Asteroids.java

 

This Applet is provided courtesy of The Java Boutique.

Keyboard Controls
SStart GamePPause Game
Cursor LeftRotate LeftCursor Up Fire Thrusters
Cursor RightRotate RightCursor Down Fire Retro Thrusters
SpacebarFire CannonHHyperspace
MToggle SoundDToggle Graphics Detail

Download this source file

/************************************************************************************************

Asteroids.java

  Usage:

  <applet code="Asteroids.class" width="w" height="h"></applet>

  Keyboard Controls:

  S            - Start Game    P           - Pause Game
  Cursor Left  - Rotate Left   Cursor Up   - Fire Thrusters
  Cursor Right - Rotate Right  Cursor Down - Fire Retro Thrusters
  Spacebar     - Fire Cannon   H           - Hyperspace
  M            - Toggle Sound  D           - Toggle Graphics Detail

************************************************************************************************/

import java.awt.*;
import java.net.*;
import java.util.*;
import java.applet.Applet;
import java.applet.AudioClip;

/************************************************************************************************
  The AsteroidsSprite class defines a game object, including it's shape, position, movement and
  rotation. It also can detemine if two objects collide.
************************************************************************************************/

class AsteroidsSprite {

  // Fields:

  static int width;    // Dimensions of the graphics area.
  static int height;

  Polygon shape;                 // Initial sprite shape, centered at the origin (0,0).
  boolean active;                // Active flag.
  double  angle;                 // Current angle of rotation.
  double  deltaAngle;            // Amount to change the rotation angle.
  double  currentX, currentY;    // Current position on screen.
  double  deltaX, deltaY;        // Amount to change the screen position.
  Polygon sprite;                // Final location and shape of sprite after applying rotation and
                                 // moving to screen position. Used for drawing on the screen and
                                 // in detecting collisions.

  // Constructors:

  public AsteroidsSprite() {

    this.shape = new Polygon();
    this.active = false;
    this.angle = 0.0;
    this.deltaAngle = 0.0;
    this.currentX = 0.0;
    this.currentY = 0.0;
    this.deltaX = 0.0;
    this.deltaY = 0.0;
    this.sprite = new Polygon();
  }

  // Methods:

  public void advance() {

    // Update the rotation and position of the sprite based on the delta values. If the sprite
    // moves off the edge of the screen, it is wrapped around to the other side.

    this.angle += this.deltaAngle;
    if (this.angle < 0)
      this.angle += 2 * Math.PI;
    if (this.angle > 2 * Math.PI)
      this.angle -= 2 * Math.PI;
    this.currentX += this.deltaX;
    if (this.currentX < -width / 2)
      this.currentX += width;
    if (this.currentX > width / 2)
      this.currentX -= width;
    this.currentY -= this.deltaY;
    if (this.currentY < -height / 2)
      this.currentY += height;
    if (this.currentY > height / 2)
      this.currentY -= height;
  }

  public void render() {

    int i;

    // Render the sprite's shape and location by rotating it's base shape and moving it to
    // it's proper screen position.

    this.sprite = new Polygon();
    for (i = 0; i < this.shape.npoints; i++)
      this.sprite.addPoint((int) Math.round(this.shape.xpoints[i] * Math.cos(this.angle)
      + this.shape.ypoints[i] * Math.sin(this.angle)) + (int) Math.round(this.currentX)
      + width / 2,
      (int) Math.round(this.shape.ypoints[i] * Math.cos(this.angle)
      - this.shape.xpoints[i] * Math.sin(this.angle)) + (int) Math.round(this.currentY)
      + height / 2);
  }

  public boolean isColliding(AsteroidsSprite s) {

    int i;

    // Determine if one sprite overlaps with another, i.e., if any vertice
    // of one sprite lands inside the other.

    for (i = 0; i < s.sprite.npoints; i++)
      if (this.sprite.inside(s.sprite.xpoints[i], s.sprite.ypoints[i]))
        return true;
    for (i = 0; i < this.sprite.npoints; i++)
      if (s.sprite.inside(this.sprite.xpoints[i], this.sprite.ypoints[i]))
        return true;
    return false;
  }
}

/************************************************************************************************
  Main applet code.
************************************************************************************************/

public class Asteroids extends Applet implements Runnable {

  // Thread control variables.

