зеркало из https://github.com/mozilla/pluotsorbet.git
338 строки
11 KiB
Java
338 строки
11 KiB
Java
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/**
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* Copyright 2001 Jean-Francois Doue
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*
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* This file is part of Asteroid Zone. Asteroid Zone is free software;
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* you can redistribute it and/or modify it under the terms of the
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* GNU General Public License as published by the Free Software Foundation;
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* either version 2 of the License, or (at your option) any later version.
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* Asteroid Zone is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with Asteroid Zone; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place, Suite 330,
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* Boston, MA 02111-1307 USA
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*/
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package asteroids;
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import javax.microedition.lcdui.*;
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import java.util.*;
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/**
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* Class to implement an asteroid. Asteroids come in three sizes.
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* @author Jean-Francois Doue
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* @version 1.2, 2001/10/24
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*/
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public class Asteroid extends Mobile {
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/**
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* A size constant for small asteroids.
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*/
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public static final byte SIZE_SMALL = 0;
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/**
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* A size constant for medium asteroids.
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*/
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public static final byte SIZE_MEDIUM = 1;
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/**
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* A size constant for large asteroids.
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*/
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public static final byte SIZE_LARGE = 2;
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/**
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* The x coordinates of the asteroid's vertices
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*/
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public static byte[][] xcoords;
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/**
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* The y coordinates of the asteroid's vertices
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*/
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public static byte[][] ycoords;
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/**
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* The radius of the asteroid.
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*/
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public static byte[] radii;
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/**
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* The diameter of the asteroid.
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*/
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public static int[] diameters;
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/**
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* Scan converted asteroids used for collision detection.
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*/
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public static boolean[][][] masks;
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/**
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* The asteroids currently existing in the game.
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*/
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public static Pool asteroids;
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private byte _angle; // Orientation of the asteroid.
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private byte _size; // Small, medium or large.
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private static byte[] _value = {5, 2, 1}; // Points earned when shot.
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private static final byte _FIELD_TOP = 0;
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private static final byte _FIELD_BOTTOM = 1;
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private static final byte _FIELD_LEFT = 2;
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private static final byte _FIELD_RIGHT = 3;
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static {
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// Create and populate the asteroid pool.
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Asteroid[] array = new Asteroid[20];
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for (int i = array.length - 1; i >= 0; i--) {
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array[i] = new Asteroid();
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}
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asteroids = new Pool(array);
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final int[] allRadii = {3, 5, 8};
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final byte[][] allAngles = {
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{3, 11, 19, 25, 3}, // small
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{2, 7, 17, 19, 26, 2}, // medium
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{1, 4, 9, 15, 21, 23, 29, 1} // large
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};
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radii = new byte[3];
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diameters = new int[3];
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xcoords = new byte[3][];
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ycoords = new byte[3][];
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masks = new boolean[3][][];
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for (int i = SIZE_SMALL; i <= SIZE_LARGE; i++) {
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// Precompute the asteroid vertices.
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radii[i] = (byte)(allRadii[i] * ratioNum / ratioDenom);
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byte[] angles = allAngles[i];
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byte[] pointx = new byte[angles.length];
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xcoords[i] = pointx;
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byte[] pointy = new byte[angles.length];
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ycoords[i] = pointy;
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for (int j = angles.length - 1; j >= 0; j--) {
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pointx[j] = (byte)((radii[i] * Mobile.cos[angles[j]]) >> 6);
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pointy[j] = (byte)((radii[i] * Mobile.sin[angles[j]]) >> 6);
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}
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// Scan convert the asteroid polygon.
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diameters[i] = radii[i] << 1;
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masks[i] = new boolean[diameters[i]][];
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for (int j = 0; j < diameters[i]; j++) {
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masks[i][j] = new boolean[diameters[i]];
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}
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Geometry.scanConvertPolygon(masks[i], pointx, pointy);
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}
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}
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/**
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* Initializes an Asteroid instance to make it large, positionned
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* on a screen boundary and going in the direction of opposite boundary.
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*/
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public static void randomInit(Asteroid asteroid) {
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int x = 0, y = 0;
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byte angle = 0;
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switch(Math.abs(Game.random.nextInt()) % 4) {
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case _FIELD_TOP:
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y = 1;
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x = Math.abs(Game.random.nextInt()) % width;
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angle = (byte)(15 + Math.abs(Game.random.nextInt()) % 15);
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break;
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case _FIELD_LEFT:
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x = 1;
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y = Math.abs(Game.random.nextInt()) % height;
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angle = (byte)((23 + Math.abs(Game.random.nextInt()) % 15) % 32);
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break;
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case _FIELD_RIGHT:
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x = width - 1;
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y = Math.abs(Game.random.nextInt()) % height;
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angle = (byte)(7 + Math.abs(Game.random.nextInt()) % 15);
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break;
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case _FIELD_BOTTOM:
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y = height - 1;
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x = Math.abs(Game.random.nextInt()) % width;
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angle = (byte)(Math.abs(Game.random.nextInt()) % 15);
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break;
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}
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asteroid.init(x, y, angle, SIZE_LARGE);
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}
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/**
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* Initializes a Asteroid instance by setting its position, angle
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* and size.
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*/
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public final void init(int x, int y, byte angle, byte size) {
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_angle = angle;
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_size = size;
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moveTo(x, y);
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setVelocity(cos[angle] << 2, sin[angle] << 2);
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}
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public Asteroid() {
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}
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/**
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* Move the asteroid to its next position.
