/*
Copyright 2006 by Sean Luke and George Mason University
Licensed under the Academic Free License version 3.0
See the file "LICENSE" for more information
*/
package sim.app.pacman;
import sim.engine.*;
import sim.display.*;
import sim.portrayal.continuous.*;
import javax.swing.*;
import java.awt.*;
import sim.portrayal.simple.*;
import sim.portrayal.*;
import sim.portrayal.grid.*;
import java.awt.event.*;
/** Creates the UI for the PacMan game. */
public class PacManWithUI extends GUIState
{
public Display2D display;
public JFrame displayFrame;
public static void main(String[] args)
{
new PacManWithUI().createController();
}
public PacManWithUI()
{
super(new PacMan(System.currentTimeMillis()));
}
public PacManWithUI(SimState state)
{
super(state);
}
/** The desired FPS */
public double FRAMES_PER_SECOND = 60;
/** Creates a SimpleController and starts it playing. */
public Controller createController()
{
SimpleController c = new SimpleController(this);
c.pressPlay();
return c;
}
public static String getName() { return "Pac Man"; }
public void start()
{
super.start();
setupPortrayals();
}
public void load(SimState state)
{
super.load(state);
setupPortrayals();
}
ValueGridPortrayal2D mazePortrayal = new ValueGridPortrayal2D();
ContinuousPortrayal2D agentPortrayal = new ContinuousPortrayal2D();
ContinuousPortrayal2D dotPortrayal = new ContinuousPortrayal2D();
public void setupPortrayals()
{
PacMan pacman = (PacMan)state;
// Create the agent portrayal
agentPortrayal.setField(pacman.agents);
// The Pac. Note that you can have multiple pacs, each with different tags, and set it up like
// below to display them with different colors. For now we've got it set to one pac.
agentPortrayal.setPortrayalForClass(Pac.class, new PacPortrayal(pacman, Color.yellow)
{
public void draw(Object object, Graphics2D graphics, DrawInfo2D info)
{ if (((Pac)object).tag==0) color = Color.yellow; else color = Color.green; super.draw(object, graphics, info); }
});
// Blinky is a red ghos unless he's scared, then he's a blue ghost.
agentPortrayal.setPortrayalForClass(Blinky.class, new FacetedPortrayal2D(
new SimplePortrayal2D[]
{
new ImagePortrayal2D(this.getClass(), "images/blinkyu.png", 2),
new ImagePortrayal2D(this.getClass(), "images/blinkyl.png", 2),
new ImagePortrayal2D(this.getClass(), "images/blinkyd.png", 2),
new ImagePortrayal2D(this.getClass(), "images/blinkyr.png", 2),
new ImagePortrayal2D(this.getClass(), "images/frightened.png", 2),
new ImagePortrayal2D(this.getClass(), "images/frightened2.png", 2),
}));
// Pinky is a pink ghost unless he's scared, then he's a blue ghost.
agentPortrayal.setPortrayalForClass(Pinky.class, new FacetedPortrayal2D(
new SimplePortrayal2D[]
{
new ImagePortrayal2D(this.getClass(), "images/pinkyu.png", 2),
new ImagePortrayal2D(this.getClass(), "images/pinkyl.png", 2),
new ImagePortrayal2D(this.getClass(), "images/pinkyd.png", 2),
new ImagePortrayal2D(this.getClass(), "images/pinkyr.png", 2),
new ImagePortrayal2D(this.getClass(), "images/frightened.png", 2),
new ImagePortrayal2D(this.getClass(), "images/frightened2.png", 2),
}));
// Inky is a cyan ghost unless he's scared, then he's a blue ghost.
agentPortrayal.setPortrayalForClass(Inky.class, new FacetedPortrayal2D(
new SimplePortrayal2D[]
{
new ImagePortrayal2D(this.getClass(), "images/inkyu.png", 2),
new ImagePortrayal2D(this.getClass(), "images/inkyl.png", 2),
new ImagePortrayal2D(this.getClass(), "images/inkyd.png", 2),
new ImagePortrayal2D(this.getClass(), "images/inkyr.png", 2),
new ImagePortrayal2D(this.getClass(), "images/frightened.png", 2),
new ImagePortrayal2D(this.getClass(), "images/frightened2.png", 2),
}));
// Clyde is a orange ghost unless he's scared, then he's a ghost rectangle.
