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Merten
Merten wrote ...

2023/4/13

Published my first scenario, but now it is stuck on initializing

Merten Merten

2023/4/13

#
the app version works fine but the uploaded scenario gets stuck on initializing and then the webpage crashes. I have no idea on how to fix this. help would be great. https://www.greenfoot.org/scenarios/31128
danpost danpost

2023/4/13

#
Merten wrote...
the app version works fine but the uploaded scenario gets stuck on initializing and then the webpage crashes. I have no idea on how to fix this. help would be great << Link Omitted >>
Well, since it is impossible to look at your code through the link on the scenario page, you will need to start showing it here. Begin with giving the initial world class codes. Please use copy/paste actions and insert the code here using code tags -- see here.
Merten Merten

2023/4/14

#
These are all the world classes:
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Startscherm here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Startscherm extends World
{
 
    Avatar_Fighter avatar_fighter = new Avatar_Fighter();
    Avatar_Hunter avatar_hunter = new Avatar_Hunter();
    Avatar_Tank avatar_tank = new Avatar_Tank();
    Level_1 level_1 = new Level_1();
     
    /**
     * Constructor for objects of class Startscherm.
     *
     */
    public Startscherm()
    {   
        super(1366, 768, 1);
        prepare();
    }
 
    //alles wat het startscherm doet als hij actief is
    public void act()
    {
        kiesAvatar1();
    }
 
    /**
     * Prepare the world for the start of the program.
     * That is: create the initial objects and add them to the world.
     */
    public void prepare()
    {
        addObject(avatar_fighter, 355,580);
        addObject(avatar_hunter, 732,580);
        addObject(avatar_tank, 1090,580);
        Level_1.Welk_Level = 0;
        Level_1.ronde_1 = true;
        Level_2.ronde_2 = true;
        Level_3.ronde_3 = true;
        Kogel.Welk_Level = 0;
    }
     
    //deze methode zorgt ervoor dat het spel opnieuw wordt gestart
    public void Opnieuw()
    {
        Startscherm startscherm = new Startscherm();
        Greenfoot.setWorld(startscherm);
    }
 
    //deze methode zorgt voor het kiezen van het avatar en het start het volgende level (Level_1)
    public void kiesAvatar1()
    {
        if (Greenfoot.mouseClicked(avatar_fighter)) {
            Greenfoot.setWorld(level_1);
            level_1.fighter_avatar();
        }
        if (Greenfoot.mouseClicked(avatar_hunter)) {
            Greenfoot.setWorld(level_1);
            level_1.hunter_avatar();
        }
        if (Greenfoot.mouseClicked(avatar_tank)) {
            Greenfoot.setWorld(level_1);
            level_1.tank_avatar();
        }
    }
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Level_1 here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Level_1 extends World
{
    public static int AantalPuntenLevel1;
    Teller teller = new Teller();
    Harry harry = new Harry();
    Barry barry = new Barry();
    Groen groen = new Groen();
    Level_2 level_2 = new Level_2();
    private int Ronde_1Punten = 30;
    public static boolean ronde_1;
    public static int welke_avatar;
    public static int xposSpeler;
    public static int yposSpeler;
    public static int Welk_Level;
    Gezondheid gezondheid = new Gezondheid();
     
    public static int TotGezondheid;
    /**
     * Constructor for objects of class MyWorld.
     *
     */
    public Level_1()
    {   
        super(1366, 768, 1);
        prepare();
        teller = new Teller();
        addObject(teller, 104, 545);
        addObject(gezondheid, 102, 451); 
    }
 
    //alles wat het level_1 doet als hij actief is
    public void act()
    {
        barry();
        ronde_1();
        ronde_1Klaar();
    }
     
    //deze methode geeft een gegeven van de teller terug
    public Teller krijgTeller()
    {
        return teller;
    }
 
    //deze methode geeft een gegeven van de gezondheid terug
    public Gezondheid krijgGezondheid()
    {
        return gezondheid;
    }
 
    /**
     * Prepare the world for the start of the program.
     * That is: create the initial objects and add them to the world.
     */
    private void prepare()
    {      
        addObject(barry,107, 213);
        addObject(harry, 781, 702);
        barry_start();
    }
 
    //deze methode zet de fighter speler in de wereld
    public void fighter_avatar()
    {
        addObject(new Speler_Fighter(), 1000, 600);
        welke_avatar = 1;
    }
 
    //deze methode zet de hunter speler in de wereld
    public void hunter_avatar()
    {
        addObject(new Speler_Hunter(), 1000, 600);
        welke_avatar = 2;
    }
 
    //deze methode zet de tank speler in de wereld
    public void tank_avatar()
    {
        addObject(new Speler_Tank(), 1000, 600);
        welke_avatar = 3;
    }
 
    //deze methode helpt met het starten van de wereld
    public void barry_start()
    {
        ronde_1 = false;
    }
 
    // deze methode start de ronde
    public void barry()
    {
        if (Greenfoot.mouseClicked(barry)) {
            ronde_1 = true;
        }
    }
 
    //alles wat er gebeurd tijdens ronde 1
    public void ronde_1()
    {
        if (ronde_1 == true) {
            if (Greenfoot.getRandomNumber(250) < 3) {
                addObject(new Groen(), Greenfoot.getRandomNumber(1020) + 180 ,Greenfoot.getRandomNumber(410) + 160);
            }
        }
    }
 
    //deze methode kijkt wanneer het einde komt van ronde 1
    public void ronde_1Klaar()
    {
        if (teller.totaalAantalPunten >= Ronde_1Punten) {
            ronde_1 = false;
            ronde_1Einde();
            /*if (getObjects(Groen.class) == null){
            ronde_1Einde();
            test1 = true;
            }*/
        }
    }
 
    //einde ronde
    public void ronde_1Einde()
    {
         
        Greenfoot.setWorld(level_2);
        Kogel.Welk_Level = 1;
        if (welke_avatar == 1){
            level_2.fighter_avatar(xposSpeler, yposSpeler);
        }
        else if (welke_avatar == 2){
            level_2.hunter_avatar(xposSpeler, yposSpeler);
        }
        else if (welke_avatar == 3){
            level_2.tank_avatar(xposSpeler, yposSpeler);
        }
         
    }
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Level_2 here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Level_2 extends World
{
 
    Teller teller = new Teller();
    Barry barry = new Barry();
    Harry harry = new Harry();
    Groen groen = new Groen();
    private int Ronde_2Punten = 30;
    public static boolean ronde_2;
    Slime_Koning slime_koning = new Slime_Koning();
    public static int xposSpeler;
    public static int yposSpeler;
    Level_3 level_3 = new Level_3();
    Gezondheid gezondheid = new Gezondheid();
    public static int Welk_Level;
    /**
     * Constructor for objects of class Level_2.
     *
     */
    public Level_2()
    {   
 
        super(1366, 768, 1);
        prepare();
        teller = new Teller();
        addObject(teller, 104, 545);
        addObject(gezondheid, 102, 451);  
    }
 
    //alles wat het level_2 doet als hij actief is
    public void act()
    {
        ronde_2();
        barry();
        ronde_2Klaar();
    }
 
    //deze methode geeft een gegeven van de teller terug
    public Teller krijgTeller()
    {
        return teller;
    }
 
    //deze methode geeft een gegeven van de gezondheid terug
    public Gezondheid krijgGezondheid()
    {
        return gezondheid;
    }
 
    /**
     * Prepare the world for the start of the program.
     * That is: create the initial objects and add them to the world.
     */
    private void prepare()
    {
        addObject(barry,107, 213);
        addObject(harry, 781, 702);
        barry_start();
 
    }
 
    //deze methode zet de fighter speler in de wereld
    public void fighter_avatar(int x, int y)
    {
        addObject(new Speler_Fighter(), x, y);
 
    }
 
    //deze methode zet de hunter speler in de wereld
    public void hunter_avatar(int x, int y)
    {
        addObject(new Speler_Hunter(), x, y);
 
    }
 
    //deze methode zet de tank speler in de wereld
    public void tank_avatar(int x, int y)
    {
        addObject(new Speler_Tank(), x, y);
 
    }
 
    //deze methode helpt met het starten van de wereld
    public void barry_start()
    {
        ronde_2 = false;
    }
 
    // deze methode start de ronde
    public void barry()
    {
        if (Greenfoot.mouseClicked(barry)) {
            ronde_2 = true;
        }
    }
 
