Need help with questions 24 Write assembly code to find abso
Solution
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import java.awt.image.*;
import java.util.*;
//Primary class for the game
public class Asteroids extends Applet implements Runnable, KeyListener{
/**
*
*/
private static final long serialVersionUID = 1L;
//the main thread becomes the game loop
Thread gameloop;
//use this as a double buffer
BufferedImage backbuffer;
//the main drawing object for the back buffer
Graphics2D g2d;
//toggle for drawing bounding boxes
boolean showBounds = false;
//create the asteroid array
int ASTEROIDS = 20;
Asteroid[] ast = new Asteroid[ASTEROIDS];
//create the bullet array
int BULLETS = 10;
Bullet[] bullet = new Bullet[BULLETS];
int currentBullet = 0;
//the player\'s ship
Ship ship = new Ship();
//create the identity transform (0.0)
AffineTransform identity = new AffineTransform();
//create a random number generator
Random rand = new Random();
//applet init event
public void init(){
//create the back buffer for smooth graphics
backbuffer = new BufferedImage(640, 480,BufferedImage.TYPE_INT_RGB);
g2d = backbuffer.createGraphics();
//set up the ship
ship.setX(320);
ship.setY(240);
//set up the bullets
for (int n = 0; n < BULLETS; n++) {
bullet[n] = new Bullet();
}
//Create the asteroids
for (int n = 0; n < ASTEROIDS; n++) {
ast[n] = new Asteroid();
ast[n].setRotationVelocity(rand.nextInt(3)+1);
ast[n].setX((double)rand.nextInt(600)+20);
ast[n].setY((double)rand.nextInt(440)+20);
ast[n].setMoveAngle(rand.nextInt(360));
double ang = ast[n].getMoveAngle() - 90;
ast[n].setVelX(calcAngleMoveX(ang));
ast[n].setVelY(calcAngleMoveY(ang));
}
//start the user input listener
addKeyListener(this);
}
// applet update event to redraw the screen
public void udpate(Graphics g) {
//start off the transforms at identity
g2d.setTransform(identity);
//erase the background
g2d.setPaint(Color.BLACK);
g2d.fillRect(0, 0, getSize().width, getSize().height);
//print some status information
g2d.setColor(Color.WHITE);
g2d.drawString(\"Ship: \"+ Math.round(ship.getX()) + \",\" + Math.round(ship.getY()), 5 , 10);
g2d.drawString(\"Move angle: \" + Math.round(ship.getMoveAngle()) + 90, 5, 25);
g2d.drawString(\"Face angle: \" + Math.round(ship.getFaceAngle()),5 , 40);
//draw the game graphics
drawShip();
drawBullets();
drawAsteroids();
//repaint the applet window
paint(g);
}
//drawShip called by applet udpate event
public void drawShip() {
g2d.setTransform(identity);
g2d.translate(ship.getX(), ship.getY());
g2d.rotate(Math.toRadians(ship.getFaceAngle()));
g2d.setColor(Color.ORANGE);
g2d.fill(ship.getShape());
}
//drawbullets called by applet udpate event
public void drawBullets() {
//iterate through the array of bullets
for (int n = 0; n < BULLETS; n++){
//is this bullet currently in use?
if (bullet[n].isAlive()) {
//draw bullet
g2d.setTransform(identity);
g2d.translate(bullet[n].getX(), bullet[n].getY());
g2d.setColor(Color.MAGENTA);
g2d.draw(bullet[n].getShape());
}
}
}
//drawAsteroids called by applet update event
public void drawAsteroids() {
for (int n = 0; n < ASTEROIDS; n++) {
//is this asteroid being used?
if (ast[n].isAlive()){
//draw asteroid
g2d.setTransform(identity);
g2d.translate(ast[n].getX(), ast[n].getY());
g2d.rotate(Math.toRadians(ast[n].getMoveAngle()));
g2d.setColor(Color.DARK_GRAY);
g2d.fill(ast[n].getShape());
}
}
}
//applet window repaint event draw the back buffer
public void paint(Graphics g) {
//draw the back buffer onto the applet window
g.drawImage(backbuffer, 0, 0, this );
}
// thread start event - start the game loop running
public void start() {
//create the gameloop thread for real - time updates
gameloop = new Thread(this);
gameloop.start();
}
// thread run event (game loop)
public void run() {
//acquire the current thread
Thread t = Thread.currentThread();
//keep going as long as the thread is alive
while (t == gameloop) {
try {
//update gameloop
gameUpdate();
//target framerate is 50fps
Thread.sleep(20);
}
catch(InterruptedException e) {
e.printStackTrace();
}
repaint();
}
}
//thread stop event
public void stop() {
//kill the gameloop thread
gameloop = null;
}
//move and animate the objects in the game
private void gameUpdate() {
updateShip();
updateBullets();
updateAsteroids();
checkCollisions();
}
//update the ship position based on velocity
public void updateShip() {
//update ships X position
ship.incX(ship.getVelX());
//warp around left/right
if (ship.getX() < -10)
ship.setX(getSize().width + 10);
else if (ship.getX() > getSize().width + 10)
ship.setX(-10);
//update ships Y position
ship.incY(ship.getVelY());
//wrap around top/bottom
if (ship.getY() < -10)
ship.setY(getSize().height + 10);
else if (ship.getY() > getSize().height + 10)
ship.setY(-10);
}
// update the bullets based on velocity
public void updateBullets() {
//move each of the bullets
for (int n = 0; n < BULLETS; n++) {
//is this bullet being used?