  Thread loadThread;
  Thread loopThread;

  // Constants

  static final int DELAY = 50;             // Milliseconds between screen updates.

  static final int MAX_SHIPS = 3;           // Starting number of ships per game.

  static final int MAX_SHOTS =  6;          // Maximum number of sprites for photons,
  static final int MAX_ROCKS =  8;          // asteroids and explosions.
  static final int MAX_SCRAP = 20;

  static final int SCRAP_COUNT = 30;        // Counter starting values.
  static final int HYPER_COUNT = 60;
  static final int STORM_PAUSE = 30;
  static final int UFO_PASSES  =  3;

  static final int MIN_ROCK_SIDES =  8;     // Asteroid shape and size ranges.
  static final int MAX_ROCK_SIDES = 12;
  static final int MIN_ROCK_SIZE  = 20;
  static final int MAX_ROCK_SIZE  = 40;
  static final int MIN_ROCK_SPEED =  2;
  static final int MAX_ROCK_SPEED = 12;

  static final int BIG_POINTS    =  25;     // Points for shooting different objects.
  static final int SMALL_POINTS  =  50;
  static final int UFO_POINTS    = 250;
  static final int MISSLE_POINTS = 500;

  static final int NEW_SHIP_POINTS = 5000;  // Number of points needed to earn a new ship.
  static final int NEW_UFO_POINTS  = 2750;  // Number of points between flying saucers.

  // Background stars.

  int     numStars;
  Point[] stars;

  // Game data.

  int score;
  int highScore;
  int newShipScore;
  int newUfoScore;

  boolean loaded = false;
  boolean paused;
  boolean playing;
  boolean sound;
  boolean detail;

  // Key flags.

  boolean left  = false;
  boolean right = false;
  boolean up    = false;
  boolean down  = false;

  // Sprite objects.

  AsteroidsSprite   ship;
  AsteroidsSprite   ufo;
  AsteroidsSprite   missle;
  AsteroidsSprite[] photons    = new AsteroidsSprite[MAX_SHOTS];
  AsteroidsSprite[] asteroids  = new AsteroidsSprite[MAX_ROCKS];
  AsteroidsSprite[] explosions = new AsteroidsSprite[MAX_SCRAP];

  // Ship data.

  int shipsLeft;       // Number of ships left to play, including current one.
  int shipCounter;     // Time counter for ship explosion.
  int hyperCounter;    // Time counter for hyperspace.

  // Photon data.

  int[] photonCounter = new int[MAX_SHOTS];    // Time counter for life of a photon.
  int   photonIndex;                           // Next available photon sprite.

  // Flying saucer data.

  int ufoPassesLeft;    // Number of flying saucer passes.
  int ufoCounter;       // Time counter for each pass.

  // Missle data.

  int missleCounter;    // Counter for life of missle.

  // Asteroid data.

  boolean[] asteroidIsSmall = new boolean[MAX_ROCKS];    // Asteroid size flag.
  int       asteroidsCounter;                            // Break-time counter.
  int       asteroidsSpeed;                              // Asteroid speed.
  int       asteroidsLeft;                               // Number of active asteroids.

  // Explosion data.

  int[] explosionCounter = new int[MAX_SCRAP];  // Time counters for explosions.
  int   explosionIndex;                         // Next available explosion sprite.

  // Sound clips.

  AudioClip crashSound;
  AudioClip explosionSound;
  AudioClip fireSound;
  AudioClip missleSound;
  AudioClip saucerSound;
  AudioClip thrustersSound;
  AudioClip warpSound;

  // Flags for looping sound clips.

  boolean thrustersPlaying;
  boolean saucerPlaying;
  boolean misslePlaying;

  // Values for the offscreen image.

  Dimension offDimension;
  Image offImage;
  Graphics offGraphics;

  // Font data.

  Font font = new Font("Helvetica", Font.BOLD, 12);
  FontMetrics fm;
  int fontWidth;
  int fontHeight;

  // Applet information.

  public String getAppletInfo() {

    return("Asteroids, Copyright 1998 by Mike Hall.");
  }

  public void init() {

    Graphics g;
    Dimension d;
    int i;

    // Take credit.

