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/**
* @author Simão Gonçalves
*/
import java.util.Scanner;
final char TREASURE_ROOM_SYMBOL = 'T';
final char LOOPER_ROOM_SYMBOL = 'L';
final char STARTING_POSITION_SYMBOL = 'P';
final char ESCAPE_ROOM_SYMBOL = 'E';
final char STAIR_ROOM_SYMBOL = 'S';
final char ZIGZAGGER_ROOM_SYMBOL = 'Z';
final char EMPTY_ROOM_SYMBOL = '.';
final int LEVEL1 = 0;
final int LEVEL2 = 1;
final int NUMBER_OF_LEVELS = 2;
final int looperSteps = 1;
final String MOVE_RIGHT = "right";
final String MOVE_LEFT = "left";
final String QUIT = "quit";
final String LOOPER = "looper";
final String ZIGZAGGER = "zigzagger";
char[][] dungeon = new char[NUMBER_OF_LEVELS][];
char[][] enemyPositions = new char[NUMBER_OF_LEVELS][];
int zigzaggerSteps = 1;
int totalTreasures = 0;
int treasuresCollected = 0;
int currentRoom = 0;
int currentLevel = 0;
int[] escapePosition = new int[2];
boolean gameOver;
boolean quitGame;
boolean winGame;
boolean lostTheGameAnnounced = false;
boolean winTheGameAnnounced = false;
//Este método tem como função reiniciar/inicializar as variáveis globais do jogo, de forma a poder iniciá-lo
void inItState() {
totalTreasures = 0;
treasuresCollected = 0;
gameOver = false;
winGame = false;
currentRoom = 0;
currentLevel = 0;
quitGame = false;
winTheGameAnnounced = false;
lostTheGameAnnounced = false;
zigzaggerSteps = 1;
}
/*Este método tem como função encontrar as posição inicial do jogador e posição da saída recorrendo a do while loops que
percorrem os dois níveis e todas as salas à procura de cada uma dessas posições, acabando de iterar quando isso acontece,
guardando a posção inicial em duas variáveisdistintas que correspondem ao nível atual e à sala atual e
a posição de saída num vetor unidimensional com duas posições
*/
void findPositions() {
boolean foundStartingPosition = false;
boolean foundEscapePosition = false;
int i = 0;
do {
int j = 0;
do {
char symbol = dungeon[i][j];
if (symbol == STARTING_POSITION_SYMBOL) {
currentLevel = i;
currentRoom = j;
foundStartingPosition = true;}
if (symbol == ESCAPE_ROOM_SYMBOL) {
escapePosition[0] = i;
escapePosition[1] = j;
foundEscapePosition = true;
}
if (foundStartingPosition && foundEscapePosition) {
break;
}
j++;
} while (j < dungeon[i].length);
if (foundStartingPosition && foundEscapePosition) {
break;
}
i++;
} while (i < dungeon.length);
}
/*Este método conta todos os tesouros do mapa iterando com um for loop todas as salas de cada nível do mapa e adicionando
um valor à contagem total dos tesouros do mapa cada vez que encontra um
*/
int countTotalTreasures() {
int count = 0;
for (int i = 0; i < dungeon.length; i++) {
for (int j = 0; j < dungeon[i].length; j++) {
if (dungeon[i][j] == TREASURE_ROOM_SYMBOL) {
count++;
}
}
}
return count;
}
void playGame(Scanner scanner) {
while (!quitGame) {
if (gameOver) {
if (!lostTheGameAnnounced) {
System.out.println("You lost the game!");
lostTheGameAnnounced = true;
}
handlePostGameInput(scanner);
continue;
}
if (winGame) {
if (!winTheGameAnnounced) {
System.out.println("You won the game!");
winTheGameAnnounced = true;
}
handlePostGameInput(scanner);
continue;
}
String direction = getInputDirection(scanner);
if (direction.equals(QUIT)) {
quitGame = true;
break;
}
