asts[li1].check(shotH, wid, hei);} catch(NullPointerException e) {} //try to call the individual asteroids check method using the shot handler
li2++; //advance li2
}
if (asts[li1].state == 2) { //if asteroid has JUST been hit (ready to be split)
try {split(li1, leve);} catch(NullPointerException e) {} //split the asteroid into two smaller ones
sco = sco+((int) (5*leve)); //advance score
expl.play(); //play the audio clip
}
if (asts[li1].state == 3) { //if asteroid is exploding...
try {asts[li1].kill();} catch(NullPointerException e) {} //kill the asteroid
}
}
li1 = 0; //to descrease array exceptions
if (li2==-1) {sco = li2;} //if no asteroids were detected, tell main app. that the level is over
return sco; //return the score (or indication that level is over)
}
public void split(int num, int lev) { //splits an asteroid into two new ones
int li1, li2; //temp ints
int freespot[] = new int[2]; //array for free asteroid spaces
freespot[0] = -1; //make first space null
freespot[1] = -1; //make second space also null
for(li1=0; li1<40; li1++) { //cycle asteroids
if (asts[li1].state == -1) { //if the space is free
if (freespot[0] == -1) {freespot[0] = li1;} //claim it if the freespot has not already been defined
}
}
for(li1=0; li1<40; li1++) { //cycle asteroids
if (asts[li1].state == -1) { //if the space is free
if ((freespot[0] != li1)&&(freespot[1] == -1)) {freespot[1] = li1;} //if this isn't freespot[0]'s spot, and freespot[1] is still undefined, claim the space
}
}
for(li1 = 0; li1<2; li1++) { //cycle freespots
if (freespot[li1]!=-1) { //if this freespot found a place to take
if (asts[num].size > 12) {asts[freespot[li1]].create(asts[num].xco, asts[num].yco, Math.random()*2*Math.PI, Math.random()*(lev/2 + 2), asts[num].size/2);} //IF THIS ASTEROID ISN'T TOO SMALL, make the (li1)'th new asteroid
}
}
asts[num].state = 3; //mark this asteroid for certain death
}
public void move() { //moves the asteroids
for (li1 = 0; li1 < 40; li1++) { //cycle through asteroids
if (asts[li1].state == 1) { //if asteroid is alive...
asts[li1].move(); //move it.
}
}
}
public void paint(Graphics g) { //paint the asteroids
for (li1 = 0; li1 < 40; li1++) { //cycle asteroids
if (asts[li1].state != -1) { //if asteroid isn't totally dead
asts[li1].paint(g); //draw the asteroid
}
}
}
}
class Ast extends java.lang.Object { //a single asteroid object
int state = -1; //start off as non-existent
Color col1; //temp color variable
int dierot, rot; //the "death color rotation", normal color rotation
double size, pxc, pyc, xco, yco; //asteroid size, prev xcord, prev ycord, current xcord, current ycord
double ang, vel; //asteroid angle direction, asteroid velocity
public Ast() { //asteroid constructor... not much goin' on here, really
state = -1; //asteroid is dead/non-existent
}
public void create(double xcor, double ycor, double angle, double veloc, double siz) { //makes a new asteroid based on paramaters
xco = xcor; //transfer xcord
yco = ycor; //transfer ycord
vel = veloc; //transfer velocity
ang = angle; //transfer angle
state = 1; //make the asteroid alive
size = siz; //transfer size
rot = 0; //make a new color rotator
dierot = 0; //make a new death color rotator
pxc = xco; //define a new prev xcord
pyc = yco; //define a new prev ycord
}
public void kill() { //destroy the asteroid
dierot++; //move the dierot up one
if (dierot > 32) { //if its been 32 ticks off dierot,
state = -1; //finish the job and destroy asteroid for good
}
}
public void paint(Graphics g) { //draws asteroid
int li1; //temp integer
if (state == 1) { //if asteroid is in normal state
rot++; //advance color rotation
if (rot == 16) {rot = 0;} //restart color rot at 16
col1 = new Color(64+(Math.abs(rot-8)*6),64+Math.abs(rot-8)*5,255-(64+Math.abs(rot-8)*6)); //define grey-blue asteroid color
g.setColor(col1); //set the new color
g.fillOval((int)(xco-(size/2)), (int)(yco-(size/2)), (int)(size), (int)(size)); //draw the asteroid
}
if ((state == 2)||(state == 3)) { //if asteroid is splitting or dying
if (dierot<17) { //first half of death
col1 = new Color(255, dierot*8, 0); //new color (red->orange->yellow)
g.setColor(col1); //set the new color
g.fillOval((int)(xco-dierot/2-4), (int)(yco-dierot/2-4), (int)((dierot+8)), (int)((dierot+8))); //make the explosion circle
}
if (dierot>16) { //second half of death
col1 = new Color(255, (dierot-16)*5+127, 0); //new color (red->orange->yellow)
g.setColor(col1); //set the new color
g.fillOval((int)(xco-(32-dierot)/2-4), (int)(yco-(32-dierot)/2-4), (int)((32-dierot)+8), (int)((32-dierot)+8)); //make the explosion circle
}
}
}
public void move() { //moves the asteroid
pxc = xco; //new prev xcord
pyc = yco; //new prev ycord
xco = pxc + (Math.cos(ang)*vel); //new xcord
yco = pyc + (Math.sin(ang)*vel); //new ycord
}
public void check(ShotHandler sh, int wi, int he) { //check asteroid coordinates, see if its been hit (uses the shot handler)
int li1, li2; //temp integers
double sx[] = new double[16]; //array of shot xcords
double sy[] = new double[16]; //array of shot ycords
if (xco>wi + 10) { //if asteroid is off the right side of screen
xco = xco - (wi+20); //put asteroid on left side of screen
pxc = xco; //define new prev xcord to prevent drawing problems
}
if (yco>he + 10) { //if asteroid is off the bottom of screen
yco = yco - (he+20); //put asteroid on top of screen
pyc = yco; //define new prev ycord to prevent drawing problems
}
if (xco<-10) { //if asteroid is off the left side of screen
xco = xco + wi+20; //put asteroid on right side of screen
pxc = xco; //define new prev xcord to prevent drawing problems
}
if (yco<-10) { //if asteroid is off the top of screen
yco = yco + he+20; //put asteroid on bottom of screen
pyc = yco; //define new prev ycord to prevent drawing problems
}
for (li1 = 0; li1 < 16; li1++) { //cycle through shots in the imported shot handler
sx[li1] = sh.shots[li1].xco; //move the xcord to the local array
sy[li1] = sh.shots[li1].yco; //move the ycord to the local array
if (sh.shots[li1].active!=true) {sx[li1] = -127;} //if shot is non-existent, raise red flag w/ the -127 value. -1 is a possible xcord, so I couldn't use that
}
for (li1 = 0; li1 < 16; li1++) { //cycle local "virtual shot array"
if ((sx[li1] != -127)&&(Math.abs(sx[li1]-xco)<size)&&(Math.abs(sy[li1]-yco)<size)) { //if the shot exists, and is close enough to the asteroid...
state = 2; //prepare asteroid for splitting
sh.shots[li1].stop(); //kill the shot, as well
}
}
}
}
/* THATS ALL, FOLKS!
* once again, sigelman@javanet.com is my email address, and you
* can see this applet (crash netscape) at my home page,
* "Ben Sigelman's Black Russian Page (JAVA)" - http://www.javanet.com/~sigelman/
*
* Thanx for looking at my applet!
*/