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ArrayList<Car> carList = new ArrayList<Car>();
ArrayList<Bullet> bulletList = new ArrayList<Bullet>();
boolean left, right, up, down, shoot;
Player player;
void setup(){
size(550, 300);
left=right=up=down=shoot=false;
player=new Player();
for (int i=0; i<7; i++){
carList.add(new Car((float)random(width, 950), i*51 ));
}
}
void draw() {
background(#A0A1FE);
// PLAYER
if (left==true) {
player.moveLeft();
}
if (right==true) {
player.moveRight();
}
if (up==true) {
player.moveUp();
}
if (down==true) {
player.moveDown();
}
if (shoot) {
Bullet bulletTemp= new Bullet(player.posX, player.posY);
bulletList.add(bulletTemp);
}
for (int i=0; i<carList.size(); i++) {
player.collisionPlayerCar(carList.get(i).xpos, carList.get(i).ypos,
carList.get(i).ancho, carList.get(i).alto);
player.display();
carList.get(i).moveLeft();
if(carList.get(i).estado==true){
carList.get(i).display();
}
}
for (int i=0; i<bulletList.size(); i++) {
bulletList.get(i).display();
bulletList.get(i).move();
}
for (int i=0; i<bulletList.size(); i++) {
for (int j=0; j<carList.size(); j++) {
if(carList.get(j).estado==true) {
boolean impacto=bulletList.get(i).collisionBulletCar(carList.get(j).xpos, carList.get(j).ypos,
carList.get(j).ancho, carList.get(j).alto);
if(impacto==true) {
carList.get(j).estado=false;
}
}
}
}
noFill();
stroke(0);
strokeWeight(2);
rect(0, 0, width, height);
}
void keyPressed(){
//if (keyPressed) {
if (key == CODED) {
if (keyCode == LEFT) {
left=true;
}
if (keyCode == RIGHT) {
right=true;
}
if (keyCode == UP) {
up=true;
}
if (keyCode == DOWN) {
down=true;
}
}
//}
if (key == 32){
shoot= true;
}
}
void keyReleased() {
if (key == CODED) {
if (keyCode == LEFT) {
left=false;
}
if (keyCode == RIGHT) {
right=false;
}
if (keyCode == UP) {
up=false;
}
if (keyCode == DOWN) {
down=false;
}
}
if (key == 32) {
shoot=false;
}
}