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*/
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public static final void move() {
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for (int i = 0; i < asteroids.count; i++) {
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Asteroid a = (Asteroid)asteroids.pool[i];
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a._x += a.vx;
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a._y += a.vy;
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a.x = a._x >> 8;
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a.y = a._y >> 8;
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// If a border has been hit, wrap the trajectory around
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// the screen. The new origin is the projection of the
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// intersection point on the opposite border.
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if (a.x <= 0) {
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a.moveTo(width - 2, a.y);
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} else if (a.x >= width - 1) {
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a.moveTo(1, a.y);
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} else if (a.y <= 0) {
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a.moveTo(a.x, height - 2);
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} else if (a.y >= height - 1) {
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a.moveTo(a.x, 1);
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}
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}
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}
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/**
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* Compute collisions between the asteroids and
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* the ship and the rockets.
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*/
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public static final void collisionDetection() {
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Ship ship = Ship.ship;
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Field field = Game.field;
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// Collision detection makes sense only while the game is
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// being played and the ship is alive.
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if ((field != null) && (field.getState() == Field.GAME_STATE) && (ship.isAlive)) {
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int score = field.getScore();
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int newScore = score;
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Pool rockets = Rocket.rockets;
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Pool explosions = Explosion.explosions;
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for (asteroids.current = asteroids.count - 1; asteroids.current >= 0;) {
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Asteroid a = (Asteroid)asteroids.pool[asteroids.current--];
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// Detect ship - asteroid collisions.
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int offset = ship.angle << 2;
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for (int i = 0; i < 4; i++) {
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int sx = ship.x + Ship.xcoords[offset + i] - a.x + radii[a._size];
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if ((sx >= 0) && (sx < diameters[a._size])) {
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int sy = ship.y + Ship.ycoords[offset + i] - a.y + radii[a._size];
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if ((sy >= 0) && (sy < diameters[a._size])) {
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// Use the mask for collision detection
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if (masks[a._size][sx][sy]) {
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int lives = field.getLives();
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if ((lives > 0) && (ship.isAlive)) {
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ship.explode();
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field.setLives(lives - 1);
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}
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}
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}
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}
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}
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// Detect asteroid - rocket collisions.
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for (rockets.current = rockets.count - 1; rockets.current >= 0;) {
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Rocket r = (Rocket)rockets.pool[rockets.current--];
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// Transform the r into asteroid coordinates.
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int rx = r.x - a.x + radii[a._size];
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if ((rx >= 0) && (rx < diameters[a._size])) {
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int ry = r.y - a.y + radii[a._size];
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if ((ry >= 0) && (ry < diameters[a._size])) {
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// Use the mask for collision detection
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if (masks[a._size][rx][ry]) {
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asteroids.removeCurrent();
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rockets.removeCurrent();
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newScore += _value[a._size];
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a.split(r);
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Explosion explosion = (Explosion)explosions.addNewObject();
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if (explosion != null) {
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explosion.init(r.x, r.y);
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}
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break;
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}
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}
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}
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}
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}
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if (newScore != score) {
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field.setScore(newScore);
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}
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}
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}
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/**
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* Draws an asteroid of the specified size and location
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* in the specified graphic context.
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*/
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public static final void draw(byte size, int xpos, int ypos, Graphics g) {
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byte[] xcoord = xcoords[size];
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byte[] ycoord = ycoords[size];
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for (int i = 0; i < xcoord.length - 1; i++) {
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g.drawLine(xcoord[i] + xpos, ycoord[i] + ypos, xcoord[i + 1] + xpos, ycoord[i + 1] + ypos);
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}
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}
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/**
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* Draws all the asteroids of the supplied object pool using the
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* specified graphic context.
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*/
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static public final void draw(Graphics g) {
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for (int i = 0; i < asteroids.count; i++) {
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Asteroid a = (Asteroid)asteroids.pool[i];
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byte[] xcoord = xcoords[a._size];
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byte[] ycoord = ycoords[a._size];
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for (int j = 0; j < xcoord.length - 1; j++) {
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g.drawLine(
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xcoord[j] + a.x,
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ycoord[j] + a.y,
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xcoord[j + 1] + a.x,
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ycoord[j + 1] + a.y);
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}
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}
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}
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/**
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* Splits the asteroid in two smaller pieces and set their
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* direction depending on the asteroid direction and the hitting
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* rocket direction. The pieces are added to the supplied collection.
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*/
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public final void split(Rocket rocket) {
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if (_size >= SIZE_MEDIUM) {
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byte newSize = (byte)(_size - 1);
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int angle = (cos[_angle] * sin[rocket.angle] - cos[rocket.angle] * sin[_angle]) >> 10;
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byte angle1 = (byte)(_angle + angle + Math.abs(Game.random.nextInt()) % 5);
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if (angle1 < 0) {
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angle1 += 32;
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}
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if (angle1 >= 32) {
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angle1 -= 32;
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}
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byte angle2 = (byte)(_angle + angle - Math.abs(Game.random.nextInt()) % 5);
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if (angle2 < 0) {
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angle2 += 32;
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}
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if (angle2 >= 32) {
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angle2 -= 32;
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}
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Asteroid a = (Asteroid)asteroids.addNewObject();
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if (a != null) {
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a.init(x, y, angle1, newSize);
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}
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a = (Asteroid)asteroids.addNewObject();
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if (a != null) {
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a.init(x, y, angle2, newSize);
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}
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}
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}
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}
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