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SpawningThread.java
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/*
* File: SpawningThread.java
* Author: Luke S. Snyder
* UA ID: 010691128
*/
import java.util.ArrayList;
import java.util.Random;
public class SpawningThread implements Runnable
{
private Game game;
private Model model;
private ArrayList<Missle> missles;
private ArrayList<Enemy> enemies;
private Random random;
private Boss boss;
public enum BossState {
None, Loading, Easy, Medium, Hard
};
private static BossState bossState = BossState.None;
private static int totalEnemies;
private static String phaseLocation = "Phase One Beginning";
public SpawningThread(Game game, Model model, ArrayList<Missle> missles, ArrayList<Enemy> enemies, Boss boss)
{
this.game = game;
this.model = model;
this.missles = missles;
this.enemies = enemies;
this.boss = boss;
random = new Random();
}
public void run()
{
phase1();
phase2();
phase3();
finalPhase();
}
public void phase1()
{
if (getPhaseLocation().equals("Phase One Beginning"))
{
// Initialize starting game data.
sleep(4000);
for (int i = 0; i < 4; ++i)
game.getJMenuBar().getMenu(0).getItem(i).setEnabled(true);
Game.setGameState(Game.State.Running);
game.setIsStartup(false);
Game.setPhase("Phase One");
Enemy.setEnemiesKilled(0);
setBossState(BossState.None);
setTotalEnemies(30);
sleep(2000);
setPhaseLocation("Phase One");
}
if (getPhaseLocation().equals("Phase One"))
{
// Continually spawn and move enemies until a certain amount have been killed.
while (Enemy.getEnemiesKilled() < getTotalEnemies())
{
if (Game.getGameState() == Game.State.Running)
{
spawnEnemies(6, 2, 4, 2, totalEnemies);
model.moveEnemies();
sleep(10);
}
else if (Game.getGameState() == Game.State.Starting || Game.getGameState() == Game.State.Loading)
return;
}
setPhaseLocation("Phase Two Waiting");
}
}
public void phase2()
{
if (getPhaseLocation().equals("Phase Two Waiting"))
{
model.waitForEnemiesToClear();
setPhaseLocation("Phase Two Beginning");
}
if (getPhaseLocation().equals("Phase Two Beginning"))
{
// Initialize phase two data.
if (Game.getGameState() == Game.State.Starting || Game.getGameState() == Game.State.Loading)
return;
Game.setPhase("Phase Two");
Enemy.setEnemiesKilled(0);
setTotalEnemies(40);
sleep(2000);
setPhaseLocation("Phase Two");
}
if (getPhaseLocation().equals("Phase Two"))
{
// Spawn enemies until a certain amount have been killed.
while (Enemy.getEnemiesKilled() < getTotalEnemies())
{
if (Game.getGameState() == Game.State.Running)
{
spawnEnemies(8, 3, 7, 1, getTotalEnemies());
model.moveEnemies();
sleep(10);
}
else if (Game.getGameState() == Game.State.Starting || Game.getGameState() == Game.State.Loading)
return;
}
setPhaseLocation("Phase Three Waiting");
}
}
public void phase3()
{
if (getPhaseLocation().equals("Phase Three Waiting"))
{
model.waitForEnemiesToClear();
setPhaseLocation("Phase Three Beginning");
}
if (getPhaseLocation().equals("Phase Three Beginning"))
{
// Initialize phase three data.
if (Game.getGameState() == Game.State.Starting || Game.getGameState() == Game.State.Loading)
return;
Game.setPhase("Phase Three");
Enemy.setEnemiesKilled(0);
setTotalEnemies(25);
sleep(2000);
setPhaseLocation("Phase Three");
}
if (getPhaseLocation().equals("Phase Three"))
{
// Spawn enemies until a certain amount have been killed.
while (Enemy.getEnemiesKilled() < getTotalEnemies())
{
if (Game.getGameState() == Game.State.Running)
{
spawnEnemies(10, 4, 10, 0, getTotalEnemies());
model.moveEnemies();
sleep(10);
}
else if (Game.getGameState() == Game.State.Starting || Game.getGameState() == Game.State.Loading)
return;
}
setPhaseLocation("Final Phase Waiting");
}
}
public void finalPhase()
{
if (getPhaseLocation().equals("Final Phase Waiting"))
{
model.waitForEnemiesToClear();
setPhaseLocation("Final Phase Beginning");
}
if (getPhaseLocation().equals("Final Phase Beginning"))
{
// Initialize boss phase data.
if (Game.getGameState() == Game.State.Starting || Game.getGameState() == Game.State.Loading)
return;
Game.setPhase("Boss Phase");
setBossState(BossState.Loading);
sleep(2000);
boss = new Boss(430, -300, 1, 150);
model.setBoss(boss);
setPhaseLocation("Final Phase Move Boss");
}
if (getPhaseLocation().equals("Final Phase Move Boss"))
{
// Move boss to initial starting point.
while (boss.getY() != 30)
{
if (Game.getGameState() == Game.State.Running)
{
boss.tick();
sleep(10);
}
else if (Game.getGameState() == Game.State.Starting || Game.getGameState() == Game.State.Loading)
return;
}
sleep(1000);
setBossState(BossState.Easy);
setPhaseLocation("Final Phase Easy");
}
if (getPhaseLocation().equals("Final Phase Easy"))
{
// Execute easy stage.
