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Developing a Space Invaders game in Java assignment help

The assignment wasto complete a given list of methods in the code provided to make it playable. Our Java assignment helpers implement a well-known Space Invaders game, where enemy ships are of different types and have different types of weapons. After implementing the mentioned methods, one had to check code style with the given SpellChecker utility. JavaDoc for all code was provided.

Space Invaders Game Development in Java

Tableau.java package utils; import java.util.ArrayList; import java.util.Arrays; import java.util.Random; import projectiles.Bomb; import projectiles.DefenderProjectile; import projectiles.Projectile; import ships.BomberShip; import ships.DefenderShip; import ships.InvaderShip; import ships.MultiShooterShip; import ships.ShooterShip; import ships.SpaceShip; import ships.TsarBombaShip; import ui.SpaceInvaders; public class Tableau { /** * The speed at which the invaders' fleet moves horizontally. */ public static final double FLEET_MOVE_X = 4; /** * The speed at which the invaders' fleet moves vertically. */ public static final double FLEET_MOVE_Y = 10; private InvaderShip[][] enemyFleet; private DefenderShip defender; private ArrayList projectiles; private Random r; private boolean fleetMovePositiveX; private int score; public Tableau() { fleetMovePositiveX = true; r = new Random(); enemyFleet = new InvaderShip[InvaderShip.SHIPS_Y][InvaderShip.SHIPS_X]; for (int y = 0; y < InvaderShip.SHIPS_Y; y++) { for (int x = 0; x < InvaderShip.SHIPS_X; x++) { Position pos = new Position(((SpaceInvaders.WIDTH / 4) + (x * InvaderShip.SHIP_SPACING)), ((y * InvaderShip.SHIP_SPACING))); switch (r.nextInt(InvaderShip.NUM_INVADER_SHIPS)) { case 0: enemyFleet[y][x] = new ShooterShip(pos, r.nextInt(SpaceShip.MAX_ARMOR) + 1); break; case 1: enemyFleet[y][x] = new BomberShip(pos, r.nextInt(SpaceShip.MAX_ARMOR) + 1); break; case 2: enemyFleet[y][x] = new MultiShooterShip(pos, r.nextInt(SpaceShip.MAX_ARMOR) + 1); break; case 3: enemyFleet[y][x] = new TsarBombaShip(pos, r.nextInt(SpaceShip.MAX_ARMOR) + 1); break; } } } projectiles = new ArrayList<>(); defender = new DefenderShip(); score = 0; } /** * Checks all enemy ships to see if they are hit by d. If ship is hit, * calls takeHit(). If ships armor falls to zero or below, score is * updated and ship is destroyed. * * @param d A projectile * @return true if and only if a ship is hit */ private boolean checkForEnemyHit(DefenderProjectile d) { boolean isHit = false; for (int y = 0; y < InvaderShip.SHIPS_Y; y++) { for (int x = 0; x < InvaderShip.SHIPS_X; x++) { if (enemyFleet[y][x] == null) continue; if (d.hit(enemyFleet[y][x].getBounds())) { enemyFleet[y][x].takeHit(); if (enemyFleet[y][x].getArmor() <= 0) { score += enemyFleet[y][x].getPoints(); enemyFleet[y][x] = null; isHit = true; } } } } return isHit; } public void handleCollisions() { Projectile p; for (int i = projectiles.size() - 1; i >= 0; i--) { p = projectiles.get(i); if (p.isOutOfBounds()) { if (p instanceof Bomb) { if (defender != null && ((Bomb) p).blowUp(defender.getBounds())) { defender.takeHit(); } } projectiles.remove(i); i--; } else if (p instanceof DefenderProjectile) { if (checkForEnemyHit((DefenderProjectile) p)) { projectiles.remove(i); i--; } } else if (defender != null && p.hit(defender.getBounds())) { defender.takeHit(); projectiles.remove(i); i--; if (defender.getArmor() <= 0) { defender = null; return; } } p.nextPosition(); } } /** * Returns a reference to the right-most ship in the invaders' fleet, or * null if there are no ships. * * @return a reference to the right-most ship */ private SpaceShip getRightMostEnemy() { for (int x = InvaderShip.SHIPS_X-1; x >= 0; x--) { for (int y = 0; y < InvaderShip.SHIPS_Y; y++) { if (enemyFleet[y][x] != null) return