    System.out.println("Asteroids, Copyright 1998 by Mike Hall.");

    // Find the size of the screen and set the values for sprites.

    g = getGraphics();
    d = size();
    AsteroidsSprite.width = d.width;
    AsteroidsSprite.height = d.height;

    // Generate starry background.

    numStars = AsteroidsSprite.width * AsteroidsSprite.height / 5000;
    stars = new Point[numStars];
    for (i = 0; i < numStars; i++)
      stars[i] = new Point((int) (Math.random() * AsteroidsSprite.width),
                           (int) (Math.random() * AsteroidsSprite.height));

    // Create shape for the ship sprite.

    ship = new AsteroidsSprite();
    ship.shape.addPoint(0, -10);
    ship.shape.addPoint(7, 10);
    ship.shape.addPoint(-7, 10);

    // Create shape for the photon sprites.

    for (i = 0; i < MAX_SHOTS; i++) {
      photons[i] = new AsteroidsSprite();
      photons[i].shape.addPoint(1, 1);
      photons[i].shape.addPoint(1, -1);
      photons[i].shape.addPoint(-1, 1);
      photons[i].shape.addPoint(-1, -1);
    }

    // Create shape for the flying saucer.

    ufo = new AsteroidsSprite();
    ufo.shape.addPoint(-15, 0);
    ufo.shape.addPoint(-10, -5);
    ufo.shape.addPoint(-5, -5);
    ufo.shape.addPoint(-5, -9);
    ufo.shape.addPoint(5, -9);
    ufo.shape.addPoint(5, -5);
    ufo.shape.addPoint(10, -5);
    ufo.shape.addPoint(15, 0);
    ufo.shape.addPoint(10, 5);
    ufo.shape.addPoint(-10, 5);

    // Create shape for the guided missle.

    missle = new AsteroidsSprite();
    missle.shape.addPoint(0, -4);
    missle.shape.addPoint(1, -3);
    missle.shape.addPoint(1, 3);
    missle.shape.addPoint(2, 4);
    missle.shape.addPoint(-2, 4);
    missle.shape.addPoint(-1, 3);
    missle.shape.addPoint(-1, -3);

    // Create asteroid sprites.

    for (i = 0; i < MAX_ROCKS; i++)
      asteroids[i] = new AsteroidsSprite();

    // Create explosion sprites.

    for (i = 0; i < MAX_SCRAP; i++)
      explosions[i] = new AsteroidsSprite();

    // Set font data.

    g.setFont(font);
    fm = g.getFontMetrics();
    fontWidth = fm.getMaxAdvance();
    fontHeight = fm.getHeight();

    // Initialize game data and put us in 'game over' mode.

    highScore = 0;
    sound = true;
    detail = true;
    initGame();
    endGame();
  }

  public void initGame() {

    // Initialize game data and sprites.

    score = 0;
    shipsLeft = MAX_SHIPS;
    asteroidsSpeed = MIN_ROCK_SPEED;
    newShipScore = NEW_SHIP_POINTS;
    newUfoScore = NEW_UFO_POINTS;
    initShip();
    initPhotons();
    stopUfo();
    stopMissle();
    initAsteroids();
    initExplosions();
    playing = true;
    paused = false;
  }

  public void endGame() {

    // Stop ship, flying saucer, guided missle and associated sounds.

    playing = false;
    stopShip();
    stopUfo();
    stopMissle();
  }

  public void start() {

    if (loopThread == null) {
      loopThread = new Thread(this);
      loopThread.start();
    }
    if (!loaded && loadThread == null) {
      loadThread = new Thread(this);
      loadThread.start();
    }
  }

  public void stop() {

    if (loopThread != null) {
      loopThread.stop();
      loopThread = null;
    }
    if (loadThread != null) {
      loadThread.stop();
      loadThread = null;
    }
  }

  public void run() {

    int i, j;
    long startTime;

    // Lower this thread's priority and get the current time.

    Thread.currentThread().setPriority(Thread.MIN_PRIORITY);
    startTime = System.currentTimeMillis();

    // Run thread for loading sounds.

    if (!loaded && Thread.currentThread() == loadThread) {
      loadSounds();
      loaded = true;
      loadThread.stop();
    }

    // This is the main loop.

    while (Thread.currentThread() == loopThread) {

      if (!paused) {

        // Move and process all sprites.

        updateShip();
        updatePhotons();
        updateUfo();
        updateMissle();
        updateAsteroids();
        updateExplosions();

        // Check the score and advance high score, add a new ship or start the flying
        // saucer as necessary.

        if (score > highScore)
          highScore = score;
        if (score > newShipScore) {
          newShipScore += NEW_SHIP_POINTS;
          shipsLeft++;
        }
        if (playing && score > newUfoScore && !ufo.active) {
          newUfoScore += NEW_UFO_POINTS;
          ufoPassesLeft = UFO_PASSES;
          initUfo();
        }

        // If all asteroids have been destroyed create a new batch.

