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assign4.pde
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int state = 1, flightStatus = 1, bg1x = 0, bg2x = -640, hpx = 40, treasureX = floor(random(160,550)), treasureY = floor(random(50,390)), fighterX = 480, fighterY = floor(random(120,360)), treasureXeat = 0, treasureYeat = 0, boomX = 0, boomY = 0, boomCounter = 0, enemyY1 = floor(random(120,360)), enemyY2 = floor(random(20,260)), enemyY3 = floor(random(120,360)), counter = 0;
int [] enemyX = new int [18];
int [] enemyY = new int [18];
PImage bg1, bg2, end1, end2, enemy, fighter, flame1, flame2,flame3, flame4, flame5, hp, start1, start2, treasure, shoot;
PImage [] flame = new PImage [5];
boolean upPressed, downPressed, leftPressed, rightPressed, spacePressed, boom = false;
void setup (){
size(640,480);
frameRate = 30;
bg1 = loadImage("img/bg1.png");
bg2 = loadImage("img/bg2.png");
end1 = loadImage("img/end1.png");
end2 = loadImage("img/end2.png");
enemy = loadImage("img/enemy.png");
fighter = loadImage("img/fighter.png");
flame[0] = loadImage("img/flame1.png");
flame[1] = loadImage("img/flame2.png");
flame[2] = loadImage("img/flame3.png");
flame[3] = loadImage("img/flame4.png");
flame[4] = loadImage("img/flame5.png");
hp = loadImage("img/hp.png");
start1 = loadImage("img/start1.png");
start2 = loadImage("img/start2.png");
treasure = loadImage("img/treasure.png");
// setup enemy arrays
for(int i = 0; i < 5; i ++){enemyX[i] = 0 - 70*i;}
for(int i = 5; i < 10; i++){enemyX[i] = -920 - 70*(i-5);}
for(int i = 10; i < 15; i++){enemyX[i] = -1840 - 70*(i-11);}
for(int i = 15; i < 18; i++){enemyX[i] = -1840 - 70*(i-15);}
for(int i = 0; i < 5; i ++){enemyY[i] = enemyY1;}
for(int i = 5; i < 10; i++){enemyY[i] = enemyY2 + 40*(i-5);}
for(int i = 10; i < 13; i++){enemyY[i] = enemyY3 - 40*(i-10);}
for(int i = 13; i < 15; i++){enemyY[i] = enemyY3-40 + 40*(i-13);}
for(int i = 15; i < 17; i++){enemyY[i] = enemyY3 + 40*(i-14);}
enemyY[17] = enemyY3 + 40;
}
void draw(){
switch(state){
case 1 : // start
boolean startbgX = false;
boolean startbgY = false;
if (mouseX>200 && mouseX<460){startbgX = true;}
if (mouseY>375 && mouseY<420){startbgY = true;}
if (startbgX == true && startbgY == true){
image(start1,0,0);
if (mousePressed){state = 2;}
}else{image(start2,0,0);}
break;
case 2 : //playing
// bakground
image(bg1,bg1x,0);
image(bg2,bg2x,0);
bg1x += 1;
bg2x += 1;
if (bg1x == 640){bg1x = -640;}
if (bg2x == 640){bg2x = -640;}
// hp
fill(255,0,0);
rect(48,44,hpx,22);
image(hp,40,40);
if(hpx <= 0){state=3;boom = false;}
// treasure
image(treasure,treasureX,treasureY);
if (fighterX > (treasureX-50) && fighterX < (treasureX+40)){
treasureXeat = 1;
}else{treasureXeat = 0;}
if (fighterY > (treasureY-50) && fighterY < (treasureY+40)){
treasureYeat = 1;
}else{treasureYeat = 0;}
if (treasureXeat == 1 && treasureYeat == 1){
treasureX = floor(random(160,550));
treasureY = floor(random(50,390));
if (hpx <= 190){hpx += 20;}
}
//enemy
for(int i =0; i < enemyX.length; i++){
image(enemy,enemyX[i],enemyY[i]);
enemyX[i] += 4;
if(enemyX[i]-fighterX > -50 && enemyX[i]-fighterX < 50 && enemyY[i]-fighterY > -50 && enemyY[i]-fighterY < 50){
if(hpx >= 10){
boomX = enemyX[i];
boomY = enemyY[i];
boom = true;
hpx -=40;
enemyX[i]=1000;
}
}
}
counter += 4;
if(counter > 2740){
counter = 0;
int enemyY1 = floor(random(120,360));
int enemyY2 = floor(random(20,260));
int enemyY3 = floor(random(120,360));
for(int i = 0; i < 5; i ++){enemyX[i] = 0 - 70*i;}
for(int i = 5; i < 10; i++){enemyX[i] = -920 - 70*(i-5);}
for(int i = 10; i < 15; i++){enemyX[i] = -1840 - 70*(i-11);}
for(int i = 15; i < 18; i++){enemyX[i] = -1840 - 70*(i-15);}
for(int i = 0; i < 5; i ++){enemyY[i] = enemyY1;}
for(int i = 5; i < 10; i++){enemyY[i] = enemyY2 + 40*(i-5);}
for(int i = 10; i < 13; i++){enemyY[i] = enemyY3 - 40*(i-10);}
for(int i = 13; i < 15; i++){enemyY[i] = enemyY3-40 + 40*(i-13);}
for(int i = 15; i < 17; i++){enemyY[i] = enemyY3 + 40*(i-14);}
enemyY[17] = enemyY3 + 40;
}
//boom
if(boom){
boomCounter ++;
if(boomCounter < 3){image(flame[0],boomX,boomY);}
else if(boomCounter < 6){image(flame[1],boomX,boomY);}
else if(boomCounter < 9){image(flame[2],boomX,boomY);}
else if(boomCounter < 12){image(flame[3],boomX,boomY);}
else if(boomCounter < 15){image(flame[4],boomX,boomY);}
else{boom = false;boomCounter = 0;}
}
//fighter
image(fighter,fighterX,fighterY);
if (upPressed){if (fighterY >= 10){fighterY -= 5;}}
if (downPressed){if (fighterY <= 419){fighterY += 5;}}
if (leftPressed){if (fighterX >= 10){fighterX -= 5;}}
if (rightPressed){if(fighterX <= 600){fighterX += 5;}}
break;
case 3 : // end
boolean endbgX = false;
boolean endbgY = false;
if (mouseX>200 && mouseX<440){endbgX = true;}
if (mouseY>310 && mouseY<350){endbgY = true;}
if (endbgX == true && endbgY == true){
image(end1,0,0);
if (mousePressed){
state = 2;
hpx = 40;
fighterX = 480;
for(int i = 0; i < 5; i ++){enemyX[i] = 0 - 70*i;}
for(int i = 5; i < 10; i++){enemyX[i] = -920 - 70*(i-6);}
for(int i = 10; i < 15; i++){enemyX[i] = -1840 - 70*(i-11);}
for(int i = 15; i < 18; i++){enemyX[i] = -1840 - 70*(i-15);}
enemyY1 =floor(random(120,360));
}
}else{image(end2,0,0);}
break;
}
}
void keyPressed(){
if (key == CODED) {
switch (keyCode) {
case UP:upPressed = true;break;
case DOWN:downPressed = true;break;
case LEFT:leftPressed = true;break;
case RIGHT:rightPressed = true;break;
}
}
}
void keyReleased(){
if (key == CODED) {
switch (keyCode) {
case UP:upPressed = false;break;
case DOWN:downPressed = false;break;
case LEFT:leftPressed = false;break;
case RIGHT:rightPressed = false;break;
}
}
}