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authorAlexander Kriegisch <Alexander@Kriegisch.name>2024-02-01 08:57:52 +0700
committerAlexander Kriegisch <Alexander@Kriegisch.name>2024-02-01 08:58:28 +0700
commit983159c76ca8163b61f0d52c98522e8bc113f585 (patch)
tree3137bb04a0942b59d7b066912a2fa8fed5601373 /docs/modules/ROOT/examples/spacewar/Ship.java
parentc99b58736fd7f2952fe9bf787333631a762dcbeb (diff)
downloadaspectj-antora.tar.gz
aspectj-antora.zip
Move source code examples to Antora examples directoryantora
Signed-off-by: Alexander Kriegisch <Alexander@Kriegisch.name>
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+/*
+
+Copyright (c) Xerox Corporation 1998-2002. All rights reserved.
+
+Use and copying of this software and preparation of derivative works based
+upon this software are permitted. Any distribution of this software or
+derivative works must comply with all applicable United States export control
+laws.
+
+This software is made available AS IS, and Xerox Corporation makes no warranty
+about the software, its performance or its conformity to any specification.
+
+|<--- this code is formatted to fit into 80 columns --->|
+|<--- this code is formatted to fit into 80 columns --->|
+|<--- this code is formatted to fit into 80 columns --->|
+
+Ship.java
+Part of the Spacewar system.
+
+*/
+
+package spacewar;
+
+class Ship extends SpaceObject {
+
+ pointcut helmCommandsCut(Ship ship):
+ target(ship) && ( call(void rotate(int)) ||
+ call(void thrust(boolean)) ||
+ call(void fire()) );
+
+
+ /**
+ * Energy and Damage are key values in the state of a ship. Energy is
+ * basically about fuel, and damage is about how bad a shape we are in.
+ *
+ * The energy related values are:
+ * <ul>
+ * <li>MAX_ENERGY</li>
+ * <li>BULLET_ENERGY</li>
+ * <li>ACCELERATION_ENERGY_FACTOR</li>
+ * <li>energy</li>
+ * </ul>
+ * The damage related values are:
+ * <ul>
+ * <li>MAX_DAMAGE</li>
+ * <li>BULLET_DAMAGE</li>
+ * <li>COLLISION_DAMAGE_FACTOR</li>
+ * <li>damage</li>
+ * </ul>
+ * Finally, REPAIR_RATE is the rate at which energy is consumed to fix
+ * damage.
+ *
+ */
+ private static final int MAX_ENERGY = 100;
+ private static final int BULLET_ENERGY= 2;
+ private static final double ACCELERATION_COST_FACTOR = 0.05;
+
+ //XXX was private
+ static final int MAX_DAMAGE = 100;
+ private static final int BULLET_DAMAGE = 15;
+ private static final double COLLISION_DAMAGE_FACTOR = 0.1;
+
+ private static final double REPAIR_RATE = 0.08;
+
+
+ private static final int EXPLOSION_LENGTH = 10;
+
+ static final int BULLET_SPEED = 10;
+
+ static final int CLOCKWISE = 1;
+ static final int STOP = 0;
+ static final int COUNTERCLOCKWISE = (-1);
+
+ static final double DEFAULT_ANGULAR_VELOCITY = 0.2;
+ static final double DEFAULT_ACCELERATION = .4;
+
+ static private final int SIZE = 30; //Can't be changed for now!!!
+
+ private double energy; // range: 0 to MAX_ENERGY
+ private double damage; // range: 0 to MAX_DAMAGE
+ private double orientation; // in degrees
+ private double angularVel; // in ???
+ private double xAcc, yAcc, rAcc; //
+ private int countdown; // remaining explosion time
+
+ private Pilot pilot;
+
+ Ship(Game theGame, double xPos, double yPos, double orientation) {
+ super(theGame, xPos, yPos, 0, 0);
+ xAcc = 0;
+ yAcc = 0;
+ this.orientation = orientation;
+ angularVel = 0;
+
+ energy = MAX_ENERGY;
+ damage = 0;
+ countdown = EXPLOSION_LENGTH;
+ }
+
+
+ int getSize() { return SIZE; }
+
+ double getEnergy() { return energy; }
+ double getDamage() { return damage; }
+ double getOrientation() { return orientation; }
+ double getRAcc() { return rAcc; }
+
+ Pilot getPilot() { return pilot; }
+ void setPilot (Pilot p) { pilot = p; }
+
+ float getEnergyLevel() {
+ return (float)energy / (float)MAX_ENERGY;
+ }
+ float getDamageLevel() {
+ return (float)damage / (float)MAX_DAMAGE;
+ }
+
+ /** returns false if energy is out, otherwise decrements energy by amount
+ * and returns true
+ */
+ boolean expendEnergy(double amount) {
+ if (amount <= energy) {
+ energy -= amount;
+ return true;
+ }
+ else
+ return false;
+ }
+
+ /** increments damage by amount and handles the destruction of a ship if
+ * damage reaches MAX_DAMAGE.
+ */
+ void inflictDamage(double amount) {
+ if (amount < 0) // shouldn't happen
+ return;
+ damage = Math.min(MAX_DAMAGE, damage + amount);
+ if (damage == MAX_DAMAGE)
+ setIsAlive(false);
+ }
+
+ /** repairs some damage
+ */
+ void repairDamage(double amount) {
+ if (amount < 0) // shouldn't happen
+ return;
+ if (damage == 0)
+ return;
+ damage = Math.max(0, damage - amount);
+ }
+
+ public void clockTick() {
+ if (! isAlive()) {
+ //
+ // If we aren't alive, but we are still in the registry, it means
+ // we are exploding. countdown counts the length of the explosion.