int steps = getInputSteps(scanner);
processGameTurn(direction, steps);
}
// Mensagem de encerramento do jogo
if (winGame) {
System.out.println("Goodbye: You won the game!");
} else if (gameOver) {
System.out.println("Goodbye: You lost the game!");
} else {
System.out.println("The game was not over yet!");
}
}
void processGameTurn(String direction, int steps) {
movePlayer(direction, steps);
checkForTreasure();
checkForStairs();
moveEnemies();
checkForEnemyCollision();
if (checkWin()) {
winGame = true;
}
if(!gameOver && !quitGame && !winGame)
displayGameInformation();
}
void movePlayer(String direction, int steps) {
if (direction.equals(MOVE_RIGHT)) {
currentRoom = Math.min(currentRoom + steps, dungeon[currentLevel].length - 1);
} else if (direction.equals(MOVE_LEFT)) {
currentRoom = Math.max(currentRoom - steps, 0);
}
}
void checkForTreasure() {
if (dungeon[currentLevel][currentRoom] == TREASURE_ROOM_SYMBOL) {
treasuresCollected++;
dungeon[currentLevel][currentRoom] = EMPTY_ROOM_SYMBOL;
}
}
void moveEnemies() {
char[][] enemyPositionsBuffer = cloneEnemyPositions(enemyPositions);
moveLoopers(enemyPositionsBuffer);
moveZigzaggers(enemyPositionsBuffer);
zigzaggerSteps++;
for (int i = 0; i < enemyPositions.length; i++) {
enemyPositions[i] = enemyPositionsBuffer[i].clone();
}
}
char[][] cloneEnemyPositions(char[][] enemyPositions) {
char[][] buffer = new char[enemyPositions.length][];
for (int i = 0; i < enemyPositions.length; i++) {
buffer[i] = enemyPositions[i].clone();
}
return buffer;
}
void moveLoopers(char[][] enemyPositionsBuffer) {
int i = 0;
int j = 0;
do {
while (j < dungeon[i].length) {
if (enemyPositions[i][j] == LOOPER_ROOM_SYMBOL) {
enemyPositionsBuffer[i][j] = EMPTY_ROOM_SYMBOL;
if (j + 1 >= dungeon[i].length) {
enemyPositionsBuffer[i][0] = LOOPER_ROOM_SYMBOL;
} else {
enemyPositionsBuffer[i][j + 1] = LOOPER_ROOM_SYMBOL;
}
}
j++;
}
j = 0;
i++;
} while (i < dungeon.length);
}
void moveZigzaggers(char[][] enemyPositionsBuffer) {
int i = 0;
int j = 0;
do {
while (j < dungeon[i].length) {
if (zigzaggerSteps > 5) {
zigzaggerSteps = 1;
}
if (enemyPositions[i][j] == ZIGZAGGER_ROOM_SYMBOL) {
enemyPositionsBuffer[i][j] = EMPTY_ROOM_SYMBOL;
int newPosition = j + zigzaggerSteps;
while (newPosition >= dungeon[i].length) {
newPosition = newPosition % dungeon[i].length;
}
enemyPositionsBuffer[i][newPosition] = ZIGZAGGER_ROOM_SYMBOL;
}
j++;
}
j = 0; //
i++; //
} while (i < dungeon.length);
}
void checkForStairs() {
if(dungeon[currentLevel][currentRoom] == STAIR_ROOM_SYMBOL) {
if(currentLevel == LEVEL1)
currentLevel = LEVEL2;
else currentLevel = LEVEL1;
currentRoom = findStairPosition(currentLevel);
}
}
int findStairPosition(int level) {
int i = 0;
do {
if (dungeon[level][i] == STAIR_ROOM_SYMBOL) {
return i;
}
i++;
} while (i < dungeon[level].length);
return -1;
}
void checkForEnemyCollision() {
if (currentLevel >= 0 && currentLevel < enemyPositions.length &&
currentRoom >= 0 && currentRoom < enemyPositions[currentLevel].length) {
char symbol = enemyPositions[currentLevel][currentRoom];
if (symbol == LOOPER_ROOM_SYMBOL || symbol == ZIGZAGGER_ROOM_SYMBOL) {
gameOver = true;
}
}
}
boolean checkWin() {
return treasuresCollected == totalTreasures && dungeon[currentLevel][currentRoom] == ESCAPE_ROOM_SYMBOL
&& !gameOver;
}
