4 player tag
Author |
Message |
goroyoshi
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Posted: Wed Oct 05, 2011 6:17 pm Post subject: 4 player tag |
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here is a four player tag game i made, i play with my friends and it's always fun
Java: |
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.geom.Point2D;
import java.awt.image.*;
import java.applet.Applet;
public class game extends Applet implements Runnable
{
int x = 2, y = 2, x2 = 490, y2 = 490, x3 = 2, y3 = 490, x4 = 490, y4 = 2, tagged = 1;
boolean[] keys = new boolean [32767];
public void start ()
{
enableEvents (AWTEvent. KEY_EVENT_MASK);
new Thread (this). start ();
setSize (503, 503);
}
public void paint (Graphics g )
{
Dimension d = getSize ();
Image i = createImage (d. width, d. height);
Graphics bG = i. getGraphics ();
Font font = new Font ("Arial", Font. PLAIN, 24);
Font font2 = new Font ("Arial", Font. PLAIN, 10);
bG. setColor (Color. blue);
bG. drawRect (1, 1, 500, 500);
if (tagged == 1)
bG. setColor (Color. red);
else
bG. setColor (Color. yellow);
bG. fillOval (x, y, 10, 10);
bG. setFont (font2 );
bG. setColor (Color. black);
bG. drawString ("1", x + 3, y + 8);
if (tagged == 2)
bG. setColor (Color. red);
else
bG. setColor (Color. yellow);
bG. fillOval (x2, y2, 10, 10);
bG. setFont (font2 );
bG. setColor (Color. black);
bG. drawString ("2", x2 + 3, y2 + 8);
if (tagged == 3)
bG. setColor (Color. red);
else
bG. setColor (Color. yellow);
bG. fillOval (x3, y3, 10, 10);
bG. setFont (font2 );
bG. setColor (Color. black);
bG. drawString ("3", x3 + 3, y3 + 8);
if (tagged == 4)
bG. setColor (Color. red);
else
bG. setColor (Color. yellow);
bG. fillOval (x4, y4, 10, 10);
bG. setFont (font2 );
bG. setColor (Color. black);
bG. drawString ("4", x4 + 3, y4 + 8);
bG. setFont (font );
bG. setColor (Color. green);
bG. drawString ("Player " + tagged + " is it!", d. width / 2 - 70, d. height / 2);
g. drawImage (i, 0, 0, null);
}
public void update (Graphics g )
{
paint (g );
}
public void run ()
{
int tagCounter = 0, tag = 0;
String vars;
while (true)
{
if (tag != 1)
{
if (keys [KeyEvent. VK_W])
y -= 1;
if (keys [KeyEvent. VK_S])
y += 1;
if (keys [KeyEvent. VK_D])
x += 1;
if (keys [KeyEvent. VK_A])
x -= 1;
}
if (tag != 2)
{
if (keys [KeyEvent. VK_UP])
y2 -= 1;
if (keys [KeyEvent. VK_DOWN])
y2 += 1;
if (keys [KeyEvent. VK_RIGHT])
x2 += 1;
if (keys [KeyEvent. VK_LEFT])
x2 -= 1;
}
if (tag != 3)
{
if (keys [KeyEvent. VK_I])
y3 -= 1;
if (keys [KeyEvent. VK_K])
y3 += 1;
if (keys [KeyEvent. VK_J])
x3 -= 1;
if (keys [KeyEvent. VK_L])
x3 += 1;
}
if (tag != 4)
{
if (keys [KeyEvent. VK_NUMPAD8])
y4 -= 1;
if (keys [KeyEvent. VK_NUMPAD5])
y4 += 1;
if (keys [KeyEvent. VK_NUMPAD4])
x4 -= 1;
if (keys [KeyEvent. VK_NUMPAD6])
x4 += 1;
}
if (x < 2)
x += 1;
if (x > 490)
x -= 1;
if (y < 2)
y += 1;
if (y > 490)
y -= 1;
if (x2 < 2)
x2 += 1;
if (x2 > 490)
x2 -= 1;
if (y2 < 2)
y2 += 1;
if (y2 > 490)
y2 -= 1;
if (x3 < 2)
x3 += 1;
if (x3 > 490)
x3 -= 1;
if (y3 < 2)
y3 += 1;
if (y3 > 490)
y3 -= 1;
if (x4 < 2)
x4 += 1;
if (x4 > 490)
x4 -= 1;
if (y4 < 2)
y4 += 1;
if (y4 > 490)
y4 -= 1;
if (Point2D. distance (x, y, x2, y2 ) < 10)
{
if (tagged == 1 && tag == 0)
{
tagged = 2;
tag = 2;
}
else if (tagged == 2 && tag == 0)
{
tagged = 1;
tag = 1;
}
}
if (Point2D. distance (x3, y3, x2, y2 ) < 10)
{
if (tagged == 2 && tag == 0)
{
tagged = 3;
tag = 3;
}
else if (tagged == 3 && tag == 0)
{
tagged = 2;
tag = 2;
}
}
if (Point2D. distance (x, y, x3, y3 ) < 10)
{
if (tagged == 1 && tag == 0)
{
tagged = 3;
tag = 3;
}
else if (tagged == 3 && tag == 0)
{
tagged = 1;
tag = 1;
}
}
if (Point2D. distance (x, y, x4, y4 ) < 10)
{
if (tagged == 1 && tag == 0)
{
tagged = 4;
tag = 4;
}
else if (tagged == 4 && tag == 0)
{
tagged = 1;
tag = 1;
}
}
if (Point2D. distance (x2, y2, x4, y4 ) < 10)
{
if (tagged == 2 && tag == 0)
{
tagged = 4;
tag = 4;
}
else if (tagged == 4 && tag == 0)
{
tagged = 2;
tag = 2;
}
}
if (Point2D. distance (x3, y3, x4, y4 ) < 10)
{
if (tagged == 3 && tag == 0)
{
tagged = 4;
tag = 4;
}
else if (tagged == 4 && tag == 0)
{
tagged = 3;
tag = 3;
}
}
try
{
Thread. sleep (1);
}
catch (Exception e )
{
}
if (tag > 0)
tagCounter += 1;
if (tagCounter == 300)
{
tagCounter = 0;
tag = 0;
}
repaint ();
}
}
public void processEvent (AWTEvent event )
{
boolean key = false;
switch (event. getID ())
{
case KeyEvent. KEY_PRESSED:
key = true;
case KeyEvent. KEY_RELEASED:
keys [((KeyEvent) event ). getKeyCode ()] = key;
break;
}
}
}
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Velocity
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Posted: Thu Nov 24, 2011 1:49 pm Post subject: RE:4 player tag |
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nice game, butt... array your mess!
make an array on the data types. |
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