+ //
+ if (--countdown == 0)
+ die();
+ }
+ else {
+ if (angularVel != 0) {
+ orientation += angularVel;
+ xAcc = rAcc * Math.cos(orientation);
+ yAcc = rAcc * Math.sin(orientation);
+ }
+ setXVel(getXVel() + xAcc);
+ setYVel(getYVel() + yAcc);
+
+ //expend energy
+ if (!expendEnergy(rAcc * ACCELERATION_COST_FACTOR))
+ rAcc = xAcc = yAcc = 0;
+
+ // fix damage
+ if (energy > 10 && damage > REPAIR_RATE) {
+ expendEnergy(REPAIR_RATE);
+ repairDamage(REPAIR_RATE);
+ }
+ }
+ super.clockTick();
+ }
+
+ /**
+ * First check to make sure we have enough energy to accelerate. If
+ * we do, then go ahead and do so. Acceleration is in the direction
+ * we are already facing (i.e. orientation).
+ */
+ void setAcceleration(double acc) {
+ if (acc * ACCELERATION_COST_FACTOR <= energy) {
+ rAcc = acc;
+ xAcc = rAcc * Math.cos(orientation);
+ yAcc = rAcc * Math.sin(orientation);
+ }
+ }
+
+ /**
+ * First check to make sure we have enough energy to rotate. If
+ * we do, then go ahead and do so.
+ */
+ void setAngularVelocity(double omega) {
+ // changing direction of rotation takes energy
+ if (!expendEnergy(Math.abs(omega - angularVel) / 2))
+ return;
+ //sets amount of degree rotation per clock tick, in radians;
+ //clockwise is positive
+ angularVel = omega;
+ }
+
+ /** affect rotation thrusters. Direction can be one of {@link
+ * #CLOCKWISE}, {@link #COUNTERCLOCKWISE}, or zero for turning off
+ * the thrusters.
+ */
+ void rotate(int direction) {
+ setAngularVelocity(
+ direction == CLOCKWISE ? DEFAULT_ANGULAR_VELOCITY :
+ direction == COUNTERCLOCKWISE ? -DEFAULT_ANGULAR_VELOCITY :
+ 0);
+ }
+
+ /** turn on acceleration */
+ void thrust(boolean onOff) {
+ setAcceleration(onOff ? DEFAULT_ACCELERATION : 0);
+ }
+
+ /** create a bullet and fire it */
+ void fire() {
+ // firing a shot takes energy
+ if (!expendEnergy(BULLET_ENERGY))
+ return;
+
+ //create a bullet object so it doesn't hit the ship that's firing it
+ double xV = getXVel() + BULLET_SPEED * (Math.cos(orientation));
+ double yV = getYVel() + BULLET_SPEED * (Math.sin(orientation));
+
+ // create the actual bullet
+ new Bullet(
+ getGame(),
+ (getXPos() + ((getSize()/2 + 2) * (Math.cos(orientation))) + xV),
+ (getYPos() + ((getSize()/2 + 2) * (Math.sin(orientation))) + yV),
+ xV,
+ yV);
+ }
+
+
+ void handleCollision(SpaceObject obj) {
+ if (obj instanceof Ship) {
+ // should never be called. ship - ship collisions are handled in
+ // Ship.bounce(Ship shipA, Ship shipB)
+ }
+ else if (obj instanceof Bullet) {
+ inflictDamage(BULLET_DAMAGE);
+ }
+ else if (obj instanceof EnergyPacket) {
+ double packetEnergy = ((EnergyPacket)obj).getEnergy();
+ energy = Math.max(0, Math.min(energy + packetEnergy, MAX_ENERGY));
+ }
+ else {
+ System.err.println("collision with UFO!");
+ }
+ }
+
+ static void bounce(Ship shipA, Ship shipB) {
+ double dx, dy, denominator,
+ xAccA, yAccA, xAccB, yAccB, damage,
+ xComp, yComp, dvx, dvy;
+
+ dx = Math.abs(shipA.getXPos() - shipB.getXPos());
+ dy = Math.abs(shipA.getYPos() - shipB.getYPos());
+ denominator = Math.sqrt(dx * dx + dy * dy);
+ xComp = dx / denominator;
+ yComp = dy / denominator;
+ xAccA = shipB.getXVel() * xComp + shipA.getXVel() * (1 - xComp) -
+ shipA.getXVel();
+ yAccA = shipB.getYVel() * yComp + shipA.getYVel() * (1 - yComp) -
+ shipA.getYVel();
+ xAccB = shipA.getXVel() * xComp + shipB.getXVel() * (1 - xComp) -
+ shipB.getXVel();
+ yAccB = shipA.getYVel() * yComp + shipB.getYVel() * (1 - yComp) -
+ shipB.getYVel();
+ shipA.accelerate(xAccA, yAccA);
+ shipB.accelerate(xAccB, yAccB);
+ dvx = shipA.getXVel() - shipB.getXVel();
+ dvy = shipA.getYVel() - shipA.getYVel();
+ damage = COLLISION_DAMAGE_FACTOR * (dvx * dvx + dvy * dvy);
+ shipA.inflictDamage(damage);
+ shipB.inflictDamage(damage);
+
+ // !!!
+ // !!! poopers! this does a local time warp. this has to be a
+ // !!! violation of the clockTick protocol
+ // !!!
+ while (Game.isCollision(shipA, shipB)) {
+ shipA.clockTick();
+ shipB.clockTick();
+ }
+ }
+}