    //alles wat er gebeurd tijdens ronde 2
    public void ronde_2()
    {
        if (ronde_2 == true) {
            if (Greenfoot.getRandomNumber(300) < 4) {
                addObject(new Groen(), Greenfoot.getRandomNumber(1020) + 180 ,Greenfoot.getRandomNumber(410) + 160);
 
            }
            if (Greenfoot.getRandomNumber(300) < 2){
                addObject(new Blauw(), Greenfoot.getRandomNumber(1020) + 180 ,Greenfoot.getRandomNumber(410) + 160);
            }
        }
    }
 
    //deze methode kijkt wanneer het einde komt van ronde 1
    public void ronde_2Klaar()
    {
        if (teller.totaalAantalPunten >= Ronde_2Punten) {
            ronde_2 = false;
            ronde_2Einde();
            /*if (getObjects(Groen.class) == null){
            ronde_1Einde();
            }*/
        }
 
    }
 
    //einde ronde (alles wordt klaargezet voor de volgende ronde)
    public void ronde_2Einde()
    {
        Greenfoot.setWorld(level_3);
        Kogel.Welk_Level = 2;
        if (Level_1.welke_avatar == 1){
            level_3.fighter_avatar(xposSpeler, yposSpeler);
        }
        else if (Level_1.welke_avatar == 2){
            level_3.hunter_avatar(xposSpeler, yposSpeler);
        }
        else if (Level_1.welke_avatar == 3){
            level_3.tank_avatar(xposSpeler, yposSpeler);
        }
 
    }
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Level_3 here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Level_3 extends World
{
    public int HP_King = 10;
    Teller teller = new Teller();
    Barry barry = new Barry();
    Harry harry = new Harry();
    Groen groen = new Groen();
    private int Ronde_3Punten = 8;
    public static boolean ronde_3;
    Slime_Koning slime_koning = new Slime_Koning();
    public static int xposSpeler;
    public static int yposSpeler;
    Slime_Bal slime_bal = new Slime_Bal();
    UitroepTeken uitroepteken = new UitroepTeken();
    private boolean ActieveBal;
    private boolean ActieveUit;
    private boolean UitGespawned;
    int TimerB;
    int TimerU;
    Gezondheid gezondheid = new Gezondheid();
    int xposBal;
         
    /**
     * Constructor for objects of class Level_2.
     *
     */
    public Level_3()
    {   
 
        super(1366, 768, 1);
        prepare();
        teller = new Teller();
        addObject(teller, 104, 545);
        addObject(gezondheid, 102, 451);
    }
 
    //alles wat het level_3 doet als hij actief is
    public void act()
    {
        ronde_3();
        barry();
    }
 
    //deze methode geeft een gegeven van de teller terug
    public Teller krijgTeller()
    {
        return teller;
    }
     
    //deze methode geeft een gegeven van de gezondheid terug
    public Gezondheid krijgGezondheid()
    {
        return gezondheid;
    }
 
    /**
     * Prepare the world for the start of the program.
     * That is: create the initial objects and add them to the world.
     */
    private void prepare()
    {
        addObject(barry,107, 213);
        addObject(harry, 781, 702);
        barry_start();
        ActieveUit = false;
        ActieveBal = false;
         
    }
     
    //deze methode zet de slijmballen in de wereld
    public void spawnBal()
    {
        xposBal = Greenfoot.getRandomNumber(1000);
        if (Greenfoot.getRandomNumber(1000) < 3) {
            addObject(new Slime_Bal(), xposBal, 10); 
        }
    }
     
    // deze methode start de ronde
    public void barry()
    {
        if (Greenfoot.mouseClicked(barry)) {
            ronde_3 = true;
            Spawn_Koning();
        }
    }
 
    //deze methode helpt met het starten van de wereld
    public void barry_start()
    {
        ronde_3 = false;
    }
 
    //alles wat er gebeurd tijdens ronde 3
    public void ronde_3()
    {
        if (ronde_3 == true) {
            if (Greenfoot.getRandomNumber(300) < 4) {
                addObject(new Groen(), Greenfoot.getRandomNumber(1020) + 180 ,Greenfoot.getRandomNumber(410) + 160);
                 
            }
            if (Greenfoot.getRandomNumber(300) < 2){
                addObject(new Blauw(), Greenfoot.getRandomNumber(1020) + 180 ,Greenfoot.getRandomNumber(410) + 160);
            }
            spawnBal();
        }
    }
     
    //dze methode brengt de slijm koning in de wereld
    public void Spawn_Koning()
    {
        addObject(slime_koning, 469, 50);
    }
     
    //deze methode zet de fighter speler in de wereld
    public void fighter_avatar(int x, int y)
    {
        addObject(new Speler_Fighter(), x, y);
    }
 
    //deze methode zet de hunter speler in de wereld
    public void hunter_avatar(int x, int y)
    {
        addObject(new Speler_Hunter(), x, y);
    }
 
    //deze methode zet de tank speler in de wereld
    public void tank_avatar(int x, int y)
    {
        addObject(new Speler_Tank(), x, y);
    }
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Doodscherm here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Doodscherm extends World
{
    Teller teller = new Teller();
    Start_Opnieuw start_opnieuw = new Start_Opnieuw();
    Startscherm startscherm = new Startscherm();
    /**
     * Constructor for objects of class Doodscherm.
     *
     */
    public Doodscherm()
    {   
        super(1366, 768, 1);
        prepare();
        teller = new Teller();
    }
     
    //alles wat het doodscherm doet als hij actief is
    public void act()
    {
        beginOpnieuw();
    }
     
    //alles wat het doodscherm doet als hij begint
    public void prepare()
    {
        addObject(teller, 503, 200);
        addObject(start_opnieuw, 688, 624);
    }
     
    //deze methode zorgt ervoor dat de game begint als er op de "opnieuw spelen?" knop wordt gedrukt
    public void beginOpnieuw()
    {
        if (Greenfoot.mouseClicked(start_opnieuw)) {
            startscherm.Opnieuw();
        }
    }
     
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Eindscherm here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Eindscherm extends World
{
    Teller teller = new Teller();
    Start_Opnieuw start_opnieuw = new Start_Opnieuw();
    Startscherm startscherm = new Startscherm();
    /**
     * Constructor for objects of class Eindscherm.
     *
     */
    public Eindscherm()
    {   
 
        super(1366, 768, 1);
        prepare();
        teller = new Teller();
 
    }
 
    //alles wat het eindscherm doet als hij actief is
    public void act()
    {
        beginOpnieuw();
    }
 
    //alles wat het doodscherm doet als hij begint
    public void prepare()
    {
        addObject(teller, 532, 298);
        addObject(start_opnieuw, 1155, 611);
    }
 
    //deze methode zorgt ervoor dat de game begint als er op de "opnieuw spelen?" knop wordt gedrukt
    public void beginOpnieuw()
    {
        if (Greenfoot.mouseClicked(start_opnieuw)) {
            startscherm.Opnieuw();
        }
    }
 
    //deze methode zet de fighter avatar in de wereld
    public void fighter_avatar(int x, int y)
    {
        addObject(new Avatar_Fighter(), x, y);
 
    }
 
    //deze methode zet de hunter avatar in de wereld
    public void hunter_avatar(int x, int y)
    {
        addObject(new Avatar_Hunter(), x, y);
 
    }
 
    //deze methode zet de tank avatar in de wereld
    public void tank_avatar(int x, int y)
    {
        addObject(new Avatar_Tank(), x, y);
 
    }
}
danpost danpost

2023/4/14

#
Merten wrote...
These are all the world classes: << Codes Omitted >>
Apparently, when you create your first world, you create ALL your level worlds at the same time (the construction of one causes the construction of the next, in order. Plus, your worlds are quite large, (1366, 768), which, when taken together, is a huge amount of memory being used, whilst only needing a small portion for the current world. Create your future worlds only at the time you will go to them. You could make things easier from the start world to level one just set the welke_avatar value when a character is chosen in Startscherm: Then the level worlds can use its value to place the appropriate avatar. However, better might just be to keep a reference to the chosen actor itself:
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public static Actor ausgewahlt_avatar;
Then set its value when an avatar is selected:
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public void kiesAvatar1()
{
    if (Greenfoot.mouseClicked(avatar_fighter)) {
        ausgewahlt_avatar = new Fighter_Avatar();
    }
    else if (Greenfoot.mouseClicked(avatar_hunter)) {
        ausgewahlt_avatar = new Hunter_Avatar();
    }
    else if (Greenfoot.mouseClicked(avatar_tank)) {
        ausgewahlt_avatar = new Tank_Avatar();
    }
    if (ausgewahlt_avatar != null) {
        Greenfoot.setWorld(new Level_1());
    }
}
Now, the other worlds can just get the player with something like the following:
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addObject(Startscherm.ausgewahlt_avatar, 1000, 600);
That will allow you to remove several methods from each of the level worlds as well. Do not forget to remove line 15 from the Startscherm class; and modify the level worlds so that they do NOT create other worlds until needed by similarly removing their references.
Merten Merten