        if (asteroidsLeft <= 0)
            if (--asteroidsCounter <= 0)
              initAsteroids();
      }

      // Update the screen and set the timer for the next loop.

      repaint();
      try {
        startTime += DELAY;
        Thread.sleep(Math.max(0, startTime - System.currentTimeMillis()));
      }
      catch (InterruptedException e) {
        break;
      }
    }
  }

  public void loadSounds() {

    // Load all sound clips by playing and immediately stopping them.

    try {
      crashSound     = getAudioClip(new URL(getDocumentBase(), "crash.au"));
      explosionSound = getAudioClip(new URL(getDocumentBase(), "explosion.au"));
      fireSound      = getAudioClip(new URL(getDocumentBase(), "fire.au"));
      missleSound    = getAudioClip(new URL(getDocumentBase(), "missle.au"));
      saucerSound    = getAudioClip(new URL(getDocumentBase(), "saucer.au"));
      thrustersSound = getAudioClip(new URL(getDocumentBase(), "thrusters.au"));
      warpSound      = getAudioClip(new URL(getDocumentBase(), "warp.au"));
    }
    catch (MalformedURLException e) {}

    crashSound.play();     crashSound.stop();
    explosionSound.play(); explosionSound.stop();
    fireSound.play();      fireSound.stop();
    missleSound.play();    missleSound.stop();
    saucerSound.play();    saucerSound.stop();
    thrustersSound.play(); thrustersSound.stop();
    warpSound.play();      warpSound.stop();
  }

  public void initShip() {

    ship.active = true;
    ship.angle = 0.0;
    ship.deltaAngle = 0.0;
    ship.currentX = 0.0;
    ship.currentY = 0.0;
    ship.deltaX = 0.0;
    ship.deltaY = 0.0;
    ship.render();
    if (loaded)
      thrustersSound.stop();
    thrustersPlaying = false;

    hyperCounter = 0;
  }

  public void updateShip() {

    double dx, dy, limit;

    if (!playing)
      return;

    // Rotate the ship if left or right cursor key is down.

    if (left) {
      ship.angle += Math.PI / 16.0;
      if (ship.angle > 2 * Math.PI)
        ship.angle -= 2 * Math.PI;
    }
    if (right) {
      ship.angle -= Math.PI / 16.0;
      if (ship.angle < 0)
        ship.angle += 2 * Math.PI;
    }

    // Fire thrusters if up or down cursor key is down. Don't let ship go past
    // the speed limit.

    dx = -Math.sin(ship.angle);
    dy =  Math.cos(ship.angle);
    limit = 0.8 * MIN_ROCK_SIZE;
    if (up) {
      if (ship.deltaX + dx > -limit && ship.deltaX + dx < limit)
        ship.deltaX += dx;
      if (ship.deltaY + dy > -limit && ship.deltaY + dy < limit)
        ship.deltaY += dy;
    }
    if (down) {
      if (ship.deltaX - dx > -limit && ship.deltaX - dx < limit)
        ship.deltaX -= dx;
      if (ship.deltaY - dy > -limit && ship.deltaY - dy < limit)
        ship.deltaY -= dy;
    }

    // Move the ship. If it is currently in hyperspace, advance the countdown.

    if (ship.active) {
      ship.advance();
      ship.render();
      if (hyperCounter > 0)
        hyperCounter--;
    }

    // Ship is exploding, advance the countdown or create a new ship if it is
    // done exploding. The new ship is added as though it were in hyperspace.
    // (This gives the player time to move the ship if it is in imminent danger.)
    // If that was the last ship, end the game.

    else
      if (--shipCounter <= 0)
        if (shipsLeft > 0) {
          initShip();
          hyperCounter = HYPER_COUNT;
        }
        else
          endGame();
  }

  public void stopShip() {

    ship.active = false;
    shipCounter = SCRAP_COUNT;
    if (shipsLeft > 0)
      shipsLeft--;
    if (loaded)
      thrustersSound.stop();
    thrustersPlaying = false;
  }

  public void initPhotons() {

    int i;

    for (i = 0; i < MAX_SHOTS; i++) {
      photons[i].active = false;
      photonCounter[i] = 0;
    }
    photonIndex = 0;
  }

  public void updatePhotons() {

    int i;

    // Move any active photons. Stop it when its counter has expired.

    for (i = 0; i < MAX_SHOTS; i++)
      if (photons[i].active) {
        photons[i].advance();
        photons[i].render();
        if (--photonCounter[i] < 0)
          photons[i].active = false;
      }
  }

  public void initUfo() {

    double temp;

