CCB Premier Import

This commit is contained in:
Christian Cunat-Brulé
2018-07-23 10:52:48 +02:00
commit f55475a23f
765 changed files with 209793 additions and 0 deletions

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01-SOURCES/Asteroid.java Normal file
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/*****************************************************
* Beginning Java Game Programming, 2nd Edition
* by Jonathan S. Harbour
* Asteroid class - For polygonal asteroid shapes
*****************************************************/
import java.awt.Polygon;
import java.awt.Rectangle;
/*********************************************************
* Asteroid class derives from BaseVectorShape
**********************************************************/
public class Asteroid extends BaseVectorShape {
//define the asteroid polygon shape
private int[] astx = {-20,-13, 0,20,22, 20, 12, 2,-10,-22,-16};
private int[] asty = { 20, 23,17,20,16,-20,-22,-14,-17,-20, -5};
//rotation speed
protected double rotVel;
public double getRotationVelocity() { return rotVel; }
public void setRotationVelocity(double v) { rotVel = v; }
//bounding rectangle
public Rectangle getBounds() {
Rectangle r;
r = new Rectangle((int)getX() - 20, (int) getY() - 20, 40, 40);
return r;
}
//default constructor
Asteroid() {
setShape(new Polygon(astx, asty, astx.length));
setAlive(true);
setRotationVelocity(0.0);
}
}

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

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

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/*****************************************************
* Beginning Java Game Programming, 2nd Edition
* by Jonathan S. Harbour
* Base vector shape class for polygonal shapes
*****************************************************/
import java.awt.Shape;
public class BaseVectorShape {
//variables
private Shape shape;
private boolean alive;
private double x,y;
private double velX, velY;
private double moveAngle, faceAngle;
//accessor methods
public Shape getShape() { return shape; }
public boolean isAlive() { return alive; }
public double getX() { return x; }
public double getY() { return y; }
public double getVelX() { return velX; }
public double getVelY() { return velY; }
public double getMoveAngle() { return moveAngle; }
public double getFaceAngle() { return faceAngle; }
//mutator methods
public void setShape(Shape shape) { this.shape = shape; }
public void setAlive(boolean alive) { this.alive = alive; }
public void setX(double x) { this.x = x; }
public void incX(double i) { this.x += i; }
public void setY(double y) { this.y = y; }
public void incY(double i) { this.y += i; }
public void setVelX(double velX) { this.velX = velX; }
public void incVelX(double i) { this.velX += i; }
public void setVelY(double velY) { this.velY = velY; }
public void incVelY(double i) { this.velY += i; }
public void setFaceAngle(double angle) { this.faceAngle = angle; }
public void incFaceAngle(double i) { this.faceAngle += i; }
public void setMoveAngle(double angle) { this.moveAngle = angle; }
public void incMoveAngle(double i) { this.moveAngle += i; }
//default constructor
BaseVectorShape() {
setShape(null);
setAlive(false);
setX(0.0);
setY(0.0);
setVelX(0.0);
setVelY(0.0);
setMoveAngle(0.0);
setFaceAngle(0.0);
}
}

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01-SOURCES/Bullet.java Normal file
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/*****************************************************
* Beginning Java Game Programming, 2nd Edition
* by Jonathan S. Harbour
* Bullet class - polygonal shape of a bullet
*****************************************************/
import java.awt.*;
import java.awt.Rectangle;
/*********************************************************
* Bullet class derives from BaseVectorShape
**********************************************************/
public class Bullet extends BaseVectorShape {
//bounding rectangle
public Rectangle getBounds() {
Rectangle r;
r = new Rectangle((int)getX(), (int) getY(), 1, 1);
return r;
}
Bullet() {
//create the bullet shape
setShape(new Rectangle(0, 0, 1, 1));
setAlive(false);
}
}

9
01-SOURCES/Hello.java Normal file
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public class Hello {
public static void main(String[] args) {
// TODO Auto-generated method stub
System.out.println ("Enchant<EFBFBD> de faire votre connaissance");
}
}

