157 Commits
2.1 ... 4.0

Author SHA1 Message Date
805341797f Added headers 2019-04-12 04:53:20 -06:00
6c411b6c3b Updated the read me for the interactive demo 2019-04-12 04:51:48 -06:00
8222cdaecb Fixed up last of the bug fixes, this should be it up until the interactive demo 2019-04-12 04:45:31 -06:00
f89c1aa209 Redid a bunch of commenting making sure that every method was commented. 2019-04-12 03:54:20 -06:00
03ff12b832 Got the text version up and running, had to make a bunch of methods to get it running though 2019-04-12 01:07:45 -06:00
KahootChampion
b4f9ce761c Done work on shipWarfareGUi, shortened what needed to be shortened. 2019-04-11 22:27:27 -06:00
KahootChampion
0b5df085bf Done working on ShipWarfareText 2019-04-11 22:11:06 -06:00
KahootChampion
44f1ee5b2a Done working on SHipWarfareText 2019-04-11 22:10:30 -06:00
KahootChampion
0086abb2a7 Fixed many issues with ShipWarfare text like the fact that the game wouldnt end when all ships were defeated until all shots had been fired 2019-04-11 22:01:34 -06:00
Nathan Lum
0221a5a2f1 Added Javadocs 2019-04-11 20:18:53 -06:00
Nathan Lum
7134a6825e Update RandomEventLogic.java 2019-04-11 20:10:13 -06:00
KahootChampion
74f0f31a46 Merge remote-tracking branch 'origin/master' 2019-04-11 17:52:39 -06:00
KahootChampion
c6b34f49b3 Completed ShipWarfare 2019-04-11 17:52:24 -06:00
Vikramb987
36a89bc713 epic style fixes 2019-04-11 14:46:48 -06:00
Vikramb987
dbf92288c5 Update README.md 2019-04-11 14:41:57 -06:00
7ca1e3e4a3 Updated with the correct complication stuff 2019-04-11 14:29:32 -06:00
KahootChampion
ff4dd2b733 Merge remote-tracking branch 'origin/master' 2019-04-11 13:49:14 -06:00
KahootChampion
4ec469de7d Added Javadocs for start in MainGUI and separated ShipWarfare into more methods. 2019-04-11 13:48:56 -06:00
Vikramb987
a2c7d7dd67 Update LoanSharkGUI.java
cutting start method -- not necessary
2019-04-11 13:43:17 -06:00
ea5faaca36 Added stuff to randomEvents logic 2019-04-10 23:16:20 -06:00
a2e3879cae Created logic class for Warehouse 2019-04-10 17:58:05 -06:00
KahootChampion
784272e362 Removed some layerings from SHipWarfare related classes 2019-04-08 12:46:55 -06:00
Nathan Lum
e6b8ac33ef Update StartGUI.java 2019-04-08 11:51:50 -06:00
Nathan Lum
1d47933bae Update StartLogic.java 2019-04-08 11:51:07 -06:00
Nathan Lum
195c3793db Update StartText.java 2019-04-08 11:50:32 -06:00
3f68202bb5 Minor changes 2019-04-07 18:28:32 -06:00
26064ebac3 Added some content to the textgame files and added some stuff to the logic files. Also fixed formating in TravelGUI 2019-04-07 16:35:22 -06:00
f37aa91fad Made every appropriate Text and Logic class 2019-04-07 14:58:48 -06:00
e2ad32c4ee Moved everything into logic classes 2019-04-07 14:44:41 -06:00
KahootChampion
9e97877e6e Have logic and ShipWarfareGUI sufficiently separated 2019-04-07 14:17:44 -06:00
KahootChampion
f834afb98f ShipWarfareText Complete Haris Muhammad 2019-04-07 14:06:25 -06:00
KahootChampion
fff5456b45 Mostly done ShiPWarfareText 2019-04-07 13:52:36 -06:00
KahootChampion
548448bda1 Fixed various issues but mainly with SHipWarfareText firing even when "r" was inputed as the command to run 2019-04-07 13:15:35 -06:00
ea591057cd Fixed the severe lack of TaipanShopText 2019-04-07 12:59:00 -06:00
7901ac94c4 Finished the merger with Dedupe and the main branch.
Travel and Taipan shop shouldn't have any code sharing anymore
2019-04-07 12:52:32 -06:00
4e53d590a9 Merge branch 'dedupe'
# Conflicts:
#	.idea/workspace.xml
#	src/ShipWarfareGUI.java
2019-04-07 12:48:37 -06:00
5283b60c4f Updated shipwarfare text to the modern era 2019-04-07 12:45:39 -06:00
KahootChampion
97927dc3f8 Adding ShipWarfareText 2019-04-07 12:41:45 -06:00
ca778137a5 Fixed duplication between Shop and Travel 2019-04-07 12:35:20 -06:00
KahootChampion
4db5b6e318 Fixed ShipWarfareGUI and ShipWarfareLogic 2019-04-07 12:08:05 -06:00
ab596f60b0 Fixed money updating after fighting for loot 2019-04-07 11:23:01 -06:00
ae8cac6595 Fixed problem with HP and Gun amount not carrying over 2019-04-07 11:05:09 -06:00
KahootChampion
5a77f8c4e8 Doesnt take healtha way when user wins 2019-04-07 10:52:42 -06:00
KahootChampion
cb4e13b888 For some reason, the setHp method works only in shipwarfareGUI but does not transfer to TaipanShopGUI 2019-04-06 23:16:41 -06:00
KahootChampion
233521b6a7 Have logic and ShipWarfareGUI sufficiently separated 2019-04-06 22:50:54 -06:00
KahootChampion
8786e5d3c6 WIP ShipWarFareLogic GUI made it so that I can start form scratch at combining logic with GUI 2019-04-06 22:28:23 -06:00
KahootChampion
b11db35eb0 Must fix issues with logic for shipGui still 2019-04-06 22:23:57 -06:00
KahootChampion
f8ee683728 Before abandoning destroyLittyShipsOrEscape separation 2019-04-06 21:50:54 -06:00
5d0e349ffb I DON'T KNOW WHAT I DID, BUT IT WORKED A LITTLE BIT 2019-04-06 18:09:04 -06:00
KahootChampion
256706377d Mesed with ship and litterally accomplished nothing 2019-04-06 17:44:11 -06:00
9959de99f6 Fixed up problem where you don't get cash from ships. 2019-04-06 16:56:08 -06:00
5e7667aa31 Merge branch 'master' of C:\Users\Harkamal Randhawa\IdeaProjects\TaipanClone with conflicts. 2019-04-06 16:45:42 -06:00
KahootChampion
8d07d531de Helath not lowering anymore 2019-04-06 16:24:47 -06:00
05c25c01e0 Fixed issue with Shipwarfare not loading up 2019-04-06 15:44:10 -06:00
KahootChampion
92cd1db4f5 Failed attempt at separating logic and GUI but saving just in case I need it later 2019-04-06 15:21:53 -06:00
7f1e8a4be8 Made 2019-04-06 15:20:37 -06:00
3beb1ff33d Merge branch 'master' of C:\Users\Harkamal Randhawa\IdeaProjects\TaipanClone with conflicts. 2019-04-06 14:00:33 -06:00
KahootChampion
6bbd852c8b Failed attempt at separating logic and GUI but saving just in case I need it later 2019-04-04 22:13:17 -06:00
Vikramb987
9c17adfb38 Create TaipanShopLogic.java 2019-04-02 18:52:51 -06:00
Vikramb987
bd162428a5 Create TaipanShopText.java 2019-04-02 18:52:17 -06:00
Vikramb987
9ee378279b Update TaipanShopGUI.java 2019-04-02 18:49:59 -06:00
KahootChampion
61ba606e89 Playing with miss animation 2019-03-29 08:20:56 -06:00
KahootChampion
02efa7a9ba Fixed an issue with ShipWarfareGUI with the ships running away label 2019-03-25 18:32:17 -06:00
b39ddffcf8 Fixed demo 3 2019-03-25 13:43:36 -06:00
KahootChampion
7e9ba348b2 Ship Warfare "dang it" issue fixed 2019-03-25 13:35:11 -06:00
a96de93b13 Added libraries to the file 2019-03-25 13:31:01 -06:00
4cf4bc3cb9 Merge remote-tracking branch 'origin/master' 2019-03-25 13:26:20 -06:00
55214ce652 Made it so that randomEventGUI looks normal on Linux 2019-03-25 13:26:01 -06:00
Vikramb987
19134408a8 Update FileSaving.java
changes to how we deal with saving when it comes to the terminal
2019-03-25 13:18:16 -06:00
Vikramb987
77e43f0fd2 Update TaipanShopGUI.java
saving changes
2019-03-25 13:17:43 -06:00
69a4f121c5 Demo 3
Added part with jar files and test file
2019-03-25 13:17:13 -06:00
Vikramb987
1d970b201c Update BankGUI.java
changed some text.
2019-03-25 13:07:03 -06:00
Vikramb987
fd921053d3 Update LoanSharkGUI.java
changed some text
2019-03-25 13:01:16 -06:00
Vikramb987
283e51c375 Update TravelGUI.java
fixed formatting
2019-03-25 12:52:53 -06:00
Vikramb987
db0d8ec2db Update TaipanShopGUI.java
fixed formatting
2019-03-25 12:51:59 -06:00
Vikramb987
45d6d794f9 Update ShipWarfareGUI.java
added title
2019-03-25 12:49:43 -06:00
dc28fb504d Finished PlayerTest 2019-03-25 12:48:13 -06:00
5a43adf7ad Merge remote-tracking branch 'origin/master' 2019-03-25 12:29:56 -06:00
290dce81db Player Test 2019-03-25 12:28:51 -06:00
Vikramb987
6e43912b2e Update ShipWarfareGUI.java
fixed error with terminal
2019-03-25 12:25:59 -06:00
Vikramb987
3ac1087741 Update TravelGUI.java
epicchanges
2019-03-25 12:19:05 -06:00
Vikramb987
c008a68166 Update TaipanShopGUI.java
epic final changes boi
2019-03-25 12:18:11 -06:00
Vikramb987
85b2043ebf Update TaipanShopGUI.java
fixed some formatting
2019-03-25 12:14:34 -06:00
KahootChampion
61f88c0a86 Completed ShipWarfareGUI 2019-03-25 11:06:39 -06:00
KahootChampion
5caca9c9e3 Fixed silk issue 2019-03-25 11:03:16 -06:00
24cb7ea70e Pushed the fix for ship repair while 100 hp 2019-03-25 00:08:40 -06:00
0f56a515c1 Fixed some of the code related with Liu Yuen and fixed some of the javadocing 2019-03-24 23:31:05 -06:00
Siddhant Dewani
4d8265ea79 added javadocs 2019-03-24 22:45:58 -06:00
Siddhant Dewani
0d548442d4 Merge remote-tracking branch 'origin/master' 2019-03-24 22:45:25 -06:00
f0b1d42892 Merge remote-tracking branch 'origin/master' 2019-03-24 22:32:49 -06:00
bf53113834 Made it so that the user doesn't get pushed into travel if they press enter while buying something 2019-03-24 22:21:15 -06:00
Siddhant Dewani
ffc2000c70 Added javadocs 2019-03-24 22:20:00 -06:00
Vikramb987
016b765e3a Update Player.java
completed javadocs
2019-03-24 22:10:30 -06:00
384a874e09 Merge remote-tracking branch 'origin/master' 2019-03-24 22:08:05 -06:00
d82ac891f1 Commented a bit of Random Event 2019-03-24 22:07:48 -06:00
KahootChampion
f379278dc8 Completed ShipWarfareGUI 2019-03-24 21:58:53 -06:00
KahootChampion
39b494ff88 ShipWarfare javaDocs completed 2019-03-24 21:48:44 -06:00
KahootChampion
799704ad5c Fixed the issue where the ship shot with no guns 2019-03-24 21:25:57 -06:00
KahootChampion
2fb5d2fb1a Merge remote-tracking branch 'origin/master' 2019-03-24 21:02:20 -06:00
KahootChampion
bf21232510 Small error in animation whcih shoots even if no guns must fix that 2019-03-24 21:02:13 -06:00
68431ccad8 Merge remote-tracking branch 'origin/master' 2019-03-24 20:15:28 -06:00
b889ccd2bd Finished Warehouse 2019-03-24 20:15:13 -06:00
KahootChampion
31c72b3a1c changed some stuff related to the fight button animation 2019-03-24 19:50:42 -06:00
566cc9dfb2 Warehouse and Travel events are still work in progress but added their code to the github repo 2019-03-24 19:11:54 -06:00
KahootChampion
68f2c345d9 Merge remote-tracking branch 'origin/master' 2019-03-24 19:08:11 -06:00
KahootChampion
f27ee3d1d5 Made fight button basically functional for AnimationTesting 2019-03-24 19:07:51 -06:00
9012da0b3d Merge remote-tracking branch 'origin/master' 2019-03-24 16:13:46 -06:00
b8ed9bdb87 Made warehouse reappear 2019-03-24 16:12:30 -06:00
KahootChampion
3b38c2475b Sep up the scene which will be used for animation 2019-03-23 22:12:51 -06:00
KahootChampion
ddc8cd4a06 Litty Animation Practice littier 2019-03-23 19:19:44 -06:00
KahootChampion
55b3dbe0b6 Added method for animation 2019-03-23 19:18:39 -06:00
519ddec330 Merge remote-tracking branch 'origin/master' 2019-03-23 19:04:53 -06:00
cf287833f6 Made animation testing same as everyother class, can run from other classes. 2019-03-23 19:04:37 -06:00
KahootChampion
d15e0fd7d7 Added gifs back 2019-03-23 18:57:47 -06:00
KahootChampion
7ec7f00983 Litty Animation Practice 2019-03-23 18:39:20 -06:00
0024e7a5ab Should completely get rid of error messages and print statements related to save state 2019-03-23 18:15:59 -06:00
30cd4805d9 Merge remote-tracking branch 'origin/master' 2019-03-23 18:13:26 -06:00
9d113a656f Finished game saves 2019-03-23 18:13:07 -06:00
3bdd7fb55b Fixed buttons being too large on Linux and Mac 2019-03-23 15:59:35 -06:00
e6e1f02ea9 File saving is work in progress
Added a css file for the game
Made it so that you can press enter to continue forwars
Made folder for both images and save files
2019-03-23 03:37:41 -06:00
0bedf3e182 Made it so you can go inbetween screens by pressing enter, allowing for you to speed through the game without pressing buttons. 2019-03-22 23:01:31 -06:00
55ff34ef9b Moved around a few of the images and changed the dimensions of the start screen 2019-03-22 21:05:31 -06:00
KahootChampion
60cb7b3069 Maybe this is whack idk 2019-03-21 12:45:39 -06:00
KahootChampion
7ed267a6a0 Ayy added all the gifs needed. 2019-03-20 17:21:51 -06:00
KahootChampion
55c603716c Made the fight gif runnable by everyone hopefully 2019-03-19 23:53:25 -06:00
KahootChampion
7b9796f92c Made the fight gif runnable by everyone hopefully 2019-03-19 23:49:36 -06:00
KahootChampion
a33273035a Added fight Button gif. Might not work on your computers yet though... I inputed my own local documents folder as the library temporarily. 2019-03-19 23:34:54 -06:00
Vikram
2bc96e5d07 made everything use inheritance instead of whatever we were doing before. 2019-03-19 17:14:42 -06:00
Vikram
0f9ef34f54 Merge remote-tracking branch 'origin/master' 2019-03-11 19:42:14 -06:00
36f72b22e4 Merge remote-tracking branch 'origin/master' 2019-03-11 19:40:25 -06:00
4efe650091 Fixed the problem where shipwarfare didn't run after Travel 2019-03-11 19:40:13 -06:00
Vikramb987
e341112aec Update TaipanShopGUI.java
javadocs update.
2019-03-11 19:38:02 -06:00
Vikram
db4a06e652 javadocs update. 2019-03-11 19:36:23 -06:00
Vikram
a56a6690ee Merge remote-tracking branch 'origin/master' 2019-03-11 19:17:31 -06:00
Vikram
c179ac17ae fixed one small issue. 2019-03-11 19:17:13 -06:00
29e0f3e683 Merge remote-tracking branch 'origin/master' 2019-03-11 19:07:26 -06:00
923ff50c87 Finished the fix for negative numbers and Strings messing up the travel textField 2019-03-11 19:07:11 -06:00
Vikram
15525d789e fixed one small issue. 2019-03-11 19:07:06 -06:00
Vikram
e0171bacfa finished javadocs 2019-03-11 19:00:26 -06:00
KahootChampion
8c776b769b wrote javadocs for authorname 2019-03-11 18:47:10 -06:00
428a7caf80 Fixed the problem where the player could recalculate price values by leaving and entering the travel screen. 2019-03-11 18:27:42 -06:00
Vikramb987
af81624e27 Update TaipanShopGUI.java
changed the javadoc slightly.
2019-03-11 17:21:15 -06:00
KahootChampion
762b399c4b Added JavaDocs for ShipWarfare 2019-03-11 15:33:08 -06:00
Nathan Lum
8402a2368c Added Javadoc comments 2019-03-11 15:28:11 -06:00
Nathan Lum
8c3098a498 Added Javadoc comments 2019-03-11 15:20:38 -06:00
Vikramb987
f1a43a279a Update TaipanShopGUI.java 2019-03-11 15:18:05 -06:00
Nathan Lum
140e8dc706 Added Javadoc comments 2019-03-11 15:17:42 -06:00
Nathan Lum
e21a7c9f54 Added Javadoc comments 2019-03-11 15:12:03 -06:00
Nathan Lum
023e77f034 Added Javadoc comments 2019-03-11 15:07:35 -06:00
Vikramb987
696af67665 Update TaipanShopGUI.java
comment
2019-03-11 14:07:12 -06:00
cf0fd1281f Update README.md 2019-03-11 13:56:54 -06:00
Vikramb987
4e4d30c222 Update TravelGUI.java
aesthetic changes
2019-03-11 12:41:32 -06:00
Vikramb987
d2e42048b2 Update TaipanShopGUI.java
aesthetic changes boi
2019-03-11 12:40:08 -06:00
KahootChampion
303be2eea6 Fixed output for start and TaipanShop GUI 2019-03-11 12:27:17 -06:00
Siddhant Dewani
963f16afca Fixed bank label 2019-03-11 11:49:50 -06:00
Siddhant Dewani
fd03a7c588 FIXED Loanshark and bank 2019-03-11 11:41:06 -06:00
Vikramb987
c912394dd9 Update TaipanShopGUI.java
fixed minor error
2019-03-11 09:09:53 -06:00
53 changed files with 5687 additions and 2816 deletions

6
.idea/cssdialects.xml generated Normal file
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@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="CssDialectMappings">
<file url="file://$PROJECT_DIR$/src/styleguide.css" dialect="CLASSIC" />
</component>
</project>

1
.idea/encodings.xml generated
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@@ -1,6 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<project version="4"> <project version="4">
<component name="Encoding" addBOMForNewFiles="with NO BOM"> <component name="Encoding" addBOMForNewFiles="with NO BOM">
<file url="file://$PROJECT_DIR$/src/saves/playerSave.txt" charset="windows-1252" />
<file url="PROJECT" charset="UTF-8" /> <file url="PROJECT" charset="UTF-8" />
</component> </component>
</project> </project>

11
.idea/libraries/hamcrest_core_1_3.xml generated Normal file
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<component name="libraryTable">
<library name="hamcrest-core-1.3">
<CLASSES>
<root url="jar://$PROJECT_DIR$/src/hamcrest-core-1.3.jar!/" />
<root url="jar://$PROJECT_DIR$/src/jfxrt.jar!/" />
<root url="jar://$PROJECT_DIR$/src/junit-4.12.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</component>

2
.idea/misc.xml generated
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@@ -9,7 +9,7 @@
<component name="ProjectKey"> <component name="ProjectKey">
<option name="state" value="project://63537948-39a4-48a0-9c97-34259a0fa913" /> <option name="state" value="project://63537948-39a4-48a0-9c97-34259a0fa913" />
</component> </component>
<component name="ProjectRootManager" version="2" languageLevel="JDK_1_8" default="true" project-jdk-name="1.8.0_201" project-jdk-type="JavaSDK"> <component name="ProjectRootManager" version="2" languageLevel="JDK_1_8" default="true" project-jdk-name="1.8.0_141" project-jdk-type="JavaSDK">
<output url="file://$PROJECT_DIR$/out" /> <output url="file://$PROJECT_DIR$/out" />
</component> </component>
<component name="SvnBranchConfigurationManager"> <component name="SvnBranchConfigurationManager">

1010
.idea/workspace.xml generated

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@@ -2,10 +2,35 @@
Computer Science 233 project, Winter 2019 Computer Science 233 project, Winter 2019
How to run: How to run:
If you are using intellij, extract "TaipanClone-master.zip", and open the "TaipanClone-master" folder in intellij. Also set up the SDK. Then, run MainGUI.java. If you are using intellij, extract "TaipanClone-master.zip", and open the "TaipanClone-master" folder in intellij. Also set up the SDK.
If you are using the command line, extract "TaipanClone-master.zip", and open the "TaipanClone-master" folder. Open your terminal and change its directory to the "src" folder within "TaipanClone-master" folder. Then, type in "javac *.java", this compiles all the necessary files. Now, run main.java using "java main". Place jfxt.jar, hamcrest-core-1.3.jar and junit-4.12.jar into the src folder
Then, run MainGUI.java.
# To play the game
If you are using the command line, extract "TaipanClone-master.zip", and open the "TaipanClone-master" folder. Open your terminal and change its directory to the "src" folder within "TaipanClone-master" folder.
Then, type in
```
"javac -cp .:junit-4.12.jar:hamcrest-core-1.3.jar:jfxrt.jar gui/*.java text/*.java logic/*.java tests/*.java"
```
This compiles all the necessary files. Now, to play the GUI version run MainGUI.java using
```
java gui.MainGUI
```
To play the command-line version run
```
java gui.MainText
```
# To run the test file PlayerTest.java, type in
```
javac -cp .:junit-4.12.jar:hamcrest-core-1.3.jar:jfxrt.jar gui/*.java text/*.java logic/*.java tests/*.java
```
This compiles all the necessary files. Now, run PlayerTest.java using
```
java -cp .:junit-4.12.jar:hamcrest-core-1.3.jar org.junit.runner.JUnitCore tests.PlayerTest
```
Additional information: Additional information:
You lose if your HP reaches 0. You can win if you "retire" in Hong Kong while having a net worth of over $1 million. You lose if your HP reaches 0. You can win if you "retire" in Hong Kong while having a net worth of over $1 million.

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</content> </content>
<orderEntry type="inheritedJdk" /> <orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" /> <orderEntry type="sourceFolder" forTests="false" />
<orderEntry type="module-library">
<library name="JUnit4">
<CLASSES>
<root url="jar://$MAVEN_REPOSITORY$/junit/junit/4.12/junit-4.12.jar!/" />
<root url="jar://$MAVEN_REPOSITORY$/org/hamcrest/hamcrest-core/1.3/hamcrest-core-1.3.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="library" name="hamcrest-core-1.3" level="project" />
</component> </component>
</module> </module>

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import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.control.TextField;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class BankGUI {
private Player player;
/**
* setter method that takes in a Player object as an argument.
*
* @param player object of the class Player
*/
public void setPlayer(Player player) {
Player playerDummy = new Player(player);
this.player = playerDummy;
}
/**
* getter method for obtaining a player object.
*
* @return returns player object
*/
public Player getPlayer() {
Player playerDummy = new Player(player);
return playerDummy;
}
/**
* Class Constructor that takes in a type player as a parameter
* <p>
* //* @param player object of the class Player
*/
public BankGUI(Player player) {
Player playerDummy = new Player(player);
this.player = playerDummy;
}
/**
* Initializes the GUI for the Bank in our game.
*
* @param primaryStage
* @return
*/
public Stage initializeBank(Stage primaryStage) {
primaryStage.setTitle("Bank");
/**
* Creating all the layouts, labels, buttons, and a textfield.
*
*/
BorderPane brdr1 = new BorderPane();
HBox hbx1 = new HBox(30);
HBox hbx2 = new HBox(30);
VBox vbx1 = new VBox(30);
Label l1 = new Label("Player: " + player.getName());
Label l2 = new Label("Current Balance: " + player.getBank());
Label l3 = new Label("Enter Amount: ");
Label l4 = new Label("Current cash: " + player.getMoney());
Label l5 = new Label(" ");
Button b1 = new Button("Withdraw");
Button b2 = new Button("Deposit");
Button b3 = new Button("Go back");
TextField txtField1 = new TextField();
/**
* Adds the buttons so that they are at the bottom of the screen.
*
*/
hbx1.setAlignment(Pos.CENTER);
hbx1.getChildren().add(b1);
hbx1.getChildren().add(b2);
hbx1.getChildren().add(b3);
brdr1.setBottom(hbx1);
/**
* Adds the text field to the center of the screen.
*
*/
hbx2.setAlignment(Pos.CENTER);
hbx2.getChildren().add(l3);
hbx2.getChildren().add(txtField1);
brdr1.setCenter(hbx2);
/**
* Adds the labels to the top of the screen.
*
*/
vbx1.setAlignment(Pos.CENTER);
vbx1.getChildren().add(l1);
vbx1.getChildren().add(l2);
vbx1.getChildren().add(l4);
vbx1.getChildren().add(l5);
brdr1.setTop(vbx1);
/**
* Adds function to button 1 which, when clicked, withdraws money from your bank to your person but, will not let you overdraw.
*
*/
b1.setOnAction(new EventHandler<ActionEvent>() {
@Override
public void handle(ActionEvent event) {
int withdraw = Integer.parseInt(txtField1.getText());
if (withdraw <= player.getBank()) {
player.setMoney(withdraw + player.getMoney());
player.setBank(player.getBank() - withdraw);
} else {
l5.setText("Sorry you cannot withdraw that much");
}
l2.setText("Current Balance: " + player.getBank());
l4.setText("Current cash: " + player.getMoney());
}
}
);
/**
* Adds function to button 2 which, when clicked, deposits money into your bank but, will not let you overdraw.
*
*/
// Set the event handler when the withdraw button is clicked
b2.setOnAction(new EventHandler<ActionEvent>() {
@Override
public void handle(ActionEvent event) {
int deposit = Integer.parseInt(txtField1.getText());
if (deposit <= player.getMoney()) {
player.setBank(deposit + player.getBank());
player.setMoney(player.getMoney() - deposit);
} else {
l5.setText("Sorry you cannot deposit that much");
}
l2.setText("Current Balance: " + player.getBank());
l4.setText("Current cash: " + player.getMoney());
}
}
);
/**
* Adds function to button 3 which, when clicked, brings you back to the Shop GUI.
*
*/
b3.setOnAction(new EventHandler<ActionEvent>() {
@Override
public void handle(ActionEvent event) {
TaipanShopGUI shopGUI = new TaipanShopGUI(player);
shopGUI.initializeShop(primaryStage);
primaryStage.show();
}
}
);
/**
* Sets the window size to a width of 600 and height of 480 and displays the screen.
*
*/
Scene scene = new Scene(brdr1, 600, 480);
primaryStage.setScene(scene);
return primaryStage;
}
/**
* sets scene and runs stage
*
* @param primaryStage the stage in which the scene may be run and switched to
*/
public void start(Stage primaryStage) {
BankGUI bank = new BankGUI(player);
bank.initializeBank(primaryStage);
primaryStage.show();
}
}