easyStage();
if (Game.getGameState() == Game.State.Starting || Game.getGameState() == Game.State.Loading)
return;
setPhaseLocation("Final Phase Medium Loading");
}
if (getPhaseLocation().equals("Final Phase Medium Loading"))
{
// Load medium boss phase data.
setBossState(BossState.Loading);
model.resetBossPosition();
boss.setHealth(150);
sleep(1000);
setBossState(BossState.Medium);
setPhaseLocation("Final Phase Medium");
}
if (getPhaseLocation().equals("Final Phase Medium"))
{
// Execute medium boss phase.
mediumStage();
if (Game.getGameState() == Game.State.Starting || Game.getGameState() == Game.State.Loading)
return;
setPhaseLocation("Final Phase Hard Loading");
}
if (getPhaseLocation().equals("Final Phase Hard Loading"))
{
// Load hard boss phase data.
setBossState(BossState.Loading);
model.resetBossPosition();
boss.setHealth(150);
sleep(1000);
setBossState(BossState.Hard);
setPhaseLocation("Final Phase Hard");
}
if (getPhaseLocation().equals("Final Phase Hard"))
{
// Execute hard boss phase.
hardStage();
}
}
// Easy boss phase.
public void easyStage()
{
// Continually move boss and project missles until its health is zero.
while (boss.getHealth() != 0)
{
int randX = generateBossPosition(8);
model.addMissle(boss.getX() + 80, boss.getY() + 200, 4);
model.moveBoss(randX);
if (Game.getGameState() == Game.State.Starting || Game.getGameState() == Game.State.Loading)
return;
}
}
// Medium boss phase.
public void mediumStage()
{
// Continually move boss and project missles until its health is zero.
while (boss.getHealth() != 0)
{
int randX = generateBossPosition(10);
model.addMissle(boss.getX() + 80, boss.getY() + 200, 8);
model.moveBoss(randX);
if (Game.getGameState() == Game.State.Starting || Game.getGameState() == Game.State.Loading)
return;
}
}
// Hard boss phase.
public void hardStage()
{
// Continually move boss and project missles until its health is zero.
while (boss.getHealth() != 0)
{
int randX = generateBossPosition(12);
model.addMissle(boss.getX() + 80, boss.getY() + 200, 12);
generateRandomMissles();
model.moveBoss(randX);
if (Game.getGameState() == Game.State.Starting || Game.getGameState() == Game.State.Loading)
return;
}
game.win();
}
// Spawn enemies.
public void spawnEnemies(int maxSize, int maxEnemies, int maxVelocity, int threshold, int killsNeeded)
{
if (getEnemiesSize() < maxSize && Enemy.getEnemiesKilled() < killsNeeded)
{
int numEnemies = random.nextInt(maxEnemies) + 1;
for (int i = 0; i < numEnemies; ++i)
{
int randX = random.nextInt(game.getWidth() - 89);
int randY = random.nextInt(61) - 120;
int randVelY = random.nextInt(maxVelocity) + 1;
model.addEnemy(randX, randY, randVelY);
}
attack(threshold);
}
}
// Generate numerous missles.
public void generateRandomMissles()
{
if (getMisslesSize() < 10)
{
int numEnemies = random.nextInt(8) + 1;
for (int i = 0; i < numEnemies; ++i)
{
int randX = random.nextInt(game.getWidth() - 89);
int randY = random.nextInt(61) - 120;
int randVelY = random.nextInt(8) + 3;
model.addMissle(randX, randY, randVelY);
}
}
}
// Simulate enemy attack by having a random number of the enemies fire missles.
public void attack(int threshold)
{
synchronized(enemies)
{
for (int i = random.nextInt(enemies.size()) + threshold; i < enemies.size(); ++i)
{
Enemy enemy = enemies.get(random.nextInt(enemies.size()));
model.addMissle(enemy.getX() + 20, enemy.getY() + 80, enemy.getVelocityY() + 6);
}
}
}
// Generate random boss position.
public int generateBossPosition(int vel)
{
int randX = random.nextInt(game.getWidth() - 199);
if (randX < boss.getX())
boss.setVelocityX(-vel);
else
boss.setVelocityX(vel);
return randX;
}
// Getters and setters.
public int getEnemiesSize()
{
synchronized(enemies)
{
return enemies.size();
}
}
public int getMisslesSize()
{
synchronized(missles)
{
return missles.size();
}
}
public static BossState getBossState()
{
synchronized (bossState)
{
return bossState;
}
}
public static void setBossState(BossState bossState)
{
synchronized (SpawningThread.bossState)
{
SpawningThread.bossState = bossState;
}
}
static synchronized int getTotalEnemies()
{
return totalEnemies;
}
static synchronized void setTotalEnemies(int totalEnemies)
{
SpawningThread.totalEnemies = totalEnemies;
}
public static String getPhaseLocation()
{
return phaseLocation;
}
public static void setPhaseLocation(String phaseLocation)
{
SpawningThread.phaseLocation = phaseLocation;
}
// Thread sleep function.
public void sleep(int time)
{
try
{
Thread.sleep(time);
}
catch(InterruptedException e)
{
e.printStackTrace();
}
}
}