/******************************************************************************* * Copyright (c) 2001, 2010 Mathew A. Nelson and Robocode contributors * All rights reserved. This program and the accompanying materials * are made available under the terms of the Eclipse Public License v1.0 * which accompanies this distribution, and is available at * http://robocode.sourceforge.net/license/epl-v10.html * * Contributors: * Flemming N. Larsen * - Initial implementation *******************************************************************************/ package sample; import robocode.AdvancedRobot; import static robocode.util.Utils.normalAbsoluteAngle; import static robocode.util.Utils.normalRelativeAngle; import java.awt.*; import java.awt.event.KeyEvent; import static java.awt.event.KeyEvent.*; import java.awt.event.MouseEvent; import java.awt.event.MouseWheelEvent; /** * Interactive - a sample robot by Flemming N. Larsen. * <p/> * This is a robot that is controlled using the arrow keys and mouse only. * <p/> * Keys: * - W or arrow up: Move forward * - S or arrow down: Move backward * - A or arrow right: Turn right * - D or arrow left: Turn left * Mouse: * - Moving: Moves the aim, which the gun will follow * - Wheel up: Move forward * - Wheel down: Move backward * - Button 1: Fire a bullet with power = 1 * - Button 2: Fire a bullet with power = 2 * - Button 3: Fire a bullet with power = 3 * <p/> * The bullet color depends on the fire power: * - Power = 1: Yellow * - Power = 2: Orange * - Power = 3: Red * <p/> * Note that the robot will continue firing as long as the mouse button is * pressed down. * <p/> * By enabling the "Paint" button on the robot console window for this robot, * a cross hair will be painted for the robots current aim (controlled by the * mouse). * * @author Flemming N. Larsen * @version 1.2 * @since 1.3.4 */ public class Interactive extends AdvancedRobot { // Move direction: 1 = move forward, 0 = stand still, -1 = move backward int moveDirection; // Turn direction: 1 = turn right, 0 = no turning, -1 = turn left int turnDirection; // Amount of pixels/units to move double moveAmount; // The coordinate of the aim (x,y) int aimX, aimY; // Fire power, where 0 = don't fire int firePower; // Called when the robot must run public void run() { // Sets the colors of the robot // body = black, gun = white, radar = red setColors(Color.BLACK, Color.WHITE, Color.RED); // Loop forever for (;;) { // Sets the robot to move forward, backward or stop moving depending // on the move direction and amount of pixels to move setAhead(moveAmount * moveDirection); // Decrement the amount of pixels to move until we reach 0 pixels // This way the robot will automatically stop if the mouse wheel // has stopped it's rotation moveAmount = Math.max(0, moveAmount - 1); // Sets the robot to turn right or turn left (at maximum speed) or // stop turning depending on the turn direction setTurnRight(45 * turnDirection); // degrees // Turns the gun toward the current aim coordinate (x,y) controlled by // the current mouse coordinate double angle = normalAbsoluteAngle(Math.atan2(aimX - getX(), aimY - getY())); setTurnGunRightRadians(normalRelativeAngle(angle - getGunHeadingRadians())); // Fire the gun with the specified fire power, unless the fire power = 0 if (firePower > 0) { setFire(firePower); } // Execute all pending set-statements execute(); // Next turn is processed in this loop.. } } // Called when a key has been pressed public void onKeyPressed(KeyEvent e) { switch (e.getKeyCode()) { case VK_UP: case VK_W: // Arrow up key: move direction = forward (infinitely) moveDirection = 1; moveAmount = Double.POSITIVE_INFINITY; break; case VK_DOWN: case VK_S: // Arrow down key: move direction = backward (infinitely) moveDirection = -1; moveAmount = Double.POSITIVE_INFINITY; break; case VK_RIGHT: case VK_D: // Arrow right key: turn direction = right turnDirection = 1; break; case VK_LEFT: case VK_A: // Arrow left key: turn direction = left turnDirection = -1; break; } } // Called when a key has been released (after being pressed) public void onKeyReleased(KeyEvent e) { switch (e.getKeyCode()) { case VK_UP: case VK_W: case VK_DOWN: case VK_S: // Arrow up and down keys: move direction = stand still moveDirection = 0; moveAmount = 0; break; case VK_RIGHT: case VK_D: case VK_LEFT: case VK_A: // Arrow right and left keys: turn direction = stop turning turnDirection = 0; break; } } // Called when the mouse wheel is rotated public void onMouseWheelMoved(MouseWheelEvent e) { // If the wheel rotation is negative it means that it is moved forward. // Set move direction = forward, if wheel is moved forward. // Otherwise, set move direction = backward moveDirection = (e.getWheelRotation() < 0) ? 1 : -1; // Set the amount to move = absolute wheel rotation amount * 5 (speed) // Here 5 means 5 pixels per wheel rotation step. The higher value, the // more speed moveAmount += Math.abs(e.getWheelRotation()) * 5; } // Called when the mouse has been moved public void onMouseMoved(MouseEvent e) { // Set the aim coordinate = the mouse pointer coordinate aimX = e.getX(); aimY = e.getY(); } // Called when a mouse button has been pressed public void onMousePressed(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON3) { // Button 3: fire power = 3 energy points, bullet color = red firePower = 3; setBulletColor(Color.RED); } else if (e.getButton() == MouseEvent.BUTTON2) { // Button 2: fire power = 2 energy points, bullet color = orange firePower = 2; setBulletColor(Color.ORANGE); } else { // Button 1 or unknown button: // fire power = 1 energy points, bullet color = yellow firePower = 1; setBulletColor(Color.YELLOW); } } // Called when a mouse button has been released (after being pressed) public void onMouseReleased(MouseEvent e) { // Fire power = 0, which means "don't fire" firePower = 0; } // Called in order to paint graphics for this robot. // "Paint" button on the robot console window for this robot must be // enabled in order to see the paintings. public void onPaint(Graphics2D g) { // Draw a red cross hair with the center at the current aim // coordinate (x,y) g.setColor(Color.RED); g.drawOval(aimX - 15, aimY - 15, 30, 30); g.drawLine(aimX, aimY - 4, aimX, aimY + 4); g.drawLine(aimX - 4, aimY, aimX + 4, aimY); } }