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@@ -1,170 +0,0 @@
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.control.TextField;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class LoanSharkGUI {
private Player player;
/**
* setter method that takes in a Player object as an argument.
*
* @param player object of the class Player
*/
public void setPlayer(Player player) {
Player playerDummy = new Player(player);
this.player = playerDummy;
}
/**
* getter method for obtaining a player object.
*
* @return returns player object
*/
public Player getPlayer() {
Player playerDummy = new Player(player);
return playerDummy;
}
/**
* Class Constructor that takes in a type player as a parameter
* <p>
* //* @param player object of the class Player
*/
public LoanSharkGUI(Player player) {
Player playerDummy = new Player(player);
this.player = playerDummy;
}
public Stage initializeLoanShark(Stage primaryStage) {
primaryStage.setTitle("Loan Shark");
//Declaring each Layout
BorderPane brdr1 = new BorderPane();
HBox hbx1 = new HBox(10);
HBox hbx2 = new HBox(10);
VBox vbx1 = new VBox(10);
//Declaring all Variables
Label l1 = new Label("Player: " + player.getName());
Label l2 = new Label("Current Debt " + player.getDebt());
Label l4 = new Label("Current cash: " + player.getMoney());
Label l3 = new Label("Enter Amount: ");
Label l5 = new Label(" ");
//Declaring All Buttons
Button b1 = new Button("Borrow");
Button b2 = new Button("Repay");
Button b3 = new Button("Go back");
//Declaring All TextFields
TextField txtField1 = new TextField();
//Creating the buttons at the bottom of the screen
hbx1.setAlignment(Pos.CENTER);
hbx1.getChildren().add(b1);
hbx1.getChildren().add(b2);
hbx1.getChildren().add(b3);
brdr1.setBottom(hbx1);
//Creating the TextField at the center of the screen
hbx2.setAlignment(Pos.CENTER);
hbx2.getChildren().add(l3);
hbx2.getChildren().add(txtField1);
brdr1.setCenter(hbx2);
//Creating the Labels at the top of the Screen
vbx1.setAlignment(Pos.CENTER);
vbx1.getChildren().add(l1);
vbx1.getChildren().add(l2);
vbx1.getChildren().add(l4);
vbx1.getChildren().add(l5);
brdr1.setTop(vbx1);
// Set the event handler when the deposit button is clicked
boolean keepGoing = true;
b1.setOnAction(new EventHandler<ActionEvent>() {
@Override
public void handle(ActionEvent event) {
int loanAsk = Integer.parseInt(txtField1.getText());
if (loanAsk <= 2 * (player.getMoney() - player.getDebt()) && loanAsk >= 0) {
player.setDebt(player.getDebt() + loanAsk);
player.setMoney(player.getMoney() + loanAsk);
l4.setText("Current cash: " + player.getMoney());
} else {
l5.setText("Sorry you cannot be loaned that much");
}
l2.setText("Debt: " + player.getDebt());
}
}
);
// Set the event handler when the withdraw button is clicked
b2.setOnAction(new EventHandler<ActionEvent>() {
@Override
public void handle(ActionEvent event) {
int returnAsk = Integer.parseInt(txtField1.getText());
if (returnAsk <= player.getDebt() && returnAsk >= 0) {
player.setDebt(player.getDebt() - returnAsk);
player.setMoney(player.getMoney() - returnAsk);
l4.setText("Current cash: " + player.getMoney());
} else if (returnAsk > player.getDebt()) {
l5.setText("Sorry you cannot be loaned that much");
} else {
l5.setText("Sorry you cannot return a negative amount");
}
l2.setText("Debt: " + player.getDebt());
}
}
);
b3.setOnAction(new EventHandler<ActionEvent>() {
@Override
public void handle(ActionEvent event) {
TaipanShopGUI shopGUI = new TaipanShopGUI(player);
shopGUI.initializeShop(primaryStage);
primaryStage.show();
}
}
);
//Setting the Scene and displaying it
Scene scene = new Scene(brdr1, 600, 480);
primaryStage.setScene(scene);
//primaryStage.show();
return primaryStage;
}
public void start(Stage primaryStage) {
LoanSharkGUI loan = new LoanSharkGUI(player);
loan.initializeLoanShark(primaryStage);
primaryStage.show();
}
/**
* This methods purpose is to loan the player the funds it wants
* or pay its outstanding debts. The method prompts the user if they
* would like to borrow money or repay. depending on what the player chooses
* the corresponding loop is evoked. The player can only be loaned 2 times the
* money they have minus the debt id their debt exceeds the cash balance, the loan
* cannot be given.
*/
}

View File

@@ -1,45 +0,0 @@
import javafx.application.Application;
import javafx.stage.Stage;
public class MainGUI extends Application {
private Player player = new Player();
/**
* getter method for the Player object player.
*
* @return returns a copy of the object player
*/
public Player getPlayer() {
Player copy = new Player(player);
return copy;
}
/**
* Initializes the Taipan shop with the players stats after the player finishes shopping, it updates the player object and returns it.
*
* @param shop player object from the main class used to update the shop class
*/
public void shop(TaipanShopGUI shop) {
shop.setPlayer(player);
shop.shop();
player = shop.getPlayer();
}
/**
* Updates main class with player data and starts the game.
* The game will only run as long as the player has not retired or has been destroyed.
*
* @param args Just the console for the player to look at.
*/
public static void main(String[] args) {
launch(args);
}
public void start(Stage primaryStage) throws Exception {
StartGUI start = new StartGUI(player);
start.initializeStart(primaryStage);
primaryStage.show();
}
}

View File

@@ -1,498 +0,0 @@
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.geometry.Insets;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
import java.util.Random;
public class ShipWarfareGUI {
private Player player = new Player();
private HBox hBox;
private Button fightButton;
private Button runButton;
private VBox vBox;
private Label title;
private Label chooseFightOrRun;
private Label report;
private Label runAwayOrLeft;
private Label shipsRemaining;
private Label HPLeft;
private Label gunsLeftOrTaken;
private Label continueToFight;
private int counter1;
private Button continueButton;
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
*
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public ShipWarfareGUI(Player player) {
Player playerDummy = new Player(player);
this.player = playerDummy;
}
private int numOfPeasantShips = 0;
private int numOfLittyShips = 0;
private boolean userAttacks = true;
private int startingPeasantShips = 0;
private int startingLittyShips = 0;
private int howMuchRun = 0;
private int counter = 0;
private String pirateName = "Liu Yen";
/**
* setter method for player
*
* @param player object of the class Player
*/
public void setPlayer(Player player) {
Player playerDummy = new Player(player);
this.player = playerDummy;
}
/**
* getter method for obtaining a player object.
*
* @return returns player object
*/
public Player getPlayer() {
Player playerDummy = new Player(player);
return playerDummy;
}
/**
* setter method that takes in an integer as an argument
*
* @param numOfPeasantShips the number of ships to be used in the peasant fleet attack
*/
public void setNumOfPeasantShips(int numOfPeasantShips) {
counter1++;
this.numOfPeasantShips = numOfPeasantShips;
if (counter1 == 1) {
startingPeasantShips = numOfPeasantShips;
}
}
/**
* The number of ships that attack is based on the amount of money one has on hand
*
* @return the number of ships which will attack
*/
public int numOfShips() {
int numOfShipsAttacking = 0;
Random randomValue = new Random();
if (player.getMoney() <= 100000) {
//Minimum one ship will attack, maximum 20
numOfShipsAttacking = randomValue.nextInt(20) + 1;
} else if (player.getMoney() <= 200000) {
//Minimum 30 Ships will attack, maximum 70
numOfShipsAttacking = randomValue.nextInt(40) + 31;
} else if (player.getMoney() <= 500000) {
//Minimum 50 ships will attack, maximum 140
numOfShipsAttacking = randomValue.nextInt(90) + 51;
} else if (player.getMoney() >= 1000000) {
//Minimum 100 ships will attack, maximum 300 ships
numOfShipsAttacking = randomValue.nextInt(200) + 101;
}
return numOfShipsAttacking;
}
/**
* One in two chance of running away
*
* @return true if the user is allowed to run, false if not, the "default" is false
*/
public boolean runFromShips() {
userAttacks = false;
Random randomValue = new Random();
int runSuccessChance = randomValue.nextInt(10) + 1;
if (runSuccessChance == 2) {
return true;
} else if (runSuccessChance == 1) {
return false;
}
return false;
}
/**
* Sets most of the labels invisible except for the "fight or run" label
*/
public void wipe() {
title.setVisible(false);
runAwayOrLeft.setVisible(false);
shipsRemaining.setVisible(false);
HPLeft.setVisible(false);
gunsLeftOrTaken.setVisible(false);
continueToFight.setVisible(false);
}
/**
* Sets most of the labels invisible including the fight or run label
*/
public void completeWipe() {
title.setVisible(false);
chooseFightOrRun.setVisible(false);
runAwayOrLeft.setVisible(false);
shipsRemaining.setVisible(false);
HPLeft.setVisible(false);
gunsLeftOrTaken.setVisible(false);
continueToFight.setVisible(false);
}
/**
* The user faces off against the peasant ships and either prevails, dies, or runs away
*
* @return true if the user wins, loses, or flees, it returns false otherwise
* @throws Exception in case of errors due to the delay
*/
public boolean destroyPeasantShipsOrEscape(Stage stage) throws Exception {
int calculateLoot = 0;
int chanceOfEnemyRun = 0;
int hitCounter = 0;
int missCounter = 0;
boolean gunFrustration = false;
title.setVisible(true);
chooseFightOrRun.setVisible(true);
report.setVisible(true);
runAwayOrLeft.setVisible(true);
shipsRemaining.setVisible(true);
HPLeft.setVisible(true);
gunsLeftOrTaken.setVisible(true);
continueToFight.setVisible(true);
continueButton.setVisible(false);
runAwayOrLeft.setText("No ships ran away");
Random randomValue = new Random();
int exitValue = 0;
//Player volley
//while (exitValue == 0) {
if (player.getGuns() > 0) {
for (int j = 0; j < player.getGuns(); j++) {
if (userAttacks == true) {
int hitOrMiss = randomValue.nextInt(2) + 1;
if (hitOrMiss == 2) {
numOfPeasantShips--;
if (numOfPeasantShips <= 0) {
exitValue = 1;
//break;
}
hitCounter++;
} else {
missCounter++;
}
} else {
//continue;
}
}
if (userAttacks == true) {
report.setText(String.format("Report: Ships hit: %d, Shots missed: %d", hitCounter, missCounter));
}
} else {
report.setText("We don't have any guns!!!");
}
if (numOfPeasantShips <= 0) {
exitValue = 1;
//break;
}
if (player.getGuns() > 0) {
chanceOfEnemyRun = randomValue.nextInt(2) + 1;
if (chanceOfEnemyRun == 2) {
howMuchRun = randomValue.nextInt(15) + 1;
if (howMuchRun != 0 && howMuchRun < numOfPeasantShips) {
setNumOfPeasantShips(numOfPeasantShips - howMuchRun);
if (userAttacks == true) {
if (howMuchRun > 0) {
runAwayOrLeft.setText(String.format("Cowards! %d ships ran away %s! ", howMuchRun, player.getName()));
//runAwayOrLeft.setVisible(true);
}
} else {
report.setText((String.format("Escaped %d of them %s!", howMuchRun, player.getName())));
}
}
}
}
shipsRemaining.setText(String.format("%d ships remaining and they look angry!", numOfPeasantShips));
//Computer volley
int takeGunChance = randomValue.nextInt(4) + 1;
if (takeGunChance == 1 && player.getGuns() > 0) {
player.setGuns(player.getGuns() - 1);
gunFrustration = true;
} else {
if (numOfPeasantShips > 0) {
player.setHP(player.getHP() - (1 + randomValue.nextInt(10)));
}
}
if (player.getHP() <= 0) {
exitValue = 2;
//break;
}
if (gunFrustration == true) {
gunsLeftOrTaken.setText(String.format("Dang it! We only have %d guns left", player.getGuns()));
} else {
gunsLeftOrTaken.setText(String.format("We still have %d guns left", player.getGuns()));
}
HPLeft.setText(String.format("EEK, our current ship status is %d%% ", player.getHP()));
if (userAttacks == false) {
userAttacks = true;
}
continueToFight.setText(String.format("Captain, what are your orders? (Click the fight button or the run button)", player.getGuns()));
if (exitValue == 1) {
wipe();
chooseFightOrRun.setText(String.format("Ayy! We won and survived at %d%% ship status!", player.getHP()));
calculateLoot = (startingPeasantShips * 100) + randomValue.nextInt(startingPeasantShips) * 200;
player.setMoney(player.getMoney() + calculateLoot);
report.setText(String.format("Our firm has earned $%,d in loot! ", calculateLoot));
continueButton.setVisible(true);
return true;
} else if (exitValue == 2) {
GameEndGUI gameEndGUI = new GameEndGUI(player);
gameEndGUI.initializeGameEndGUI(stage);
stage.show();
return true;
} else if (exitValue == 3) {
System.out.printf("We made it out at %d%% ship status!\n", player.getHP());
continueButton.setVisible(true);
return true;
}
return false;
}
/**
* Sets up the graphical part of ShipWarfare and includes all logic for the class
*
* @param stage sets the stage to which we will execute the scene of the ShipWarfare class
* @return stage so that another class can switch to the stage
*/
public Stage initializeShip(Stage stage) {
setNumOfPeasantShips(numOfShips());
BorderPane BorderPane = new BorderPane();
GridPane gridPane = new GridPane();
gridPane.setPadding(new Insets(10.0, 10.0, 10.0, 10.0));
gridPane.setVgap(5.0);
hBox = new HBox();
fightButton = new Button();
runButton = new Button();
vBox = new VBox();
title = new Label();
chooseFightOrRun = new Label();
report = new Label();
runAwayOrLeft = new Label();
shipsRemaining = new Label();
HPLeft = new Label();
gunsLeftOrTaken = new Label();
continueToFight = new Label();
continueButton = new Button();
continueButton.setVisible(false);
BorderPane.setPrefHeight(400.0);
BorderPane.setPrefWidth(600.0);
hBox.setAlignment(javafx.geometry.Pos.CENTER);
hBox.setPrefHeight(100.0);
hBox.setPrefWidth(200.0);
hBox.setSpacing(10.0);
title.setAlignment(javafx.geometry.Pos.TOP_CENTER);
title.setContentDisplay(javafx.scene.control.ContentDisplay.CENTER);
title.setId("Label1");
title.setText(String.format("%d ships attacking. Would you like to Fight or Run?", numOfPeasantShips));
title.setPadding(new Insets(6.0, 0.0, 0.0, 0.0));
continueButton.setMnemonicParsing(false);
continueButton.setText("Continue?");
fightButton.setAlignment(javafx.geometry.Pos.CENTER);
fightButton.setContentDisplay(javafx.scene.control.ContentDisplay.CENTER);
fightButton.setId("Button1");
fightButton.setMnemonicParsing(false);
fightButton.setText("Fight");
runButton.setAlignment(javafx.geometry.Pos.CENTER);
runButton.setId("Button2");
runButton.setMnemonicParsing(false);
BorderPane.setBottom(hBox);
runButton.setText("Run");
javafx.scene.layout.BorderPane.setAlignment(vBox, javafx.geometry.Pos.CENTER);
vBox.setAlignment(javafx.geometry.Pos.TOP_CENTER);
vBox.setPrefHeight(200.0);
vBox.setPrefWidth(100.0);
vBox.setSpacing(20.0);
report.setAlignment(javafx.geometry.Pos.TOP_CENTER);
report.setContentDisplay(javafx.scene.control.ContentDisplay.CENTER);
report.setId("Label1");
report.setPadding(new Insets(6.0, 0.0, 0.0, 0.0));
vBox.setPadding(new Insets(0.0, 0.0, 10.0, 0.0));
BorderPane.setTop(vBox);
BorderPane.setPadding(new Insets(6.0, 0.0, 0.0, 0.0));
hBox.getChildren().add(fightButton);
hBox.getChildren().add(runButton);
vBox.getChildren().add(title);
vBox.getChildren().add(chooseFightOrRun);
vBox.getChildren().add(report);
vBox.getChildren().add(runAwayOrLeft);
vBox.getChildren().add(shipsRemaining);
vBox.getChildren().add(HPLeft);
vBox.getChildren().add(gunsLeftOrTaken);
vBox.getChildren().add(continueToFight);
vBox.getChildren().add(continueButton);
//Fight
fightButton.setOnAction(new EventHandler<ActionEvent>() {
@Override
/**
* Fight Button, engages in fight logic and graphical interface
* @param event, once button is clicked, executes graphical information
*/
public void handle(ActionEvent event) {
counter++;
chooseFightOrRun.setText("Ohh, Fight ehh?");
try {
if (destroyPeasantShipsOrEscape(stage)) {
completeWipe();
continueButton.setVisible(true);
fightButton.setVisible(false);
runButton.setVisible(false);
continueButton.setOnAction(new EventHandler<ActionEvent>() {
@Override
/**
* Switches to Taipan Shop scene
* @param event, once button is clicked, executes graphical information
*/
public void handle(ActionEvent event) {
TaipanShopGUI shop = new TaipanShopGUI(player);
shop.initializeShop(stage);
stage.show();
}
});
}
} catch (Exception e) {
}
if (counter >= 2) {
title.setVisible(false);
}
}
});
//Flee
runButton.setOnAction(new EventHandler<ActionEvent>() {
@Override
/**
* Run Button, engages in run logic and graphical interface
* @param event, once button is clicked, executes graphical information
*/
public void handle(ActionEvent event) {
chooseFightOrRun.setText("Ayy captain we will try to run!");
counter++;
if (runFromShips() == false) {
title.setVisible(false);
chooseFightOrRun.setVisible(false);
report.setText(("Couldn't run away"));
try {
if (destroyPeasantShipsOrEscape(stage) == true) {
completeWipe();
continueButton.setVisible(true);
fightButton.setVisible(false);
runButton.setVisible(false);
continueButton.setOnAction(new EventHandler<ActionEvent>() {
@Override
/**
* Switches to Taipan Shop scene
* @param event, once button is clicked, executes graphical information
*/
public void handle(ActionEvent event) {
TaipanShopGUI shop = new TaipanShopGUI(player);
shop.initializeShop(stage);
stage.show();
}
});
}
} catch (Exception e) {
}
} else {
completeWipe();
report.setText("Phew! Got away safely");
TaipanShopGUI shop = new TaipanShopGUI(player);
shop.initializeShop(stage);
stage.show();
}
if (counter >= 2) {
title.setVisible(false);
}
}
});
Scene root = new Scene(BorderPane, 600, 480);
stage.setTitle("Ship");
stage.setResizable(false);
stage.setScene(root);
return stage;
}
/**
* sets scene and runs stage
*
* @param primaryStage the stage in which the scene may be run and switched to
*/
public void start(Stage primaryStage) {
primaryStage = initializeShip(primaryStage);
primaryStage.show();
}
}