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public class HelloWorld {
public static void main(String[] args) {
System.out.println("Bonjour les DUT 1 AN !");
}
}

86
01-SOURCES/Methodes.java Normal file
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public class Methodes {
// L'ordre de declaration des methodes n'a pas d'importance
//------------------------------------------------------------------
// Declarer un nombre variable d'arguments
//------------------------------------------------------------------
static int somme (int ... valeurs) {
int s = 0 ;
for (int i=0; i < valeurs.length ; i++)
s += valeurs [i];
return s ;
}
//------------------------------------------------------------------
// Procedure tentant d'echanger 2 parametres entiers
// Resultat :
//------------------------------------------------------------------
static void echange (int a, int b) {
int aux = b ;
b = a ;
a = aux ;
System.out.println ("durant l'appel apres echange : a = " + a + ", b = " + b);
}
//------------------------------------------------------------------
// Procedure tentant de modifier la case d'un tableau passe en parametre
// Resultat :
//------------------------------------------------------------------
static void modifierTab (int t[]) {
t[0] = 9 ;
}
static void affiche (int a) {
System.out.println ("Entree dans affiche : a = " + a);
a = 20 ;
System.out.println ("Avant de sortir de affiche : a = " + a);
}
//------------------------------------------------------------------
// Programme principal
//------------------------------------------------------------------
public static void main(String[] args) {
int a ;
a = 10 ;
System.out.println ("Avant appel : a = " + a);
affiche (a);
System.out.println ("Apres appel : a = " + a);
//------------------------------------------------------------------
// Nombre variable de parametres
//------------------------------------------------------------------
System.out.println (somme (1, 2, 3));
System.out.println (somme (2, 8));
System.out.println (somme ());
//------------------------------------------------------------------
// Appel de la procedure tentant d'echanger 2 parametres entiers
//------------------------------------------------------------------
int i = 1 ;
int j = 2 ;
System.out.println ("avant appel echange : i = " + i + ", j = " + j);
echange (i, j);
System.out.println ("apres appel echange : i = " + i + ", j = " + j);
//------------------------------------------------------------------
// Appel de la procedure tentant de modifier la case d'un tableau passe en parametre
//------------------------------------------------------------------
int t[] = {1, 2, 3};
System.out.println ("\n Affichage avant appel : ");
for (int valeur : t)
System.out.println (valeur);
modifierTab (t);
System.out.println ("\n Affichage apres appel : ");
for (int valeur : t)
System.out.println (valeur);
}
}

25
01-SOURCES/Ship.java Normal file
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/*****************************************************
* Beginning Java Game Programming, 2nd Edition
* by Jonathan S. Harbour
* Ship class - polygonal shape of the player's ship
*****************************************************/
import java.awt.Polygon;
import java.awt.Rectangle;
public class Ship extends BaseVectorShape {
//define the ship polygon
private int[] shipx = { -6, -3, 0, 3, 6, 0 };
private int[] shipy = { 6, 7, 7, 7, 6, -7 };
//bounding rectangle
public Rectangle getBounds() {
Rectangle r;
r = new Rectangle((int)getX() - 6, (int) getY() - 6, 12,12);
return r;
}
Ship() {
setShape(new Polygon(shipx, shipy, shipx.length));
setAlive(true);
}
}