agentPortrayal.setPortrayalForClass(Clyde.class, new FacetedPortrayal2D(
new SimplePortrayal2D[]
{
new ImagePortrayal2D(this.getClass(), "images/clydeu.png", 2),
new ImagePortrayal2D(this.getClass(), "images/clydel.png", 2),
new ImagePortrayal2D(this.getClass(), "images/clyded.png", 2),
new ImagePortrayal2D(this.getClass(), "images/clyder.png", 2),
new ImagePortrayal2D(this.getClass(), "images/frightened.png", 2),
new ImagePortrayal2D(this.getClass(), "images/frightened2.png", 2),
}));
// Create the dot portrayal (also the energizers)
dotPortrayal.setField(pacman.dots);
// Energizers are big
dotPortrayal.setPortrayalForClass(Energizer.class, new OvalPortrayal2D(Color.white, 1));
// dots are small
dotPortrayal.setPortrayalForClass(Dot.class, new OvalPortrayal2D(Color.white, 0.4));
// set up the maze portrayal
mazePortrayal.setPortrayalForAll(new MazeCellPortrayal(pacman.maze));
mazePortrayal.setField(pacman.maze);
// add the RateAdjuster
scheduleRepeatingImmediatelyAfter(new RateAdjuster(FRAMES_PER_SECOND));
// reschedule the displayer
display.reset();
// redraw the display
display.repaint();
}
public void init(final Controller c)
{
super.init(c);
// make the displayer
display = new Display2D(448,560,this)
{
public void createConsoleMenu() { }
public void quit()
{
super.quit();
((SimpleController) c).doClose();
}
};
display.setBackdrop(Color.black);
displayFrame = display.createFrame();
displayFrame.setTitle("MASON Pac Man");
c.registerFrame(displayFrame); // register the frame so it appears in the "Display" list
displayFrame.setVisible(true);
// Notice the order: first the background, then the dots, then the agents, then the overlay
display.attach( mazePortrayal, "Maze");
// display.attach( background, "Background");
display.attach( dotPortrayal, "Dots", 8, 8, true);
display.attach( agentPortrayal, "Agents", 8, 8, true);
display.attach( new Overlay(this), "Overlay");
// Some stuff to make this feel less like MASON
// delete the header
display.remove(display.header);
// delete all listeners
display.removeListeners();
// delete the scroll bars
display.display.setVerticalScrollBarPolicy(display.display.VERTICAL_SCROLLBAR_NEVER);
display.display.setHorizontalScrollBarPolicy(display.display.HORIZONTAL_SCROLLBAR_NEVER);
// when we close the window, the application quits
displayFrame.setDefaultCloseOperation(javax.swing.JFrame.DISPOSE_ON_CLOSE);
// can't resize
displayFrame.setResizable(false);
// add antialiasing and interpolation
display.insideDisplay.setupHints(true, false, false);
// the window won't be the right size now -- modify it.
displayFrame.pack();
// Now we add in the listeners we want
addListeners(display);
}
/** Creates key listeners which issue requests to the simulation. */
public void addListeners(final Display2D display)
{
final PacMan pacman = (PacMan)state;
final SimpleController cont = (SimpleController) controller;
// Make us able to take focus -- this is by default true usually anyway
display.setFocusable(true);
// Make us request focus whenever our window comes up
displayFrame.addWindowListener(new WindowAdapter()
{
public void windowActivated(WindowEvent e)
{
display.requestFocusInWindow();
}
});
// the display frame has just been set visible so we need to request focus once
display.requestFocusInWindow();
display.addKeyListener(new KeyAdapter()
{
public void keyPressed(KeyEvent e)
{
int c = e.getKeyCode();
switch(c)
{
case KeyEvent.VK_UP:
pacman.actions[0] = Pac.N;
break;
case KeyEvent.VK_DOWN:
pacman.actions[0] = Pac.S;
break;
case KeyEvent.VK_LEFT:
pacman.actions[0] = Pac.W;
break;
case KeyEvent.VK_RIGHT:
pacman.actions[0] = Pac.E;
break;
case KeyEvent.VK_W:
pacman.actions[1] = Pac.N;
break;
case KeyEvent.VK_S:
pacman.actions[1] = Pac.S;
break;
case KeyEvent.VK_A:
pacman.actions[1] = Pac.W;
break;
case KeyEvent.VK_D:
pacman.actions[1] = Pac.E;
break;
case KeyEvent.VK_R: // Reset the board. Easiest way: stop and play, which calls start()
cont.pressStop();
cont.pressPlay();
break;
case KeyEvent.VK_P: // Pause or unpause the game
cont.pressPause();
break;
case KeyEvent.VK_M: // Call forth MASON's new simulation window
if (cont.getPlayState() != cont.PS_PAUSED) // pause it!
cont.pressPause();
cont.doNew();
// the MASON window belongs to our frame, so Java stupidly doesn't send
// us a window activated event when the MASON window is closed and our
// frame comes to the fore again. So we have to manually do request
// focus again here.
display.requestFocusInWindow();
break;
default:
// do nothing
break;
}
}
});
}
public void quit()
{
super.quit();
display = null;
if (displayFrame!=null) { JFrame f = displayFrame; displayFrame = null; f.dispose(); }
}
}