2023/4/17

#
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Barry here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Barry extends Actor
{
    /**
     * Act - do whatever the Barry wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act()
    {
        Ronde_bezig();
    }
 
    //deze methode zorgt ervoor dat het plaatje van barry aanpast tenopzichte van of er een ronde bezig is
    public void Ronde_bezig()
    {
        if (Level_1.ronde_1 == true || Level_2.ronde_2 == true || Level_3.ronde_3 == true) {
            setImage("barry.png");
        }
        else {
            setImage("barry_hand.png");
        }
    }
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Gezondheid here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Gezondheid extends Actor
{
    public static int totaalGezondheid;
    int gezondheidsniveau = 2;
 
    int breedteBalk = 100;
    int hoogteBalk = 18;
    int pixelsPerGezondheidspunt = (int)breedteBalk/gezondheidsniveau;
    ////alles wat de gezondheid doet als hij actief is
    public void act()
    {
        update();
    }
 
    //deze methode zorgt ervoor dat het gezondheidsniveau klopt met het character
    public void prepare()
    {
        if (Level_1.welke_avatar == 0){
            gezondheidsniveau = gezondheidsniveau + Speler_Fighter.HpFighter;
        }
        if (Level_1.welke_avatar == 1){
            gezondheidsniveau = gezondheidsniveau + Speler_Hunter.HpHunter;
        }
        if (Level_1.welke_avatar == 2){
            gezondheidsniveau = gezondheidsniveau + Speler_Tank.HpTank ;
        }
 
    }
 
    //deze methode start de gezondheidsteller, laat hem zien op het scherm en werkt hem de hele tijd bij
    public Gezondheid()
    {
        prepare();
        update();
        setImage(new GreenfootImage("0", 20, Color.WHITE, Color.BLUE));
    }
 
    //deze methode zorgt voor het verhogen van de totale Gezondheid
    public void bumpHP(int aantal)
    {
        totaalGezondheid += aantal;
        setImage(new GreenfootImage("" + totaalGezondheid, 20, Color.WHITE, Color.BLACK));
    }
 
    //deze methode zorgt ervoor dat de gezondheid daalt als de speler tegen een slime aan loopt
    public void gezondheidDaalt()
    {
        gezondheidsniveau--;
        Doodscherm doodscherm = new Doodscherm();
        if (gezondheidsniveau <=0)
        {
            Greenfoot.setWorld(doodscherm);
             
        }
    }
 
    //deze methode zorgt ervoor dat de gezondheid heel veel daalt als de speler tegen een slijm bal aan loopt
    public void gezondheidDaaltVeel()
    {
        gezondheidsniveau = gezondheidsniveau - 10;
        Doodscherm doodscherm = new Doodscherm();
        if (gezondheidsniveau <=0)
        {
            Greenfoot.setWorld(doodscherm);
             
        }
    }
 
    //deze methode update de gezondheidsbar tenopzichte van de hoeveelheid gezondheids punten de speler heeft
    public void update()
    {
        setImage(new GreenfootImage(breedteBalk + 2,  hoogteBalk + 2));
        GreenfootImage plaatjeBalk = getImage();
        plaatjeBalk.setColor(Color.WHITE);
        plaatjeBalk.drawRect(0, 0, breedteBalk + 1, hoogteBalk + 1);
        plaatjeBalk.setColor(Color.GREEN);
        plaatjeBalk.fillRect(1,1, gezondheidsniveau*pixelsPerGezondheidspunt, hoogteBalk);
    }
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Harry here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Harry extends Actor
{
    /**
     * Act - do whatever the Harry wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act()
    {
        // Add your action code here.
    }
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Start_Opnieuw here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Start_Opnieuw extends Actor
{
    /**
     * Act - do whatever the Start_Opnieuw wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act()
    {
        // Add your action code here.
    }
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Teller here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Teller extends Actor
{
    public int totaalAantalPunten;
 
    //deze methode zet de teller op het scherm
    public Teller()
    {
        setImage(new GreenfootImage("0", 24, Color.WHITE, Color.GRAY));
    }
     
    //deze methode update de teller als er een aanpassing is in score
    public void bumpCount(int aantal)
    {
        totaalAantalPunten += aantal;
        setImage(new GreenfootImage("" + totaalAantalPunten, 20, Color.WHITE, Color.GRAY));
    }
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class beweeg here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class beweeg extends Actor
{
     
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Kogel here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Kogel extends beweeg
{
    Speler speler;
    private int kogelSnelheid = 5;
    private int richting;
    boolean aanraak = false;
    private int punten_groen = 2;
    private int punten_blauw = 5;
    private int punten_slime_koning = 20;
    public static int Welk_Level;
     
 
    /**
     * Act - do whatever the Kogel wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act()
    {
        geschoten();
        move(kogelSnelheid);
    }
 
    //deze methode bereidt een variabele voor om te zorgen dat er na een crash geen rare dingen gebeuren
    public void prepare()
    {
        Level_1.Welk_Level = 0;
    }
 
    //deze methode kijkt of de kogel die is afgeschoten buiten het scherm vliegt of dat de kogel tegen een vijand vliegt
    public void geschoten()
    {
        int ypos = getY();
        int xpos = getX();
        if (ypos < 5 || xpos < 5 || ypos > 763 || xpos > 1361){
            getWorld().removeObject(this);
        }
        else  {
            Actor groen = getOneIntersectingObject(Groen.class);
            Actor blauw = getOneIntersectingObject(Blauw.class);
            Actor slime_koning = getOneIntersectingObject(Slime_Koning.class);
            if (groen != null) {
                updateScore(punten_groen);
                getWorld().removeObject(groen);
                getWorld().removeObject(this);
            }
            if (blauw != null) {
                updateScore(punten_blauw);
                getWorld().removeObject(blauw);
                getWorld().removeObject(this);
            }
            if (slime_koning != null) {
                updateScore(punten_slime_koning);
                getWorld().removeObject(slime_koning);
                getWorld().removeObject(this);
                ronde_2Einde();
            }
        }
    }
 
    //einde ronde (alles wordt klaargezet voor de volgende ronde)
    public void ronde_2Einde()
    {
        Eindscherm eindscherm = new Eindscherm();
        Greenfoot.setWorld(eindscherm);
        if (Level_1.welke_avatar == 1){
            eindscherm.fighter_avatar(711, 566);
        }
        else if (Level_1.welke_avatar == 2){
            eindscherm.hunter_avatar(711, 566);
        }
        else if (Level_1.welke_avatar == 3){
            eindscherm.tank_avatar(711, 566);
        }
         
    }
     
    //deze methode zorgt ervoor dat de kogel meedraait met de richting waar de speler op kijkt om te
    //zorgen dat de kogel de juiste kant op vliegt
    public Kogel(int rot)
    {
        setRotation(rot);
        if (rot > 0 && rot < 90) {
            setRotation(0);
        }
        if (rot > 90 && rot < 180) {
            setRotation(90);
        }
        if (rot > 180 && rot < 270) {
            setRotation(180);
        }
        if (rot > 270 && rot < 360) {
            setRotation(270);
        }
    }
     
    // kijk welk level actief is en verhoog dan de score
    public void updateScore(int aantal)
    {
        if (Welk_Level == 0){
            Level_1 level_1 = (Level_1) getWorld();
            Teller teller = level_1.krijgTeller();
            teller.bumpCount(aantal);
        }
        if (Welk_Level == 1){
            Level_2 level_2 = (Level_2) getWorld();
            Teller teller = level_2.krijgTeller();
            teller.bumpCount(aantal);
        }
        if (Welk_Level == 2 || Level_1.Welk_Level == 2){
            Level_3 level_3 = (Level_3) getWorld();
            Teller teller = level_3.krijgTeller();
            teller.bumpCount(aantal);
        }
    }
 
