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forLoopMan

problem about processing

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I have studying processing for 1 month. I would like to make a shooting game .When I run the program and shot the fire, the fire I shot recently will stay in the original place. 

When the enemy passes where I once l, they die automatically without pressing the shooting key ( 'c' || 'C').

I am confuesd with this problem two days long!Hope anyone can answer my question. Thank you!

 

 

 

//Background 
PImage universe;                             
PImage universe1;
PImage winPage;

// player
PImage buzzLightyear;  
int buzzLightyearW;
int buzzLightyearH;
float playerLeft;
float  playerRight;
float  playerTop;
float playerBottom;
int x;
int y;

// lgm
PImage littleGreenMan;
int totalNumLgm = 15;
int littleGreenManW;
int littleGreenManH;
float[] dx = new float [totalNumLgm];
float[] dy = new float [totalNumLgm];
float []lgmLeft =new float[totalNumLgm];
float []lgmRight= new float[totalNumLgm];
float []lgmTop= new float[totalNumLgm];
float []lgmBottom= new float[totalNumLgm];
float []lgmX= new float[totalNumLgm];
float []lgmY= new float[totalNumLgm];
int lgmBossPage = 4;
float []lgmX1= new float[lgmBossPage];
float []lgmY1= new float[lgmBossPage];

//fire 
int totalFireNum = 20;
PImage[] fireShape = new PImage [totalFireNum];
float [] fireW = new float[totalFireNum];
float [] fireH = new float[totalFireNum];
float distanceBetweenFireAndBuzz;
boolean [] fireAppear= new boolean[totalFireNum];
float[] fireX= new float[totalFireNum];
float[] fireY = new float[totalFireNum];
int fireSpeed = 15;
float[]fireLeft = new float[ totalFireNum];
float[]fireRight = new float[ totalFireNum];
float[]fireTop = new float[ totalFireNum];
float[]fireBottom = new float[ totalFireNum];


// boss 
PImage greenDinosaur;         
int bossHp= 30;
float a = 800.1;
float b =300.1;
float ax;
float by;
int bossW = 300;
int bossH =300;
float bossRight;
float bossLeft;
float bossTop;
float bossBottom;

//others
boolean gameOver;
int score;
int count;
boolean up, down, left, right;
int stageNum= 0;
PImage lose;

void setup()
{
  size (1000, 750);
  universe = loadImage("universe.jpg");
  buzzLightyear = loadImage("buzzLightyear.png");
  littleGreenMan = loadImage("littleGreenMan.png");
  greenDinosaur = loadImage("GreenDinosaur.png");
  universe1 = loadImage("universe1.jpg");
  winPage = loadImage("winpage.png");

  //player 
  buzzLightyearW =100;
  buzzLightyearH = 100;


  //lgm
  littleGreenManW = 100;
  littleGreenManH = 100;
  for ( int p = 0; p< totalNumLgm; p++)
  {
    lgmX[p] = random(1100, 1500);
    lgmY[p] = random(0, 750);
    dy[p] = random(0.5, 3);
    dx[p] = random(0.5, 3);
  }

  for (int v=0; v<lgmBossPage; v++)
  {
    lgmX1[v] = random(width/2, width-littleGreenManW);
    lgmY1[v] = random(150, 600);
      dy[v] = -random(0.05, 0.2);
      dx[v] =-random(0.08, 0.1);
  }

  //fire
  for (int i = 0; i < totalFireNum; i=i+1)
  {
    fireShape = loadImage("fireShape.png");
    fireW = 300;
    fireH =100;
    float scale = random(0.3, 0.5);
    fireW = fireW* scale;
    fireH =fireH * scale;
    fireAppear = false;
    fireX = -100;
    fireY = -100;
    fireAppear = false;
  }

  //others
  gameOver = false;
  up = false;
  down = false;
  left = false;
  right = false; 
  x = width/2;
  y = height/2;
}


void draw() {
  if (stageNum==0) {
    welcomePage();
  } else if (stageNum == 1) {
    gamePage();
  } else if (stageNum == 2)
  {
    gameOverPage();
  } else if (stageNum ==3)
  { 
    bossPage();
  } else if (stageNum ==4)
  {
    winPage();
  }
}

void welcomePage()
{
  stageNum =0;
  image(universe, 0, 0, width, height);
  image(buzzLightyear, 0, 250, 250, 250);
  image(littleGreenMan, 700, height/3*1.5, 300, 300);
  image(greenDinosaur, 700, 100, 300, 300);
  textSize(40);
  fill(255, 0, 0);
  text("Instruction: Press 'g' or 'G' to start", 10, 40);
  text("Survive and kill the", 10, 80);
  text("boss then win the game", 10, 120);
  text( "Press 'c' or 'C' to shoot the enemies", 10, 160);
}

void gamePage()
{
  //  stageNum = 1; 