View File

@@ -1,473 +0,0 @@
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.TextField;
import javafx.scene.input.KeyCode;
import javafx.scene.layout.*;
import javafx.stage.Stage;
import javafx.geometry.Insets;
import javafx.scene.control.Label;
import javafx.scene.shape.Rectangle;
import javafx.scene.text.Font;
import java.util.Random;
public class TravelGUI{
private Player player;
private Label firm = new Label();
private Label wItemsText = new Label();
private Label wItemSpaceText = new Label();
private Label locationText = new Label();
private Label inventoryText = new Label();
private Label inventoryHeldText = new Label();
private Label gunsText = new Label();
private Label shipStatusText = new Label();
private Label cashText = new Label();
private Label bankText = new Label();
private Label textOut = new Label();
private Button quitButton = new Button();
private Button continueButton = new Button();
private TextField numberInput = new TextField();
private Boolean peasantShipScene = false;
private Boolean littyShipScene = false;
private Boolean shopScene = false;
private Boolean stormScene = false;
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
*
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public TravelGUI(Player player) {
Player playerDummy = new Player(player);
this.player = playerDummy;
}
/**
* Sets up the graphical part of TravelGUI and includes all logic for the class
*
* @param stage sets the stage to which we will execute the scene of the TravelGUI class
* @return stage so that another class can switch to the stage
*/
public Stage initializeTravel(Stage stage){
//Updates the stage for the first-time you read it
updateStage();
Font size14 = new Font(14.0);
Rectangle dialogueRectangle = new Rectangle();
dialogueRectangle.setFill(javafx.scene.paint.Color.WHITE);
dialogueRectangle.setHeight(180.0);
dialogueRectangle.setLayoutX(8.0);
dialogueRectangle.setLayoutY(294.0);
dialogueRectangle.setStroke(javafx.scene.paint.Color.BLACK);
dialogueRectangle.setStrokeType(javafx.scene.shape.StrokeType.INSIDE);
dialogueRectangle.setWidth(582.0);
Rectangle inventoryRectangle = new Rectangle();
inventoryRectangle.setFill(javafx.scene.paint.Color.WHITE);
inventoryRectangle.setHeight(108.0);
inventoryRectangle.setLayoutX(8.0);
inventoryRectangle.setLayoutY(147.0);
inventoryRectangle.setStroke(javafx.scene.paint.Color.BLACK);
inventoryRectangle.setStrokeType(javafx.scene.shape.StrokeType.INSIDE);
inventoryRectangle.setWidth(405.0);
Rectangle warehouseRectangle = new Rectangle();
warehouseRectangle.setFill(javafx.scene.paint.Color.WHITE);
warehouseRectangle.setHeight(108.0);
warehouseRectangle.setLayoutY(33.0);
warehouseRectangle.setLayoutX(8.0);
warehouseRectangle.setStroke(javafx.scene.paint.Color.BLACK);
warehouseRectangle.setStrokeType(javafx.scene.shape.StrokeType.INSIDE);
warehouseRectangle.setWidth(405.0);
AnchorPane anchorPane = new AnchorPane();
anchorPane.setPrefHeight(480.0);
anchorPane.setPrefWidth(600.0);
GridPane gridPane = new GridPane();
gridPane.setPrefHeight(480.0);
gridPane.setPrefWidth(600.0);
ColumnConstraints columnConstraints = new ColumnConstraints();
columnConstraints.setMaxWidth(590.0);
columnConstraints.setMinWidth(0.0);
columnConstraints.setPrefWidth(590.0);
RowConstraints rowConstraints = new RowConstraints();
rowConstraints.setMinHeight(20.0);
rowConstraints.setPrefHeight(20.0);
RowConstraints rowConstraints0 = new RowConstraints();
rowConstraints0.setMaxHeight(122.0);
rowConstraints0.setMinHeight(10.0);
rowConstraints0.setPrefHeight(117.0);
RowConstraints rowConstraints1 = new RowConstraints();
rowConstraints1.setMaxHeight(163.0);
rowConstraints1.setMinHeight(10.0);
rowConstraints1.setPrefHeight(112.0);
RowConstraints rowConstraints2 = new RowConstraints();
rowConstraints2.setMaxHeight(126.0);
rowConstraints2.setMinHeight(0.0);
rowConstraints2.setPrefHeight(42.0);
RowConstraints rowConstraints3 = new RowConstraints();
rowConstraints3.setMaxHeight(269.0);
rowConstraints3.setMinHeight(10.0);
rowConstraints3.setPrefHeight(118.0);
RowConstraints rowConstraints4 = new RowConstraints();
rowConstraints4.setMaxHeight(179.0);
rowConstraints4.setMinHeight(10.0);
rowConstraints4.setPrefHeight(52.0);
gridPane.setPadding(new Insets(10.0, 10.0, 10.0, 0.0));
HBox hBox = new HBox();
GridPane.setRowIndex(hBox, 1);
hBox.setPrefHeight(100.0);
hBox.setPrefWidth(200.0);
HBox hBox0 = new HBox();
GridPane.setRowIndex(hBox0, 2);
hBox0.setPrefHeight(100.0);
hBox0.setPrefWidth(200.0);
FlowPane flowPane = new FlowPane();
GridPane.setRowIndex(flowPane, 5);
flowPane.setAlignment(javafx.geometry.Pos.CENTER);
flowPane.setHgap(5.0);
flowPane.setPrefHeight(200.0);
flowPane.setPrefWidth(200.0);
//Creating the continue and quit buttons
quitButton.setPrefHeight(25.0);
quitButton.setMnemonicParsing(false);
quitButton.setPrefWidth(90.0);
quitButton.setText("Go back");
continueButton.setPrefHeight(25.0);
continueButton.setMnemonicParsing(false);
continueButton.setPrefWidth(90.0);
continueButton.setText("Continue");
continueButton.setVisible(false);
//Goes back to shop
quitButton.setOnAction(event -> {
TaipanShopGUI taipanShopGUI = new TaipanShopGUI(player);
taipanShopGUI.initializeShop(stage);
stage.show();
});
//Continues on to either shop or shipwarfare
continueButton.setOnAction(event -> {
if(peasantShipScene){
ShipWarfareGUI ship = new ShipWarfareGUI(player);
ship.initializeShip(stage);
stage.show();
}
else if(shopScene){
TaipanShopGUI shop = new TaipanShopGUI(player);
shop.initializeShop(stage);
stage.show();
}
});
//Text input for where the player needs to go inside of the game world
numberInput.setAlignment(javafx.geometry.Pos.CENTER_RIGHT);
numberInput.setText("Enter preferred location.");
numberInput.setOnKeyPressed(event -> {
if(event.getCode().equals(KeyCode.ENTER)||event.getCode().equals(KeyCode.Z)) {
int response;
try {
response = Integer.parseInt(numberInput.getText().replace(" ", ""));
}
catch (Exception e){
response = 0;
}
boolean hasTraveled = false;
//Only lets the player leave the port if their inventory is greater than or equal to the sum of the items in the inventory.
if(player.getCargoSpace() >= (player.getOpiumHeld()+ (player.getGuns()*10)+player.getSilkHeld() + player.getArmsHeld() + player.getGeneralHeld())){
//Just in case the player types something that was not intended. It will refresh the question and ask it again
try {
//Makes sure you can't travel to your own location.
if (response != player.getLocation() && response != 0 && event.getCode().equals(KeyCode.ENTER)||event.getCode().equals(KeyCode.Z)){
randomEventSea(response,stage);
hasTraveled = seaAtlas(response);
player.setBank((int) (player.getBank() * 1.01));
player.setDebt((int) (player.getDebt() * 1.01));
shopScene = false;
stormScene = false;
} else{
textOut.setText(" " + "You're already here " + player.getName());
textOut.setText(textOut.getText() + ", do you wish to go to:\n\n 1) Hong Kong, 2) Shanghai, 3) Nagasaki, 4) Saigon,\n 5) Manila, 6) Singapore, or 7) Batavia?");
}
} catch (Exception e) {
textOut.setText(" " + "Sorry, " + player.getName() + " could you say that again?");
}
if (hasTraveled) {
continueButton.setVisible(true);
quitButton.setVisible(false);
numberInput.setVisible(false);
shopScene = true;
}
}
}
else if (player.getCargoSpace() < (player.getOpiumHeld()+ (player.getGuns()*10)+player.getSilkHeld() + player.getArmsHeld() + player.getGeneralHeld())){
textOut.setText(" "+player.getName() + " the cargo is too heavy! We can't set sail!");
}
});
firm.setAlignment(Pos.CENTER);
firm.setPrefHeight(27.0);
firm.setPrefWidth(632.0);
firm.setFont(new Font(18.0));
Label warehouseText = new Label();
warehouseText.setAlignment(Pos.CENTER);
warehouseText.setPrefHeight(108.0);
warehouseText.setPrefWidth(100.0);
warehouseText.setText("Warehouse\n\tOpium\n\tSilk\n\tArms\n\tGeneral");
warehouseText.setFont(size14);
wItemsText.setAlignment(Pos.CENTER);
wItemsText.setPrefWidth(100.0);
wItemsText.setPrefHeight(108.0);
wItemsText.setFont(size14);
wItemSpaceText.setPrefHeight(108.0);
wItemSpaceText.setPrefWidth(215.0);
wItemSpaceText.setFont(size14);
locationText.setAlignment(Pos.BOTTOM_CENTER);
locationText.setPrefHeight(106.0);
locationText.setPrefWidth(175.0);
locationText.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
locationText.setFont(size14);
inventoryText.setAlignment(Pos.CENTER);
inventoryText.setFont(size14);
inventoryHeldText.setAlignment(Pos.CENTER);
inventoryHeldText.setPrefHeight(108.0);
inventoryHeldText.setPrefWidth(100.0);
inventoryHeldText.setFont(size14);
gunsText.setPrefHeight(108.0);
gunsText.setPrefWidth(212.0);
gunsText.setAlignment(Pos.CENTER_LEFT);
gunsText.setFont(size14);
shipStatusText.setAlignment(Pos.TOP_CENTER);
shipStatusText.setContentDisplay(javafx.scene.control.ContentDisplay.CENTER);
shipStatusText.setPrefHeight(110.0);
shipStatusText.setPrefWidth(180.0);
shipStatusText.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
shipStatusText.setFont(size14);
GridPane.setRowIndex(cashText, 3);
cashText.setPrefHeight(17.0);
cashText.setPrefWidth(209.0);
cashText.setFont(size14);
GridPane.setHalignment(bankText, javafx.geometry.HPos.CENTER);
GridPane.setRowIndex(bankText, 3);
bankText.setAlignment(Pos.CENTER);
bankText.setPrefHeight(20.0);
bankText.setPrefWidth(264.0);
bankText.setFont(size14);
GridPane.setRowIndex(textOut, 4);
textOut.setAlignment(Pos.TOP_LEFT);
textOut.setContentDisplay(javafx.scene.control.ContentDisplay.TOP);
textOut.setPrefHeight(163.0);
textOut.setPrefWidth(583.0);
textOut.setText(" Taipan, do you wish to go to:\n\n 1) Hong Kong, 2) Shanghai, 3) Nagasaki, 4) Saigon,\n 5) Manila, 6) Singapore, or 7) Batavia?\n After typing the number you want to go to press 'Enter' or 'Z'");
textOut.setFont(size14);
//Added all the nodes into a single scene
anchorPane.getChildren().addAll(dialogueRectangle, inventoryRectangle, warehouseRectangle);
hBox.getChildren().addAll(warehouseText, wItemsText, wItemSpaceText, locationText);
hBox0.getChildren().addAll(inventoryText, inventoryHeldText, gunsText, shipStatusText);
flowPane.getChildren().addAll(numberInput, quitButton, continueButton);
gridPane.getColumnConstraints().add(columnConstraints);
gridPane.getRowConstraints().addAll(rowConstraints, rowConstraints0, rowConstraints1, rowConstraints2, rowConstraints3, rowConstraints4);
gridPane.getChildren().addAll(firm, hBox, hBox0, cashText, bankText, textOut, flowPane);
anchorPane.getChildren().add(gridPane);
Scene root = new Scene(anchorPane, 600, 480);
stage.setTitle("Travel");
stage.setResizable(false);
stage.setScene(root);
return stage;
}
/**
* When provided a location number: the method returns a print statement stating the location's name and call another
* method to change the location of the Player object.
*
* @param locationOfTravel is a Player object that will be copied and the player instance variable is set to the copy.
*/
private Boolean seaAtlas(int locationOfTravel) {
switch (locationOfTravel) {
case 1:
if(!peasantShipScene && !stormScene) textOut.setText( textOut.getText() + "\n " + "Arriving at Hong Kong");
player.setLocation(1);
return true;
case 2:
if(!peasantShipScene && !stormScene) textOut.setText( textOut.getText() + "\n " + "Arriving at Shanghai");
player.setLocation(2);
return true;
case 3:
if(!peasantShipScene && !stormScene) textOut.setText( textOut.getText() + "\n " + "Arriving at Nagasaki");
player.setLocation(3);
return true;
case 4:
if(!peasantShipScene && !stormScene) textOut.setText( textOut.getText() + "\n " + "Arriving at Saigon");
player.setLocation(4);
return true;
case 5:
if(!peasantShipScene && !stormScene) textOut.setText( textOut.getText() + "\n " + "Arriving at Manila");
player.setLocation(5);
return true;
case 6:
if(!peasantShipScene && !stormScene) textOut.setText( textOut.getText() + "\n " + "Arriving at Singapore");
player.setLocation(6);
return true;
case 7:
if(!peasantShipScene && !stormScene) textOut.setText( textOut.getText() + "\n " + "Arriving at Batavia");
player.setLocation(7);
return true;
default:
textOut.setText(" " + "Sorry but could you say that again " + player.getName() + "?");
return false;
}
}
/**
* Based on random chance either attacks the player with enemy ships, throws them to a different location or does nothing.
*
* @param locationOfTravel is used to see where the player is going to travel, just in case their location is changed
* by a typhoon.
**/
private void randomEventSea(int locationOfTravel, Stage stage) {
Random rand = new Random();
int randGenNum = rand.nextInt(3) + 1;
if (randGenNum == 1) {
continueButton.setVisible(true);
quitButton.setVisible(false);
numberInput.setVisible(false);
peasantShipScene = true;
textOut.setText(" We see a ship on the horizon " + player.getName() + "; Prepare for combat!");
//System.out.println(textOut.getText() + "\n " + "PLACEHOLDER FOR SHIPWARFARE");
}else if (randGenNum == 2) {
stormScene = true;
disaster(locationOfTravel);
textOut.setText(textOut.getText() + "\n " + "We made it!");
}
}
/**
* Based on random chance either throws the player character off course, or continues them on their way to their
* destination.
*
* @param locationOfTravel is used to see where the player is going to travel, just in case their location is changed
* by a typhoon.
**/
private void disaster(int locationOfTravel) {
//Tells player that there is a storm approaching.
textOut.setText(" " + "Storm " + player.getName() + "! ");
Random rand = new Random();
int randGenNum = rand.nextInt(5) + 1;
//If the player lands within this range, nothing happens to them
//Else they randomly get thrown into a location they weren't planning on going to(Anything but location of Travel).
if (randGenNum <= 2) {
textOut.setText(textOut.getText() + "\n " + "We got through the storm " + player.getName() + "!");
}else {
while (randGenNum == locationOfTravel) {
randGenNum = rand.nextInt(7) + 1;
if (randGenNum != locationOfTravel) {
textOut.setText(textOut.getText() + "\n " + "We've been blown off course!");
seaAtlas(randGenNum);
}
}
}
}
/**
* converts the user's location (an integer) to a String, and returns it.
*
* @return location -- the user's location as a string; the actual name of the location.
*/
public String getStringLocation(){
String location;
switch(player.getLocation()){
case 1: location = "Hong Kong"; break;
case 2: location = "Shanghai"; break;
case 3: location = "Nagasaki"; break;
case 4: location = "Saigon"; break;
case 5: location = "Manila"; break;
case 6: location = "Singapore"; break;
case 7: location = "Batavia"; break;
default: location = "Error"; break;
}
return location;
}
/**
* returns the user's condition based upon their current HP.
*
* @return shipStatus -- a representation of their ship's health in words.
*/
public String shipStatusString(){
String shipStatus;
switch(player.getHP()/10){
case 10: shipStatus = "Mint Condition"; break;
case 9: shipStatus = "Near Perfect"; break;
case 8: shipStatus = "Great"; break;
case 7: shipStatus = "Good"; break;
case 6: shipStatus = "Acceptable"; break;
case 5: shipStatus = "Tolerable"; break;
case 4: shipStatus = "Needs Repair"; break;
case 3: shipStatus = "Damaged"; break;
case 2: shipStatus = "Indangered"; break;
case 1: shipStatus = "Near Sinking"; break;
case 0: shipStatus = "Sinking"; break;
default: shipStatus = "Invincible"; break;
}
return shipStatus;
}
/**
* updates the text associated with the user's inventory.
*/
public void updateStage(){
firm.setText(String.format("Firm: %s, %s", player.getName(), getStringLocation()));
wItemsText.setText(String.format("\n %d\n %d\n %d\n %d", player.getwOpium(), player.getwSilk(), player.getwArms(), player.getwGeneral()));
int itemsInWarehouse = player.getwOpium()+player.getwGeneral()+player.getwArms()+player.getwSilk();
wItemSpaceText.setText(String.format("\n\t\tIn use:\n\t\t %d \n\t\tVacant:\n\t\t %d", itemsInWarehouse, (10000-itemsInWarehouse)));
locationText.setText(String.format("Location\n%s", getStringLocation()));
int itemsInInventory = player.getCargoSpace()-player.getSilkHeld()-player.getOpiumHeld()-player.getGeneralHeld()-player.getArmsHeld()-10*player.getGuns();
if(itemsInInventory < 0){
inventoryText.setText(" Overloaded\n\t Opium\n\t Silk\n\t Arms\n\t General");
}else{
inventoryText.setText(String.format(" Hold %d\n\t Opium\n\t Silk\n\t Arms\n\t General", itemsInInventory));
}
gunsText.setText(String.format("Guns %d\n\n\n\n ", player.getGuns()));
inventoryHeldText.setText(String.format("\n %d\n %d\n %d\n %d", player.getOpiumHeld(), player.getSilkHeld(), player.getArmsHeld(), player.getGeneralHeld()));
shipStatusText.setText(String.format("\tDebt\n\t%d\n\n\tShip status\n\t%s: %d", player.getDebt(), shipStatusString(), player.getHP()));
cashText.setText(String.format(" Cash: $%,d", player.getMoney()));
bankText.setText(String.format("Bank: %d", player.getBank()));
}
}

View File

@@ -1,638 +0,0 @@
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Scene;
import javafx.scene.control.*;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.VBox;
import javafx.scene.text.Font;
import javafx.scene.text.Text;
import javafx.stage.Stage;
/**
* A class that makes the GUI for the Warehouse class.
*/
public class WarehouseGUI {
private Player player;
private Text title;
private HBox hBox;
private Button withdraw;
private Button deposit;
private Button goBack;
private VBox vBox;
private Text playerName;
private Text text;
private Label opiumPlayer;
private Label silkPlayer;
private Label armsPlayer;
private Label generalPlayer;
private VBox vBox0;
private Text text0;
private Text text1;
private Text opiumWarehouse;
private Text silkWarehouse;
private Text armsWarehouse;
private Text generalWarehouse;
private VBox vBox1;
private Text inUseWarehouse;
private Text vacantWarehouse;
private BorderPane borderPane;
private TextField textIn;
private SplitMenuButton splitMenu;
private CheckMenuItem general;
private CheckMenuItem arms;
private CheckMenuItem silk;
private CheckMenuItem opium;
/**
* A constructor that takes an object of type Player as an argument
*
* @param player object of the class Player
*/
public WarehouseGUI(Player player) {
Player playerDummy = new Player(player);
this.player = playerDummy;
}
/**
* Setter method for the Player object, player
*
* @param player an object of type Player
*/
public void setPlayer(Player player) {
Player playerDummy = new Player(player);
this.player = playerDummy;
}
/**
* Getter method for the Player object, player.
*
* @return returns a copy of the Player object, player
*/
public Player getPlayer() {
Player playerDummy = new Player(player);
return playerDummy;
}
/**
* initializes the GUI for the warehouse aspect of our game.
*
* @param stage an object of type Stage
* @return returns the stage of the GUI
*/
public Stage initializeWarehouse(Stage stage) {
title = new Text();
hBox = new HBox();
withdraw = new Button();
deposit = new Button();
vBox = new VBox();
playerName = new Text();
text = new Text();
opiumPlayer = new Label();
silkPlayer = new Label();
armsPlayer = new Label();
generalPlayer = new Label();
vBox0 = new VBox();
text0 = new Text();
text1 = new Text();
opiumWarehouse = new Text();
silkWarehouse = new Text();
armsWarehouse = new Text();
generalWarehouse = new Text();
vBox1 = new VBox();
inUseWarehouse = new Text();
vacantWarehouse = new Text();
borderPane = new BorderPane();
textIn = new TextField();
splitMenu = new SplitMenuButton();
general = new CheckMenuItem();
arms = new CheckMenuItem();
silk = new CheckMenuItem();
opium = new CheckMenuItem();
borderPane.setPrefHeight(480.0);
borderPane.setPrefWidth(600.0);
/**
* Sets the preferred width and height of the borderpane window to 600 by 480.
*
*/
borderPane.setPrefHeight(480.0);
borderPane.setPrefWidth(600.0);
/**
* Creates a label "Hong Kong Warehouse: at the top of the borderpane.
*
*/
BorderPane.setAlignment(title, javafx.geometry.Pos.CENTER);
title.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
title.setStrokeWidth(0.0);
title.setText("Hong Kong Warehouse");
title.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
title.setWrappingWidth(393.63671875);
title.setFont(new Font(24.0));
borderPane.setPrefHeight(480.0);
borderPane.setPrefWidth(600.0);
BorderPane.setAlignment(title, javafx.geometry.Pos.CENTER);
title.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
title.setStrokeWidth(0.0);
title.setText("Hong Kong Warehouse");
title.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
title.setWrappingWidth(393.63671875);
title.setFont(new Font(24.0));
borderPane.setTop(title);
/**
* creates an HBox at the center of the borderpane with a width of 200 and height of 100.
*
*/
BorderPane.setAlignment(hBox, javafx.geometry.Pos.CENTER);
hBox.setAlignment(javafx.geometry.Pos.CENTER);
hBox.setPrefHeight(100.0);
hBox.setPrefWidth(200.0);
/**
* Creates a button with text "Withdraw" which handles user events.
*
*/
withdraw.setContentDisplay(javafx.scene.control.ContentDisplay.CENTER);
withdraw.setMnemonicParsing(false);
withdraw.setText("Withdraw");
updateLabels();
withdraw.setOnAction(new EventHandler<ActionEvent>() {
/**
* Creates a button with text "Deposit" which handles user events.
*
*/
@Override
public void handle(ActionEvent event) {
int withdraw = Integer.parseInt(textIn.getText());
updateLabels();
if (opium.isSelected()) {
if (player.getwOpium() >= withdraw) {
player.setwOpium(player.getwOpium() - withdraw);
player.setOpiumHeld(player.getOpiumHeld() + withdraw);
} else {
title.setText("You don't have that much opium stored in the warehouse!");
}
}
if (silk.isSelected()) {
if (player.getwSilk() >= withdraw) {
player.setwSilk(player.getwSilk() - withdraw);
player.setSilkHeld(player.getSilkHeld() + withdraw);
} else {
title.setText("You don't have that much silk stored in the warehouse!");
}
}
if (arms.isSelected()) {
if (player.getwArms() >= withdraw) {
player.setwArms(player.getwArms() - withdraw);
player.setArmsHeld(player.getArmsHeld() + withdraw);
} else {
title.setText("You don't have that much arms stored in the warehouse!");
}
}
if (general.isSelected()) {
if (player.getwGeneral() >= withdraw) {
player.setwGeneral(player.getwGeneral() - withdraw);
player.setGeneralHeld(player.getGeneralHeld() + withdraw);
} else {
title.setText("You don't have that much general stored in the warehouse!");
}
}
}
}
);
deposit.setMnemonicParsing(false);
deposit.setText("Deposit");
deposit.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
borderPane.setBottom(hBox);
deposit.setOnAction(new EventHandler<ActionEvent>() {
@Override
public void handle(ActionEvent event) {
updateLabels();
int deposit = Integer.parseInt(textIn.getText());
if (opium.isSelected()) {
if (player.getOpiumHeld() >= deposit) {
player.setwOpium(player.getwOpium() + deposit);
player.setOpiumHeld(player.getOpiumHeld() - deposit);
} else {
title.setText("You don't have that much opium stored in the ship!");
}
}
if (silk.isSelected()) {
if (player.getwSilk() >= deposit) {
player.setwSilk(player.getwSilk() + deposit);
player.setSilkHeld(player.getSilkHeld() - deposit);
} else {
title.setText("You don't have that much silk stored in the ship!");
}
}
if (arms.isSelected()) {
if (player.getwArms() >= deposit) {
player.setwArms(player.getwArms() + deposit);
player.setArmsHeld(player.getArmsHeld() - deposit);
} else {
title.setText("You don't have that much arms stored in the ship!");
}
}
if (general.isSelected()) {
if (player.getwGeneral() >= deposit) {
player.setwGeneral(player.getwGeneral() + deposit);
player.setGeneralHeld(player.getGeneralHeld() - deposit);
} else {
title.setText("You don't have that much general stored in the ship!");
}
}
}
});
splitMenu.setMnemonicParsing(false);
splitMenu.setText("Item");
general.setMnemonicParsing(false);
general.setText("General");
arms.setMnemonicParsing(false);
arms.setText("Arms");
silk.setMnemonicParsing(false);
silk.setText("Silk");
opium.setMnemonicParsing(false);
opium.setText("Opium");
borderPane.setBottom(hBox);
BorderPane.setAlignment(vBox, javafx.geometry.Pos.CENTER_LEFT);
vBox.setPrefHeight(156.0);
vBox.setPrefWidth(106.0);
/**
* Creates a label with text "Player" with size 18 font and default font style.
*
*/
playerName.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
playerName.setStrokeWidth(0.0);
playerName.setText("Player");
playerName.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
playerName.setWrappingWidth(103.47265625);
playerName.setFont(new Font(18.0));
/**
* Creates a label with no text for aesthetic spacing purposes.
*
*/
text.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
text.setStrokeWidth(0.0);
text.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
text.setWrappingWidth(103.47265625);
text.setFont(new Font(18.0));
/**
* Creates a label with text "Opium" under the "Player" label with size 18 font and default font style
*
*/
opiumPlayer.setAlignment(javafx.geometry.Pos.CENTER);
opiumPlayer.setContentDisplay(javafx.scene.control.ContentDisplay.CENTER);
opiumPlayer.setPrefWidth(100.0);
opiumPlayer.setText("Opium");
opiumPlayer.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
opiumPlayer.setFont(new Font(18.0));
/**
* Creates a label with text "Silk" under the "Player" label with size 18 font and default font style.
*
*/
silkPlayer.setAlignment(javafx.geometry.Pos.CENTER);
silkPlayer.setPrefWidth(100.0);
silkPlayer.setText("Silk");
silkPlayer.setFont(new Font(18.0));
/**
* Creates a label with text "Arms" under the "Player" label with size 18 font and default font style.
*
*/
armsPlayer.setAlignment(javafx.geometry.Pos.CENTER);
armsPlayer.setPrefWidth(100.0);
armsPlayer.setText("Arms");
armsPlayer.setFont(new Font(18.0));
/**
* Creates a label with text "General" under the "Player" label with size 18 font and default font style.
*
*/
generalPlayer.setAlignment(javafx.geometry.Pos.CENTER);
generalPlayer.setPrefWidth(100.0);
generalPlayer.setText("General");
generalPlayer.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
generalPlayer.setFont(new Font(18.0));
borderPane.setLeft(vBox);
/**
* Creates a VBox at the center of the borderpane with a width of 261 and a height of 343.
*
*/
BorderPane.setAlignment(vBox0, javafx.geometry.Pos.TOP_LEFT);
vBox0.setAlignment(javafx.geometry.Pos.CENTER);
vBox0.setPrefHeight(343.0);
vBox0.setPrefWidth(261.0);
text0.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
text0.setStrokeWidth(0.0);
text0.setText("Warehouse");
text0.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
text0.setWrappingWidth(103.47265625);
text0.setFont(new Font(18.0));
text1.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
text1.setStrokeWidth(0.0);
text1.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
text1.setWrappingWidth(103.47265625);
text1.setFont(new Font(18.0));
opiumWarehouse.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
opiumWarehouse.setStrokeWidth(0.0);
opiumWarehouse.setText("Opium");
opiumWarehouse.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
opiumWarehouse.setWrappingWidth(103.47265625);
opiumWarehouse.setFont(new Font(18.0));
silkWarehouse.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
silkWarehouse.setStrokeWidth(0.0);
silkWarehouse.setText("Silk");
silkWarehouse.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
silkWarehouse.setWrappingWidth(103.47265625);
silkWarehouse.setFont(new Font(18.0));
armsWarehouse.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
armsWarehouse.setStrokeWidth(0.0);
armsWarehouse.setText("Arms");
armsWarehouse.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
armsWarehouse.setWrappingWidth(103.47265625);
armsWarehouse.setFont(new Font(18.0));
generalWarehouse.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
generalWarehouse.setStrokeWidth(0.0);
generalWarehouse.setText("General");
generalWarehouse.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
generalWarehouse.setWrappingWidth(103.47265625);
generalWarehouse.setFont(new Font(18.0));
borderPane.setCenter(vBox0);
BorderPane.setAlignment(vBox1, javafx.geometry.Pos.CENTER);
vBox1.setPrefHeight(48.0);
vBox1.setPrefWidth(152.0);
inUseWarehouse.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
inUseWarehouse.setStrokeWidth(0.0);
inUseWarehouse.setText("In use:");
inUseWarehouse.setFont(new Font(18.0));
vacantWarehouse.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
vacantWarehouse.setStrokeWidth(0.0);
vacantWarehouse.setText("Vacant:");
vacantWarehouse.setFont(new Font(18.0));
borderPane.setRight(vBox1);
borderPane.setTop(title);
BorderPane.setAlignment(hBox, javafx.geometry.Pos.CENTER);
hBox.setAlignment(javafx.geometry.Pos.CENTER);
hBox.setPrefHeight(100.0);
hBox.setPrefWidth(200.0);
withdraw.setContentDisplay(javafx.scene.control.ContentDisplay.CENTER);
withdraw.setMnemonicParsing(false);
withdraw.setText("Withdraw");
deposit.setMnemonicParsing(false);
deposit.setText("Deposit");
deposit.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
splitMenu.setMnemonicParsing(false);
splitMenu.setText("Item");
general.setMnemonicParsing(false);
general.setText("General");
arms.setMnemonicParsing(false);
arms.setText("Arms");
silk.setMnemonicParsing(false);
silk.setText("Silk");
opium.setMnemonicParsing(false);
opium.setText("Opium");
borderPane.setBottom(hBox);
BorderPane.setAlignment(vBox, javafx.geometry.Pos.CENTER_LEFT);
vBox.setPrefHeight(156.0);
vBox.setPrefWidth(106.0);
playerName.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
playerName.setStrokeWidth(0.0);
playerName.setText("Player");
playerName.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
playerName.setWrappingWidth(103.47265625);
playerName.setFont(new Font(18.0));
text.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
text.setStrokeWidth(0.0);
text.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
text.setWrappingWidth(103.47265625);
text.setFont(new Font(18.0));
opiumPlayer.setAlignment(javafx.geometry.Pos.CENTER);
opiumPlayer.setContentDisplay(javafx.scene.control.ContentDisplay.CENTER);
opiumPlayer.setPrefWidth(100.0);
opiumPlayer.setText("Opium");
opiumPlayer.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
opiumPlayer.setFont(new Font(18.0));
silkPlayer.setAlignment(javafx.geometry.Pos.CENTER);
silkPlayer.setPrefWidth(100.0);
silkPlayer.setText("Silk");
silkPlayer.setFont(new Font(18.0));
armsPlayer.setAlignment(javafx.geometry.Pos.CENTER);
armsPlayer.setPrefWidth(100.0);
armsPlayer.setText("Arms");
armsPlayer.setFont(new Font(18.0));
generalPlayer.setAlignment(javafx.geometry.Pos.CENTER);
generalPlayer.setPrefWidth(100.0);
generalPlayer.setText("General");
generalPlayer.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
generalPlayer.setFont(new Font(18.0));
borderPane.setLeft(vBox);
BorderPane.setAlignment(vBox0, javafx.geometry.Pos.TOP_LEFT);
vBox0.setAlignment(javafx.geometry.Pos.CENTER);
vBox0.setPrefHeight(343.0);
vBox0.setPrefWidth(261.0);
/**
* Creates a label with text "Warehouse" with size 18 font and default font style.
*
*/
text0.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
text0.setStrokeWidth(0.0);
text0.setText("Warehouse");
text0.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
text0.setWrappingWidth(103.47265625);
text0.setFont(new Font(18.0));
/**
* Creates a label with no text for aesthetic spacing purposes.
*
*/
text1.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
text1.setStrokeWidth(0.0);
text1.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
text1.setWrappingWidth(103.47265625);
text1.setFont(new Font(18.0));
/**
* Creates a label with text "Opium" under the "Warehouse" label with size 18 font and default font style.
*
*/
opiumWarehouse.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
opiumWarehouse.setStrokeWidth(0.0);
opiumWarehouse.setText("Opium");
opiumWarehouse.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
opiumWarehouse.setWrappingWidth(103.47265625);
opiumWarehouse.setFont(new Font(18.0));
/**
* Creates a label with text "Silk" under the "Warehouse" label with size 18 font and default font style.
*
*/
silkWarehouse.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
silkWarehouse.setStrokeWidth(0.0);
silkWarehouse.setText("Silk");
silkWarehouse.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
silkWarehouse.setWrappingWidth(103.47265625);
silkWarehouse.setFont(new Font(18.0));
/**
* Creates a label with text "Arms" under the "Warehouse" label with size 18 font and default font style.
*
*/
armsWarehouse.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
armsWarehouse.setStrokeWidth(0.0);
armsWarehouse.setText("Arms");
armsWarehouse.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
armsWarehouse.setWrappingWidth(103.47265625);
armsWarehouse.setFont(new Font(18.0));
/**
* Creates a label with text "General" under the "Warehouse" label with size 18 font and default font style.
*
*/
generalWarehouse.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
generalWarehouse.setStrokeWidth(0.0);
generalWarehouse.setText("General");
generalWarehouse.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
generalWarehouse.setWrappingWidth(103.47265625);
generalWarehouse.setFont(new Font(18.0));
borderPane.setCenter(vBox0);
/**
* Creates a VBox at the center of the borderpane with a width of 152 and a height of 48.
*
*/
BorderPane.setAlignment(vBox1, javafx.geometry.Pos.CENTER);
vBox1.setPrefHeight(48.0);
vBox1.setPrefWidth(152.0);
/**
* Creates a label with "In use:" text with size 18 font and default font style.
*
*/
inUseWarehouse.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
inUseWarehouse.setStrokeWidth(0.0);
inUseWarehouse.setText("In use:");
inUseWarehouse.setFont(new Font(18.0));
/**
* Creates a label with "Vacant:" text with size 18 font and default font style.
*
*/
vacantWarehouse.setStrokeType(javafx.scene.shape.StrokeType.OUTSIDE);
vacantWarehouse.setStrokeWidth(0.0);
vacantWarehouse.setText("Vacant:");
vacantWarehouse.setFont(new Font(18.0));
borderPane.setRight(vBox1);
/**
* Adds all the labels and buttons to their respective boxes.
*
*/
splitMenu.getItems().add(general);
splitMenu.getItems().add(arms);
splitMenu.getItems().add(silk);
splitMenu.getItems().add(opium);
hBox.getChildren().add(textIn);
hBox.getChildren().add(withdraw);
hBox.getChildren().add(deposit);
hBox.getChildren().add(splitMenu);
vBox.getChildren().add(playerName);
vBox.getChildren().add(text);
vBox.getChildren().add(opiumPlayer);
vBox.getChildren().add(silkPlayer);
vBox.getChildren().add(armsPlayer);
vBox.getChildren().add(generalPlayer);
vBox0.getChildren().add(text0);
vBox0.getChildren().add(text1);
vBox0.getChildren().add(opiumWarehouse);
vBox0.getChildren().add(silkWarehouse);
vBox0.getChildren().add(armsWarehouse);
vBox0.getChildren().add(generalWarehouse);
vBox1.getChildren().add(inUseWarehouse);
vBox1.getChildren().add(vacantWarehouse);
Scene root = new Scene(borderPane, 600, 480);
stage.setTitle("Warehouse");
stage.setResizable(false);
stage.setScene(root);
updateLabels();
return stage;
}
/**
* When run, shows the stage as a graphical interface through JavaFX.
*
* @param primaryStage object of type Stage
*/
public void start(Stage primaryStage) {
WarehouseGUI warehouseGUI = new WarehouseGUI(player);
warehouseGUI.initializeWarehouse(primaryStage);
primaryStage.show();
}
/**
* The purpose of this class is to create a warehouse where the goods
* can be safely stored without holing space on the ship!
*/
public void updateLabels() {
generalPlayer.setText("General: " + player.getGeneralHeld());
armsPlayer.setText("Arms: " + player.getArmsHeld());
silkPlayer.setText("Silk: " + player.getSilkHeld());
opiumPlayer.setText("Opium: " + player.getOpiumHeld());
generalWarehouse.setText("General: " + player.getwGeneral());
armsWarehouse.setText("Arms: " + player.getwArms());
silkWarehouse.setText("Silk: " + player.getwSilk());
opiumWarehouse.setText("Opium: " + player.getwOpium());
}
}