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Slime here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Slime extends beweeg
{
    private int snelheid = 1;
    public static int xposSpeler;
    public static int yposSpeler;
 
    /**
     * Act - do whatever the Slime wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act()
    {
         
    }
     
    /**
     * deze methode zorgt ervoor dat een object naar rechts kan met "snelheid"
     */
    public void beweegRechts() {
        setLocation ( getX() + snelheid, getY() );
    }
 
    /**
     * deze methode zorgt ervoor dat een object naar links kan met "snelheid"
     */
    public void beweegLinks()
    {
        setLocation ( getX() - snelheid, getY() );
    }
 
    /**
     * deze methode zorgt ervoor dat een object omhoog kan met "snelheid"
     */
    public void beweegOmhoog()
    {
        setLocation ( getX(), getY() - snelheid );
    }
 
    /**
     * deze methode zorgt ervoor dat een object omlaag kan met "snelheid"
     */
    public void beweegOmlaag()
    {
        setLocation ( getX(), getY() + snelheid );
    }
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Blauw here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Blauw extends Slime
{
 
    private int snelheid = 2;
    public static int xposSpeler;
    public static int yposSpeler;
 
    /**
     * Act - do whatever the Slime wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act()
    {
        beweegNaar();
    }
 
    //deze methode zorgt ervoor dat de slime naar de speler beweegt
    public void beweegNaar()
    {
        int yposSlime = getY();
        int xposSlime = getX();
        if (yposSpeler < yposSlime) {
            beweegOmhoog();
        }
        if (yposSpeler > yposSlime) {
            beweegOmlaag();
        }
        if (xposSpeler < xposSlime) {
            beweegLinks();
        }
        if (xposSpeler > xposSlime) {
            beweegRechts();
        }
    }
 
    /**
     * deze methode zorgt ervoor dat een object naar rechts kan met "snelheid"
     */
    public void beweegRechts() {
        setLocation ( getX() + snelheid, getY() );
    }
 
    /**
     * deze methode zorgt ervoor dat een object naar links kan met "snelheid"
     */
    public void beweegLinks()
    {
        setLocation ( getX() - snelheid, getY() );
    }
 
    /**
     * deze methode zorgt ervoor dat een object omhoog kan met "snelheid"
     */
    public void beweegOmhoog()
    {
        setLocation ( getX(), getY() - snelheid );
    }
 
    /**
     * deze methode zorgt ervoor dat een object omlaag kan met "snelheid"
     */
    public void beweegOmlaag()
    {
        setLocation ( getX(), getY() + snelheid );
    }
 
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Groen here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Groen extends Slime
{
     
    private int snelheid = 2;
    public static int xposSpeler;
    public static int yposSpeler;
 
    /**
     * Act - do whatever the Slime wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act()
    {
        beweegNaar();
    }
     
    //deze methode zorgt ervoor dat de slime naar de speler beweegt
    public void beweegNaar()
    {
    int yposSlime = getY();
    int xposSlime = getX();
        if (yposSpeler < yposSlime) {
            beweegOmhoog();
        }
        if (yposSpeler > yposSlime) {
            beweegOmlaag();
        }
        if (xposSpeler < xposSlime) {
            beweegLinks();
        }
        if (xposSpeler > xposSlime) {
            beweegRechts();
        }
    }
     
    /**
     * deze methode zorgt ervoor dat een object naar rechts kan met "snelheid"
     */
    public void beweegRechts() {
        setLocation ( getX() + snelheid, getY() );
    }
 
    /**
     * deze methode zorgt ervoor dat een object naar links kan met "snelheid"
     */
    public void beweegLinks()
    {
        setLocation ( getX() - snelheid, getY() );
    }
 
    /**
     * deze methode zorgt ervoor dat een object omhoog kan met "snelheid"
     */
    public void beweegOmhoog()
    {
        setLocation ( getX(), getY() - snelheid );
    }
 
    /**
     * deze methode zorgt ervoor dat een object omlaag kan met "snelheid"
     */
    public void beweegOmlaag()
    {
        setLocation ( getX(), getY() + snelheid );
    }
 
     
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Slime_Koning here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Slime_Koning extends Slime
{
    private int snelheid = 1;
    private int richting;
    public static int  HP_King = 10;
    /**
     * Act - do whatever the Slime_Koning wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act()
    {
        BeweegHeenEnWeer();
        beweeg();
    }
 
    //deze methode zorgt ervoor dat de slijm koning omdraait bij een bepaald punt en later weer terug draait
    public void BeweegHeenEnWeer()
    {
        int Xpos = getX();
        int Ypos = getY();
        if (Xpos < 469)
        {
            draaiOm();
        }
        else if (Xpos > 1050)
        {
            draaiOm();
        }
    }
     
    /**
     * deze methode zorgt ervoor dat een object naar rechts kan met "snelheid"
     */
    public void beweegRechts() {
        setLocation ( getX() + snelheid, getY() );
    }
 
    /**
     * deze methode zorgt ervoor dat een object naar links kan met "snelheid"
     */
    public void beweegLinks()
    {
        setLocation ( getX() - snelheid, getY() );
    }
 
    //deze methode zorgt ervoor dat de draai richting verandert als de methode wordt aangeroepen
    public void draaiOm()
    {
        if (richting == 0){
            richting = 1;
        }
        else if (richting == 1){
            richting = 0;
        }
    }
 
    //deze methode zorgt ervoor dat de slijm koning de juiste richting op loopt
    public void beweeg()
    {
        if (richting == 1){
            beweegLinks();
        }
         
        if (richting == 0){
            beweegRechts();
        }
    }
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Slime_Bal here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Slime_Bal extends Slime_Koning
{
    /**
     * Act - do whatever the Slime_Bal wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act()
    {
        checkGrond();
    }
     
    //deze methode zorgt ervoor dat de slime bal beweegt en ook weer verdwijnt als hij tegen de grond aan komt
     
    public void checkGrond()
    {
        int ypos = getY() + 4;
        if (ypos >= getWorld().getHeight()) {
            getWorld().removeObject(this);
        }
        else {
            setLocation(getX(), ypos);
        }
    }
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class UitroepTeken here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class UitroepTeken extends Slime_Koning
{
    /*wij hebben uiteindelijk ervoor gekozen om deze class toch niet te
    gebruiken. het verwijderen zorgt echter voor veel problemen dus daarom staat de class er nog in.8
    */
    GifImage uitroepteken = new GifImage("UitroepTeken.gif");
    /**
     * Act - do whatever the UitroepTeken wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act()
    {
        setImage(uitroepteken.getCurrentImage());
    }
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Speler here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Speler extends beweeg
{
    // public static int  HP_King = 10;
    Level_1 level_1 = new Level_1();
    /*kijk of de speler tegen een groene slime loopt. zo ja dan verdwijnt die
     * slime en doet het schade op zijn gezondheid*/
    public void CheckSlimeG()
    {
        if (isTouching(Slime.class) )
        {
            if (Kogel.Welk_Level == 0){
                Level_1 wereld = (Level_1)getWorld();
                Gezondheid gezondheid = wereld.krijgGezondheid();
                gezondheid.gezondheidDaalt();
                removeTouching(Slime.class);
            }
            if (Kogel.Welk_Level == 1){
                Level_2 wereld = (Level_2)getWorld();
                Gezondheid gezondheid = wereld.krijgGezondheid();
                gezondheid.gezondheidDaalt();
                removeTouching(Slime.class);
            }
            if (Kogel.Welk_Level == 2){
                Level_3 wereld = (Level_3)getWorld();
                Gezondheid gezondheid = wereld.krijgGezondheid();
                gezondheid.gezondheidDaalt();
                removeTouching(Slime.class);
            }
        }
    }
 
    /*als een speler de slimebal raakt doet dit veel schade op zijn gezondheid*/
    public void CheckSlimeBal()
    {
        if (isTouching(Slime_Bal.class) )
        {
            if (level_1.Welk_Level == 2){
                Level_3 wereld = (Level_3)getWorld();
                Gezondheid gezondheid = wereld.krijgGezondheid();
                gezondheid.gezondheidDaaltVeel();
            }
        }
    }
 