  image(universe, 0, 0, width, height);
  textSize(50);
  fill(255, 0, 0);
  text("Time:", 10, 50);
  text("Score:" +score, 10, 100);
  count =count +1;
  text("Time:" + count/60+"s", 10, 50);
  image(buzzLightyear, x, y, buzzLightyearW, buzzLightyearH);


  if ( gameOver  == false)
  {
    for ( int p = 0; p< totalNumLgm; p++)
    {
      image(littleGreenMan, lgmX[p], lgmY[p], littleGreenManW, littleGreenManH);
      lgmY[p] = lgmY[p] - dy[p];
      lgmX[p] = lgmX[p] - dx[p];

      lgmLeft[p]= lgmX[p]+10;
      lgmRight[p] = lgmX[p]+littleGreenManW+10;
      lgmTop[p] = lgmY[p];
      lgmBottom[p] =lgmY[p]+littleGreenManH;

      if ( lgmY[p]< 0)
      { 
        dy[p] = -dy[p];
      }
      if (lgmY[p]+littleGreenManH>height)
      {
        lgmY[p]  =height- littleGreenManH;
        dy[p] = -dy[p];
      }

      if (lgmX[p]<0)
      {
        lgmX[p] = random(1100, 1700);
        lgmY[p] = random(0, 750);
        dy[p] = random(1.3, 4);
        dx[p] = random(1.3, 4);
      }
    }
    if (up)  
    {  
      y = y - 6;
    }
    if (down) 
    {
      y = y + 6;
    }
    if (left) 
    {
      x = x - 6;
    }
    if (right) 
    {
      x = x + 6;
    }

    if (y<0)                                 
    {
      y=0;
    }
    if (x<0)
    {
      x=0;
    }
    if (y>750-buzzLightyearH)
    {
      y=750-buzzLightyearH;
    }
    if (x>1000-buzzLightyearW)
    {
      x=1000-buzzLightyearW;
    }

    playerLeft=x;
    playerRight=x+buzzLightyearW;
    playerTop=y;
    playerBottom=y+buzzLightyearH;
    for (int i = 0; i < totalFireNum; i = i+1)
    {      


      if ( fireAppear==true)
      {
        image(fireShape, fireX, fireY, fireW, fireH);    
        fireX = fireX+fireSpeed;


        fireRight = fireX + fireW;
        fireLeft = fireX;
        fireTop = fireY;
        fireBottom = fireY+fireH;
      }

      if ( fireX+fireW>1000)
      {
        fireAppear = false ;
      }
    }

    for ( int p = 0; p< totalNumLgm; p++)
    {
      for (int i = 0; i < totalFireNum; i = i+1)
      {      
        if ( fireRight>lgmLeft[p] && fireLeft <lgmRight[p]&&  fireTop<lgmBottom[p] && fireBottom>lgmTop[p])

        {
          fireAppear = false ;
          lgmX[p] = random(1100, 1700);
          lgmY[p] = random(0, 750);
          dy[p] = random(0.5, 4);
          dx[p] = random(0.5, 4);

          score =score+1;
          break;
        }
      }

      if (playerRight>lgmLeft[p] && playerLeft<lgmRight[p] &&  playerTop<lgmBottom[p] && playerBottom>lgmTop[p])
      {
        gameOver = true;
        stageNum=2;
      }
      if ( score ==10)
      {
        stageNum = 3;
      }
    
    }
  }
}

void bossPage() {

  //stageNum=3;

  image(universe1, 0, 0, width, height);
  text("Time:", 10, 50);
  text("Score:" +score, 10, 100);
  count =count +1;
  text("Time:" + count/60+"s", 10, 50);
  image(buzzLightyear, x, y, buzzLightyearW, buzzLightyearH);
  image(greenDinosaur, a, b, bossW, bossH);

  for (int i = 0; i < totalFireNum; i = i+1)
  {      


     if ( fireX+fireW>1000)
      {
        fireAppear = false ;
        fireX = -300;
      }

    if (up)  
    {  
      y = y - 1;
    }
    if (down) 
    {
      y = y + 1;
    }
    if (left) 
    {
      x = x - 1;
    }
    if (right) 
    {
      x = x + 1;
    }

    if (y<0)                                 
    {
      y=0;
    }
    if (x<0)
    {
      x=0;
    }
    if (y>750-buzzLightyearH)
    {
      y=750-buzzLightyearH;
    }
    if (x>1000-buzzLightyearW)
    {
      x=1000-buzzLightyearW;
    }
  }
  for (int i = 0; i < totalFireNum; i = i+1)
  {   


    if ( fireAppear==true)
    {
      image(fireShape, fireX, fireY, fireW, fireH);    
      fireX = fireX+fireSpeed;
      fireRight = fireX + fireW;
      fireLeft = fireX;
      fireTop = fireY;
      fireBottom = fireY+fireH;
    }