185
src/gui/BankGUI.java Normal file
View File

@@ -0,0 +1,185 @@
package gui;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.control.TextField;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
import logic.BankLogic;
import logic.Player;
/**
* 2019-03-10
* Authors: Siddhant Dewani
* BankGUI allows the user to store cash and gain interest off of the cash
*/
public class BankGUI extends Player {
/**
* Class Constructor that takes in a type player as a parameter
* @param player object of the class Player
*/
public BankGUI(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* Initializes the GUI for the Bank in our game.
* @param primaryStage the stage in which everything in this class is shown
* @return Returns the stage in which can be used by other stages
*/
public void initializeBank(Stage primaryStage) {
primaryStage.setTitle("Bank");
/**
* Creating all the layouts, labels, buttons, and a textfield.
*/
BorderPane brdr1 = new BorderPane();
HBox hbx1 = new HBox(30);
HBox hbx2 = new HBox(30);
VBox vbx1 = new VBox(30);
Label l1 = new Label("Player: " + getName());
Label l2 = new Label("Balance: " + getBank());
Label l3 = new Label("Enter Amount: ");
Label l4 = new Label("Cash: " + getMoney());
Label l5 = new Label(" ");
Button b1 = new Button("Withdraw");
Button b2 = new Button("Deposit");
Button b3 = new Button("Go back");
TextField txtField1 = new TextField();
/**
* Adds the buttons so that they are at the bottom of the screen.
*/
hbx1.setAlignment(Pos.CENTER);
hbx1.getChildren().add(b1);
hbx1.getChildren().add(b2);
hbx1.getChildren().add(b3);
hbx1.setPadding(new Insets(0, 0, 20, 0));
brdr1.setBottom(hbx1);
/**
* Adds the text field to the center of the screen.
*
*/
hbx2.setAlignment(Pos.CENTER);
hbx2.getChildren().add(l3);
hbx2.getChildren().add(txtField1);
brdr1.setCenter(hbx2);
/**
* Adds the labels to the top of the screen.
*/
vbx1.setAlignment(Pos.CENTER);
vbx1.getChildren().add(l1);
vbx1.getChildren().add(l2);
vbx1.getChildren().add(l4);
vbx1.getChildren().add(l5);
vbx1.setPadding(new Insets(20, 0, 0, 0));
brdr1.setTop(vbx1);
/**
* Adds function to button 1 which, when clicked, withdraws money from your bank to your person but, will not let you overdraw.
*/
b1.setOnAction(new EventHandler<ActionEvent>() {
@Override
public void handle(ActionEvent event) {
withdraw(txtField1, l5, l2, l4);
}
}
);
/**
* Adds function to button 2 which, when clicked, deposits money into your bank but, will not let you overdraw.
*
*/
// Set the event handler when the withdraw button is clicked
b2.setOnAction(new EventHandler<ActionEvent>() {
@Override
public void handle(ActionEvent event) {
deposits(txtField1, l5, l2, l4);
}
}
);
/**
* Adds function to button 3 which, when clicked, brings you back to the Shop GUI.
*
*/
b3.setOnAction(new EventHandler<ActionEvent>() {
@Override
public void handle(ActionEvent event) {
TaipanShopGUI shopGUI = new TaipanShopGUI(getPlayer());
shopGUI.initializeShop(primaryStage);
primaryStage.show();
}
}
);
/**
* Sets the window size to a width of 600 and height of 480 and displays the screen.
*/
Scene scene = new Scene(brdr1, 600, 480);
scene.getStylesheets().add("styleguide.css");
primaryStage.setScene(scene);
}
/**
* The deposit button within the scene above. Runs the deposit logic class when run
* @param txtField1,l5,l2,l4 assigned from the original element inside of the JavaFX scene
*/
private void deposits(TextField txtField1, Label l5, Label l2, Label l4) {
try {
int deposit = Integer.parseInt(txtField1.getText());
if (deposit < 0) {
l5.setText("Nice try! You can not enter negative numbers.");
} else if (deposit <= getMoney()) {
BankLogic bankLogic = new BankLogic(getPlayer());
bankLogic.depositing(deposit);
setPlayer(bankLogic.getPlayer());
} else {
l5.setText("Sorry, you can not deposit that much.");
}
l2.setText("Balance: " + getBank());
l4.setText("Cash: " + getMoney());
} catch (Exception e) {
l5.setText("Please enter a valid response.");
}
}
/**
* The withdraw button within the scene above. Runs the withdraw logic class when run
* @param txtField1,l5,l2,l4 assigned from the original element inside of the JavaFX scene
*/
private void withdraw(TextField txtField1, Label l5, Label l2, Label l4) {
try {
int withdraw = Integer.parseInt(txtField1.getText());
if (withdraw < 0) {
l5.setText("Come on " + getName() + ", are you trying to fool me?\nNo negative numbers please!");
} else if (withdraw <= getBank()) {
BankLogic bankLogic = new BankLogic(getPlayer());
bankLogic.withdrawing(withdraw);
setPlayer(bankLogic.getPlayer());
} else {
l5.setText("Sorry, you can not withdraw that much.");
}
l2.setText("Balance: " + getBank());
l4.setText("Cash: " + getMoney());
} catch (Exception e) {
l5.setText("Please enter a valid response.");
}
}
}

View File

@@ -1,3 +1,5 @@
package gui;
import javafx.geometry.Insets; import javafx.geometry.Insets;
import javafx.scene.Scene; import javafx.scene.Scene;
import javafx.scene.control.Label; import javafx.scene.control.Label;
@@ -5,8 +7,16 @@ import javafx.scene.layout.BorderPane;
import javafx.scene.layout.VBox; import javafx.scene.layout.VBox;
import javafx.scene.text.Font; import javafx.scene.text.Font;
import javafx.stage.Stage; import javafx.stage.Stage;
import logic.Player;
import logic.GameEndLogic;
public class GameEndGUI { /**
* 2019-03-10
* Authors: Harkamal, Vikram, Haris, Siddhant, Nathan
* GameEndGUI class, Initializes and displays the graphical interface for when you lose
*
*/
public class GameEndGUI extends Player {
private Label title; private Label title;
private VBox vBox; private VBox vBox;
@@ -14,11 +24,15 @@ public class GameEndGUI {
private Label gunsHeld; private Label gunsHeld;
private Label netWorth; private Label netWorth;
private BorderPane borderPane; private BorderPane borderPane;
private Player player;
/**
* Class Constructor that takes in a type player as a parameter
*
* @param player object of the class Player
*/
public GameEndGUI(Player player) { public GameEndGUI(Player player) {
Player playerDummy = new Player(player); Player playerDummy = new Player(player);
this.player = playerDummy; setPlayer(playerDummy);
} }
/** /**
@@ -27,7 +41,7 @@ public class GameEndGUI {
* @param stage sets the stage to which we will execute the scene of the GameEndGUI class * @param stage sets the stage to which we will execute the scene of the GameEndGUI class
* @return stage so that another class can switch to the stage * @return stage so that another class can switch to the stage
*/ */
public Stage initializeGameEndGUI(Stage stage) { public void initializeGameEndGUI(Stage stage) {
//Creating all the nodes //Creating all the nodes
title = new Label(); title = new Label();
@@ -64,51 +78,29 @@ public class GameEndGUI {
netWorth.setFont(new Font(22.0)); netWorth.setFont(new Font(22.0));
borderPane.setCenter(vBox); borderPane.setCenter(vBox);
//Calculating the netWorth of the Player
GameEndLogic gameEndLogic = new GameEndLogic(getPlayer());
netWorthInt = gameEndLogic.getNetWorth();
//Adding the labels to the character's stats to the VBox which will show up on the screen //Adding the labels to the character's stats to the VBox which will show up on the screen
vBox.getChildren().add(firmName); vBox.getChildren().add(firmName);
vBox.getChildren().add(gunsHeld); vBox.getChildren().add(gunsHeld);
vBox.getChildren().add(netWorth); vBox.getChildren().add(netWorth);
title.setText(gameEndLogic.endGameText());
/** String[] strings = gameEndLogic.endGameStats(netWorthInt);
* If health is below or equal to 0 then the game will either show the gameOver screen or the win screen
* */
if (player.getHP() <= 0) {
title.setText("Game Over!");
} else {
title.setText("Congratulations!");
}
/**
* Calculates the networth of the player by the end of the game
* */
netWorthInt = player.getMoney() + (player.getOpiumHeld() * 16000) + (player.getSilkHeld() * 160) + (player.getArmsHeld() * 160) + (player.getGeneralHeld() * 8);
netWorthInt += (player.getwOpium() * 16000) + (player.getwSilk() * 160) + (player.getwArms() * 160) + (player.getwGeneral() * 8);
netWorthInt -= player.getDebt();
//Updating the endgame stats of the player //Updating the endgame stats of the player
firmName.setText("Firm Name: " + player.getName()); firmName.setText(strings[0]);
gunsHeld.setText("Guns Held: " + player.getGuns()); gunsHeld.setText(strings[1]);
netWorth.setText("Net Worth: " + netWorthInt); netWorth.setText(strings[2]);
Scene root = new Scene(borderPane, 600, 480); Scene root = new Scene(borderPane, 600, 480);
root.getStylesheets().add("styleguide.css");
stage.setTitle("End Game Stats"); stage.setTitle("End Game Stats");
stage.setResizable(false); stage.setResizable(false);
stage.setScene(root); stage.setScene(root);
return stage;
} }
/**
* sets scene and runs stage
*
* @param primaryStage the stage in which the scene may be run and switched to
*/
public void start(Stage primaryStage) {
GameEndGUI gameEndGUI = new GameEndGUI(player);
gameEndGUI.initializeGameEndGUI(primaryStage);
primaryStage.show();
}
} }

186
src/gui/LoanSharkGUI.java Normal file
View File

@@ -0,0 +1,186 @@
package gui;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.control.TextField;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
import logic.LoanSharkLogic;
import logic.Player;
/**
* 2019-03-10
* Authors: Siddhant Dewani
* LoanShark GUI Class allows the user to get a loan from the loan shark
*/
public class LoanSharkGUI extends Player {
/**
* Class Constructor that takes in a type player as a parameter
*
* @param player object of the class Player
*/
public LoanSharkGUI(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* This methods purpose is to loan the player the funds it wants
* or pay its outstanding debts. The method prompts the user if they
* would like to borrow money or repay. depending on what the player chooses
* the corresponding loop is evoked. The player can only be loaned 2 times the
* money they have minus the debt if their debt exceeds the cash balance, the loan
* cannot be given.
*
* @param primaryStage the stage upon which the GUI will be imposed
*/
public void initializeLoanShark(Stage primaryStage) {
primaryStage.setTitle("Loan Shark");
//Declaring each Layout
BorderPane brdr1 = new BorderPane();
HBox hbx1 = new HBox(10);
HBox hbx2 = new HBox(10);
VBox vbx1 = new VBox(10);
//Declaring all Variables
Label l1 = new Label("Player: " + getName());
Label l2 = new Label("Debt " + getDebt());
Label l4 = new Label("Cash: " + getMoney());
Label l3 = new Label("Enter Amount: ");
Label l5 = new Label(" ");
//Declaring All Buttons
Button b1 = new Button("Borrow");
Button b2 = new Button("Repay");
Button b3 = new Button("Go back");
//Declaring All TextFields
TextField txtField1 = new TextField();
//Creating the buttons at the bottom of the screen
hbx1.setAlignment(Pos.CENTER);
hbx1.getChildren().add(b1);
hbx1.getChildren().add(b2);
hbx1.getChildren().add(b3);
hbx1.setPadding(new Insets(0,0,20,0));
brdr1.setBottom(hbx1);
//Creating the TextField at the center of the screen
hbx2.setAlignment(Pos.CENTER);
hbx2.getChildren().add(l3);
hbx2.getChildren().add(txtField1);
brdr1.setCenter(hbx2);
//Creating the Labels at the top of the Screen
vbx1.setAlignment(Pos.CENTER);
vbx1.getChildren().add(l1);
vbx1.getChildren().add(l2);
vbx1.getChildren().add(l4);
vbx1.getChildren().add(l5);
vbx1.setPadding(new Insets(20,0,0,0));
brdr1.setTop(vbx1);
// Set the event handler when the deposit button is clicked
b1.setOnAction(event -> {
depositButton(l2, l4, l5, txtField1);
});
// Set the event handler when the withdraw button is clicked
b2.setOnAction(event -> {
withdrawButton(l2, l4, l5, txtField1);
});
b3.setOnAction(event -> {
TaipanShopGUI shopGUI = new TaipanShopGUI(getPlayer());
shopGUI.initializeShop(primaryStage);
primaryStage.show();
}
);
//Setting the Scene and displaying it
Scene scene = new Scene(brdr1, 600, 480);
scene.getStylesheets().add("styleguide.css");
primaryStage.setScene(scene);
primaryStage.show();
}
/**
* The withdraw button within the scene above. Runs the withdraw logic class when run
* @param txtField1,l2,l4,l5 assigned from the original element inside of the JavaFX scene
*/
public void withdrawButton(Label l2, Label l4, Label l5, TextField txtField1) {
try {
int returnAsk = Integer.parseInt(txtField1.getText());
//If the player enters a invalid number
if (returnAsk > getDebt()) {
l5.setText("You do not need to return that much.");
}
//If the player enters a valid number
else if (returnAsk <= getDebt() && returnAsk >= 0 && getMoney() >= returnAsk) {
LoanSharkLogic loanSharkLogic = new LoanSharkLogic(getPlayer());
loanSharkLogic.changeLoan(getDebt() - returnAsk, getMoney() - returnAsk);
setPlayer(loanSharkLogic.getPlayer());
l4.setText("Cash: " + getMoney());
}
//If the player enters a invalid number
else if(getMoney() < returnAsk) {
l5.setText("Look " + getName() + ", you are being cheap!");
}
//If the player enters a negative number
else {
l5.setText("Sorry, you can not return a negative amount!");
}
l2.setText("Debt: " + getDebt());
}
//Only runs if the user gives an invalid input
catch (Exception e) {
l5.setText("Please enter a valid value");
}
}
/**
* The deposit button within the scene above. Runs the deposit logic class when run
* @param txtField1,l5,l2,l4 assigned from the original element inside of the JavaFX scene
*/
public void depositButton(Label l2, Label l4, Label l5, TextField txtField1) {
try {
int loanAsk = Integer.parseInt(txtField1.getText());
//If the player enters a valid number
if (loanAsk <= 2 * (getMoney() - getDebt()) && loanAsk >= 0) {
LoanSharkLogic loanSharkLogic = new LoanSharkLogic(getPlayer());
loanSharkLogic.changeLoan(getDebt() + loanAsk, getMoney() + loanAsk);
setPlayer(loanSharkLogic.getPlayer());
l4.setText("Cash: " + getMoney());
}
//If the player enters a negative number
else if (loanAsk < 0) {
l5.setText("Sorry you cannot enter negative numbers");
}
//If the player enters a invalid number
else{
l5.setText("Sorry you cannot get the loan requested");
}
l2.setText("Debt: " + getDebt());
}
//Only runs if the user gives an invalid input
catch (Exception e) {
l5.setText("Please enter a valid value");
}
}
}

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src/gui/MainGUI.java Normal file
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package gui;
import javafx.application.Application;
import javafx.stage.Stage;
import logic.Player;
/**
* 2019-03-10
* Authors: Harkamal, Vikram, Haris, Siddhant, Nathan
* MainGUI class, Initializes the entire game and runs the game for user to play
*/
public class MainGUI extends Application {
/**
* Updates main class with player data and starts the game.
* The game will only run as long as the player has not retired or has been destroyed.
* @param args Just the console for the player to look at.
*/
public static void main(String[] args) {
launch(args);
}
/**
* Starts the game as a whole, combines all of the other necessary classes
* @param primaryStage Creates new stage for scene to be utilized
*/
public void start(Stage primaryStage){
StartGUI start = new StartGUI(new Player());
start.initializeStart(primaryStage);
primaryStage.show();
}
}

221
src/gui/RandomEventGUI.java Normal file
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package gui;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
import logic.Player;
import logic.RandomEventLogic;
/**
* 2019-03-19
* Authors: Harkamal Randhawa
* Random Event GUI class generates random events that occur during travel, such as fixing your ship,
* liu yen asking for money and to purchase a gun.
*/
public class RandomEventGUI extends Player {
private HBox hBox;
private Button yesButton;
private Button noButton;
private VBox vBox;
private Label paymentLabel;
private Label sellingItemLabel;
private Label cannotAffordLabel;
private VBox vBox0;
private Label shipHPLabel;
private Label gunsShipLabel;
private Label moneyPlayerLabel;
private Label moneyBankLabel;
private Label cargoShipLabel;
private Label cargoWarehouseLabel;
private BorderPane borderPane;
private int eventNumber = 0;
private int itemPrice = 10;
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
*
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public RandomEventGUI(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* Sets up the graphical part of RandomEventGUI and includes all logic for the class
*
* @param stage sets the stage to which we will execute the scene of the RandomEventGUI class
*/
public void initializeRandomEventGUI(Stage stage) {
//Creating the nodes within the event screen
hBox = new HBox();
yesButton = new Button();
noButton = new Button();
vBox = new VBox();
paymentLabel = new Label();
sellingItemLabel = new Label();
cannotAffordLabel = new Label();
vBox0 = new VBox();
shipHPLabel = new Label();
gunsShipLabel = new Label();
moneyPlayerLabel = new Label();
moneyBankLabel = new Label();
cargoShipLabel = new Label();
borderPane = new BorderPane();
//Messing with the alignments of the buttons and their text
borderPane.setAlignment(hBox, javafx.geometry.Pos.CENTER);
hBox.setAlignment(javafx.geometry.Pos.CENTER);
hBox.setPrefHeight(100.0);
hBox.setPrefWidth(200.0);
hBox.setSpacing(10.0);
yesButton.setMnemonicParsing(false);
yesButton.setText("Yes");
yesButton.setDefaultButton(true);
noButton.setMnemonicParsing(false);
noButton.setText("No");
borderPane.setBottom(hBox);
//Making the vbox to put all Labels for the events
borderPane.setAlignment(vBox, javafx.geometry.Pos.CENTER);
vBox.setAlignment(javafx.geometry.Pos.CENTER);
vBox.setPrefHeight(200.0);
vBox.setPrefWidth(100.0);
paymentLabel.setText("Would you like to pay?");
sellingItemLabel.setText("for a Gun?");
cannotAffordLabel.setText("You can't afford that!");
cannotAffordLabel.setFocusTraversable(false);
borderPane.setCenter(vBox);
borderPane.setAlignment(vBox0, javafx.geometry.Pos.CENTER);
vBox0.setAlignment(javafx.geometry.Pos.CENTER);
vBox0.setPrefHeight(200.0);
vBox0.setPrefWidth(100.0);
//Update the labels to fit the player's stats
shipHPLabel.setText("Ship Health: " + getPlayer().getHP());
gunsShipLabel.setText("Number of Guns Remaining: " + getPlayer().getGuns());
moneyPlayerLabel.setText("Money on Player: " + getPlayer().getMoney());
moneyBankLabel.setText("Money in Bank: " + getPlayer().getBank());
cargoShipLabel.setText("Ship Cargo Space: " + getPlayer().getCargoSpace());
//Adding all the buttons and labels to the elements in the scene
hBox.getChildren().add(yesButton);
hBox.getChildren().add(noButton);
vBox.getChildren().add(sellingItemLabel);
vBox.getChildren().add(paymentLabel);
vBox.getChildren().add(cannotAffordLabel);
vBox0.getChildren().add(shipHPLabel);
vBox0.getChildren().add(gunsShipLabel);
vBox0.getChildren().add(moneyPlayerLabel);
vBox0.getChildren().add(moneyBankLabel);
vBox0.getChildren().add(cargoShipLabel);
//Adding all the elements to the scene
borderPane.setTop(vBox0);
borderPane.setTop(vBox0);
borderPane.setCenter(vBox);
borderPane.setBottom(hBox);
//Make it so that the player can't see the can't afford label until after they actually can't understand
cannotAffordLabel.setVisible(false);
/*Pick a random number dictating the events that could happen.
* 1: New gun for player
* 2: Paying Liu Yuen
* 3: Repairing the Ship
*/
RandomEventLogic randomEventLogic = new RandomEventLogic(getPlayer());
int[] randEvent = randomEventLogic.randEvent();
eventNumber = randEvent[0];
itemPrice = randEvent[1];
if(eventNumber == 1){
sellingItemLabel.setText("A vender is selling a gun for $" + itemPrice + " for a gun?");
}
if(eventNumber == 2){
sellingItemLabel.setText("Liu Yuen asks $" + itemPrice + " in donation to the temple of Tin Hau, the Sea Goddess");
}
if(eventNumber == 3){
sellingItemLabel.setText("Mc Henry from the Hong Kong shipyard has arrived,\n would be willing to repair your ship for $" + itemPrice);
}
//Only runs if the player doesn't have enough space and is given a gun
if((eventNumber == 1 && getCargoSpace() < 10)){
TaipanShopGUI taipanShopGUI = new TaipanShopGUI(getPlayer());
taipanShopGUI.initializeShop(stage);
stage.show();
}
//Only runs if the player has 100 or greater HP and they got the ship repair man
if((eventNumber == 3 && getPlayer().getHP() >= 100)){
TaipanShopGUI taipanShopGUI = new TaipanShopGUI(getPlayer());
taipanShopGUI.initializeShop(stage);
stage.show();
}
//if yes button is clicked, executes the code depending on the type of event
yesButton.setOnAction(event -> {
if(getPlayer().getMoney() > itemPrice) {
//Buy Guns
if (eventNumber == 1 && (getCargoSpace() >= 10)) {
setGuns(getPlayer().getGuns() + 1);
setMoney(getPlayer().getMoney() - itemPrice);
TaipanShopGUI taipanShopGUI = new TaipanShopGUI(getPlayer());
taipanShopGUI.initializeShop(stage);
stage.show();
}
//Liu Yuen
if (eventNumber == 2) {
setAttackingShips(false);
setMoney(getPlayer().getMoney() - itemPrice);
TaipanShopGUI taipanShopGUI = new TaipanShopGUI(getPlayer());
taipanShopGUI.initializeShop(stage);
stage.show();
}
//Ship Repair
if (eventNumber == 3 && getPlayer().getHP() != 100) {
setHP(100);
setMoney(getPlayer().getMoney() - itemPrice);
TaipanShopGUI taipanShopGUI = new TaipanShopGUI(getPlayer());
taipanShopGUI.initializeShop(stage);
stage.show();
}
}
else{
cannotAffordLabel.setVisible(true);
yesButton.setVisible(false);
noButton.setDefaultButton(true);
noButton.setVisible(true);
}
});
//If the no button is clicked then it skips to the location screen you wanted to go to.
noButton.setOnAction(event -> {
TaipanShopGUI taipanShopGUI = new TaipanShopGUI(getPlayer());
taipanShopGUI.initializeShop(stage);
stage.show();
});
//Creates the scene and window
Scene root = new Scene(borderPane, 600, 480);
root.getStylesheets().add("styleguide.css");
stage.setTitle("Random Event");
stage.setResizable(false);
stage.setScene(root);
}
}