    /**
     * Act - do whatever the Speler1 wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act()
    {
 
    }
 
    //deze methode zorgt ervoor dat veel andere classes de locatie van de speler krijgen
    public void locatie()
    {
        Blauw.xposSpeler = getX();
        Blauw.yposSpeler = getY();
        Groen.xposSpeler = getX();
        Groen.yposSpeler = getY();
        Level_1.xposSpeler = getX();
        Level_1.yposSpeler = getY();
        Level_2.xposSpeler = getX();
        Level_2.yposSpeler = getY();
        Level_3.xposSpeler = getX();
        Level_3.yposSpeler = getY();
    }
 
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Avatar_Fighter here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Avatar_Fighter extends Speler
{
     
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Avatar_Hunter here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Avatar_Hunter extends Speler
{
     
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Avatar_Tank here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Avatar_Tank extends Speler
{
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Speler_Fighter here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Speler_Fighter extends Speler
{
    private int schietTimer = 0;
    private int schietWachtTijd = 12;
    private int snelheid = 4;
    public static int HpFighter = 40;
 
    /**
     * Act - do whatever the Avatar_Hunter wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act()
    {
        checkToetsenFighter();
        Schieten();
        locatie();
        CheckSlimeG();
 
    }
 
    /*deze methode kijkt of er de juiste toets op het toetsenbord
    wordt ingedrukt. zo ja dan beweegt de speler en wordt het plaatje van de speler aangepast*/
    private void checkToetsenFighter()
    {
        if (Greenfoot.isKeyDown("left") || (Greenfoot.isKeyDown("a")) )
        {
            setRotation(180);
            beweegLinks();
            setImage("links_fighter.png");
        }
        if (Greenfoot.isKeyDown("right") || (Greenfoot.isKeyDown("d")) )
        {
            setRotation(0);
            beweegRechts();
            setImage("rechts_fighter.png");
        }
        if (Greenfoot.isKeyDown("down") || (Greenfoot.isKeyDown("s")) )
        {
            setRotation(90);
            beweegOmlaag();
            setImage("voor_fighter.png");
        }
        if (Greenfoot.isKeyDown("up") || (Greenfoot.isKeyDown("w")))
        {
            setRotation(270);
            beweegOmhoog();
            setImage("achter_fighter.png");
        }
 
    }
 
    /*deze methode kijkt of er de spatiebalk op het toetsenbord
    wordt ingedrukt. zo ja dan wordt er een kogel afgeschoten en begint de timer met lopen. als de timer weer
    op 0 staat, kan de speler weer schieten
     */
    public void Schieten()
    {
        Kogel kogel = new Kogel(getRotation());
        if (schietTimer > 0){
            schietTimer = schietTimer - 1;
        }
        else if (Greenfoot.isKeyDown("space")){
            getWorld().addObject(kogel, getX(), getY());
            schietTimer = schietWachtTijd;
        }
    }
 
    /**
     * deze methode zorgt ervoor dat een object naar rechts kan met "snelheid"
     */
    public void beweegRechts() {
        setLocation ( getX() + snelheid, getY() );
    }
 
    /**
     * deze methode zorgt ervoor dat een object naar links kan met "snelheid"
     */
    public void beweegLinks()
    {
        setLocation ( getX() - snelheid, getY() );
    }
 
    /**
     * deze methode zorgt ervoor dat een object omhoog kan met "snelheid"
     */
    public void beweegOmhoog()
    {
        setLocation ( getX(), getY() - snelheid );
    }
 
    /**
     * deze methode zorgt ervoor dat een object omlaag kan met "snelheid"
     */
    public void beweegOmlaag()
    {
        setLocation ( getX(), getY() + snelheid );
    }
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Speler_Hunter here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Speler_Hunter extends Speler
{
    private int schietTimer = 0;
    private int schietWachtTijd = 15;
    private int snelheid = 5;
    public static int HpHunter = 30;
 
    /**
     * Act - do whatever the Avatar_Hunter wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act()
    {
        checkToetsenHunter();
        Schieten();
        locatie();
        CheckSlimeG();
 
    }
 
    /*deze methode kijkt of er de juiste toets op het toetsenbord
    wordt ingedrukt. zo ja dan beweegt de speler en wordt het plaatje van de speler aangepast*/
    private void checkToetsenHunter()
    {
        Kogel kogel = new Kogel(getRotation());
 
        if (Greenfoot.isKeyDown("left") || (Greenfoot.isKeyDown("a")) )
        {
            setRotation(180);
            beweegLinks();
            setImage("links_hunter.png");
        }
        if (Greenfoot.isKeyDown("right") || (Greenfoot.isKeyDown("d")) )
        {
            setRotation(0);
            beweegRechts();
            setImage("rechts_hunter.png");
        }
        if (Greenfoot.isKeyDown("down") || (Greenfoot.isKeyDown("s")) )
        {
            setRotation(90);
            beweegOmlaag();
            setImage("voor_hunter.png");
        }
        if (Greenfoot.isKeyDown("up") || (Greenfoot.isKeyDown("w")))
        {
            setRotation(270);
            beweegOmhoog();
            setImage("achter_hunter.png");
        }
    }
     
    /*deze methode kijkt of er de spatiebalk op het toetsenbord
    wordt ingedrukt. zo ja dan wordt er een kogel afgeschoten en begint de timer met lopen. als de timer weer
    op 0 staat, kan de speler weer schieten
     */
    public void Schieten()
    {
        Kogel kogel = new Kogel(getRotation());
        if (schietTimer > 0){
            schietTimer = schietTimer - 1;
        }
        else if (Greenfoot.isKeyDown("space")){
            getWorld().addObject(kogel, getX(), getY());
            schietTimer = schietWachtTijd;
        }
    }
 
    /**
     * deze methode zorgt ervoor dat een object naar rechts kan met "snelheid"
     */
    public void beweegRechts() {
        setLocation ( getX() + snelheid, getY() );
    }
 
    /**
     * deze methode zorgt ervoor dat een object naar links kan met "snelheid"
     */
    public void beweegLinks()
    {
        setLocation ( getX() - snelheid, getY() );
    }
 
    /**
     * deze methode zorgt ervoor dat een object omhoog kan met "snelheid"
     */
    public void beweegOmhoog()
    {
        setLocation ( getX(), getY() - snelheid );
    }
 
    /**
     * deze methode zorgt ervoor dat een object omlaag kan met "snelheid"
     */
    public void beweegOmlaag()
    {
        setLocation ( getX(), getY() + snelheid );
    }
}
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
 
/**
 * Write a description of class Speler_Tank here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Speler_Tank extends Speler
{
    private int schietTimer = 0;
    private int schietWachtTijd = 20;
    private int snelheid = 3;
    public static int HpTank = 50;
    /**
     * Act - do whatever the Avatar_Hunter wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act()
    {
        checkToetsenTank();
        Schieten();
        locatie();
        CheckSlimeG();
         
    }
 
    /*deze methode kijkt of er de juiste toets op het toetsenbord
    wordt ingedrukt. zo ja dan beweegt de speler en wordt het plaatje van de speler aangepast*/
    private void checkToetsenTank()
    {
        Kogel kogel = new Kogel(getRotation());
 
        if (Greenfoot.isKeyDown("left") || (Greenfoot.isKeyDown("a")) )
        {
            setRotation(180);
            beweegLinks();
            setImage("links_tank.png");
        }
        if (Greenfoot.isKeyDown("right") || (Greenfoot.isKeyDown("d")) )
        {
            setRotation(0);
            beweegRechts();
            setImage("rechts_tank.png");
        }
        if (Greenfoot.isKeyDown("down") || (Greenfoot.isKeyDown("s")) )
        {
            setRotation(90);
            beweegOmlaag();
            setImage("voor_tank.png");
        }
        if (Greenfoot.isKeyDown("up") || (Greenfoot.isKeyDown("w")))
        {
            setRotation(270);
            beweegOmhoog();
            setImage("achter_tank.png");
        }
    }
 
    /*deze methode kijkt of er de spatiebalk op het toetsenbord
    wordt ingedrukt. zo ja dan wordt er een kogel afgeschoten en begint de timer met lopen. als de timer weer
    op 0 staat, kan de speler weer schieten
     */
    public void Schieten()
    {
        Kogel kogel = new Kogel(getRotation());
        if (schietTimer > 0){
            schietTimer = schietTimer - 1;
        }
        else if (Greenfoot.isKeyDown("space")){
            getWorld().addObject(kogel, getX(), getY());
            schietTimer = schietWachtTijd;
        }
    }
 