    // Randomly set flying saucer at left or right edge of the screen.

    ufo.active = true;
    ufo.currentX = -AsteroidsSprite.width / 2;
    ufo.currentY = Math.random() * AsteroidsSprite.height;
    ufo.deltaX = MIN_ROCK_SPEED + Math.random() * (MAX_ROCK_SPEED - MIN_ROCK_SPEED);
    if (Math.random() < 0.5) {
      ufo.deltaX = -ufo.deltaX;
      ufo.currentX = AsteroidsSprite.width / 2;
    }
    ufo.deltaY = MIN_ROCK_SPEED + Math.random() * (MAX_ROCK_SPEED - MIN_ROCK_SPEED);
    if (Math.random() < 0.5)
      ufo.deltaY = -ufo.deltaY;
    ufo.render();
    saucerPlaying = true;
    if (sound)
      saucerSound.loop();

    // Set counter for this pass.

    ufoCounter = (int) Math.floor(AsteroidsSprite.width / Math.abs(ufo.deltaX));
  }

  public void updateUfo() {

    int i, d;

    // Move the flying saucer and check for collision with a photon. Stop it when its
    // counter has expired.

    if (ufo.active) {
      ufo.advance();
      ufo.render();
      if (--ufoCounter <= 0)
        if (--ufoPassesLeft > 0)
          initUfo();
        else
          stopUfo();
      else {
        for (i = 0; i < MAX_SHOTS; i++)
          if (photons[i].active && ufo.isColliding(photons[i])) {
            if (sound)
              crashSound.play();
            explode(ufo);
            stopUfo();
            score += UFO_POINTS;
          }

          // On occassion, fire a missle at the ship if the saucer is not
          // too close to it.

          d = (int) Math.max(Math.abs(ufo.currentX - ship.currentX),
                             Math.abs(ufo.currentY - ship.currentY));
          if (ship.active && hyperCounter <= 0 && ufo.active
               && !missle.active &&
              d > 4 * MAX_ROCK_SIZE && Math.random() < .03)
            initMissle();
       }
    }
  }

  public void stopUfo() {

    ufo.active = false;
    ufoCounter = 0;
    ufoPassesLeft = 0;
    if (loaded)
      saucerSound.stop();
    saucerPlaying = false;
  }

  public void initMissle() {

    missle.active = true;
    missle.angle = 0.0;
    missle.deltaAngle = 0.0;
    missle.currentX = ufo.currentX;
    missle.currentY = ufo.currentY;
    missle.deltaX = 0.0;
    missle.deltaY = 0.0;
    missle.render();
    missleCounter = 3 * Math.max(AsteroidsSprite.width, AsteroidsSprite.height) / MIN_ROCK_SIZE;
    if (sound)
      missleSound.loop();
    misslePlaying = true;
  }

  public void updateMissle() {

    int i;

    // Move the guided missle and check for collision with ship or photon. Stop it when its
    // counter has expired.

    if (missle.active) {
      if (--missleCounter <= 0)
        stopMissle();
      else {
        guideMissle();
        missle.advance();
        missle.render();
        for (i = 0; i < MAX_SHOTS; i++)
          if (photons[i].active && missle.isColliding(photons[i])) {
            if (sound)
              crashSound.play();
            explode(missle);
            stopMissle();
            score += MISSLE_POINTS;
          }
        if (missle.active && ship.active && hyperCounter <= 0
            && ship.isColliding(missle)) {
          if (sound)
            crashSound.play();
          explode(ship);
          stopShip();
          stopUfo();
          stopMissle();
        }
      }
    }
  }

  public void guideMissle() {

    double dx, dy, angle;

    if (!ship.active || hyperCounter > 0)
      return;

    // Find the angle needed to hit the ship.

    dx = ship.currentX - missle.currentX;
    dy = ship.currentY - missle.currentY;
    if (dx == 0 && dy == 0)
      angle = 0;
    if (dx == 0) {
      if (dy < 0)
        angle = -Math.PI / 2;
      else
        angle = Math.PI / 2;
    }
    else {
      angle = Math.atan(Math.abs(dy / dx));
      if (dy > 0)
        angle = -angle;
      if (dx < 0)
        angle = Math.PI - angle;
    }

    // Adjust angle for screen coordinates.

    missle.angle = angle - Math.PI / 2;

    // Change the missle's angle so that it points toward the ship.