void shouldContinue(String direction) {
if (direction.equals(QUIT)) {
quitGame = true;
}
}
int findLevelEnemy(int level){
int i = 0;
do{
char symbol = enemyPositions[level][i];
if(symbol == LOOPER_ROOM_SYMBOL || symbol == ZIGZAGGER_ROOM_SYMBOL) {
return i;
}
i++;
}while (i < enemyPositions[level].length);
return -1;
}
String getEnemyFromType(char type) {
if(type == LOOPER_ROOM_SYMBOL) return LOOPER;
else return ZIGZAGGER;
}
void displayGameInformation() {
System.out.println("Player: level " + (currentLevel + 1) + ", room " + (currentRoom + 1) + ", treasures " + treasuresCollected);
displayLevelEnemy(LEVEL1);
displayLevelEnemy(LEVEL2);
}
void displayLevelEnemy(int level) {
int enemyPosition = findLevelEnemy(level);
char enemySymbol = enemyPositions[level][enemyPosition];
System.out.println("Level " + (level+1) + " enemy: " + getEnemyFromType(enemySymbol) + ", room " + (enemyPosition+1));
}
int getInputSteps(Scanner scanner) {
return scanner.nextInt();
}
char[] readLevel(Scanner scanner) {
String input = scanner.nextLine();
return levelsInChar(input);
}
char[] levelsInChar(String sLevel) {
char[] level;
level = sLevel.toCharArray();
return level;
}
String getInputDirection(Scanner scanner) {
String direction = scanner.next();
if (direction.equals(QUIT)) {
shouldContinue(direction);
return direction;
}
// Verifica se o comando é inválido enquanto o jogo ainda está ativo
if (!gameOver && !winGame && !direction.equals(MOVE_RIGHT) && !direction.equals(MOVE_LEFT)) {
scanner.nextLine();
System.out.println("Invalid command");
}
while (!gameOver && !winGame && !direction.equals(MOVE_RIGHT) && !direction.equals(MOVE_LEFT)) {
direction = scanner.next();
if (direction.equals(QUIT)) {
shouldContinue(direction);
return direction;
} else if (!direction.equals(MOVE_RIGHT) && !direction.equals(MOVE_LEFT)) {
scanner.nextLine();
System.out.println("Invalid command");
}
}
return direction;
}
void handlePostGameInput(Scanner scanner) {
// Pega o input do jogador após o término do jogo
String direction = getInputDirection(scanner);
// Se o comando for 'quit', finaliza o jogo
if (direction.equals(QUIT)) {
quitGame = true;
}
// Se o comando for inválido, exibe 'Invalid command'
else if (!direction.equals(MOVE_RIGHT) && !direction.equals(MOVE_LEFT)) {
scanner.nextLine();
System.out.println("Invalid command");
}
// Se o comando for válido, exibe 'The game is Over!'
else {
scanner.nextLine();
System.out.println("The game is Over!");
}
}
void main() {
Scanner scanner = new Scanner(System.in);
inItState();
dungeon[1] = readLevel(scanner);
dungeon[0] = readLevel(scanner);
enemyPositions = new char[NUMBER_OF_LEVELS][]; // Inicializa as posições dos inimigos
for (int i = 0; i < dungeon.length; i++) {
enemyPositions[i] = new char[dungeon[i].length]; // Inicializa as linhas corretamente
for (int j = 0; j < dungeon[i].length; j++) {
enemyPositions[i][j] = dungeon[i][j]; // Copia as posições do nível
}
}
findPositions();
totalTreasures = countTotalTreasures();
playGame(scanner);
scanner.close();
}
/**
* Guardar posições dos inimigos numa array como fiz com o movePlayer e não ter de procurar todas as vezes
*
*
*
*
*
*
*
*/
//EXEMPLO 27 ESTÁ A DIZER INVALID COMMANDEditor is loading...
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