    /**
     * deze methode zorgt ervoor dat een object naar rechts kan met "snelheid"
     */
    public void beweegRechts() {
        setLocation ( getX() + snelheid, getY() );
    }
 
    /**
     * deze methode zorgt ervoor dat een object naar links kan met "snelheid"
     */
    public void beweegLinks()
    {
        setLocation ( getX() - snelheid, getY() );
    }
 
    /**
     * deze methode zorgt ervoor dat een object omhoog kan met "snelheid"
     */
    public void beweegOmhoog()
    {
        setLocation ( getX(), getY() - snelheid );
    }
 
    /**
     * deze methode zorgt ervoor dat een object omlaag kan met "snelheid"
     */
    public void beweegOmlaag()
    {
        setLocation ( getX(), getY() + snelheid );
    }
}
GifImage.
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
import java.io.BufferedInputStream;
import java.io.IOException;
import java.io.InputStream;
import java.net.URL;
import java.util.List;
import java.util.ArrayList;
 
/**
 * This class can be used to read animated gif image files and extract the individual
 * images of the animation sequence.
 *
 * @author Michael Berry
 * @author Neil Brown
 *
 * Copyright (c) 2011,2013,2014,2018,2021
 */
public class GifImage
{
    /** The images used in the animation. */
    private GreenfootImage[] images;
    /** The delay between each frame. */
    private int[] delay;
    /** The index of the current frame in the GIF file. */
    private int currentIndex;
    /** The time passed since the last frame in ms. */
    private long time;
    /** Whether the animation is paused or not. */
    private boolean pause;
 
    /**
     * Set the image of the actor. If the image is a normal picture, it will be displayed as normal.
     * If it's an animated GIF file then it will be displayed as an animated actor.
     */
    public GifImage(String file)
    {
        pause = false;
        if(file.toLowerCase().endsWith(".gif")) {
            loadImages(file);
        }
        else {
            images = new GreenfootImage[] {new GreenfootImage(file)};
            delay = new int[] {1000}; // Doesn't matter, as long as it's not zero
            currentIndex = 0;
            time = System.currentTimeMillis();
        }
    }
 
    /**
     * Copy the given GifImage.  This is faster, and uses less memory, than loading the same
     * GIF multiple times.  The current play state (position in the GIF, paused state) is copied
     * from the given GifImage, but after that they can be independently played/paused.
     *
     * The images making up the GIF are shared between the two images, so any modifications to
     * the images will be shared in both GIFs.  You can call this constructor on the same source
     * GIF multiple times.
     * @param copyFrom The GifImage to copy from.
     */
    public GifImage(GifImage copyFrom)
    {
        pause = copyFrom.pause;
        images = copyFrom.images.clone();
        delay = copyFrom.delay.clone();
        currentIndex = copyFrom.currentIndex;
        time = copyFrom.time;
    }
 
    /**
     * Get all the images used in the animation
     * @return a list of GreenfootImages, corresponding to each frame.
     */
    public List<GreenfootImage> getImages()
    {
        ArrayList<GreenfootImage> images = new ArrayList<GreenfootImage>(this.images.length);
        for(GreenfootImage image : this.images) {
            images.add(image);
        }
        return images;
    }
 
    /**
     * Pause the animation.
     */
    public void pause()
    {
        pause = true;
    }
 
    /**
     * Resume the animation.
     */
    public void resume()
    {
        pause = false;
        time = System.currentTimeMillis();
    }
 
    /**
     * Determines whether the animation is running
     * @return true if the animation is running, false otherwise
     */
    public boolean isRunning()
    {
        return !pause;
    }
 
    public GreenfootImage getCurrentImage()
    {
        long delta = System.currentTimeMillis() - time;
 
        while (delta >= delay[currentIndex] && !pause) {
            delta -= delay[currentIndex];
            time += delay[currentIndex];
            currentIndex = (currentIndex+1) % images.length;
        }
        return images[currentIndex];
    }
 
    /**
     * Load the images
     */
    private void loadImages(String file)
    {
        GifDecoder decode = new GifDecoder();
        decode.read(file);
        int numFrames = decode.getFrameCount();
        if(numFrames>0) {
            images = new GreenfootImage[numFrames];
            delay = new int[numFrames];
        }
        else {
            images = new GreenfootImage[1];
            images[0] = new GreenfootImage(1, 1);
        }
 
        for (int i=0 ; i<numFrames ; i++) {
            GreenfootImage image = new GreenfootImage(decode.getFrame(i).getWidth(), decode.getFrame(i).getHeight());
            image.drawImage(decode.getFrame(i), 0, 0);
            delay[i] = decode.getDelay(i);
            images[i] = image;
        }
        time = System.currentTimeMillis();
    }
 
    /**
     * The Rectangle class represents rectangles. This is essentially a re-implementation
     * of the java.awt.Rectangle class, created in order to avoid any dependency on AWT.
     */
    private static class Rectangle
    {
        public int x;
        public int y;
        public int width;
        public int height;
         
        public Rectangle(int x, int y, int width, int height)
        {
            this.x = x;
            this.y = y;
            this.width = width;
            this.height = height;
        }
    }
     
    /**
     * Class GifDecoder - Decodes a GIF file into one or more frames. <br><br>
     *
     * <i>I (Michael) edited this slightly on 10/09/08 to bring class up to date with generics and therefore remove warnings.
     * Also edited so that resources are grabbed from the jar file and not externally, so no security exceptions.</i>
     * <br><br>
     * <pre>
     *  Example:
     *     GifDecoder d = new GifDecoder();
     *     d.read(&quot;sample.gif&quot;);
     *     int n = d.getFrameCount();
     *     for (int i = 0; i &lt; n; i++) {
     *        BufferedImage frame = d.getFrame(i);  // frame i
     *        int t = d.getDelay(i);  // display duration of frame in milliseconds
     *        // do something with frame
     *     }
     * </pre>
     *
     * No copyright asserted on the source code of this class. May be used for any
     * purpose, however, refer to the Unisys LZW patent for any additional
     * restrictions. Please forward any corrections to kweiner@fmsware.com.
     *
     * @author Kevin Weiner, FM Software; LZW decoder adapted from John Cristy's
     *         ImageMagick.
     * @version 1.03 November 2003
     *
     */
    private class GifDecoder
    {
        /**
         * File read status: No errors.
         */
        public static final int STATUS_OK = 0;
 
        /**
         * File read status: Error decoding file (may be partially decoded)
         */
        public static final int STATUS_FORMAT_ERROR = 1;
 
        /**
         * File read status: Unable to open source.
         */
        public static final int STATUS_OPEN_ERROR = 2;
 
        private BufferedInputStream in;
 
        private int status;
 
        private int width; // full image width
 
        private int height; // full image height
 
        private boolean gctFlag; // global color table used
 
        private int gctSize; // size of global color table
 
        private int loopCount = 1; // iterations; 0 = repeat forever
 
        private int[] gct; // global color table
 
        private int[] lct; // local color table
 
        private int[] act; // active color table
 
        private int bgIndex; // background color index
 
        private Color bgColor; // background color
 
        private Color lastBgColor; // previous bg color
 
        private int pixelAspect; // pixel aspect ratio
 
        private boolean lctFlag; // local color table flag
 
        private boolean interlace; // interlace flag
 
        private int lctSize; // local color table size
 
        private int ix, iy, iw, ih; // current image rectangle
 
        private Rectangle lastRect; // last image rect
 
        private GreenfootImage image; // current frame
 
        private GreenfootImage lastImage; // previous frame
 
        private byte[] block = new byte[256]; // current data block
 
        private int blockSize = 0; // block size
 
        // last graphic control extension info
        private int dispose = 0;
 
        // 0=no action; 1=leave in place; 2=restore to bg; 3=restore to prev
        private int lastDispose = 0;
 
        private boolean transparency = false; // use transparent color
 
        private int delay = 0; // delay in milliseconds
 
        private int transIndex; // transparent color index
 
        private static final int MaxStackSize = 4096;
 