614
src/gui/ShipWarfareGUI.java Normal file
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package gui;
import javafx.animation.*;
import javafx.geometry.Insets;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.Pane;
import javafx.scene.layout.VBox;
import javafx.scene.shape.Circle;
import javafx.stage.Stage;
import javafx.util.Duration;
import java.io.FileInputStream;
import java.util.Random;
import logic.Player;
import logic.ShipWarfareLogic;
/**
* 2019-03-10 (Edited on 2019-03-23)
* Author: Haris Muhammad
* ShipWarfareGUI class, Generates and utilizes ships which the user can attack or run from
*/
public class ShipWarfareGUI extends Player {
ShipWarfareLogic logic = new ShipWarfareLogic(getPlayer());
private ShipWarfareGUI ship;
private Circle cannon;
private VBox buttonBox;
private HBox fightRunBox;
private Button fightButton;
private Button runButton;
private Button continueButton;
private VBox labelBox;
private Label title;
private Label HPLeft;
private Label gunsLeftOrTaken;
private Label runAwayOrLeft;
private Label shipsRemaining;
private Label report;
private boolean winOrLose = false;
private boolean userAttacks = true;
private int howMuchRun = 0;
private int counter = 0;
private String pirateName = "Liu Yen";
private int beginningX = 150;
private int beginningY = 245;
private int endX = 350;
private int endY = 90;
private TranslateTransition shotsFired = new TranslateTransition();
private TranslateTransition enemyShots = new TranslateTransition();
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
*
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public ShipWarfareGUI(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* Sets most of the labels invisible
*/
public void wipe() {
wipeWithTitle(title);
}
/**
* Wipe many of the labels including title
*
* @param title for GUI
*/
public void wipeWithTitle(Label title) {
title.setVisible(false);
runAwayOrLeft.setVisible(false);
shipsRemaining.setVisible(false);
HPLeft.setVisible(false);
gunsLeftOrTaken.setVisible(false);
}
/**
* Sets most of the labels invisible including the fight or run label
*/
public void completeWipe() {
wipe();
report.setVisible(false);
}
/**
* Attacks the enemy fleet and sees how much shots miss and how much shots hit
*
* @param exitValue to distingusih if the player won, lost, or ran
* @param hitCounter to see how much of the shots hit the ships
* @param missCounter to see how much of the shots missed the ships
* @param random to utilize the random object
* @return an array of values
*/
public int[] successfulHitOrNot(int exitValue, int hitCounter, int missCounter, Random random) {
int hitOrMiss = random.nextInt(2) + 1;
if (userAttacks && hitOrMiss == 2) {
if (logic.getNumOfShips() <= 0) {
exitValue = 1;
}
hitCounter++;
logic.setNumOfShips(logic.getNumOfShips() - 1);
} else {
missCounter++;
}
return new int[]{exitValue, hitCounter, missCounter};
}
/**
* Reports how many ships escape or run
*/
public void howMuchEscapeOrRun() {
if (howMuchRun != 0 && howMuchRun < logic.getNumOfShips()) {
logic.setNumOfShips(logic.getNumOfShips() - howMuchRun);
if (userAttacks == true) {
if (howMuchRun > 0) {
runAwayOrLeft.setText(String.format("Cowards! %d ships ran away %s! ", howMuchRun, super.getName()));
}
} else {
report.setText((String.format("Escaped %d of them %s!", howMuchRun, super.getName())));
}
}
}
/**
* The user faces off against the ships and either prevails, dies, or runs away
*
* @return true if the user wins, loses, or flees, it returns false otherwise
*/
public boolean destroyShipsOrEscape(Stage stage) throws Exception {
cannon.setLayoutX(beginningX);
cannon.setLayoutY(beginningY);
int calculateLoot = 0;
int chanceOfEnemyRun = 0;
int hitCounter = 0;
int missCounter = 0;
boolean gunFrustration = false;
runAwayOrLeft.setText("No ships ran away");
Random randomValue = new Random();
int exitValue = 0;
//Player volley
if (super.getGuns() > 0) {
for (int j = 0; j < super.getGuns(); j++) {
int array[] = successfulHitOrNot(exitValue, hitCounter, missCounter, randomValue);
exitValue = array[0];
hitCounter = array[1];
missCounter = array[2];
}
if (userAttacks == true) {
report.setText(String.format("Report: Ships hit: %d, Shots missed: %d", hitCounter, missCounter));
}
} else {
report.setText("We don't have any guns!!!");
}
if (logic.getNumOfShips() <= 0) {
exitValue = 1;
}
if (super.getGuns() > 0) {
chanceOfEnemyRun = randomValue.nextInt(2) + 1;
if (chanceOfEnemyRun == 2) {
howMuchRun = randomValue.nextInt(15) + 1;
howMuchEscapeOrRun();
}
}
shipsRemaining.setText(String.format("%d ships remaining and they look angry!", logic.getNumOfShips()));
//Computer volley
int takeGunChance = randomValue.nextInt(4) + 1;
if (takeGunChance == 1 && super.getGuns() > 0) {
super.setGuns(super.getGuns() - 1);
gunFrustration = true;
} else {
if (logic.getNumOfShips() > 0) {
int HPTaken = randomValue.nextInt(10) + 1;
super.setHP(super.getHP() - (HPTaken));
}
}
if (super.getHP() <= 0) {
exitValue = 2;
//break;
}
if (gunFrustration == true) {
gunsLeftOrTaken.setText(String.format("Dang it! We only have %d guns left", super.getGuns()));
playerShoots(getGuns() + 1);
} else {
gunsLeftOrTaken.setText(String.format("We still have %d guns left", super.getGuns()));
}
HPLeft.setText(String.format("EEK, our current ship status is %d%% ", super.getHP()));
if (userAttacks == false) {
userAttacks = true;
}
//The user defeats the enemy fleet
if (exitValue == 1) {
wipe();
calculateLoot = logic.calculateLoot();
super.setMoney(logic.getMoney());
report.setText(String.format("Our firm has earned $%,d in loot! ", calculateLoot));
continueButton.setVisible(true);
completeWipe();
fightButton.setVisible(false);
runButton.setVisible(false);
continueButton.setDefaultButton(true);
return true;
} else if (exitValue == 2) {
GameEndGUI gameEndGUI = new GameEndGUI(getPlayer());
gameEndGUI.initializeGameEndGUI(stage);
stage.show();
return true;
}
return false;
}
/**
* Player attacks enemy ships in an animation
*/
public void playerShoots(int amountOfShots) {
shotsFired.setFromX(0);
shotsFired.setFromY(0);
shotsFired.setToX(endX);
shotsFired.setToY(endY);
shotsFired.setDuration(Duration.seconds(0.5));
if (super.getGuns() > 0) {
shotsFired.setCycleCount(amountOfShots);
} else {
shotsFired.setCycleCount(0);
shotsFired.stop();
cannon.setVisible(false);
}
shotsFired.setNode(cannon);
shotsFired.play();
}
/**
* Ships attack player ship back in an animation
*/
public void shipsRetaliate() {
cannon.setVisible(true);
enemyShots.setFromX(270);
enemyShots.setFromY(0);
enemyShots.setToX(-30);
enemyShots.setToY(90);
enemyShots.setDuration(Duration.seconds(0.5));
enemyShots.setCycleCount(1);
enemyShots.setNode(cannon);
enemyShots.play();
}
/**
* Sets most buttons to being invisble and switches to TaipanShop scene
*
* @param stage stage the user incorporates when they utilize the GUI
*/
public void setVisibilitiesAndTransition(Stage stage) {
completeWipe();
continueButton.setVisible(true);
continueButton.setDefaultButton(true);
fightButton.setVisible(false);
runButton.setVisible(false);
/**
* Switches to Taipan Shop scene
* @param event, once button is clicked, executes graphical information
*/
continueButton.setOnAction(event -> {
TaipanShopGUI shop = new TaipanShopGUI(getPlayer());
shop.initializeShop(stage);
stage.show();
});
}
/**
* Generaties ships and deploys logic for the shipwarfare
*
* @param primaryStage sets up the stage to whcih the GUI may be based around
* @throws Exception in case of interruptions withing the graphical interface
*/
public void initializeShip(Stage primaryStage) throws Exception {
logic.setNumOfShips(logic.numOfShips());
Pane root = new Pane();
HBox usAgainstEnemyDivisor;
BorderPane centeringUserShipPane = new BorderPane();
Circle cannon;
BorderPane centeringShipPane = new BorderPane();
BorderPane encompassingPane = new BorderPane();
usAgainstEnemyDivisor = new HBox();
cannon = new Circle();
this.cannon = cannon;
cannon.setVisible(false);
buttonBox = new VBox();
fightRunBox = new HBox();
fightButton = new Button();
runButton = new Button();
continueButton = new Button();
labelBox = new VBox();
title = new Label();
HPLeft = new Label();
gunsLeftOrTaken = new Label();
runAwayOrLeft = new Label();
shipsRemaining = new Label();
report = new Label();
title.setText(String.format("%d ships from Liu Yuen's Fleet are attacking, Would you like to fight or run?", logic.getNumOfShips()));
fightButton.setText("Fight");
runButton.setText("Run");
continueButton.setText("Continue");
fightButton.setVisible(true);
runButton.setVisible(true);
continueButton.setVisible(false);
encompassingPane.setAlignment(labelBox, javafx.geometry.Pos.CENTER);
labelBox.setAlignment(javafx.geometry.Pos.CENTER);
labelBox.setPrefHeight(41.0);
labelBox.setPrefWidth(600.0);
labelBox.setSpacing(20.0);
labelBox.setPadding(new Insets(10.0, 0.0, 0.0, 0.0));
encompassingPane.setAlignment(buttonBox, javafx.geometry.Pos.CENTER);
buttonBox.setAlignment(javafx.geometry.Pos.TOP_CENTER);
fightRunBox.setAlignment(javafx.geometry.Pos.CENTER);
fightRunBox.setPrefHeight(100.0);
fightRunBox.setPrefWidth(200.0);
fightRunBox.setSpacing(10.0);
VBox.setMargin(continueButton, new Insets(0.0, 0.0, 20.0, 0.0));
root.getChildren().add(cannon);
encompassingPane.setPrefHeight(480);
encompassingPane.setPrefWidth(600);
usAgainstEnemyDivisor.setPrefHeight(0.0);
usAgainstEnemyDivisor.setPrefWidth(600.0);
centeringUserShipPane.setPrefHeight(200.0);
centeringUserShipPane.setPrefWidth(200.0);
Image ourShip;
Image enemyShip;
try {
ourShip = new Image(new FileInputStream("src/images/ourShip.png"));
enemyShip = new Image(new FileInputStream("src/images/enemyShip.png"));
} catch (Exception e) {
ourShip = new Image(new FileInputStream("images/ourShip.png"));
enemyShip = new Image(new FileInputStream("images/enemyShip.png"));
}
//Setting the image view
ImageView userShip = new ImageView(ourShip);
ImageView Ship = new ImageView(enemyShip);
BorderPane.setAlignment(userShip, javafx.geometry.Pos.CENTER);
userShip.setFitHeight(150.0);
userShip.setFitWidth(248.0);
userShip.setPickOnBounds(true);
userShip.setPreserveRatio(true);
centeringUserShipPane.setCenter(userShip);
BorderPane.setAlignment(buttonBox, javafx.geometry.Pos.CENTER);
buttonBox.setAlignment(javafx.geometry.Pos.TOP_CENTER);
usAgainstEnemyDivisor.setTranslateY(-20.0);
cannon.setRadius(10.0);
cannon.setStroke(javafx.scene.paint.Color.BLACK);
cannon.setStrokeType(javafx.scene.shape.StrokeType.INSIDE);
centeringUserShipPane.setRight(cannon);
centeringShipPane.setPrefHeight(200.0);
centeringShipPane.setPrefWidth(200.0);
centeringShipPane.setOpaqueInsets(new Insets(0.0));
HBox.setMargin(centeringShipPane, new Insets(0.0, 0.0, 0.0, 200.0));
encompassingPane.setAlignment(Ship, javafx.geometry.Pos.CENTER);
Ship.setFitHeight(165.0);
Ship.setFitWidth(180.0);
Ship.setPickOnBounds(true);
Ship.setPreserveRatio(true);
encompassingPane.setMargin(Ship, new Insets(0.0, 0.0, 20.0, 0.0));
centeringShipPane.setCenter(Ship);
usAgainstEnemyDivisor.getChildren().add(centeringUserShipPane);
usAgainstEnemyDivisor.getChildren().add(centeringShipPane);
fightRunBox.getChildren().add(fightButton);
fightRunBox.getChildren().add(continueButton);
fightRunBox.getChildren().add(runButton);
buttonBox.getChildren().add(fightRunBox);
labelBox.getChildren().add(title);
labelBox.getChildren().add(HPLeft);
labelBox.getChildren().add(gunsLeftOrTaken);
labelBox.getChildren().add(runAwayOrLeft);
labelBox.getChildren().add(shipsRemaining);
labelBox.getChildren().add(report);
encompassingPane.setTop(labelBox);
encompassingPane.setCenter(usAgainstEnemyDivisor);
encompassingPane.setBottom(buttonBox);
root.getChildren().addAll(encompassingPane, cannon);
Scene scene = new Scene(root, 600, 480);
root.getStylesheets().add("styleguide.css");
primaryStage.setResizable(false);
primaryStage.setTitle("Ship Warfare");
primaryStage.setScene(scene);
primaryStage.show();
/**
* Continue Button, engages in run logic and graphical interface
* @param event, once button is clicked, executes graphical information
*/
continueButton.setOnAction(event -> {
shotsFired.stop();
/**
* Switches to Taipan Shop scene
*/
TaipanShopGUI shop = new TaipanShopGUI(getPlayer());
shop.initializeShop(primaryStage);
primaryStage.show();
});
//Flee
/**
* Run Button, engages in run logic and graphical interface
* @param event, once button is clicked, executes graphical information
*/
runButton.setOnAction(event -> {
userAttacks = false;
report.setVisible(true);
title.setVisible(true);
shipsRemaining.setVisible(true);
gunsLeftOrTaken.setVisible(true);
title.setText("Ayy captain we will try to run!");
counter++;
if (logic.runFromShips() == false) {
report.setText(("Couldn't run away"));
try {
winOrLose = destroyShipsOrEscape(primaryStage);
} catch (Exception e) {
e.printStackTrace();
}
if (winOrLose == true) {
report.setVisible(false);
title.setVisible(false);
shipsRemaining.setVisible(false);
gunsLeftOrTaken.setVisible(false);
}
} else {
report.setText("Phew! Got away safely");
setVisibilitiesAndTransition(primaryStage);
}
});
//Fight
/**
* Fight Button, engages in fight logic and graphical interface
* @param event, once button is clicked, executes graphical information
*/
fightButton.setOnAction(event -> {
userAttacks = true;
wipeWithTitle(report);
fightButton.setVisible(false);
runButton.setVisible(false);
try {
winOrLose = destroyShipsOrEscape(primaryStage);
} catch (Exception e) {
e.printStackTrace();
}
counter++;
cannon.setVisible(true);
cannon.setLayoutX(beginningX);
cannon.setLayoutY(beginningY);
if (counter >= 1) {
title.setVisible(false);
}
playerShoots(getGuns());
/**
* When the user is completed their volley this information will be accessed
* @param event, once the shots fired transition is completed, execute graphical information
*/
shootingAnimation(usAgainstEnemyDivisor, cannon);
});
}
/**
* Shows the animation of ships being destroyed and our ship being hit
* @param usAgainstEnemyDivisor divisor for us against enemy
* @param cannon circle node for displaying cannon fire
*/
public void shootingAnimation(HBox usAgainstEnemyDivisor, Circle cannon) {
shotsFired.setOnFinished(event1 -> {
shotsFired.stop();
if (!winOrLose) {
shipsRetaliate();
} else {
report.setVisible(true);
continueButton.setVisible(true);
usAgainstEnemyDivisor.setVisible(false);
cannon.setVisible(false);
shotsFired.stop();
}
/**
* When the user is completed their volley, this information will be accessed
* @param event, once the enemy shots transition is completed, execute graphical information
*/
enemyShots.setOnFinished(event11 -> {
fightButton.setVisible(true);
runButton.setVisible(true);
report.setVisible(true);
cannon.setVisible(false);
runAwayOrLeft.setVisible(true);
gunsLeftOrTaken.setVisible(true);
shipsRemaining.setVisible(true);
HPLeft.setVisible(true);
gunsLeftOrTaken.setVisible(true);
if (winOrLose == true) {
usAgainstEnemyDivisor.setVisible(false);
}
});
});
}
}

View File

@@ -1,5 +1,6 @@
import javafx.event.ActionEvent; package gui;
import javafx.event.EventHandler;
import javafx.geometry.Pos;
import javafx.scene.Scene; import javafx.scene.Scene;
import javafx.scene.control.*; import javafx.scene.control.*;
import javafx.scene.layout.BorderPane; import javafx.scene.layout.BorderPane;
@@ -7,14 +8,24 @@ import javafx.scene.layout.HBox;
import javafx.scene.layout.VBox; import javafx.scene.layout.VBox;
import javafx.scene.text.Font; import javafx.scene.text.Font;
import javafx.stage.Stage; import javafx.stage.Stage;
import logic.Player;
import logic.FileSaving;
import logic.StartLogic;
public class StartGUI { /**
* 2019-03-10
* Authors: Harkamal, Vikram, Haris, Siddhant, Nathan
* StartGUI class, Initializes and displays the start menu for Taipan
*/
public class StartGUI extends Player {
private Player player;
private BorderPane borderPane = new BorderPane(); private BorderPane borderPane = new BorderPane();
private HBox hBox = new HBox(); private HBox hBox = new HBox();
private TextField nameField = new TextField(); private TextField nameField = new TextField();
private Button startButton = new Button(); private Button startButton = new Button();
private Button continueButton = new Button();
private VBox vBox = new VBox(); private VBox vBox = new VBox();
private Label choiceLabel = new Label(); private Label choiceLabel = new Label();
private RadioButton gunChoice = new RadioButton(); private RadioButton gunChoice = new RadioButton();
@@ -25,23 +36,12 @@ public class StartGUI {
private Label authors = new Label(); private Label authors = new Label();
/** /**
* gets the player instance variable. The method returns a copy of the instance variable for encapsulation purposes. * Copy constructor.
* * @param player object of the class Player
* @return playerDummy -- playerDummy is a copy of the player instance variable.
*/ */
public Player getPlayer() { public StartGUI(Player player) {
Player playerTemp = new Player(player); Player playerTemp = new Player(player);
return playerTemp; setPlayer(playerTemp);
}
/**
* sets the player instance variable equal to a copy of the parameter -- a copy is used for encapsulation purposes.
*
* @param player is a Player object that will replace the current instance of the player instance variable.
*/
public void setPlayer(Player player) {
Player playerTemp = new Player(player);
this.player = playerTemp;
} }
/** /**
@@ -51,29 +51,17 @@ public class StartGUI {
*/ */
public void setFirm(String name) { public void setFirm(String name) {
if (name.length() <= 22) { if (name.length() <= 22) {
player.setName(name); super.setName(name);
} else { } else {
player.setName("Taipan"); super.setName("Taipan");
} }
} }
/*
**
* Copy constructor.
* @param player object of the class Player
*/
public StartGUI(Player player) {
Player playerTemp = new Player(player);
this.player = playerTemp;
}
/** /**
* Initializes the Start GUI the game. * Sets up the graphical part of StartGUI and includes all logic for the class
* * @param stage sets the stage to which we will execute the scene of the StartGUI class
* @param stage object of type Stage
* @return returns the stage of GUI
*/ */
public Stage initializeStart(Stage stage) { public void initializeStart(Stage stage) {
/** /**
* Creates an HBox at the center of the borderpane with a width of 200, height of 100 and spacing of 10. * Creates an HBox at the center of the borderpane with a width of 200, height of 100 and spacing of 10.
@@ -104,7 +92,14 @@ public class StartGUI {
* *
*/ */
startButton.setMnemonicParsing(false); startButton.setMnemonicParsing(false);
startButton.setText("Start"); startButton.setText("New");
/**
* Creates a button with text "Continue"
*
*/
continueButton.setMnemonicParsing(false);
continueButton.setText("Load");
/** /**
* Creates a VBox at the left of center of the borderpane. * Creates a VBox at the left of center of the borderpane.
@@ -159,14 +154,16 @@ public class StartGUI {
* *
*/ */
authors.setPrefHeight(80.0); authors.setPrefHeight(80.0);
authors.setPrefWidth(499.0); authors.setPrefWidth(480.0);
authors.setText("By Vikram Bawa, Haris Muhammad, Siddhant Dewani, Nathan Lum and Harkamal Randhawa"); authors.setText("By Vikram Bawa, Haris Muhammad, Siddhant Dewani, Nathan Lum \nand Harkamal Randhawa");
/** /**
* Puts Vbox0 in the center of the borderpane. * Puts Vbox0 in the center of the borderpane.
* *
*/ */
authors.setTextAlignment(javafx.scene.text.TextAlignment.CENTER); authors.setTextAlignment(javafx.scene.text.TextAlignment.CENTER);
authors.setAlignment(Pos.CENTER);
vBox0.setAlignment(Pos.CENTER);
borderPane.setCenter(vBox0); borderPane.setCenter(vBox0);
/** /**
@@ -175,53 +172,62 @@ public class StartGUI {
*/ */
hBox.getChildren().add(nameField); hBox.getChildren().add(nameField);
hBox.getChildren().add(startButton); hBox.getChildren().add(startButton);
hBox.getChildren().add(continueButton);
vBox.getChildren().add(choiceLabel); vBox.getChildren().add(choiceLabel);
vBox.getChildren().add(gunChoice); vBox.getChildren().add(gunChoice);
vBox.getChildren().add(cashChoice); vBox.getChildren().add(cashChoice);
hBox.getChildren().add(vBox); hBox.getChildren().add(vBox);
vBox0.getChildren().add(title); vBox0.getChildren().add(title);
vBox0.getChildren().add(authors); vBox0.getChildren().add(authors);
startButton.setDefaultButton(true);
/** /**
* Adds function to the "Start" button, scenario 1 gives the player $400 and a $5000 debt at the start of the game; * Adds function to the "Start" button, scenario 1 gives the player $400 and a $5000 debt at the start of the game;
* scenario 2 gives the player 5 guns. * scenario 2 gives the player 5 guns.
* *
*/ */
startButton.setOnAction(new EventHandler<ActionEvent>() { startButton.setOnAction(event -> {
@Override StartLogic startLogic = new StartLogic(getPlayer());
public void handle(ActionEvent event) {
if (Start.getSelectedToggle() == cashChoice) { if (Start.getSelectedToggle() == cashChoice) {
player.setMoney(400); startLogic.money_and_debt();
player.setDebt(5000);
} }
if (Start.getSelectedToggle() == gunChoice) { if (Start.getSelectedToggle() == gunChoice) {
player.setGuns(5); startLogic.guns();
} }
String response = nameField.getText(); String response = nameField.getText();
// purely for testing purposes. // purely for testing purposes.
if (response.equalsIgnoreCase("Vikram")) { if (response.equalsIgnoreCase("Vikram")) {
player.setMoney(999999999); startLogic.cheat();
player.setBank(999999999); setCargoSpace(Integer.MAX_VALUE);
player.setGuns(0);
player.setHP(99999999);
player.setCargoSpace(Integer.MAX_VALUE);
} }
setFirm(response); setFirm(response);
TaipanShopGUI shop = new TaipanShopGUI(player); setPlayer(startLogic.getPlayer());
TaipanShopGUI shop = new TaipanShopGUI(getPlayer());
shop.initializeShop(stage); shop.initializeShop(stage);
stage.show(); stage.show();
//title.setText("SHOP PLACEHOLDER"); });
continueButton.setOnAction(event -> {
FileSaving saving = new FileSaving();
if(saving.loadFile() != null){
TaipanShopGUI shop = new TaipanShopGUI(saving.loadFile());
shop.initializeShop(stage);
stage.show();
}
else{
authors.setText("There are no previous saves!");
} }
}); });
Scene root = new Scene(borderPane, 600, 480); Scene root = new Scene(borderPane, 600, 480);
root.getStylesheets().add("styleguide.css");
stage.setTitle("Start"); stage.setTitle("Start");
stage.setResizable(false); stage.setResizable(false);
stage.setScene(root); stage.setScene(root);
return stage; stage.setHeight(510);
stage.setWidth(600);
} }
} }

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283
src/gui/TravelGUI.java Normal file
View File