if (bullet[n].isAlive()) {
//update bullets x position
bullet[n].incX(bullet[n].getVelX());
//bullet disappears at left/right edge
if (bullet[n].getX() < 0 || bullet[n].getX() > getSize().width) {
bullet[n].setAlive(false);
}
//update bullets y position
bullet[n].incY(bullet[n].getVelY());
//bullet disappears at top/bottom edge
if (bullet[n].getY() < 0 || bullet[n].getY() > getSize().height) {
bullet[n].setAlive(false);
}
}
}
}
//update the asteroids based on velocity
public void updateAsteroids() {
//move and rotate the asteroids
for (int n = 0; n < ASTEROIDS; n++) {
//is this asteroid being used?
if (ast[n].isAlive()) {
//update asteroid X value
ast[n].incX(ast[n].getVelX());
//warp the asteroid at the screen edges
if (ast[n].getX() < -20)
ast[n].setX(getSize().width + 20);
else if (ast[n].getX() > getSize().width +20)
ast[n].setX(-20);
//update the asteroid Y value
ast[n].incY(ast[n].getVelY());
//warp around bottom and top of screen
if (ast[n].getY() < -20)
ast[n].setY(getSize().height + 20);
else if (ast[n].getY() > getSize().height +20)
ast[n].setY(-20);
//update the asteroids rotation
ast[n].incMoveAngle(ast[n].getRotationVelocity());
//keep the angle within 0-359 degrees
if (ast[n].getMoveAngle() < 0)
ast[n].setMoveAngle(360 - ast[n].getRotationVelocity());
else if (ast[n].getMoveAngle() > 360)
ast[n].setMoveAngle(ast[n].getRotationVelocity());
}
}
}
//test asteroids for collisions with ship or bullets
public void checkCollisions() {
//iterate through the asteroids array
for (int m = 0; m < ASTEROIDS; m++) {
// is this asteroid being used?
if (ast[m].isAlive()) {
//check for collision with bullet
for (int n = 0; n < BULLETS; n++) {
//is this bullet being used?
if (bullet[n].isAlive()) {
//perform the collision test
if (ast[m].getBounds().contains(bullet[n].getX(), bullet[n].getY())) {
bullet[n].setAlive(false);
ast[m].setAlive(false);
continue;
}
}
}
//check for collision with ship
if(ast[m].getBounds().intersects(ship.getBounds())) {
ast[m].setAlive(false);
ship.setX(320);
ship.setY(240);
ship.setFaceAngle(0);
ship.setVelX(0);
ship.setVelY(0);
continue;
}
}
}
}
//key listener events
public void keyReleased(KeyEvent k) {}
public void keyTyped(KeyEvent k) {}
public void keyPressed(KeyEvent k) {
int keyCode = k.getKeyCode();
switch (keyCode) {
case KeyEvent.VK_LEFT:
//left arrow rotates ship left 5 degrees
ship.incFaceAngle(-5);
if(ship.getFaceAngle() < 0) ship.setFaceAngle(360-5);
break;
case KeyEvent.VK_RIGHT:
//right arrow rotates ship right 5 degrees
ship.incFaceAngle(5);
if(ship.getFaceAngle() > 360) ship.setFaceAngle(5);
break;
case KeyEvent.VK_UP:
//up arrow thrust to ship (1/10 normal speed)
ship.setMoveAngle(ship.getFaceAngle() - 90);
ship.incVelX(calcAngleMoveX(ship.getMoveAngle()) * 0.1);
ship.incVelY(calcAngleMoveY(ship.getMoveAngle()) * 0.1);
break;
//CTRL ENTER OR SPACE used to fire weapon
case KeyEvent.VK_CONTROL:
case KeyEvent.VK_ENTER:
case KeyEvent.VK_SPACE:
//fire a bullet
currentBullet++;
if(currentBullet > BULLETS - 1) currentBullet = 0;
bullet[currentBullet].setAlive(true);
//point bullet in same direction as ship is facing
bullet[currentBullet].setX(ship.getX());
bullet[currentBullet].setY(ship.getY());
bullet[currentBullet].setMoveAngle(ship.getFaceAngle() - 90);
//fire bullet at angle of ship
double angle = bullet[currentBullet].getMoveAngle();
double svx = ship.getVelX();
double svy = ship.getVelY();
bullet[currentBullet].setVelX(svx + calcAngleMoveX(angle) * 2);
bullet[currentBullet].setVelY(svy + calcAngleMoveY(angle) * 2);
break;
}
}
//calculate X movement value based on direction angle
public double calcAngleMoveX(double angle) {
return (double) (Math.cos(angle * Math.PI / 180));
}
// calculate Y movement value based on direction angle
public double calcAngleMoveY (double angle) {
return (double) (Math.sin(angle * Math.PI / 180));
}
}