        // max decoder pixel stack size
 
        // LZW decoder working arrays
        private short[] prefix;
 
        private byte[] suffix;
 
        private byte[] pixelStack;
 
        private byte[] pixels;
 
        private ArrayList<GifFrame> frames; // frames read from current file
 
        private int frameCount;
 
        /**
         * A single frame
         */
        private class GifFrame {
            public GifFrame(GreenfootImage im, int del) {
                image = im;
                delay = del;
            }
 
            private GreenfootImage image;
 
            private int delay;
        }
 
        /**
         * Convert an RGB integer value to a Color.
         */
        private Color colorFromInt(int rgb)
        {
            int r = (rgb & 0xFF0000) >> 16;
            int g = (rgb & 0xFF00) >> 8;
            int b = (rgb & 0xFF);
            return new Color(r,g,b);
        }
         
        /**
         * Gets display duration for specified frame.
         *
         * @param n
         *          int index of frame
         * @return delay in milliseconds
         */
        public int getDelay(int n) {
            //
            delay = -1;
            if ((n >= 0) && (n < frameCount)) {
                delay = (frames.get(n)).delay;
            }
            return delay;
        }
 
        /**
         * Gets the number of frames read from file.
         *
         * @return frame count
         */
        public int getFrameCount() {
            return frameCount;
        }
 
        /**
         * Gets the first (or only) image read.
         *
         * @return BufferedImage containing first frame, or null if none.
         */
        public GreenfootImage getImage() {
            return getFrame(0);
        }
 
        /**
         * Gets the "Netscape" iteration count, if any. A count of 0 means repeat
         * indefinitiely.
         *
         * @return iteration count if one was specified, else 1.
         */
        public int getLoopCount() {
            return loopCount;
        }
 
        /**
         * Creates new frame image from current data (and previous frames as specified
         * by their disposition codes).
         */
        protected void setPixels() {
            // fill in starting image contents based on last image's dispose code
            if (lastDispose > 0) {
                if (lastDispose == 3) {
                    // use image before last
                    int n = frameCount - 2;
                    if (n > 0) {
                        lastImage = getFrame(n - 1);
                    } else {
                        lastImage = null;
                    }
                }
 
                if (lastImage != null) {
                    image.clear();
                    image.drawImage(lastImage, 0, 0);
                     
                    // copy pixels
 
                    if (lastDispose == 2) {
                        // fill last image rect area with background color
                        Color c = null;
                        if (transparency) {
                            c = new Color(0, 0, 0, 0); // assume background is transparent
                        } else {
                            c = lastBgColor; // use given background color
                        }
                        for (int x = 0; x < lastRect.width; x++)
                        {
                            for (int y = 0; y < lastRect.height; y++)
                            {
                                image.setColorAt(lastRect.x + x, lastRect.y + y, c);
                            }
                        }
                    }
                }
            }
 
            // copy each source line to the appropriate place in the destination
            int pass = 1;
            int inc = 8;
            int iline = 0;
            for (int i = 0; i < ih; i++) {
                int line = i;
                if (interlace) {
                    if (iline >= ih) {
                        pass++;
                        switch (pass) {
                        case 2:
                            iline = 4;
                            break;
                        case 3:
                            iline = 2;
                            inc = 4;
                            break;
                        case 4:
                            iline = 1;
                            inc = 2;
                        }
                    }
                    line = iline;
                    iline += inc;
                }
                line += iy;
                if (line < height) {
                    int k = line * width;
                    int dlim = Math.min(ix + iw, width);
                    int sx = i * iw;
                     
                    for (int dx = ix; dx < dlim; dx++) {
                        int index = ((int) pixels[sx++]) & 0xff;
                        int c = act[index];
                        if (c != 0) {
                            image.setColorAt(dx, line, colorFromInt(c));
                        }
                    }
                }
            }
        }
 
        /**
         * Gets the image contents of frame n.
         *
         * @return BufferedImage representation of frame, or null if n is invalid.
         */
        public GreenfootImage getFrame(int n) {
            GreenfootImage im = null;
            if ((n >= 0) && (n < frameCount)) {
                im = ((GifFrame) frames.get(n)).image;
            }
            return im;
        }
 
        /**
         * Gets image size.
         *
         * @return GIF image dimensions as an array - [0] = width, [1] = height
         */
        public int[] getFrameSize() {
            return new int[]{width, height};
        }
 
        /**
         * Reads GIF image from stream
         *
         * @param BufferedInputStream
         *          containing GIF file.
         * @return read status code (0 = no errors)
         */
        public int read(BufferedInputStream is) {
            init();
            if (is != null) {
                in = is;
                readHeader();
                if (!err()) {
                    readContents();
                    if (frameCount < 0) {
                        status = STATUS_FORMAT_ERROR;
                    }
                }
            } else {
                status = STATUS_OPEN_ERROR;
            }
            try {
                is.close();
            } catch (IOException e) {
            }
            return status;
        }
 
        /**
         * Reads GIF image from stream
         *
         * @param InputStream
         *          containing GIF file.
         * @return read status code (0 = no errors)
         */
        public int read(InputStream is) {
            init();
            if (is != null) {
                if (!(is instanceof BufferedInputStream))
                    is = new BufferedInputStream(is);
                in = (BufferedInputStream) is;
                readHeader();
                if (!err()) {
                    readContents();
                    if (frameCount < 0) {
                        status = STATUS_FORMAT_ERROR;
                    }
                }
            } else {
                status = STATUS_OPEN_ERROR;
            }
            try {
                is.close();
            } catch (IOException e) {
            }
            return status;
        }
 
        /**
         * Reads GIF file from specified file/URL source (URL assumed if name contains
         * ":/" or "file:")
         *
         * @param name
         *          String containing source
         * @return read status code (0 = no errors)
         */
        public int read(String name) {
            status = STATUS_OK;
            InputStream resource = this.getClass().getResourceAsStream(name);
            if (resource == null) {
                name = "images/" + name;
                resource = this.getClass().getResourceAsStream(name);
                if (resource == null) {
                    throw new RuntimeException("The gif file \"" + name + "\" doesn't exist.");
                }
            }
            in = new BufferedInputStream(resource);
            status = read(in);
 
            return status;
        }
 
        /**
         * Decodes LZW image data into pixel array. Adapted from John Cristy's
         * ImageMagick.
         */
        protected void decodeImageData() {
            int NullCode = -1;
            int npix = iw * ih;
            int available, clear, code_mask, code_size, end_of_information, in_code, old_code, bits, code, count, i, datum, data_size, first, top, bi, pi;
 
            if ((pixels == null) || (pixels.length < npix)) {
                pixels = new byte[npix]; // allocate new pixel array
            }
            if (prefix == null)
                prefix = new short[MaxStackSize];
            if (suffix == null)
                suffix = new byte[MaxStackSize];
            if (pixelStack == null)
                pixelStack = new byte[MaxStackSize + 1];
 
            // Initialize GIF data stream decoder.
 
            data_size = read();
            clear = 1 << data_size;
            end_of_information = clear + 1;
            available = clear + 2;
            old_code = NullCode;
            code_size = data_size + 1;
            code_mask = (1 << code_size) - 1;
            for (code = 0; code < clear; code++) {
                prefix[code] = 0;
                suffix[code] = (byte) code;
            }
 
            // Decode GIF pixel stream.
 
            datum = bits = count = first = top = pi = bi = 0;
 
            for (i = 0; i < npix;) {
                if (top == 0) {
                    if (bits < code_size) {
                        // Load bytes until there are enough bits for a code.
                        if (count == 0) {
                            // Read a new data block.
                            count = readBlock();
                            if (count <= 0)
                                break;
                            bi = 0;
                        }
                        datum += (((int) block[bi]) & 0xff) << bits;
                        bits += 8;
                        bi++;
                        count--;
                        continue;
                    }
 
                    // Get the next code.
 
                    code = datum & code_mask;
                    datum >>= code_size;
                        bits -= code_size;
 
                        // Interpret the code
 
                        if ((code > available) || (code == end_of_information))
                            break;
                        if (code == clear) {
                            // Reset decoder.
                            code_size = data_size + 1;
                            code_mask = (1 << code_size) - 1;
                            available = clear + 2;
                            old_code = NullCode;
                            continue;
                        }
                        if (old_code == NullCode) {
                            pixelStack[top++] = suffix[code];
                            old_code = code;
                            first = code;
                            continue;
                        }
                        in_code = code;
                        if (code == available) {
                            pixelStack[top++] = (byte) first;
                            code = old_code;
                        }
                        while (code > clear) {
                            pixelStack[top++] = suffix[code];
                            code = prefix[code];
                        }
                        first = ((int) suffix[code]) & 0xff;
 