@@ -0,0 +1,283 @@
package gui;
/**
* TravelGUI is the class in which takes the player from location to location
* Author: Harkamal Randhawa
*/
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.TextField;
import javafx.scene.input.KeyCode;
import javafx.scene.input.KeyEvent;
import javafx.scene.layout.*;
import javafx.stage.Stage;
import javafx.scene.control.Label;
import javafx.scene.text.Font;
import logic.Player;
import logic.TravelLogic;
import java.util.Random;
public class TravelGUI extends Player {
private Label firm = new Label();
private Label wItemsText = new Label();
private Label wItemSpaceText = new Label();
private Label locationText = new Label();
private Label inventoryText = new Label();
private Label inventoryHeldText = new Label();
private Label gunsText = new Label();
private Label shipStatusText = new Label();
private Label cashText = new Label();
private Label bankText = new Label();
private Label textOut = new Label();
private FlowPane flowPane = new FlowPane();
private Button quitButton = new Button();
private Button continueButton = new Button();
private TextField numberInput = new TextField();
private Boolean peasantShipScene = false;
private Boolean shopScene = false;
private Boolean stormScene = false;
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
*
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public TravelGUI(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* Sets up the graphical part of TravelGUI and includes all logic for the class
*
* @param stage sets the stage to which we will execute the scene of the TravelGUI class
* @return stage so that another class can switch to the stage
*/
public void initializeTravel(Stage stage) {
//Creating the continue and quit buttons
quitButton.setPrefHeight(25.0);
quitButton.setMnemonicParsing(false);
quitButton.setPrefWidth(90.0);
quitButton.setText("Go back");
continueButton.setPrefHeight(25.0);
continueButton.setMnemonicParsing(false);
continueButton.setPrefWidth(90.0);
continueButton.setText("Continue");
continueButton.setVisible(false);
//Goes back to shop
quitButton.setOnAction(event -> {
TaipanShopGUI taipanShopGUI = new TaipanShopGUI(getPlayer());
taipanShopGUI.initializeShop(stage);
stage.show();
});
//Continues on to either shop or shipwarfare
continueButton.setOnAction(event -> {
continueButton(stage);
});
//Text input for where the player needs to go inside of the game world
numberInput.setAlignment(javafx.geometry.Pos.CENTER_RIGHT);
//numberInput.setText("Enter preferred location.");
numberInput.setOnKeyPressed(event -> {
numberInput(event);
});
firm.setAlignment(Pos.CENTER);
firm.setPrefHeight(27.0);
firm.setPrefWidth(632.0);
firm.setFont(new Font(18.0));
flowPane.getChildren().addAll(numberInput, quitButton, continueButton);
TaipanShopGUI shop = new TaipanShopGUI(super.getPlayer());
Scene root = new Scene(shop.declareStage(flowPane,firm,wItemsText,wItemSpaceText,locationText,gunsText,inventoryText,inventoryHeldText,shipStatusText,cashText,bankText,textOut), 600, 480);
root.getStylesheets().add("styleguide.css");
//Updates the stage for the first-time you read it
shop.updateStage(firm,wItemsText,wItemSpaceText,locationText,gunsText,inventoryText,inventoryHeldText,shipStatusText,cashText,bankText);
textOut.setText("\tTaipan, do you wish to go to:\n\n\t\t1) Hong Kong, 2) Shanghai, 3) Nagasaki, 4) Saigon,\n\t\t5) Manila, 6) Singapore, or 7) Batavia?\n\n\tAfter typing the number you want to go to press 'Enter' or 'Z'");
stage.setTitle("Travel");
stage.setResizable(false);
stage.setScene(root);
}
/**
* Runs if the continue button is pressed. Used to leave the Travel Screen
* @param stage the stage in which the JavaFX class is brought into
*/
public void continueButton(Stage stage) {
//If there are ships attacking, move to the ShipWarfare method
if(peasantShipScene && getAttackingShips()){
ShipWarfareGUI ship = new ShipWarfareGUI(getPlayer());
try {
ship.initializeShip(stage);
} catch (Exception e) {
e.printStackTrace();
}
stage.show();
}
//If nothing is happening either create a random event or force the player into the shop
else if(shopScene){
Random rand = new Random();
int randGenNum = rand.nextInt(3) + 1;
//Forces the player into the shop
if(randGenNum >= 2) {
TaipanShopGUI shop = new TaipanShopGUI(getPlayer());
shop.initializeShop(stage);
stage.show();
}
//Creates a random event for the player
else {
RandomEventGUI randomEventGUI = new RandomEventGUI(getPlayer());
randomEventGUI.initializeRandomEventGUI(stage);
stage.show();
}
}
}
/**
* Runs if the numberInput is given and input and the Player has pressed Enter or Z
* @param event the input which will be processed and given a proper response afterwars
*/
public void numberInput(KeyEvent event) {
//Run the player has pressed Enter or Z
if(event.getCode().equals(KeyCode.ENTER)||event.getCode().equals(KeyCode.Z)) {
int response;
try {
response = Integer.parseInt(numberInput.getText().replace(" ", ""));
}
catch (Exception e){
response = 0;
}
boolean hasTraveled = false;
//Only lets the player leave the port if their inventory is greater than or equal to the sum of the items in the inventory.
if(getCargoSpace() >= (getOpiumHeld()+ (getGuns()*10)+getSilkHeld() + getArmsHeld() + getGeneralHeld())){
traveling(event, response, hasTraveled);
}
}
//Run if the player cargo is too much
else if (getCargoSpace() < (getOpiumHeld()+ (getGuns()*10)+getSilkHeld() + getArmsHeld() + getGeneralHeld())){
textOut.setText(" "+getName() + " the cargo is too heavy! We can't set sail!");
}
}
/**
* Runs if the numberInput is given and input and the Player has pressed Enter or Z
* @param event the input which will be processed and given a proper response afterwards
*/
public void traveling(KeyEvent event, int response, boolean hasTraveled) {
//Just in case the player types something that was not intended. It will refresh the question and ask it again
try {
//Makes sure you can't travel to your own location.
if (response != getLocation() && response > 0 && 8 > response && event.getCode().equals(KeyCode.ENTER)||event.getCode().equals(KeyCode.Z)){
hasTraveled = seaAtlas(response);
randomEventSea(response);
setBank((int) (getBank() * 1.01));
setDebt((int) (getDebt() * 1.01));
setIsPriceChanged(2);
stormScene = false;
} else{
responseTravel(response);
}
} catch (Exception e) {
textOut.setText("\tSorry, " + getName() + " could you say that again?");
}
if (hasTraveled) {
continueButton.setVisible(true);
continueButton.setDefaultButton(true);
quitButton.setVisible(false);
numberInput.setVisible(false);
shopScene = true;
}
}
/**
* Takes the User's response to the location they want to travel to and returns a output
* @param response Based on the number either asks for the player's input again or stops.
*/
public void responseTravel(int response) {
if(response == getLocation()){
textOut.setText("\tYou're already here " + getName() + "\n");
}
else{
textOut.setText("\t" + getName() + "; Sorry but could you say that again?");
}
textOut.setText(textOut.getText() + "\n\n\t\t1) Hong Kong, 2) Shanghai, 3) Nagasaki, 4) Saigon,\n\t\t5) Manila, 6) Singapore, or 7) Batavia?");
}
/**
* When provided a location number: the method returns a print statement stating the location's name and call another
* method to change the location of the Player object.
*
* @param locationOfTravel is a Player object that will be copied and the player instance variable is set to the copy.
*/
private Boolean seaAtlas(int locationOfTravel) {
switch (locationOfTravel) {
case 1:
if(!peasantShipScene && !stormScene) textOut.setText( textOut.getText() + "\n\tArriving at Hong Kong");
setLocation(1);
return true;
case 2:
if(!peasantShipScene && !stormScene) textOut.setText( textOut.getText() + "\n\tArriving at Shanghai");
setLocation(2);
return true;
case 3:
if(!peasantShipScene && !stormScene) textOut.setText( textOut.getText() + "\n\tArriving at Nagasaki");
setLocation(3);
return true;
case 4:
if(!peasantShipScene && !stormScene) textOut.setText( textOut.getText() + "\n\tArriving at Saigon");
setLocation(4);
return true;
case 5:
if(!peasantShipScene && !stormScene) textOut.setText( textOut.getText() + "\n\tArriving at Manila");
setLocation(5);
return true;
case 6:
if(!peasantShipScene && !stormScene) textOut.setText( textOut.getText() + "\n\tArriving at Singapore");
setLocation(6);
return true;
case 7:
if(!peasantShipScene && !stormScene) textOut.setText( textOut.getText() + "\n\tArriving at Batavia");
setLocation(7);
return true;
default:
textOut.setText("\tSorry but could you say that again " + getName() + "?");
return false;
}
}
/**
* Based on random chance either attacks the player with enemy ships, throws them to a different location or does nothing.
*
* @param locationOfTravel is used to see where the player is going to travel, just in case their location is changed
* by a typhoon.
**/
private void randomEventSea(int locationOfTravel) {
Random rand = new Random();
int randGenNum = rand.nextInt(3) + 1;
if (randGenNum == 1) {
continueButton.setVisible(true);
continueButton.setDefaultButton(true);
quitButton.setVisible(false);
numberInput.setVisible(false);
textOut.setText("\tWe see a ship on the horizon " + getName() + "; Prepare for combat!");
peasantShipScene = true;
}else if (randGenNum == 2) {
textOut.setText("\tStorm " + getName() + "! ");
TravelLogic travelLogic = new TravelLogic(getPlayer());
textOut.setText(textOut.getText()+"\n\t" + travelLogic.disaster(locationOfTravel));
setPlayer(travelLogic.getPlayer());
textOut.setText(textOut.getText() + "\n " + "We made it!");
}
}
}

299
src/gui/WarehouseGUI.java Normal file
View File

@@ -0,0 +1,299 @@
package gui;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.*;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.VBox;
import javafx.scene.text.Font;
import javafx.stage.Stage;
import logic.Player;
import logic.WarehouseLogic;
/**
* 2019-03-19
* Authors:Siddhant and Harkamal
* WarehouseGUI allows the user to store goods in a warehouse in order to have more hold on the ship
*/
public class WarehouseGUI extends Player {
//Create the labels, buttons and textfields required
private HBox hBox;
private VBox vBox;
private TextField textField;
private RadioButton generalRadio;
private ToggleGroup Goods;
private RadioButton armsRadio;
private RadioButton silkRadio;
private RadioButton opiumRadio;
private Button withdrawButton;
private Button depositButton;
private Button quitButton;
private Label title;
private HBox hBox0;
private VBox vBox0;
private Label playerLabel;
private Label playerGeneral;
private Label playerArms;
private Label playerSilk;
private Label playerOpium;
private VBox vBox1;
private Label houseLabel;
private Label houseGeneral;
private Label houseArms;
private Label houseSilk;
private Label houseOpium;
private BorderPane borderPane;
/**
* constructor that creates an object of type player
* @param player
*/
public WarehouseGUI(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
*
* @param stage
* @return stage after creating buttons and layout
*/
public Stage initializeWarehouse(Stage stage){
//Initializes the instances created above to a new type
hBox = new HBox();
vBox = new VBox();
generalRadio = new RadioButton();
Goods = new ToggleGroup();
armsRadio = new RadioButton();
silkRadio = new RadioButton();
opiumRadio = new RadioButton();
withdrawButton = new Button();
depositButton = new Button();
quitButton = new Button();
title = new Label();
hBox0 = new HBox();
vBox0 = new VBox();
playerLabel = new Label();
playerGeneral = new Label();
playerArms = new Label();
playerSilk = new Label();
playerOpium = new Label();
vBox1 = new VBox();
houseLabel = new Label();
houseGeneral = new Label();
houseArms = new Label();
houseSilk = new Label();
houseOpium = new Label();
borderPane = new BorderPane();
textField = new TextField();
//Creating the box for the warehouse GUI
settingBorderFormat(hBox, vBox);
vBox.setPrefHeight(200.0);
vBox.setPrefWidth(100.0);
//Adding general button
generalRadio.setMnemonicParsing(false);
generalRadio.setSelected(true);
generalRadio.setText("General");
generalRadio.setToggleGroup(Goods);
//Adding Arms Button
armsRadio.setMnemonicParsing(false);
armsRadio.setText("Arms");
armsRadio.setToggleGroup(Goods);
//Adding Silk button
silkRadio.setMnemonicParsing(false);
silkRadio.setText("Silk");
silkRadio.setToggleGroup(Goods);
// Adding opium button
opiumRadio.setMnemonicParsing(false);
opiumRadio.setText("Opium");
opiumRadio.setToggleGroup(Goods);
// Remove materials button
withdrawButton.setMnemonicParsing(false);
withdrawButton.setText("Withdraw");
// Add materials button
depositButton.setMnemonicParsing(false);
depositButton.setText("Deposit");
//Go back to the previous screen button
quitButton.setMnemonicParsing(false);
quitButton.setText("Go back");
borderPane.setBottom(hBox);
//Takes you to the HK warehouse
borderPane.setAlignment(title, Pos.CENTER);
title.setText("Hong Kong Warehouse");
title.setFont(new Font(24.0));
title.setPadding(new Insets(10.0, 0.0, 0.0, 0.0));
borderPane.setTop(title);
// Making the BOX again
settingBorderFormat(hBox0, vBox0);
vBox0.setSpacing(10.0);
playerLabel.setText("Player:");
playerLabel.setFont(new Font(18.0));
// displays the hold of general
playerGeneral.setText("General:");
// displays the hold of Arms
playerArms.setText("Arms:");
// displays the hold of Silk
playerSilk.setText("Silk:");
// displays the hold of Opium
playerOpium.setText("Opium:");
vBox1.setAlignment(Pos.CENTER_LEFT);
vBox1.setSpacing(10.0);
houseLabel.setAlignment(Pos.TOP_CENTER);
houseLabel.setText("Warehouse:");
houseLabel.setFont(new Font(18.0));
houseGeneral.setText("General:");
houseArms.setText("Arms:");
houseSilk.setText("Silk:");
houseOpium.setText("Opium:");
//Shows the values of the goods that are in the warehouse
borderPane.setMargin(hBox0, new Insets(0.0));
hBox0.setPadding(new Insets(10.0, 0.0, 0.0, 0.0));
vBox0.setPadding(new Insets(0, 0.0, 0.0, 0.0));
borderPane.setCenter(hBox0);
//Add buttons for the goods
vBox.getChildren().add(generalRadio);
vBox.getChildren().add(armsRadio);
vBox.getChildren().add(silkRadio);
vBox.getChildren().add(opiumRadio);
//Adds the buttons for withdraw, deposit and quitting
hBox.getChildren().add(vBox);
hBox.getChildren().add(textField);
hBox.getChildren().add(withdrawButton);
hBox.getChildren().add(depositButton);
hBox.getChildren().add(quitButton);
//Adds the buttons for the amount of the good the player has
vBox0.getChildren().add(playerLabel);
vBox0.getChildren().add(playerGeneral);
vBox0.getChildren().add(playerArms);
vBox0.getChildren().add(playerSilk);
vBox0.getChildren().add(playerOpium);
//Amount of stock the warehouse has of the goods
vBox1.getChildren().add(houseLabel);
vBox1.getChildren().add(houseGeneral);
vBox1.getChildren().add(houseArms);
vBox1.getChildren().add(houseSilk);
vBox1.getChildren().add(houseOpium);
hBox0.getChildren().add(vBox0);
hBox0.getChildren().add(vBox1);
updateLabels();
//Goes back to shop
quitButton.setOnAction(event -> {
TaipanShopGUI taipanShopGUI = new TaipanShopGUI(getPlayer());
taipanShopGUI.initializeShop(stage);
stage.show();
});
//Runs when the withdraw button is selected. and removes the amount of the selected good
withdrawButton.setOnAction(event -> {
WarehouseLogic warehouseLogic = new WarehouseLogic(getPlayer());
if(Goods.getSelectedToggle() == generalRadio){
title.setText(warehouseLogic.withdraw(textField.getText(),1));
}
else if(Goods.getSelectedToggle() == armsRadio){
title.setText(warehouseLogic.withdraw(textField.getText(),2));
}
else if(Goods.getSelectedToggle() == silkRadio){
title.setText(warehouseLogic.withdraw(textField.getText(),3));
}
else if(Goods.getSelectedToggle() == opiumRadio){
title.setText(warehouseLogic.withdraw(textField.getText(),4));
}
setPlayer(warehouseLogic.getPlayer());
updateLabels();
});
//Button to add a user entered amount to the warehouse
depositButton.setOnAction(event -> {
WarehouseLogic warehouseLogic = new WarehouseLogic(getPlayer());
if(Goods.getSelectedToggle() == generalRadio){
title.setText(warehouseLogic.deposit(textField.getText(),1));
}
else if(Goods.getSelectedToggle() == armsRadio){
title.setText(warehouseLogic.deposit(textField.getText(),2));
}
else if(Goods.getSelectedToggle() == silkRadio){
title.setText(warehouseLogic.deposit(textField.getText(),3));
}
else if(Goods.getSelectedToggle() == opiumRadio){
title.setText(warehouseLogic.deposit(textField.getText(),4));
}
setPlayer(warehouseLogic.getPlayer());
updateLabels();
});
//Create the scene and box of the desired size
Scene root = new Scene(borderPane, 600, 480);
root.getStylesheets().add("styleguide.css");
stage.setTitle("Warehouse");
stage.setResizable(false);
stage.setScene(root);
return stage;
}
public void settingBorderFormat(HBox hBox, VBox vBox) {
borderPane.setAlignment(hBox, javafx.geometry.Pos.CENTER);
hBox.setAlignment(javafx.geometry.Pos.CENTER);
hBox.setPrefHeight(100.0);
hBox.setPrefWidth(200.0);
hBox.setSpacing(10.0);
vBox.setAlignment(javafx.geometry.Pos.CENTER_LEFT);
}
/**
* As soon as the transfer is made the table of the amount of goods is updated using this method
*/
public void updateLabels(){
playerLabel.setText("Player: " + (getPlayer().getCargoSpace()-((getPlayer().getGuns()*10)+ getPlayer().getGeneralHeld() + getPlayer().getArmsHeld() + getPlayer().getSilkHeld() + getPlayer().getOpiumHeld())));
houseLabel.setText("Warehouse: " + (10000 -(getPlayer().getwGeneral() + getPlayer().getwArms() + getPlayer().getwSilk() + getPlayer().getwOpium())));
playerGeneral.setText("General: " + getPlayer().getGeneralHeld());
playerArms.setText("Arms: " + getPlayer().getArmsHeld());
playerSilk.setText("Silk: " + getPlayer().getSilkHeld() );
playerOpium.setText("Opium: " + getPlayer().getOpiumHeld());
houseGeneral.setText("General: " + getPlayer().getwGeneral());
houseArms.setText("Arms: " + getPlayer().getwArms());
houseSilk.setText("Silk: " + getPlayer().getwSilk());
houseOpium.setText("Opium: " + getPlayer().getwOpium());
}
}

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31
src/logic/BankLogic.java Normal file
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@@ -0,0 +1,31 @@
package logic;
public class BankLogic extends Player {
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public BankLogic(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* Withdraws a set amount of money from the player's bank account and gives it to the player
* @param withdraw the amount of money which the player is withdrawing
*/
public void withdrawing(int withdraw) {
setMoney(withdraw + getMoney());
setBank(getBank() - withdraw);
}
/**
* Deposits a set amount of money from the player to the player's bank account
* @param deposit the amount of money which the player is depositing
*/
public void depositing(int deposit) {
setBank(deposit + getBank());
setMoney(getMoney() - deposit);
}
}

85
src/logic/FileSaving.java Normal file
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@@ -0,0 +1,85 @@
package logic;
import java.io.*;
/**
* 2019-03-10 (Edited on 2019-03-19)
* Authors: Harkamal Randhawa
* FileSaving Class allows the user to save the current status of the game and to continue from where they left off.
*/
public class FileSaving extends Player implements Serializable {
/**
* loads the file of type player which contains all the player instances
* @return player
*/
public Player loadFile() {
try {
//Load the previous save file
InputStream in = new FileInputStream(new File("src/saves/playerSave.txt"));
return getPlayer(in);
}
catch (Exception e) {
try {
//Loads the player save in a alternate location if the original location isn't available
InputStream in = new FileInputStream(new File("saves/playerSave.txt"));
return getPlayer(in);
}
catch(Exception e2){
//Only it's impossible for the player to load a file
return null;
}
}
}
/**
* Only run inside this class, returns save files. Throws exceptions if it fails
* @param in The input stream from the previous save(If there is one)
* @return Returns the player object from the previous save file
* @throws IOException Only if the file cannot be read
* @throws ClassNotFoundException Only if there is no file available for the player to load
*/
private Player getPlayer(InputStream in) throws IOException, ClassNotFoundException {
ObjectInputStream inObject = new ObjectInputStream(in);
Player player = (Player) inObject.readObject();
in.close();
inObject.close();
return player;
}
/**
* Saves the file of type player which contains all the player instances
* @param player The player object being saved
*/
public boolean saveFile(Player player){
try{
//Saves the object to a file
FileOutputStream out = new FileOutputStream(new File("src/saves/playerSave.txt"));
ObjectOutputStream outObject = new ObjectOutputStream(out);
outObject.writeObject(player);
out.close();
outObject.close();
//returns true if program can save the file
return true;
}
catch (Exception e) {
try {
//If the player is running from the terminal it changes the files location, this catch statement fixes that
FileOutputStream out = new FileOutputStream(new File("saves/playerSave.txt"));
ObjectOutputStream outObject = new ObjectOutputStream(out);
outObject.writeObject(player);
out.close();
outObject.close();
//returns true if the program can save the file
return true;
}
catch(Exception e2){
//returns false if it's impossible for the player to save the file
return false;
}
}
}
}

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@@ -0,0 +1,49 @@
package logic;
public class GameEndLogic extends Player{
/**
* Class Constructor that takes in a type player as a parameter
*
* @param player object of the class Player
*/
public GameEndLogic(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* Calculates the networth of the player by the end of the game.
* Calculation is based off the total guns and items bought throughout the game
* @return the total networth of the player
*/
public int getNetWorth() {
int netWorthInt;
netWorthInt = getMoney() + (getOpiumHeld() * 16000) + (getSilkHeld() * 160) + (getArmsHeld() * 160) + (getGeneralHeld() * 8);
netWorthInt += (getwOpium() * 16000) + (getwSilk() * 160) + (getwArms() * 160) + (getwGeneral() * 8);
netWorthInt -= getDebt();
return netWorthInt;
}
/**
* If health is below or equal to 0 then the game will either show the gameOver screen or the win screen
* @return the endGame message
*/
public String endGameText() {
if (getHP() <= 0) {
return "Game Over!";
} else {
return "Congratulations!";
}
}
/**
* A method that creates an array filled will all the user's stats
* @param netWorthInt the total net worth of the user
* @return Returns the firm name of the user, the guns they held and their total net worth
*/
public String[] endGameStats(int netWorthInt) {
return new String[]{"Firm Name: " + getName(), "Guns Held: " + getGuns(), "Net Worth: " + netWorthInt};
}
}

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@@ -0,0 +1,24 @@
package logic;
public class LoanSharkLogic extends Player{
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
*
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public LoanSharkLogic(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* Used to set and change loans for the Player
* @param debt the amount of money the loan is for
* @param money How much money is either taken or give to the Player
*/
public void changeLoan(int debt, int money) {
setDebt(debt);
setMoney(money);
}
}

View File

@@ -1,4 +1,15 @@
public class Player { package logic;
import java.io.Serializable;
/**
* 2019-03-10
* Authors: Harkamal, Vikram, Haris, Siddhant, Nathan
* Player class, stores all the information about the player such as inventory, health, etc
*
*/
public class Player implements Serializable {
private String name = "Taipan"; private String name = "Taipan";
private int bank = 0; private int bank = 0;
@@ -17,25 +28,17 @@ public class Player {
private int wArms = 0; private int wArms = 0;
private boolean retire = false; private boolean retire = false;
private int cargoSpace = 60; private int cargoSpace = 60;
private int opiumPrice = 16000;
private int silkPrice = 1600;
private int armsPrice = 160;
private int generalPrice = 8;
private int isPriceChanged = 0;
private boolean attackingShips = true;
public Player() { /**
this.name = "Taipan"; * default constructor for player
this.bank = 0; */
this.money = 0; public Player(){
this.opiumHeld = 0;
this.silkHeld = 0;
this.generalHeld = 0;
this.armsHeld = 0;
this.location = 1;
this.guns = 0;
this.HP = 100;
this.debt = 0;
this.wOpium = 0;
this.wSilk = 0;
this.wGeneral = 0;
this.wArms = 0;
this.retire = false;
this.cargoSpace = 60;
} }
/** /**
@@ -44,6 +47,24 @@ public class Player {
* @param player object of the class Player * @param player object of the class Player
*/ */
public Player(Player player) { public Player(Player player) {
setPlayer(player);
}
/**
* getter for this player object
*
* @return a copy of this player object
*/
public Player getPlayer(){
return new Player(this);
}
/**
* copies the provided player's properties into the instance variable of this object
*
* @param player
*/
public void setPlayer(Player player){
this.name = player.name; this.name = player.name;
this.bank = player.bank; this.bank = player.bank;
this.money = player.money; this.money = player.money;
@@ -59,7 +80,14 @@ public class Player {
this.wSilk = player.wSilk; this.wSilk = player.wSilk;
this.wGeneral = player.wGeneral; this.wGeneral = player.wGeneral;
this.wArms = player.wArms; this.wArms = player.wArms;
this.retire = player.retire;
this.cargoSpace = player.cargoSpace; this.cargoSpace = player.cargoSpace;
this.opiumPrice = player.opiumPrice;
this.silkPrice = player.silkPrice;
this.armsPrice = player.armsPrice;
this.generalPrice = player.generalPrice;
this.isPriceChanged = player.isPriceChanged;
this.attackingShips = player.attackingShips;
} }
/** /**
@@ -77,13 +105,30 @@ public class Player {
* *
* @param cargoSpace takes an int that is greater than 0 as an argument * @param cargoSpace takes an int that is greater than 0 as an argument
*/ */
public void setCargoSpace(int cargoSpace) { public void setCargoSpace(int cargoSpace) {
if (cargoSpace > 0) { if (cargoSpace > 0) {
this.cargoSpace = cargoSpace; this.cargoSpace = cargoSpace;
} }
} }
/**
* getter method for the instance variable attackingShips.
*
* @return returns the instance variable attackingShips
*/
public boolean getAttackingShips() {
return attackingShips;
}
/**
* setter method for the instance variable attackingShips.
*
* @param attackingShips takes an int that is greater than 0 as an argument
*/
public void setAttackingShips(boolean attackingShips) {
this.attackingShips = attackingShips;
}
/** /**
* getter method for the instance variable retire. * getter method for the instance variable retire.
* *
@@ -434,6 +479,106 @@ public class Player {
} }
} }
/**
* getter for opiumPrice instance variable.
*
* @return opiumPrice -- the price of opium in the shop
*/
public int getOpiumPrice() {
return opiumPrice;
}
/**
* setter for the opiumPrice instance variable. Runs as long as the parameter is greater than 0.
*
* @param opiumPrice -- what the instance variable opiumPrice should be changed to.
*/
public void setOpiumPrice(int opiumPrice) {
if (opiumPrice > 0) {
this.opiumPrice = opiumPrice;
}
}
/**
* getter for silkPrice instance variable.
*
* @return silkPrice -- the price of silk in the shop.
*/
public int getSilkPrice() {
return silkPrice;
}
/**
* setter for the silkPrice instance variable. Runs as long as the parameter is greater than 0.
*
* @param silkPrice -- what the instance variable silkPrice should be changed to.
*/
public void setSilkPrice(int silkPrice) {
if (silkPrice > 0) {
this.silkPrice = silkPrice;
}
}
/**
* getter for armsPrice instance variable.
*
* @return armsPrice -- the price of arms in the shop.
*/
public int getArmsPrice() {
return armsPrice;
}
/**
* setter for the armsPrice instance variable. Runs as long as the parameter is greater than 0.
*
* @param armsPrice -- what the instance variable armsPrice should be changed to.
*/
public void setArmsPrice(int armsPrice) {
if (armsPrice > 0) {
this.armsPrice = armsPrice;
}
}
/**
* getter for generalPrice instance variable.
*
* @return generalPrice -- the price of general cargo in the shop.
*/
public int getGeneralPrice() {
return generalPrice;
}
/**
* setter for the generalPrice instance variable. Runs as long as the parameter is greater than 0.
*
* @param generalPrice -- what the instance variable generalPrice should be changed to.
*/
public void setGeneralPrice(int generalPrice) {
if (generalPrice > 0) {
this.generalPrice = generalPrice;
}
}
/**
* getter for isPriceChanged instance variable.
*
* @return isPriceChanged -- Checks if the price has changed since last in shop.
*/
public int getIsPriceChanged() {
return isPriceChanged;
}
/**
* setter for the isPriceChanged instance variable. Runs as long as the parameter is greater than 0.
*
* @param isPriceChanged -- what the instance variable isPriceChanged should be changed to.
*/
public void setIsPriceChanged(int isPriceChanged) {
if(isPriceChanged >= 0) {
this.isPriceChanged = isPriceChanged;
}
}
/** /**
* Method to indicate that you have lost the game. If the player has lost, console will be cleared and will only * Method to indicate that you have lost the game. If the player has lost, console will be cleared and will only
* show the statement "Game Over". After showing the message the game closes. * show the statement "Game Over". After showing the message the game closes.