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import java.util.Arrays;
public class TableauxEtBoucles {
public static void main(String[] args) {
//-----------------------------------------------------
// Tableau de type de base
//-----------------------------------------------------
int t [] ; // DECLARATION d'une REFERENCE de type tableau
t = new int [3]; // ALLOCATION d'une zone mŽmoire pour n entiers dans le TAS
t[2] = 7; // AFFECTATION d'une valeur ˆ une case du tableau
System.out.println(t[2]); // ACCES / LECTURE de la valeur d'une case du tableau et affichage
//-----------------------------------------------------
// Parcours du tableau
//-----------------------------------------------------
// Avec une boucle et un boolŽen
boolean fini = false ;
int i = 0 ;
System.out.println ("\n Parcours du tableau avec un boolŽen et une boucle while : ");
while (! fini) {
System.out.println (t[i]);
i++ ;
fini = i == t.length ;
}
// Avec une boucle foreach
System.out.println ("\n Parcours du tableau avec une boucle foreach : ");
for (int valeur : t)
System.out.println (valeur);
// Copie d'un tableau
int [] t2 = t ; // RECOPIE JUSTE L'ADRESSE DU TABLEAU
t2 [0] = 33 ;
// Affichage apr<70>s copie : ........................
System.out.println ("\n Parcours du tableau t apr<70>s modification t2 = t ; t2[0] = 33 : ");
for (int valeur : t)
System.out.println (valeur);
// Initialiser un tableau lors de la dŽclaration
double notes [] = {12, 8, 17.5, 2, 19};
// Affichage avant tri
System.out.println ("\n Affichage avant tri : ");
for (double valeur : notes)
System.out.println (valeur);
// Trier un tableau
Arrays.sort(notes);
// Affichage apr<70>s tri
System.out.println ("\n Affichage apr<70>s tri : ");
for (double valeur : notes)
System.out.println (valeur);
//-----------------------------------------------------
// Exceptions
//-----------------------------------------------------
// DŽbordement du tableau
System.out.println (t[2]);
// Oubli d'allouer le tableau
int tab [];
tab = null ;
// ...
tab[0] = 10 ;
}
}

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import java.util.Scanner;
public class TypesDeBase {
public static void main(String[] args) {
//-----------------------------------------------------
// D<>clarations de variables locales <20> la m<>thode main () : types de base qui existent en C
//-----------------------------------------------------
short s ; // taille : 2 octets
int i ; // taille : 4 octets
long l ; // taille : 8 octets
float f ; // taille : 4 octets
double d ; // taille : 8 octets
char c ; // format Unicode sur 2 octets
//-----------------------------------------------------
// D<>clarations de types de base qui n<>existent pas en C
//-----------------------------------------------------
byte by ; // taille : 1 octet
boolean b ;
//-----------------------------------------------------
// Affectation de quelques valeurs
//-----------------------------------------------------
i = 0 ;
b = true ;
c = 'a' ;
//-----------------------------------------------------
// Affichages
//-----------------------------------------------------
System.out.print (i); // AFFICHE 0.
System.out.println (i); // AFFICHE 0 ET VA A LA LIGNE.....
System.out.println ("i vaut " + i); // AFFICHE i vaut 0
System.out.printf ("affichage format<61> : %3.2f", 100.678); // 100,68.
System.out.println (); // ALLER A LA LIGNE
//-----------------------------------------------------
// Lecture au clavier
//-----------------------------------------------------
Scanner sc = new Scanner(System.in);
System.out.println("Veuillez saisir un mot : ");
String str = sc.nextLine();
System.out.println("Vous avez saisi : " + str); // AFFICHE Vous avez saisi : au revoir
System.out.println("Veuillez saisir un entier : ");
int j = sc.nextInt();
System.out.println("Vous avez saisi le nombre : " + j); // Vous avez saisi le nombre : 20
//-----------------------------------------------------
// D<>claration de constantes et initialisations
//-----------------------------------------------------
final int N = 20 ; //.....................
final int M ;
System.out.println("Veuillez saisir un entier : ");
M = sc.nextInt();
// N = 10 ; => erreur de compilation
//-----------------------------------------------------
// Conversions implicites
//-----------------------------------------------------
int k = 1000 ;
long lo ;
lo = k ;
//-----------------------------------------------------
// Conversions explicites (cast)
//-----------------------------------------------------
i = (int) 2.5 ;
System.out.println ("valeur de (int) 2.5 : " + i);
//-----------------------------------------------------
// Gestion des erreurs en Java
//-----------------------------------------------------
// Diviser par z<>ro
i = i / 0 ;
// Saisir un caract<63>re alors qu'on attend un nombre
}
}