# Assignment: Object-Oriented Programming

For this week’s assignment I decided to create a simple game using OOP, creating a game with a player-controlled rectangle that stays at the bottom of the screen. The player is able to control the rectangle across the x-axis as well as having it jump. The goal of the game is to avoid the falling ellipses, and the player’s score increases the longer they remain in the game. The number of ellipses increases as the duration of the game increases.

I created two classes for this game, the one for the ellipses and one for the player.

There were a few problems I encountered while making the game, and I had trouble detecting collisions between the rectangle and the falling ellipses. I was not sure how to loop through the array of ellipses created and detecting their contact with the player’s rectangle.  But thanks to Dan Shiffman’s helpful tutorials I was able to piece together how to detect this.

Below is a video showing the game in action:

Below is the code for the game:

```float monsterSpotY = random(300, 560);
float monsterSpotX = random(200, 560);
int gravity = 1;

int counter = 0;
// gamestate to detect if player is dead and in play again menu or not
int gameState = 1;
Player myPlayer;
Monster myMonsters[];
void setup() {
size(600, 600);
myPlayer = new Player();
int monsterCount = 500;
myMonsters = new Monster[monsterCount];
for (int i = 0; i < monsterCount; i++) {
myMonsters[i] = new Monster();
}
}

void draw() {
background(100);
if (gameState == 1) {
myPlayer.display();
myPlayer.update();
myPlayer.stayDown();
gameOver();
text(counter, width - 40, 30);

int counterIncrement = counter /7;
for (int i = 0; i < counterIncrement / 20; i+= 1) {
myMonsters[i].run();
//println("i is equal to " + i);
if (i == counterIncrement / 20) {
i = 0;
println(i);
}
}
counter++;
//increment counter to add elliipses falling
} else {
textAlign(CENTER);
text("You Died! Your score is: " + counter, width/2, height / 2);
text("Click here to play again", width / 2, height / 2 + 30);
if (mousePressed == true && mouseX > 230 && mouseX < 360 && mouseY > 320 && mouseY < 340)  {
setup();
gameState = 1;
counter = 0;
}
}
}

void keyPressed() {
if (keyCode == UP && myPlayer.y == 580) {
myPlayer.up = 2;
}
if (keyCode == DOWN) {
myPlayer.down = 2;
}
if (keyCode == LEFT) {
myPlayer.left = 2;
}
if (keyCode == RIGHT) {
myPlayer.right = 2;
}
}
void keyReleased() {
if (keyCode == UP) {
myPlayer.up = 0;
myPlayer.down = gravity;
} else if (keyCode == DOWN) {
myPlayer.down=0;
} else if (keyCode == LEFT) {
myPlayer.left=0;
} else if (keyCode == RIGHT) {
myPlayer.right=0;
}
}
void gameOver() {
for (int i = 0; i < 30; i++) {
//detect if rect is hittiing any ellipse
if (myPlayer.x + 20  > myMonsters[i].monsterSpotX - 20 && myPlayer.x - 20 < myMonsters[i].monsterSpotX && myPlayer.y - 20 < myMonsters[i].monsterSpotY && myPlayer.y + 20 > myMonsters[i].monsterSpotY - 10) {
gameState = 0;
} else {
}
}
}```

The code for the ellipses and rectangle classes:

```class Player {
float x;
float y;
float up;
float down;
float left;
float right;
float speed;
float maxJump;
float side;
Player() {
x = 0;
y = 580;
up = 0;
down = 0;
left = 0;
right = 0;
speed = 4;
maxJump = 200;
side = 20;
}
void display() {
fill(0);
rect(x, y, side, side);
}
void update() {
x = x + (right - left) * speed;
y = y + (down - up) * speed;
if (x <= 1) {
x = 0;
y = 580;
} else if (x >= 580) {
x = 580;
y = 580;
} else if  (y <= 0) {
y = 0;
} else if (y >= 580) {
y = 580;
}
}
void stayDown() {
if (y < maxJump) {
up=0;
down = gravity;
}
}
}```
```class Monster {
float x;
float y;
float ySpeed;
float monsterSpotY;
float monsterSpotX;
color monsterColor;
Monster() {

ySpeed = random(2, 6);
monsterSpotX = random(0, width);
monsterSpotY = random(0,100);
}
void show() {
monsterColor = color(map(monsterSpotY, 0, height, 0, 255), map(monsterSpotY, 0, height, 100, 150), map(monsterSpotY, 0, height, 150, 255));

fill(monsterColor);
noStroke();
}
void fall() {
monsterSpotY = monsterSpotY + ySpeed;
if (monsterSpotY > height) {
monsterSpotY = random(-200, 300);
}
}
void run() {
fall();
show();
}
}```