View File

@@ -0,0 +1,49 @@
package logic;
import java.util.Random;
public class RandomEventLogic extends Player{
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public RandomEventLogic(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* Method that generates a random number and based on that number, a random event happens.
* @return randGenNum and itemPrice, randGen number is the number which dictates the event, the item price is how much it will cost
*/
public int[] randEvent() {
Random rand = new Random();
int itemPrice;
int randGenNum = rand.nextInt(3) + 1;
while(true){
//Buy Guns
if (randGenNum == 1) {
itemPrice = (int) ((getPlayer().getMoney() * 0.1) + 10);
break;
}
//Liu Yuen
if (randGenNum == 2) {
itemPrice = (int) ((getPlayer().getMoney() * 0.1) + 10);
setAttackingShips(true);
break;
}
//Ship Repair
if (randGenNum == 3 && getHP() < 100) {
itemPrice = (int) ((100 - getPlayer().getHP()) * 10 + 10);
break;
}
//Forces random event to be gun related if nothing else is avaliable
else {
randGenNum = 2;
}
}
return new int[]{randGenNum,itemPrice};
}
}

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@@ -0,0 +1,103 @@
package logic;
import java.util.Random;
/**
* 2019-03-10 (Edited on 2019-04-07)
* Author: Haris Muhammad
* ShipWarfareLogic class, logic for ships which the user can attack or run from
*/
public class ShipWarfareLogic extends Player {
private int numOfShips = 0;
private int startingShips = 0;
private int counter = 0;
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public ShipWarfareLogic(Player player) {
Player playerDummy = new Player(player);
this.setPlayer(playerDummy);
}
/**
* setter method that takes in an integer as an argument
*
* @param numOfShips the number of ships to be used in the peasant fleet attack
*/
public void setNumOfShips(int numOfShips) {
counter++;
this.numOfShips = numOfShips;
if (counter == 1) {
startingShips = numOfShips;
}
}
/**
* get the number of ships attacking
*
* @return the number of ships attacking
*/
public int getNumOfShips() {
return numOfShips;
}
/**
* One in two chance of running away
*
* @return true if the user is allowed to run, false if not, the "default" is false
*/
public boolean runFromShips() {
Random randomValue = new Random();
int runSuccessChance = randomValue.nextInt(5) + 1;
if (runSuccessChance == 2) {
return true;
} else {
return false;
}
}
/**
* The number of ships that attack is based on the amount of money one has on hand
*
* @return the number of ships which will attack
*/
public int numOfShips() {
int numOfShipsAttacking = 0;
Random randomValue = new Random();
if (super.getMoney() <= 100000) {
//Minimum one ship will attack, maximum 20
numOfShipsAttacking = randomValue.nextInt(20) + 1;
} else if (super.getMoney() <= 200000) {
//Minimum 30 Ships will attack, maximum 70
numOfShipsAttacking = randomValue.nextInt(40) + 31;
} else if (super.getMoney() <= 500000) {
//Minimum 50 ships will attack, maximum 140
numOfShipsAttacking = randomValue.nextInt(90) + 51;
} else if (super.getMoney() >= 1000000) {
//Minimum 100 ships will attack, maximum 300 ships
numOfShipsAttacking = randomValue.nextInt(200) + 101;
}
return numOfShipsAttacking;
}
/**
* Calculates the loot for defeating a fleet
*
* @return the loot for defeating the fleet
*/
public int calculateLoot() {
Random randomValue = new Random();
int calculateLoot;
calculateLoot = (startingShips * 100) + randomValue.nextInt(startingShips) * 200;
return calculateLoot;
}
}

45
src/logic/StartLogic.java Normal file
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@@ -0,0 +1,45 @@
package logic;
public class StartLogic extends Player {
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public StartLogic(Player player) {
Player playerDummy = new Player(player);
this.setPlayer(playerDummy);
}
/**
* Used in the Start Class
* method that sets the player's money and debt to 400 and 5000 respectively.
* also sets the player's guns to 0.
*/
public void money_and_debt() {
setMoney(400);
setDebt(5000);
setGuns(0);
}
/**
* Used in the Start Class
* method that sets the player's guns to 5.
*/
public void guns() {
setGuns(5);
}
/**
* Used in the Start Class
* for testing purposes
* sets the player's money, bank, guns, hp, ad cargo space to max values.
*/
public void cheat() {
setMoney(1000000);
setBank(1000000);
setGuns(1000000);
setHP(1000000);
setCargoSpace(100000000);
}
}

View File

@@ -0,0 +1,116 @@
package logic;
/**
* TaipanShopLogic deals with the computations necessary for the shop such as randomizing prices.
* Author: Vikram Bawa
*/
import java.util.Random;
public class TaipanShopLogic extends Player {
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public TaipanShopLogic(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* This method is used when the shop is accessed, randomizing the prices of all the items.
* @return Returns the string which will be said to the player when they open the shop
*/
public String updatePrices() {
String s = "\t" + getName() + ", the price of ";
String a = "";
double value = 0 * Math.random();
Random rand = new Random();
setOpiumPrice((rand.nextInt(201) + 60) * 100);
setSilkPrice((rand.nextInt(201) + 60) * 10);
setArmsPrice((rand.nextInt(21) + 6) * 10);
setGeneralPrice((rand.nextInt(17) + 4));
// there is a 10% chance that the price of an item is increased/decreased beyond its regular range.
if (value < 8) {
if (value < 2) {
if (value < 1) {
setOpiumPrice(getOpiumPrice() / 5);
a = s + "Opium has dropped to " + getOpiumPrice() + "!!!\n";
} else {
setOpiumPrice(getOpiumPrice() * 5);
a = s + "Opium has risen to " + getOpiumPrice() + "!!!\n" ;
}
} else if (value < 4) {
if (value < 3) {
setSilkPrice(getSilkPrice() / 5);
a = s + "Silk has dropped to " + getSilkPrice() + "!!!\n";
} else {
setSilkPrice(getSilkPrice() * 5);
a = s + "Silk has risen to " + getSilkPrice() + "!!!\n";
}
} else if (value < 6) {
if (value < 3) {
setArmsPrice(getArmsPrice() / 5);
a = s + "Arms has dropped to " + getArmsPrice() + "!!!\n";
} else {
setArmsPrice(getArmsPrice() * 5);
a = s + "Arms has risen to " + getArmsPrice() + "!!!\n";
}
} else {
if (value < 7) {
setGeneralPrice(1);
a = s + "General Cargo has dropped to 1!!!\n";
} else {
setGeneralPrice(getGeneralPrice() * 5);
a = s + "General Cargo has risen to " + getGeneralPrice() + "!!!\n";
}
}
}
return a;
}
/**
* returns the user's condition based upon their current HP.
* @return shipStatus -- a representation of their ship's health in words.
*/
public String shipStatusString(){
String shipStatus;
switch(getHP()/10){
case 10: shipStatus = "Mint Condition"; break;
case 9: shipStatus = "Near Perfect"; break;
case 8: shipStatus = "Great"; break;
case 7: shipStatus = "Good"; break;
case 6: shipStatus = "Acceptable"; break;
case 5: shipStatus = "Tolerable"; break;
case 4: shipStatus = "Needs Repair"; break;
case 3: shipStatus = "Damaged"; break;
case 2: shipStatus = "Indangered"; break;
case 1: shipStatus = "Near Sinking"; break;
case 0: shipStatus = "Sinking"; break;
default: shipStatus = "Invincible"; break;
}
return shipStatus;
}
/**
* converts the user's location (an integer) to a String, and returns it.
* @return location -- the user's location as a string; the actual name of the location.
*/
public String getStringLocation(){
String location;
switch(getLocation()){
case 1: location = "Hong Kong"; break;
case 2: location = "Shanghai"; break;
case 3: location = "Nagasaki"; break;
case 4: location = "Saigon"; break;
case 5: location = "Manila"; break;
case 6: location = "Singapore"; break;
case 7: location = "Batavia"; break;
default: location = "Error"; break;
}
return location;
}
}

View File

@@ -0,0 +1,87 @@
package logic;
import java.util.Random;
public class TravelLogic extends Player {
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
*
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public TravelLogic(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* When provided a location number: the method returns a print statement stating the location's name and call another
* method to change the location of the Player object.
*
* @param locationOfTravel is a Player object that will be copied and the player instance variable is set to the copy.
*/
public void seaAtlas(int locationOfTravel) {
switch (locationOfTravel) {
case 1:
System.out.println("\nArriving at Hong Kong");
setLocation(1);
break;
case 2:
System.out.println("\nArriving at Shanghai");
setLocation(2);
break;
case 3:
System.out.println("\nArriving at Nagasaki");
setLocation(3);
break;
case 4:
System.out.println("\nArriving at Saigon");
setLocation(4);
break;
case 5:
System.out.println("\nArriving at Manila");
setLocation(5);
break;
case 6:
System.out.println("\nArriving at Singapore");
setLocation(6);
break;
case 7:
System.out.println("\nArriving at Batavia");
setLocation(7);
break;
}
}
/**
* Based on random chance either throws the player character off course, or continues them on their way to their
* destination.
*
* @param locationOfTravel is used to see where the player is going to travel, just in case their location is changed
* by a typhoon.
* @return returns the string which is to be said to the player
**/
public String disaster(int locationOfTravel) {
//Tells player that there is a storm approaching.
Random rand = new Random();
int randGenNum = rand.nextInt(5) + 1;
//If the player lands within this range, nothing happens to them
//Else they randomly get thrown into a location they weren't planning on going to(Anything but location of Travel).
if (randGenNum <= 2) {
return "We got through the storm " + getName() + "!";
}else {
while (randGenNum == locationOfTravel) {
randGenNum = rand.nextInt(7) + 1;
if (randGenNum != locationOfTravel) {
seaAtlas(randGenNum);
return "We've been blown off course!";
}
}
}
return null;
}
}

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package logic;
public class WarehouseLogic extends Player {
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
*
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public WarehouseLogic(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* Method that transfers your cargo from your ship to your warehouse.
* Has error handling to prevent incorrect inputs
* @return returns the string which is to be said to the player
*/
public String deposit(String str, int goodsNum) {
try {
int deposit = Integer.parseInt(str);
if(deposit <= 0){
return "Please enter a valid value";
}
//Transfers General amount
else if(goodsNum == 1 && deposit <= getGeneralHeld()){
setGeneralHeld(getPlayer().getGeneralHeld()-deposit);
setwGeneral(getPlayer().getwGeneral()+deposit);
return "Successful deposit";
}
//Transfers Arms amount
else if(goodsNum == 2 && deposit <= getArmsHeld()){
setArmsHeld(getPlayer().getArmsHeld()-deposit);
setwArms(getPlayer().getwArms()+deposit);
return "Successful deposit";
}
//Transfers Silk amount
else if(goodsNum == 3 && deposit <= getSilkHeld()){
setSilkHeld(getPlayer().getSilkHeld()-deposit);
setwSilk(getPlayer().getwSilk()+deposit);
return "Successful deposit";
}
//Transfers Opium amount
else if(goodsNum == 4 && deposit <= getOpiumHeld()){
setOpiumHeld(getPlayer().getOpiumHeld()-deposit);
setwOpium(getPlayer().getwOpium()+deposit);
return "Successful deposit";
}
//Checks if the correct value is entered
else{
return "Please enter a valid value";
}
}
catch (Exception e) {
return "Please enter a valid value";
}
}
/**
* Method that transfers cargo from your warehouse onto your ship.
* Has error handling to prevent incorrect inputs
* @return returns the string which is to be said to the player
*/
public String withdraw(String str, int goodsNum) {
try {
int withdraw = Integer.parseInt(str);
if(withdraw <= 0){
return "Please enter a valid value";
}
//Transfers general amount
else if(goodsNum == 1 && withdraw <= getwGeneral()){
setGeneralHeld(getPlayer().getGeneralHeld()+withdraw);
setwGeneral(getPlayer().getwGeneral()-withdraw);
return "Successful withdraw";
}
//Transfers Arms amount
else if(goodsNum == 2 && withdraw <= getwArms()){
setArmsHeld(getPlayer().getArmsHeld()+withdraw);
setwArms(getPlayer().getwArms()-withdraw);
return "Successful withdraw";
}
//Transfers Silk Amount
else if(goodsNum == 3 && withdraw <= getwSilk()){
setSilkHeld(getPlayer().getSilkHeld()+withdraw);
setwSilk(getPlayer().getwSilk()-withdraw);
return "Successful withdraw";
}
//Transfers Opium amount
else if(goodsNum == 4 && withdraw <= getwOpium()) {
setOpiumHeld(getPlayer().getOpiumHeld() + withdraw);
setwOpium(getPlayer().getwOpium() - withdraw);
return "Successful withdraw";
}
// Ensures a valid value is entered
else{
return "Please enter a valid value";
}
}
catch (Exception e) {
return "Please enter a valid value";
}
}
}

8
src/styleguide.css Normal file
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.text-field:focused{
-fx-faint-focus-color: transparent;
-fx-focus-color:rgba(0,0,0,0.2);
}
.button:default{
-fx-default-button: #e5f8ff;
}

457
src/tests/PlayerTest.java Normal file
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package tests;
import static org.junit.Assert.*;
import logic.Player;
import org.junit.Assert;
import org.junit.Test;
import java.io.*;
import static org.junit.Assert.*;
/**
* 2019-03-10
* Authors: Harkamal, Vikram, Haris, Siddhant, Nathan
* Player test, checks all the info about the player such as inventory, health, etc
*
*/
public class PlayerTest {
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getCargoSpace() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 60, player.getCargoSpace());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setCargoSpace() {
Player player = new Player();
player.setCargoSpace(10);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 10, player.getCargoSpace());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getAttackingShips() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", true, player.getAttackingShips());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setAttackingShips() {
Player player = new Player();
player.setAttackingShips(false);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", false, player.getAttackingShips());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getRetire() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", false, player.getRetire());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setRetire() {
Player player = new Player();
player.setRetire(true);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", true, player.getRetire());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getName() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", "Taipan", player.getName());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setName() {
Player player = new Player();
player.setName("a");
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", "a", player.getName());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getHP() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 100, player.getHP());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setHP() {
Player player = new Player();
player.setHP(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getHP());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getBank() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 0, player.getBank());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setBank() {
Player player = new Player();
player.setBank(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getBank());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getMoney() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 0, player.getMoney());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setMoney() {
Player player = new Player();
player.setMoney(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getMoney());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getOpiumHeld() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 0, player.getOpiumHeld());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setOpiumHeld() {
Player player = new Player();
player.setOpiumHeld(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getOpiumHeld());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getSilkHeld() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 0, player.getSilkHeld());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setSilkHeld() {
Player player = new Player();
player.setSilkHeld(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getSilkHeld());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getGeneralHeld() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 0, player.getGeneralHeld());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setGeneralHeld() {
Player player = new Player();
player.setGeneralHeld(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getGeneralHeld());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getArmsHeld() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 0, player.getArmsHeld());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setArmsHeld() {
Player player = new Player();
player.setArmsHeld(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getArmsHeld());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getLocation() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getLocation());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setLocation() {
Player player = new Player();
player.setLocation(2);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 2, player.getLocation());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getGuns() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 5, player.getGuns());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setGuns() {
Player player = new Player();
player.setGuns(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getGuns());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getDebt() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 0, player.getDebt());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setDebt() {
Player player = new Player();
player.setDebt(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getDebt());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getwOpium() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 0, player.getwOpium());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setwOpium() {
Player player = new Player();
player.setwOpium(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getwOpium());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getwSilk() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 0, player.getwSilk());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setwSilk() {
Player player = new Player();
player.setwSilk(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getwSilk());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getwGeneral() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 0, player.getwGeneral());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setwGeneral() {
Player player = new Player();
player.setwGeneral(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getwGeneral());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getwArms() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 0, player.getwArms());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setwArms() {
Player player = new Player();
player.setwArms(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getwArms());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getOpiumPrice() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 16000, player.getOpiumPrice());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setOpiumPrice() {
Player player = new Player();
player.setOpiumPrice(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getOpiumPrice());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getSilkPrice() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1600, player.getSilkPrice());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setSilkPrice() {
Player player = new Player();
player.setSilkPrice(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getSilkPrice());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getArmsPrice() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 160, player.getArmsPrice());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setArmsPrice() {
Player player = new Player();
player.setArmsPrice(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getArmsPrice());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getGeneralPrice() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 8, player.getGeneralPrice());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setGeneralPrice() {
Player player = new Player();
player.setGeneralPrice(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getGeneralPrice());
}
/**
* Test this getter method to see if it returns the default values if called.
*/
@Test
public void getIsPriceChanged() {
Player player = new Player();
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 0, player.getIsPriceChanged());
}
/**
* Test this setter by changing the value of the instance variable and then seeing if the getter returns the same value
*/
@Test
public void setIsPriceChanged() {
Player player = new Player();
player.setIsPriceChanged(1);
Assert.assertEquals("The instance variable for the object does not line up with the rest of the class", 1, player.getIsPriceChanged());
}
}

118
src/text/BankText.java Normal file
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package text;
import logic.BankLogic;
import logic.Player;
import java.util.Scanner;
public class BankText extends Player {
/**
* Class Constructor that takes in a type player as a parameter
* @param player object of the class Player
*/
public BankText(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* This method is used to withdraw or deposit money into the bank account
* by prompting the user if they would like to withdraw or deposit. Followed
* by prompting them to enter an amount to transfer. This method also uses the
* player class to see if the transfer can be made,and if it can it changes the
* values accordingly
*/
public void bank(){
Scanner input = new Scanner(System.in);
boolean notDone = true;
int check = 0;
while(notDone){
//Prompt the user if they want to withdraw or deposit
System.out.println("Would you like to Withdraw or Deposit?");
String response = input.nextLine();
//If user chose withdraw then subtract the amount from bank account and add it to cash
if(response.equalsIgnoreCase("W")){
check = withdraw(input, check);
}
//If the user chooses to deposit the continue to this code
else if(response.equalsIgnoreCase("D")){
check = deposit(input, check);
}
if(check == 1){
notDone = notContinue(input, notDone);
}
}
}
/**
* Asks the user if they want to continue staying in Bank
* @param input The Scanner object which is used for asking user questions
* @param notDone Boolean statement which if is false stops the loop in the Bank method
* @return a boolean value which can turn off the original while loop this method is inside
*/
public boolean notContinue(Scanner input, boolean notDone) {
String response;
boolean notDone3 = true;
// Asks user if they would like to continue in bank or not
while(notDone3){
System.out.println("Would you like to continue? Y/N");
response = input.nextLine();
response = input.nextLine();
if(response.equalsIgnoreCase("Y")){
notDone3 = false;
}else if(response.equalsIgnoreCase("N")){
notDone = false;
notDone3 = false;
}
}
return notDone;
}
/**
* Asks the user how much they want to deposit
* @param input The Scanner object which is used for asking user questions
* @param check an integer value which changes depending on the stages of the bank class
* @return a boolean value which can turn off the original while loop this method is inside
*/
public int deposit(Scanner input, int check) {
boolean notDone2 = true;
while(notDone2){
//Prompt the user for the amount they would like to deposit and ensure suffiecent funds
System.out.println("How much do you wish to Deposit?");
int deposit = input.nextInt();
if(deposit <= getMoney()){
BankLogic bankLogic = new BankLogic(getPlayer());
bankLogic.depositing(deposit);
setPlayer(bankLogic.getPlayer());
notDone2 = false;
check = 1;
}
}
return check;
}
/**
* Asks the user how much they want to withdrawe
* @param input The Scanner object which is used for asking user questions
* @param check an integer value which changes depending on the stages of the bank class
* @return a boolean value which can turn off the original while loop this method is inside
*/
public int withdraw(Scanner input, int check) {
boolean notDone2 = true;
while(notDone2){
System.out.println("How much do you wish to Withdraw?");
int withdraw = input.nextInt();
//Prompt the user for the amount and check if the bank has sufficient funds
if(withdraw <= getBank()){
BankLogic bankLogic = new BankLogic(getPlayer());
bankLogic.withdrawing(withdraw);
setPlayer(bankLogic.getPlayer());
notDone2 = false;
check = 1;
}
}
return check;
}
}

34
src/text/GameEndText.java Normal file
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package text;
import logic.GameEndLogic;
import logic.Player;
public class GameEndText extends Player {
/**
* Class Constructor that takes in a type player as a parameter
*
* @param player object of the class Player
*/
public GameEndText(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* At the end of the game, the end game stats appear the Firm's name, the number of guns held by the player and the networth of the player
*/
public void gameEnd(){
//Calculating the netWorth of the Player
GameEndLogic gameEndLogic = new GameEndLogic(getPlayer());
int netWorthInt = gameEndLogic.getNetWorth();
String[] strings = gameEndLogic.endGameStats(netWorthInt);
//Updating the endgame stats of the player
System.out.println(strings[0]);
System.out.println(strings[1]);
System.out.println(strings[2]);
System.exit(0);
}
}

View File

@@ -0,0 +1,86 @@
package text;
import logic.LoanSharkLogic;
import logic.Player;
import java.util.Scanner;
public class LoanSharkText extends Player {
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
*
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public LoanSharkText(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* Either give the player a loan or it allows the player to pay a debt
*/
public void loanMoney() {
System.out.println("Debt: " + getDebt());
System.out.println("Cash: " + getMoney());
System.out.println("Would you like you get a (l)oan or (p)ay a debt?");
Scanner keyboard = new Scanner(System.in);
String response = keyboard.nextLine();
//Pay off loan
if (response.equalsIgnoreCase("p")) {
try {
System.out.println("How much of your debt would you like to pay?");
int returnAsk = Integer.parseInt(keyboard.nextLine());
//If the player enters a invalid number
if (returnAsk > getDebt()) {
System.out.println("You do not need to return that much.");
}
//If the player enters a valid number
else if (returnAsk <= getDebt() && returnAsk >= 0 && getMoney() >= returnAsk) {
LoanSharkLogic loanSharkLogic = new LoanSharkLogic(getPlayer());
loanSharkLogic.changeLoan(getDebt() - returnAsk, getMoney() - returnAsk);
setPlayer(loanSharkLogic.getPlayer());
}
//If the player enters a invalid number
else if (getMoney() < returnAsk) {
System.out.println("Look " + getName() + ", you are being cheap!");
}
//If the player enters a negative number
else {
System.out.println("Sorry, you can not return a negative amount!");
}
}
//Only runs if the user gives an invalid input
catch (Exception e) {
System.out.println("Please enter a valid value");
}
}
//Ask for Loan
if (response.equalsIgnoreCase("l")) {
try {
System.out.println("How big of a loan would you like?");
int loanAsk = Integer.parseInt(keyboard.nextLine());
//If the player enters a valid number
if (loanAsk <= 2 * (getMoney() - getDebt()) && loanAsk >= 0) {
LoanSharkLogic loanSharkLogic = new LoanSharkLogic(getPlayer());
loanSharkLogic.changeLoan(getDebt() + loanAsk, getMoney() + loanAsk);
setPlayer(loanSharkLogic.getPlayer());
System.out.println("Cash: " + getMoney());
}
//If the player enters a negative number
else if (loanAsk < 0) {
System.out.println("Sorry you cannot enter negative numbers");
}
//If the player enters a invalid number
else {
System.out.println("Sorry you cannot get the loan requested");
}
}
//Only runs if the user gives an invalid input
catch (Exception e) {
System.out.println("Please enter a valid value");
}
}
}
}

19
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package text;
import logic.Player;
/**
* Updates main class with player data and starts the game.
* The game will only run as long as the player has not retired or has been destroyed.
*/
public class MainText extends Player {
public MainText(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
public static void main(String[] args) {
StartText startText = new StartText(new Player());
startText.start();
}
}

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package text;
import gui.TaipanShopGUI;
import logic.Player;
import logic.RandomEventLogic;
import java.util.Scanner;
public class RandomEventText extends Player {
/**
* Class Constructor that takes in a type player as a parameter
*
* @param player object of the class Player
*/
public RandomEventText(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* Picks a random number and based off that number the player is put into a random event
* The random event can be anything from ship repair to paying bribes to the enemy fleet
*/
public void randomEvent(){
/*Pick a random number dictating the events that could happen.
* 1: New gun for player
* 2: Paying Liu Yuen
* 3: Repairing the Ship
*/
RandomEventLogic randomEventLogic = new RandomEventLogic(getPlayer());
int[] randEvent = randomEventLogic.randEvent();
int eventNumber = randEvent[0];
int itemPrice = randEvent[1];
if(eventNumber == 1){
System.out.println("\nA vendor is selling a gun for $" + itemPrice + " for a gun?");
}
if(eventNumber == 2){
System.out.println("\nLiu Yuen asks $" + itemPrice + " in donation to the temple of Tin Hau, the Sea Goddess");
}
if(eventNumber == 3){
System.out.println("\nMc Henry from the Hong Kong shipyard has arrived,\nwould be willing to repair your ship for $" + itemPrice);
}
//Only runs if the player doesn't have enough space and is given a gun
if((eventNumber == 1 && getCargoSpace() < 10)){
TaipanShopText taipanShopText = new TaipanShopText(getPlayer());
taipanShopText.shop();
}
//Only runs if the player has 100 or greater HP and they got the ship repair man
if((eventNumber == 3 && getPlayer().getHP() >= 100)){
TaipanShopText taipanShopText = new TaipanShopText(getPlayer());
taipanShopText.shop();
}
//Runs for as long as the player doesn't decide if they want to pay
while(true){
System.out.println("Would you like to pay? (Y)es or (N)o");
Scanner keyboard = new Scanner(System.in);
String input = keyboard.next();
if (input.equalsIgnoreCase("Y") && getPlayer().getMoney() > itemPrice) {
//Buy Guns
if (eventNumber == 1 && (getCargoSpace() >= 10)) {
setGuns(getPlayer().getGuns() + 1);
setMoney(getPlayer().getMoney() - itemPrice);
TaipanShopText taipanShopText = new TaipanShopText(getPlayer());
taipanShopText.shop();
}
//Liu Yuen
if (eventNumber == 2) {
setAttackingShips(false);
setMoney(getPlayer().getMoney() - itemPrice);
TaipanShopText taipanShopText = new TaipanShopText(getPlayer());
taipanShopText.shop();
}
//Ship Repair
if (eventNumber == 3 && getPlayer().getHP() != 100) {
setHP(100);
setMoney(getPlayer().getMoney() - itemPrice);
TaipanShopText taipanShopText = new TaipanShopText(getPlayer());
taipanShopText.shop();
}
}
else {
System.out.println("Sorry you don't have enough money");
}
//If the player decides to leave then it will send them back to TaipanShop
if(input.equalsIgnoreCase("N")){
System.out.println("Aye aye Taipan, we'll send them off!\n");
TaipanShopText taipanShopText = new TaipanShopText(getPlayer());
taipanShopText.shop();
}
}
}
}