    image( greenDinosaur, a, b, bossW, bossH);
    ax = -random(0.1, 0.2);
    by = random(-0.1, 0.1);
    a = a+ax;
    b = b+by;

    if (b<0)
    {
      b=0;
      by = -by;
    }
    else if (b+bossH>height)
    {
      b = height-bossH;
      by = -by;
    }
    bossRight=a+bossW;
    bossLeft=a;
    bossTop=b;
    bossBottom=b+bossH; 


    if ( fireRight>bossLeft && fireLeft <bossRight &&  fireTop<bossBottom && fireBottom>bossTop)
    {
      fireAppear = false ;
      bossHp = bossHp-1;
    }

    playerLeft=x;
    playerRight=x+buzzLightyearW;
    playerTop=y;
    playerBottom=y+buzzLightyearH;


    for (int v = 0; v<lgmBossPage; v++)
    {  

      image(littleGreenMan, lgmX1[v], lgmY1[v], littleGreenManW, littleGreenManH);
      dy[v] = -random(0.2, 0.5);
      dx[v] =-random(0.2, 0.5);
      lgmX1[v] =lgmX1[v]+dx[v];
      lgmY1[v] = lgmY1[v]+dy[v];

      if (lgmX1[v]+littleGreenManW>width)
      {
        dx[v]=-dx[v];
        lgmX1[v] = width-littleGreenManW;
      } else if (lgmX1[v]<0) {
        lgmX1[v]=0;
        dx[v]=-dx[v];
      }
      if (lgmY1[v] <0)
      {
        lgmY1[v]=0;
        dy[v]=-dy[v];
      } else if ( lgmY1[v]+littleGreenManH>height)
      {
        lgmY1[v] = height-littleGreenManH;
        dy[v] =-dy[v];
      }
    } 

    if (playerRight> bossLeft && playerLeft < bossRight && playerTop<bossBottom && playerBottom > bossTop) 
    {
      gameOver =true;
      stageNum=2;
    }
    if (a<0)
    {
      gameOver = true;
      stageNum = 2;
    }


    if ( bossHp==0)
    {  
      stageNum=4;
    }
  }
}

void gameOverPage()
{
  //  stageNum = 2;
  image(universe1, 0, 0, width, height);
  textSize(50);
  fill( 175, 130, 140);
  text("press Q or q to restart the game", width/2-350, height/2);
}


void winPage()
{
  //  stageNum = 4;
  image(winPage, 0, 0, width, height);
  fill(0);
  textSize(40);
  text("You save your friend!", width/2+80, 80);
  text("Press ' k' to restart", width/2+80, 160);
}

void keyPressed()
{
  if ((key =='G' || key == 'g') && stageNum==0)
  { 
    stageNum =1;
    gameOver =false;
  }
  if ((key == 'q'|| key == 'Q')  && stageNum ==2)
  {
    stageNum =0;
    setup();
    score=0;
    count=0;
  }
  if ((key == 'k' || key =='K') && stageNum ==4)
  {

    stageNum =0;
    setup();
    score =0;
    bossHp=30;
    count=0;
  }

  if (keyCode == UP) 
    up=true;
  if (keyCode == DOWN)
    down=true;
  if (keyCode == LEFT)
    left=true;
  if (keyCode == RIGHT)
    right=true;


  if (key =='c' || key == 'C')
  {
    for (int i = 0; i < totalFireNum; i = i+1)
    {
      if (fireAppear == false  )
      {
        fireX = x+buzzLightyearW;
        fireY = y+buzzLightyearH/2;
        fireAppear = true;
        break;
      }
    }
  }
}

void keyReleased()
{

  if (keyCode == UP)
    up=false;
  if (keyCode == DOWN)
    down=false;
  if (keyCode == LEFT)
    left=false;
  if (keyCode == RIGHT)
    right=false;
}

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Posted (edited)

You declared fire parameters at the beginning as arrays:

float[] fireX= new float[totalFireNum];
float[] fireY = new float[totalFireNum];
int fireSpeed = 15;
float[]fireLeft = new float[ totalFireNum];
float[]fireRight = new float[ totalFireNum];
float[]fireTop = new float[ totalFireNum];
float[]fireBottom = new float[ totalFireNum]; 

("fire" is inappropriate name. You rather meant "missile".. ?)
but later you're treating them as regular scalar variables...

e.g.

	image(fireShape, fireX, fireY, fireW, fireH);    
        fireX = fireX+fireSpeed;
	
        fireRight = fireX + fireW;
        fireLeft = fireX;
        fireTop = fireY;
        fireBottom = fireY+fireH;
	

(addition of float/integer to array pointer (address) ?!)

 

You should make loop going through entire list of missiles, display them one by one, and change their positions independently, incrementing/changing array fields..

 

Edited by Sensei

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