enemyFleet[y][x]; } } return null; } /** * Returns a reference to the left-most ship in the invaders' fleet, or * null if there are no ships. * * @return a reference to the left-most ship */ private SpaceShip getLeftMostEnemy() { for (int x = 0; x < InvaderShip.SHIPS_X; x++) { for (int y = 0; y < InvaderShip.SHIPS_Y; y++) { if (enemyFleet[y][x] != null) return enemyFleet[y][x]; } } return null; } /** * Returns a reference to the bottom-most ship in the invaders' fleet, or * null if there are no ships. * * @return a reference to the bottom-most ship */ private SpaceShip getLowestEnemy() { for (int y = 0; y < InvaderShip.SHIPS_Y; y++) { for (int x = 0; x < InvaderShip.SHIPS_X; x++) { if (enemyFleet[y][x] != null) { return enemyFleet[y][x]; } } } return null; } private void translateEnemyFleet(double deltaX, double deltaY) { for (int y = 0; y < InvaderShip.SHIPS_Y; y++) { for (int x = 0; x < InvaderShip.SHIPS_X; x++) { if (enemyFleet[y][x] != null) { enemyFleet[y][x].translate(deltaX, deltaY); if (defender.getBounds().collide(enemyFleet[y][x].getBounds())) { defender = null; return; } /* Overloading to handle firing here, too */ if (r.nextDouble() < InvaderShip.FIRING_PROBABILITY) { Projectile[] p = enemyFleet[y][x].fire(); if (p != null) projectiles.addAll(Arrays.asList(p)); } } } } } /** * Does nothing if gameIsOver(), otherwise calculates the deltas to the * invaders next position and calls translateEnemyFleet() on those deltas. * fleetMovePositiveX gives the direction of fleet movement in the * horizontal; if true, the fleet moves in the positive X direction, else * it moves in the negative X direction. The entire fleet moves until it * would go out of bounds (0 to SpaceInvaders.WIDTH), at which time, rather * then go out of bounds, its direction changes and it moves down. * Magnitude of the deltas are given by 0, FLEET_MOVE_X, and FLEET_MOVE_Y. */ public void moveEnemyFleet() { if (gameIsOver()) { return; } double deltaX = 0.0; double deltaY = 0.0; if (fleetMovePositiveX) { deltaX = FLEET_MOVE_X; if (getRightMostEnemy().getPosition().getX() + deltaX >= SpaceInvaders.WIDTH) { fleetMovePositiveX = false; } } else { deltaX =-FLEET_MOVE_X; if (getLeftMostEnemy().getPosition().getX() + deltaX <= 0) { fleetMovePositiveX = true; } } translateEnemyFleet(deltaX, deltaY); } public void moveDefender(double xAmount, double yAmount) { double newX, newY; Position pos; pos = defender.getPosition(); newX = pos.getX() + xAmount; if (newX > SpaceInvaders.WIDTH - DefenderShip.SHIP_WIDTH / 2) { newX = SpaceInvaders.WIDTH - DefenderShip.SHIP_WIDTH / 2; } if (newX <0) { newX = 0; } newY = pos.getY() + yAmount; if (newY > SpaceInvaders.HEIGHT - DefenderShip.SHIP_HEIGHT / 2) { newY = SpaceInvaders.HEIGHT - DefenderShip.SHIP_HEIGHT / 2; } if (newY <0) { newY = 0; } defender.setPosition(newX, newY); } public boolean defenderDestroyed() { return defender == null; } public boolean enemyFleetDestroyed() { return getLowestEnemy() == null; } public boolean gameIsOver() { return defenderDestroyed() || enemyFleetDestroyed() || getLowestEnemy().getPosition().getY() > SpaceInvaders.HEIGHT; } public void moveDefender(boolean left, boolean right, boolean up, boolean down, boolean fire) { if (gameIsOver()) return; if (fire) { Projectile[] projectiles = defender.fire(); if (projectiles != null) this.projectiles.addAll(Arrays.asList(projectiles)); } if (right) { moveDefender(DefenderShip.MOVE_DELTA, 0); } else if (left) { moveDefender(-1 * DefenderShip.MOVE_DELTA, 0); } else if (up) { moveDefender(0, -1 * DefenderShip.MOVE_DELTA); } else if (down) { moveDefender(0, DefenderShip.MOVE_DELTA); } } public InvaderShip[][] getEnemyFleet() { return enemyFleet; } public ArrayList getProjectiles() { return projectiles; } public DefenderShip getDefenderShip() { return defender; } public int getScore() { return score; } }