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package text;
import java.util.Scanner;
import java.util.Random;
import java.util.concurrent.TimeUnit;
import logic.Player;
import logic.ShipWarfareLogic;
/**
* 2019-04-07
* Author: Haris Muhammad
* ShipWarfareText class, Based on logic class for ShipWarfare, text-based version which allwos for ship warfare
*/
public class ShipWarfareText extends Player {
ShipWarfareLogic logic = new ShipWarfareLogic(getPlayer());
private boolean userAttacks = true;
private int howMuchRun = 0;
/**
* Class Constructor that takes in a type player as a parameter
*
* @param player object of the class Player
*/
public ShipWarfareText(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* This fleet is easy to defeat as a maximum of 15 ships can run away each volley, they can not tank hits
*
* @throws Exception in case of errors due to the delay
*/
public void peasantFleetAttack() throws Exception {
Scanner userResponse = new Scanner(System.in);
logic.setNumOfShips(logic.numOfShips());
System.out.printf("By Golly! We have $%,d and are being attacked by %d Merchant ships\nCurrently our ship status is %d%%\n", getMoney(), logic.getNumOfShips(), getHP());
fightOrRunMessage();
while (true) {
String response = userResponse.nextLine();
if (response.equalsIgnoreCase("f")) {
userAttacks = true;
System.out.println("Ohh, fight ehh?");
delayForSeconds(1);
boolean winOrLose = destroyPeasantShipsOrEscape();
if (winOrLose == true) {
break;
}
} else if (response.equalsIgnoreCase("r")) {
userAttacks = false;
boolean runSuccess = logic.runFromShips();
if (runSuccess == false) {
System.out.println("Couldn't run away!");
if (destroyPeasantShipsOrEscape())
break;
} else {
System.out.println("Phew! Got away safely");
delayForSeconds(2);
break;
}
} else {
System.out.println("Invalid response, please try again");
}
}
}
/**
* Asks user if they would like to fight or run against ships
*/
public void fightOrRunMessage() {
System.out.printf("What do you want to do? Enter \"f\" to fight, and \"r\" to run (we have %d guns)\n", getGuns());
}
/**
* delays for a specific amount of seconds, takes an integer as an argument
*
* @param num the seconds to delay
* @throws Exception in case of errors due to the delay
*/
public void delayForSeconds(int num) throws Exception {
TimeUnit.SECONDS.sleep(num);
}
/**
* Ships either land a hit or do not
*
* @param random random object is used
* @param exitValue exit in order to know if user wins, loses, or flees
* @return exitValue
* @throws Exception in case error is caused due to the delay
*/
public int attackOrNot(Random random, int exitValue) throws Exception {
if (userAttacks == true) {
int hitOrMiss = random.nextInt(2) + 1;
if (hitOrMiss == 2) {
logic.setNumOfShips(logic.getNumOfShips() - 1);
if (logic.getNumOfShips() <= 0) {
return exitValue = 1;
}
System.out.println("Got eem");
delayForSeconds(1);
} else {
System.out.printf("ARRG! We missed %s\n", getName());
delayForSeconds(1);
}
}
exitValue = 0;
return exitValue;
}
/**
* Ships either run away or we escape
*/
public void shipsRunOrWeEscape() {
if (howMuchRun != 0 && howMuchRun < logic.getNumOfShips()) {
logic.setNumOfShips(logic.getNumOfShips() - howMuchRun);
if (userAttacks == true) {
System.out.printf("Ahhh, %d ships ran away %s!\n", howMuchRun, getName());
} else {
System.out.printf("Escaped %d of them!\n", howMuchRun);
}
}
}
/**
* The user attempts to flee
*
* @param userInput takes the user input
* @param exitValue to determine if the ship fled successfully or not
* @return value tod etermine if ship ran successfully
* @throws Exception in case an error occurs due to the delay
*/
public int tryToRun(Scanner userInput, int exitValue) throws Exception {
if (getHP() > 0) {
String userResponse = displayQuery(userInput);
if (userResponse.equalsIgnoreCase("r")) {
userAttacks = false;
if (logic.runFromShips() == false) {
System.out.println("Couldn't run away");
} else {
exitValue = 3;
}
}
} else {
GameEndText gameEndText = new GameEndText(getPlayer());
gameEndText.gameEnd();
setPlayer(gameEndText.getPlayer());
exitValue = 2;
}
return exitValue;
}
/**
* The user faces off against the peasant ships and either prevails, dies, or runs away
*
* @return true if the user wins, loses, or flees, it returns false otherwise
* @throws Exception in case of errors due to the delay
*/
public boolean destroyPeasantShipsOrEscape() throws Exception {
int calculateLoot = 0;
int chanceOfEnemyRun = 0;
Scanner userInput = new Scanner(System.in);
Random randomValue = new Random();
int exitValue = 0;
//Player volley
while (exitValue == 0) {
if (getGuns() > 0) {
for (int j = 0; j < getGuns(); j++) {
attackOrNot(randomValue, exitValue);
}
if (exitValue == 1) {
break;
}
} else {
System.out.printf("%s! We don't have any GUNS!!!!\n", getName());
delayForSeconds(1);
}
if (logic.getNumOfShips() <= 0) {
exitValue = 1;
break;
}
if (getGuns() > 0) {
chanceOfEnemyRun = randomValue.nextInt(2) + 1;
if (chanceOfEnemyRun == 2) {
howMuchRun = randomValue.nextInt(15) + 1;
shipsRunOrWeEscape();
}
}
System.out.printf("%d ships remaining\n", logic.getNumOfShips());
delayForSeconds(1);
System.out.println("Oh no, they are taking the offensive!");
delayForSeconds(1);
//Computer volley
int takeGunChance = randomValue.nextInt(4) + 1;
if (takeGunChance == 1 && getGuns() > 0) {
setGuns(getGuns() - 1);
System.out.println("Dang it! They destroyed one of our guns");
} else {
setHP(getHP() - (1 + randomValue.nextInt(10)));
}
exitValue = tryToRun(userInput, exitValue);
if (exitValue == 1 || exitValue == 2) {
break;
}
}
if (exitValue == 1) {
System.out.printf("\nGot eem\nVictory!\nIt appears we have defeated the enemy fleet and made it out at %d%% ship status\n", getHP());
delayForSeconds(1);
calculateLoot = logic.calculateLoot();
setMoney(calculateLoot+ getPlayer().getMoney());
System.out.printf("We got $%,d!", calculateLoot);
delayForSeconds(2);
return true;
} else if (exitValue == 2) {
gameOver();
return true;
} else if (exitValue == 3) {
System.out.printf("We made it out at %d%% ship status!\n", getHP());
delayForSeconds(2);
return true;
}
return false;
}
/**
* Ask the user to input either "f" or "r"
*
* @param userInput scanner object which is used to ask for user input
* @return user input which is the users response
* @throws Exception in case the delay afects this piece of code
*/
public String displayQuery(Scanner userInput) throws Exception {
System.out.printf("EEK, our current ship status is %d%% \n", getHP());
delayForSeconds(1);
if (userAttacks == false) {
userAttacks = true;
}
System.out.printf("Shall we continue to fight? Enter \"f\" to fight, and \"r\" to run (We have %d gun(s) left)\n", getGuns());
String response = userInput.nextLine();
while (!(response.equalsIgnoreCase("f") || response.equalsIgnoreCase("r"))) {
System.out.println("Invalid response, try again");
response = userInput.nextLine();
}
return response;
}
}

90
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package text;
import gui.TaipanShopGUI;
import logic.FileSaving;
import logic.Player;
import logic.StartLogic;
import java.util.Scanner;
public class StartText extends Player {
/**
* Class Constructor that takes in a type player as a parameter
*
* @param player object of the class Player
*/
public StartText(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* Initializes the game by asking for your name and if you would like to start with either: 1) money and a debt or
* 2) guns and no cash/debt.
*/
public void start() {
try{
Scanner userInput = new Scanner(System.in);
//See if the player wants to load up a previous save
System.out.println("Taipan, do you want to...\n\t1) load a save file?\n\t\t\t>> or <<\n\t2) make a new save file?");
while (true) {
int input = userInput.nextInt();
//Will attempt to load the save if it's not empty
if (input == 1) {
FileSaving saving = new FileSaving();
if (saving.loadFile() != null) {
TaipanShopText taipanShopText = new TaipanShopText(saving.loadFile());
taipanShopText.shop();
} else {
System.out.println("There are no previous saves!");
}
break;
}
//Just makes a new save
else if (input == 2) {
break;
} else {
System.out.println("Invalid input, please try again.");
}
}
//Asks the player about their firm name and what kind of start they want
System.out.println("Taipan, \nWhat will you name your firm:");
setName(userInput.nextLine());
setName(userInput.nextLine());
System.out.println("Do you want to start . . .\n\t1) With cash (and a debt)\n\t\t\t>> or <<\n\t" + "2) With five guns and no cash (But no debt!)?\n ");
while (true) {
int input = userInput.nextInt();
StartLogic startLogic = new StartLogic(getPlayer());
//If the player wants the money and debt starting
if (input == 1) {
startLogic.money_and_debt();
setPlayer(startLogic.getPlayer());
break;
}
//If the player wants the gun start
else if (input == 2) {
startLogic.guns();
setPlayer(startLogic.getPlayer());
break;
}
else {
System.out.println("Invalid input, please try again.");
}
}
// purely for testing purposes.
StartLogic startLogic = new StartLogic(getPlayer());
if (getName().equalsIgnoreCase("Vikram")) {
startLogic.cheat();
setPlayer(startLogic.getPlayer());
}
TaipanShopText taipanShopText = new TaipanShopText(startLogic.getPlayer());
taipanShopText.shop();
}
catch (Exception e){
StartText startText = new StartText(getPlayer());
startText.start();
}
}
}

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package text;
import java.util.Scanner;
import javafx.scene.layout.FlowPane;
import logic.FileSaving;
import logic.Player;
import logic.TaipanShopLogic;
/**
* TaipanShopText deals with the text based version of the shop.
*
* Author: Vikram Bawa
*/
public class TaipanShopText extends Player {
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
*
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public TaipanShopText(Player player){
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* This method is evoked if the user is eligible to win, and chooses to end the game (by winning).
*/
public void retire(){
setRetire(true);
System.out.println("You win!");
GameEndText gameEndText = new GameEndText(getPlayer());
gameEndText.gameEnd();
setPlayer(gameEndText.getPlayer());
}
/**
* this method is evoked if the user has decided to travel elsewhere.
*/
public void travel(){
setIsPriceChanged(1);
TravelText travel = new TravelText(getPlayer());
travel.travelTo();
setPlayer(travel.getPlayer());
}
/**
* this method is evoked if the user wants to use the warehouse to store items or take items out.
*/
public void warehouse(){
WarehouseText warehouse = new WarehouseText(getPlayer());
warehouse.changeWarehouse();
setPlayer(warehouse.getPlayer());
}
/**
* this method is evoked if the user wants to use the bank to deposit or withdraw money.
*/
public void bank(){
BankText bank = new BankText(getPlayer());
bank.bank();
setPlayer(bank.getPlayer());
}
/**
* this method is evoked if the user wants to use get a loan or pay a loan off.
*/
public void loan(){
LoanSharkText loan = new LoanSharkText(getPlayer());
loan.loanMoney();
setPlayer(loan.getPlayer());
}
/**
* this method prints the shop UI and the player's inventory and status.
*/
public void printShop(){
int currentCargo = getOpiumHeld()+getGuns()*10+getSilkHeld()+getArmsHeld()+getGeneralHeld();
if(getCargoSpace() - currentCargo < 0){
System.out.println("Hold: Overloaded" + " Guns: " + getGuns() + " HP: " + getHP() +"%");
}else{
System.out.println("Hold: " + (getCargoSpace()-currentCargo) + " Guns: " + getGuns() + " HP: " + getHP() +"%");
}
System.out.println("-------------------------------------------------------------");
System.out.println(" Opium: " + getOpiumHeld() + " Silk: " + getSilkHeld());
System.out.println(" Arms: " + getArmsHeld() + " General: " + getGeneralHeld());
System.out.println("-------------------------------------------------------------");
System.out.println("Cash: " + getMoney() + " Bank: " + getBank()+ " Debt: " + getDebt()+"\n");
System.out.println(getName() + ", present prices per unit here are:");
System.out.println(" Opium: " + getOpiumPrice() + " Silk: " + getSilkPrice());
System.out.println(" Arms: " + getArmsPrice() + " General: " + getGeneralPrice());
}
/**
* this is the shop method. Activates the shopping screen.
*/
public void shop(){
//Saves the game when loading into the shop
FileSaving saving = new FileSaving();
saving.saveFile(getPlayer());
FlowPane flowPane = new FlowPane();
TaipanShopLogic logic = new TaipanShopLogic(getPlayer());
System.out.println(logic.updatePrices());
setPlayer(logic.getPlayer());
boolean notDone = true;
int caseNum = 1;
String optionText = "";
// first case is triggered if the user is at location one, and has less than $1 million net worth
if (getLocation() == 1 && getBank()+getMoney()-getDebt() < 1000000) {
caseNum = 1;
optionText = " (V)isit Bank, (T)ransfer Cargo, (G)et Loans,";
} // the second case is triggered if the user is at a location other than location one.
else if(getLocation() != 1) {
caseNum = 2;
optionText = "";
} // the last case is triggered when the other conditions are not met; it is triggered when the user has a net
// worth that is greater than or equal to $1 million and is at location one.
else{
caseNum = 3;
optionText = " (V)isit Bank, (T)ransfer Cargo, (G)et Loans, (R)etire,";
}
Scanner input = new Scanner(System.in);
try {
runShop(notDone, caseNum, optionText, input);
}
catch (Exception e){
TaipanShopText taipanShopText = new TaipanShopText(getPlayer());
taipanShopText.shop();
}
}
/**
* Actually runs the shop program so that the user can both buy and sell things.
* @param notDone,caseNum both parameters govern the inner logic of the class and whether it allows for the player to run the shop
* @param optionText Text which is printed along with the rest of the shop
* @param input The scanner object that allows the program to respond to they user's inputs
*/
public void runShop(boolean notDone, int caseNum, String optionText, Scanner input) {
// as long as the user does not enter a valid input, the code will run in a loop forever.
while(notDone){
printShop();
System.out.printf("\nShall I (B)uy, (S)ell,%s or (Q)uit Trading?\n", optionText);
String response = input.next();
if (response.equalsIgnoreCase("B")) {
boolean notDone2 = true;
System.out.println("What do you wish me to buy, " + getName() + "?");
// when buying an item, the user must have the right amount of money, and buy non-negative amounts.
buying(input, notDone2);
} // when selling, the user must enter a non-negative amount of items, and not more than what they have.
else if (response.equalsIgnoreCase("S")) {
boolean notDone2 = true;
System.out.println("What do you wish me to sell, " + getName() + "?");
selling(input, notDone2);
} else if (response.equalsIgnoreCase("V") && (caseNum == 1 || caseNum == 3)) {
bank();
} else if (response.equalsIgnoreCase("T") && (caseNum == 1 || caseNum == 3)) {
warehouse();
} else if ((response.equalsIgnoreCase("G")||response.equalsIgnoreCase("L")) && (caseNum == 1 || caseNum == 3)) {
loan();
} // if the user wishes to quit trading, they may do so. Doing this breaks them out of the loop.
else if (response.equalsIgnoreCase("Q") ) {
setIsPriceChanged(1);
travel();
notDone = false;
} // if the user wishes to retire and win the game, they may do so. Doing this breaks them out of the loop.
else if (response.equalsIgnoreCase("R") && caseNum == 3) {
retire();
notDone = false;
}
}
}
/**
* For all the buying inside the text-based shop
* @param input Takes the input Scanner and uses it to respond the user's inputs
* @param notDone2 Boolean which rules each while loop, if it turns false then the while loops stop
*/
public void buying(Scanner input, boolean notDone2) {
String response;
while (notDone2) {
response = input.nextLine();
if (response.equalsIgnoreCase("O")) {
System.out.println("\nHow much Opium shall I buy, " + getName() + "? (You can afford " + getMoney() / getOpiumPrice() + ")");
while (notDone2) {
int num = input.nextInt();
if (num <= getMoney() /getOpiumPrice() && num >= 0) {
setOpiumHeld(getOpiumHeld()+num);
setMoney(getMoney()-num *getOpiumPrice());
notDone2 = false;
} else if (num >= 0) {
System.out.println(getName() + ", you can't afford that!");
} else {
System.out.println(getName() + ", how am I supposed to buy " + "'" + num + "'" + " Opium?");
}
}
} else if (response.equalsIgnoreCase("S")) {
System.out.println("\nHow much Silk shall I buy, " + getName() + "? (You can afford " + getMoney() /getSilkPrice() + ")");
while (notDone2) {
int num = input.nextInt();
if (num <= getMoney() /getSilkPrice() && num >= 0) {
setSilkHeld(getSilkHeld()+num);
setMoney(getMoney()-num *getSilkPrice());
notDone2 = false;
} else if (num >= 0) {
System.out.println(getName() + ", you can't afford that!");
} else {
System.out.println(getName() + ", how am I supposed to buy " + "'" + num + "'" + " Silk?");
}
}
} else if (response.equalsIgnoreCase("A")) {
System.out.println("\nHow many Arms shall I buy, " + getName() + "? (You can afford " + getMoney() /getArmsPrice() + ")");
while (notDone2) {
int num = input.nextInt();
if (num <= getMoney() /getArmsPrice() && num >= 0) {
setArmsHeld(getArmsHeld()+num);
setMoney(getMoney() - num*getArmsPrice());
notDone2 = false;
} else if (num >= 0) {
System.out.println(getName() + ", you can't afford that!");
} else {
System.out.println(getName() + ", how am I supposed to buy " + "'" + num + "'" + " Arms?");
}
}
} else if (response.equalsIgnoreCase("G")) {
System.out.println("\nHow much General Cargo shall I buy, " + getName() + "? (You can afford " + getMoney() /getGeneralPrice() + ")");
while (notDone2) {
int num = input.nextInt();
if (num <= getMoney() /getGeneralPrice() && num >= 0) {
setGeneralHeld(getGeneralHeld()+num);
setMoney(getMoney() - num*getGeneralPrice());
notDone2 = false;
} else if (num >= 0) {
System.out.println(getName() + ", you can't afford that!");
} else {
System.out.println(getName() + ", how am I supposed to buy " + "'" + num + "'" + " General Cargo?");
}
}
}
}
}
/**
* For all the selling inside the text-based shop
* @param input Takes the input Scanner and uses it to respond the user's inputs
* @param notDone2 Boolean which rules each while loop, if it turns false then the while loops stop
*/
public void selling(Scanner input, boolean notDone2) {
String response;
while (notDone2) {
response = input.nextLine();
if (response.equalsIgnoreCase("O")) {
System.out.println("\nHow much Opium shall I sell, " + getName() + "? (You have " + getOpiumHeld() + ")");
while (notDone2) {
int num = input.nextInt();
if (num <= getOpiumHeld() && num >= 0) {
setOpiumHeld(getOpiumHeld()-num);
setMoney(getMoney() + num*getOpiumPrice());
notDone2 = false;
} else if (num >= 0) {
System.out.println(getName() + ", you don't have that many to sell!");
} else {
System.out.println(getName() + ", how am I supposed to sell " + "'" + num + "'" + " Opium?");
}
}
} else if (response.equalsIgnoreCase("S")) {
System.out.println("\nHow much Silk shall I sell, " + getName() + "? (You have " + getSilkHeld() + ")");
while (notDone2) {
int num = input.nextInt();
if (num <= getSilkHeld() && num >= 0) {
setSilkHeld(getSilkHeld()-num);
setMoney(getMoney() + num*getSilkPrice());
notDone2 = false;
} else if (num >= 0) {
System.out.println(getName() + ", you don't have that many to sell!");
} else {
System.out.println(getName() + ", how am I supposed to sell " + "'" + num + "'" + " Silk?");
}
}
} else if (response.equalsIgnoreCase("A")) {
System.out.println("\nHow many Arms shall I sell, " + getName() + "? (You have " + getArmsHeld() + ")");
while (notDone2) {
int num = input.nextInt();
if (num <= getArmsHeld() && num >= 0) {
setArmsHeld(getArmsHeld()-num);
setMoney(getMoney() + num*getArmsPrice());
notDone2 = false;
} else if (num >= 0) {
System.out.println(getName() + ", you don't have that many to sell!");
} else {
System.out.println(getName() + ", how am I supposed to sell " + "'" + num + "'" + " Arms?");
}
}
} else if (response.equalsIgnoreCase("G")) {
System.out.println("\nHow much General Cargo shall I sell, " + getName() + "? (You have " + getGeneralHeld() + ")");
while (notDone2) {
int num = input.nextInt();
if (num <= getGeneralHeld() && num >= 0) {
setGeneralHeld(getGeneralHeld()-num);
setMoney(getMoney() + num*getGeneralPrice());
notDone2 = false;
} else if (num >= 0) {
System.out.println(getName() + ", you don't have that many to sell!");
} else {
System.out.println(getName() + ", how am I supposed to sell " + "'" + num + "'" + " General Cargo?");
}
}
}
}
}
}

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package text;
import logic.Player;
import logic.TravelLogic;
import java.util.Random;
import java.util.Scanner;
public class TravelText extends Player {
/**
* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
*
* @param player is a Player object that will be copied and the player instance variable is set to the copy.
*/
public TravelText(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* Based on random chance either attacks the player with enemy ships, throws them to a different location or does nothing.
*
* @param locationOfTravel is used to see where the player is going to travel, just in case their location is changed
* by a typhoon.
**/
private void randomEventSea(int locationOfTravel) throws Exception {
Random rand = new Random();
int randGenNum = rand.nextInt(3) + 1;
if (randGenNum == 1) {
ShipWarfareText shipWarfareText = new ShipWarfareText(getPlayer());
shipWarfareText.peasantFleetAttack();
setPlayer(shipWarfareText.getPlayer());
} else if (randGenNum == 2) {
TravelLogic travelLogic = new TravelLogic(getPlayer());
travelLogic.disaster(locationOfTravel);
setPlayer(travelLogic.getPlayer());
System.out.println("We made it!");
}
}
/**
* Used to travel between different areas inside of the game world.
* If the player's inventory is too full it won't run.
* Also calculates loan and bank interest between the jumps between islands.
**/
public void travelTo() {
Scanner keyboard = new Scanner(System.in);
boolean hasTraveled = false;
//Only lets the player leave the port if their inventory is greater than or equal to the sum of the items in the inventory.
if (getCargoSpace() >= (getOpiumHeld() + (getGuns() * 10) + getSilkHeld() + getArmsHeld() + getGeneralHeld())) {
traveling(keyboard, hasTraveled);
} else {
System.out.println(getName() + " the cargo is too heavy! We can't set sail!");
TaipanShopText taipanShopText = new TaipanShopText(getPlayer());
taipanShopText.shop();
setPlayer(taipanShopText.getPlayer());
}
}
/**
* The traveling method, it changes the location of the player and increments their interest and debt everytime the player travels
* Also allows for the player to be attacked by enemy ships and to be hit by random encounters.
* @param keyboard The Scanner object which allows for the program to respond to the user
* @param hasTraveled Checks whether the user has traveled or not
*/
public void traveling(Scanner keyboard, boolean hasTraveled) {
String response;
int tempInt;
while (true) {
System.out.println("\n" + getName() + ", do you wish to go to:\n");
System.out.println("1) Hong Kong, 2) Shanghai, 3) Nagasaki,\n4) Saigon, 5) Manila, 6) Singapore, or 7) Batavia?");
response = keyboard.nextLine();
//Sends the player back to shop if they want to quit
//if(response.equalsIgnoreCase("Q")){
// TaipanShopText taipanShopText = new TaipanShopText(getPlayer());
// taipanShopText.shop();
//}
//Just in case the player types something that was not intended. It will refresh the question and ask it again
try {
tempInt = Integer.parseInt(response);
//Makes sure you can't travel to your own location.
if (tempInt != getLocation()) {
randomEventSea(tempInt);
//Checks the seaAtlas to see if the player can go to their location
TravelLogic travelLogic = new TravelLogic(getPlayer());
travelLogic.seaAtlas(tempInt);
setPlayer(travelLogic.getPlayer());
hasTraveled = true;
setBank((int) (getBank() * 1.01));
setDebt((int) (getDebt() * 1.01));
setIsPriceChanged(2);
} else System.out.println("\nYou're already here " + getName() + ".");
} catch (Exception e) {
System.out.print("\nSorry, " + getName() + " could you say that again?");
}
//If they've traveled then it randomly selects whether the player should go to the shop or a random event
if (hasTraveled) {
Random rand = new Random();
int randGenNum = rand.nextInt(3) + 1;
//Chance of going to shop
if(randGenNum >= 2) {
TaipanShopText taipanShopText = new TaipanShopText(getPlayer());
taipanShopText.shop();
}
//Chance of reaching a random event
else {
RandomEventText randomEventText = new RandomEventText(getPlayer());
randomEventText.randomEvent();
setPlayer(randomEventText.getPlayer());
}
break;
}
}
}
}

136
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package text;
import logic.Player;
import logic.WarehouseLogic;
import java.util.Scanner;
public class WarehouseText extends Player {
/**
* Class Constructor that takes in a type player as a parameter
*
* @param player object of the class Player
*/
public WarehouseText(Player player) {
Player playerDummy = new Player(player);
setPlayer(playerDummy);
}
/**
* This method adds an amount of a certain good
* the user is prompted to enter the amount they would like to
* add followed by the good they would like to add to the warehouse.
* the method checks if the player has sufficient goods to transfer, and if the player does
* then the method executes the transfer
*
*/
public void addAmount() {
Scanner keyboard = new Scanner(System.in);
System.out.println("Please enter the amount of the good you would like to deposit.");
String amount = keyboard.nextLine();
//Asks the user for the amount of the good they would like to add
/*The try function ensures that the program does not crash
due to any errors while giving the program an incorrect input*/
System.out.println("Please enter a good to transfer O, S, A, G :");
String good = keyboard.nextLine();
WarehouseLogic warehouseLogic = new WarehouseLogic(getPlayer());
if(good.equalsIgnoreCase("g")){
System.out.println(warehouseLogic.deposit(amount,1));
}
else if(good.equalsIgnoreCase("a")){
System.out.println(warehouseLogic.deposit(amount,2));
}
else if(good.equalsIgnoreCase("s")){
System.out.println(warehouseLogic.deposit(amount,3));
}
else if(good.equalsIgnoreCase("o")){
System.out.println(warehouseLogic.deposit(amount,4));
}
setPlayer(warehouseLogic.getPlayer());
}
/**
* This method removes an amount of a certain good
* the user is prompted to enter the amount they would like to
* remove followed by the good they would like to remove from the warehouse.
* the method checks if the player has sufficient goods to transfer, and if the player does
* then the method executes the transfer
*
*/
public void removeAmount() {
Scanner keyboard = new Scanner(System.in);
System.out.println("Please enter the amount of the good you would like to withdraw.");
String amount = keyboard.nextLine();
//Asks the user for the amount of the good they would like to withdraw
/*The try function ensures that the program does not crash
due to any errors while giving the program an incorrect input*/
System.out.println("Please enter a good to withdraw (O)pium, (S)ilk, (A)rms, (G)eneral:");
String good = keyboard.nextLine();
WarehouseLogic warehouseLogic = new WarehouseLogic(getPlayer());
if(good.equalsIgnoreCase("g")){
System.out.println(warehouseLogic.withdraw(amount,1));
}
else if(good.equalsIgnoreCase("a")){
System.out.println(warehouseLogic.withdraw(amount,2));
}
else if(good.equalsIgnoreCase("s")){
System.out.println(warehouseLogic.withdraw(amount,3));
}
else if(good.equalsIgnoreCase("o")){
System.out.println(warehouseLogic.withdraw(amount,4));
}
setPlayer(warehouseLogic.getPlayer());
}
/**
* This method prints the stock that is in the warehouse currently using the get and set
* methods from the player class. This is to allow the user to be able to know how much they have
* stored in the warehouse
*/
public void showWarehouse() {
System.out.println("--------------------\nWarehouse\n--------------------");
System.out.println("Opium : " + getwOpium());
System.out.println("Silk : " + getwSilk());
System.out.println("General : " + getwGeneral());
System.out.println("Arms : " + getwArms());
}
/**
* This method combines the add and remove methods and prompts the user to
* enter what they would like to do. Add or remove and accordingly invokes
* the required methods
*/
public void changeWarehouse() {
boolean keepGoing = true;
while (keepGoing) {
this.showWarehouse();
System.out.println("Would you like to (D)eposit or (W)ithdraw resources? ");
Scanner keyboard = new Scanner(System.in);
String input = keyboard.next();
if (input.equalsIgnoreCase("D")) {
this.addAmount();
this.showWarehouse();
} else if (input.equalsIgnoreCase("W")) {
this.removeAmount();
this.showWarehouse();
}
else{
System.out.println("Don't waste the warehouse's time, try again later with a valid input");
}
//Check to see if the player wants to continue in the warehouse or they are done
System.out.println("Would you like to do any other business? Y / N?");
String check = keyboard.nextLine();
check = keyboard.nextLine();
if (check.equalsIgnoreCase("Y")) {
keepGoing = true;
} else if (check.equalsIgnoreCase("N")) {
keepGoing = false;
}
}
}
}