                        // Add a new string to the string table,
 
                        if (available >= MaxStackSize)
                            break;
                        pixelStack[top++] = (byte) first;
                        prefix[available] = (short) old_code;
                        suffix[available] = (byte) first;
                        available++;
                        if (((available & code_mask) == 0) && (available < MaxStackSize)) {
                            code_size++;
                            code_mask += available;
                        }
                        old_code = in_code;
                }
 
                // Pop a pixel off the pixel stack.
 
                top--;
                pixels[pi++] = pixelStack[top];
                i++;
            }
 
            for (i = pi; i < npix; i++) {
                pixels[i] = 0; // clear missing pixels
            }
 
        }
 
        /**
         * Returns true if an error was encountered during reading/decoding
         */
        protected boolean err() {
            return status != STATUS_OK;
        }
 
        /**
         * Initializes or re-initializes reader
         */
        protected void init() {
            status = STATUS_OK;
            frameCount = 0;
            frames = new ArrayList<GifFrame>();
            gct = null;
            lct = null;
        }
 
        /**
         * Reads a single byte from the input stream.
         */
        protected int read() {
            int curByte = 0;
            try {
                curByte = in.read();
            } catch (IOException e) {
                status = STATUS_FORMAT_ERROR;
            }
            return curByte;
        }
 
        /**
         * Reads next variable length block from input.
         *
         * @return number of bytes stored in "buffer"
         */
        protected int readBlock() {
            blockSize = read();
            int n = 0;
            if (blockSize > 0) {
                try {
                    int count = 0;
                    while (n < blockSize) {
                        count = in.read(block, n, blockSize - n);
                        if (count == -1)
                            break;
                        n += count;
                    }
                } catch (IOException e) {
                }
 
                if (n < blockSize) {
                    status = STATUS_FORMAT_ERROR;
                }
            }
            return n;
        }
 
        /**
         * Reads color table as 256 RGB integer values
         *
         * @param ncolors
         *          int number of colors to read
         * @return int array containing 256 colors (packed ARGB with full alpha)
         */
        protected int[] readColorTable(int ncolors) {
            int nbytes = 3 * ncolors;
            int[] tab = null;
            byte[] c = new byte[nbytes];
            int n = 0;
            try {
                n = in.read(c);
            } catch (IOException e) {
            }
            if (n < nbytes) {
                status = STATUS_FORMAT_ERROR;
            } else {
                tab = new int[256]; // max size to avoid bounds checks
                int i = 0;
                int j = 0;
                while (i < ncolors) {
                    int r = ((int) c[j++]) & 0xff;
                    int g = ((int) c[j++]) & 0xff;
                    int b = ((int) c[j++]) & 0xff;
                    tab[i++] = 0xff000000 | (r << 16) | (g << 8) | b;
                }
            }
            return tab;
        }
 
        /**
         * Main file parser. Reads GIF content blocks.
         */
        protected void readContents() {
            // read GIF file content blocks
            boolean done = false;
            while (!(done || err())) {
                int code = read();
                switch (code) {
 
                case 0x2C: // image separator
                    readImage();
                    break;
 
                case 0x21: // extension
                    code = read();
                    switch (code) {
                    case 0xf9: // graphics control extension
                        readGraphicControlExt();
                        break;
 
                    case 0xff: // application extension
                        readBlock();
                        String app = "";
                        for (int i = 0; i < 11; i++) {
                            app += (char) block[i];
                        }
                        if (app.equals("NETSCAPE2.0")) {
                            readNetscapeExt();
                        } else
                            skip(); // don't care
                        break;
 
                    default: // uninteresting extension
                        skip();
                    }
                    break;
 
                case 0x3b: // terminator
                    done = true;
                    break;
 
                case 0x00: // bad byte, but keep going and see what happens
                    break;
 
                default:
                    status = STATUS_FORMAT_ERROR;
                }
            }
        }
 
        /**
         * Reads Graphics Control Extension values
         */
        protected void readGraphicControlExt() {
            read(); // block size
            int packed = read(); // packed fields
            dispose = (packed & 0x1c) >> 2; // disposal method
            if (dispose == 0) {
                dispose = 1; // elect to keep old image if discretionary
            }
            transparency = (packed & 1) != 0;
            delay = readShort() * 10; // delay in milliseconds
            transIndex = read(); // transparent color index
            read(); // block terminator
        }
 
        /**
         * Reads GIF file header information.
         */
        protected void readHeader() {
            String id = "";
            for (int i = 0; i < 6; i++) {
                id += (char) read();
            }
            if (!id.startsWith("GIF")) {
                status = STATUS_FORMAT_ERROR;
                return;
            }
 
            readLSD();
            if (gctFlag && !err()) {
                gct = readColorTable(gctSize);
                bgColor = colorFromInt(gct[bgIndex]);
            }
        }
 
        /**
         * Reads next frame image
         */
        protected void readImage() {
            ix = readShort(); // (sub)image position & size
            iy = readShort();
            iw = readShort();
            ih = readShort();
 
            int packed = read();
            lctFlag = (packed & 0x80) != 0; // 1 - local color table flag
            interlace = (packed & 0x40) != 0; // 2 - interlace flag
            // 3 - sort flag
            // 4-5 - reserved
            lctSize = 2 << (packed & 7); // 6-8 - local color table size
 
            if (lctFlag) {
                lct = readColorTable(lctSize); // read table
                act = lct; // make local table active
            } else {
                act = gct; // make global table active
                if (bgIndex == transIndex)
                    bgColor = colorFromInt(0);
            }
            int save = 0;
            if (transparency) {
                save = act[transIndex];
                act[transIndex] = 0; // set transparent color if specified
            }
 
            if (act == null) {
                status = STATUS_FORMAT_ERROR; // no color table defined
            }
 
            if (err())
                return;
 
            decodeImageData(); // decode pixel data
            skip();
 
            if (err())
                return;
 
            frameCount++;
 
            // create new image to receive frame data
            image = new GreenfootImage(width, height);
 
            setPixels(); // transfer pixel data to image
 
            frames.add(new GifFrame(image, delay)); // add image to frame list
 
            if (transparency) {
                act[transIndex] = save;
            }
            resetFrame();
 
        }
 
        /**
         * Reads Logical Screen Descriptor
         */
        protected void readLSD() {
 
            // logical screen size
            width = readShort();
            height = readShort();
 
            // packed fields
            int packed = read();
            gctFlag = (packed & 0x80) != 0; // 1 : global color table flag
            // 2-4 : color resolution
            // 5 : gct sort flag
            gctSize = 2 << (packed & 7); // 6-8 : gct size
 
            bgIndex = read(); // background color index
            pixelAspect = read(); // pixel aspect ratio
        }
 
        /**
         * Reads Netscape extenstion to obtain iteration count
         */
        protected void readNetscapeExt() {
            do {
                readBlock();
                if (block[0] == 1) {
                    // loop count sub-block
                    int b1 = ((int) block[1]) & 0xff;
                    int b2 = ((int) block[2]) & 0xff;
                    loopCount = (b2 << 8) | b1;
                }
            } while ((blockSize > 0) && !err());
        }
 
        /**
         * Reads next 16-bit value, LSB first
         */
        protected int readShort() {
            // read 16-bit value, LSB first
            return read() | (read() << 8);
        }
 
        /**
         * Resets frame state for reading next image.
         */
        protected void resetFrame() {
            lastDispose = dispose;
            lastRect = new Rectangle(ix, iy, iw, ih);
            lastImage = image;
            lastBgColor = bgColor;
            int dispose = 0;
            boolean transparency = false;
            int delay = 0;
            lct = null;
        }
 
        /**
         * Skips variable length blocks up to and including next zero length block.
         */
        protected void skip() {
            do {
                readBlock();
            } while ((blockSize > 0) && !err());
        }
    }
 
}
danpost danpost

2023/4/18

#
Merten wrote...
<< Codes Omitted >>
You posted all these classes (excepting Speler and Sline_Koning) for what reason? I cannot be certain, but it might be the use of the GifImage class that is causing problems on the site.
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