    missle.deltaX = MIN_ROCK_SIZE / 3 * -Math.sin(missle.angle);
    missle.deltaY = MIN_ROCK_SIZE / 3 *  Math.cos(missle.angle);
  }

  public void stopMissle() {

    missle.active = false;
    missleCounter = 0;
    if (loaded)
      missleSound.stop();
    misslePlaying = false;
  }

  public void initAsteroids() {

    int i, j;
    int s;
    double theta, r;
    int x, y;

    // Create random shapes, positions and movements for each asteroid.

    for (i = 0; i < MAX_ROCKS; i++) {

      // Create a jagged shape for the asteroid and give it a random rotation.

      asteroids[i].shape = new Polygon();
      s = MIN_ROCK_SIDES + (int) (Math.random() * (MAX_ROCK_SIDES - MIN_ROCK_SIDES));
      for (j = 0; j < s; j ++) {
        theta = 2 * Math.PI / s * j;
        r = MIN_ROCK_SIZE + (int) (Math.random() * (MAX_ROCK_SIZE - MIN_ROCK_SIZE));
        x = (int) -Math.round(r * Math.sin(theta));
        y = (int)  Math.round(r * Math.cos(theta));
        asteroids[i].shape.addPoint(x, y);
      }
      asteroids[i].active = true;
      asteroids[i].angle = 0.0;
      asteroids[i].deltaAngle = (Math.random() - 0.5) / 10;

      // Place the asteroid at one edge of the screen.

      if (Math.random() < 0.5) {
        asteroids[i].currentX = -AsteroidsSprite.width / 2;
        if (Math.random() < 0.5)
          asteroids[i].currentX = AsteroidsSprite.width / 2;
        asteroids[i].currentY = Math.random() * AsteroidsSprite.height;
      }
      else {
        asteroids[i].currentX = Math.random() * AsteroidsSprite.width;
        asteroids[i].currentY = -AsteroidsSprite.height / 2;
        if (Math.random() < 0.5)
          asteroids[i].currentY = AsteroidsSprite.height / 2;
      }

      // Set a random motion for the asteroid.

      asteroids[i].deltaX = Math.random() * asteroidsSpeed;
      if (Math.random() < 0.5)
        asteroids[i].deltaX = -asteroids[i].deltaX;
      asteroids[i].deltaY = Math.random() * asteroidsSpeed;
      if (Math.random() < 0.5)
        asteroids[i].deltaY = -asteroids[i].deltaY;

      asteroids[i].render();
      asteroidIsSmall[i] = false;
    }

    asteroidsCounter = STORM_PAUSE;
    asteroidsLeft = MAX_ROCKS;
    if (asteroidsSpeed < MAX_ROCK_SPEED)
      asteroidsSpeed++;
  }

  public void initSmallAsteroids(int n) {

    int count;
    int i, j;
    int s;
    double tempX, tempY;
    double theta, r;
    int x, y;

    // Create one or two smaller asteroids from a larger one using inactive asteroids. The new
    // asteroids will be placed in the same position as the old one but will have a new, smaller
    // shape and new, randomly generated movements.

    count = 0;
    i = 0;
    tempX = asteroids[n].currentX;
    tempY = asteroids[n].currentY;
    do {
      if (!asteroids[i].active) {
        asteroids[i].shape = new Polygon();
        s = MIN_ROCK_SIDES + (int) (Math.random() * (MAX_ROCK_SIDES - MIN_ROCK_SIDES));
        for (j = 0; j < s; j ++) {
          theta = 2 * Math.PI / s * j;
          r = (MIN_ROCK_SIZE + (int) (Math.random() * (MAX_ROCK_SIZE - MIN_ROCK_SIZE))) / 2;
          x = (int) -Math.round(r * Math.sin(theta));
          y = (int)  Math.round(r * Math.cos(theta));
          asteroids[i].shape.addPoint(x, y);
        }
        asteroids[i].active = true;
        asteroids[i].angle = 0.0;
        asteroids[i].deltaAngle = (Math.random() - 0.5) / 10;
        asteroids[i].currentX = tempX;
        asteroids[i].currentY = tempY;
        asteroids[i].deltaX = Math.random() * 2 * asteroidsSpeed - asteroidsSpeed;
        asteroids[i].deltaY = Math.random() * 2 * asteroidsSpeed - asteroidsSpeed;
        asteroids[i].render();
        asteroidIsSmall[i] = true;
        count++;
        asteroidsLeft++;
      }
      i++;
    } while (i < MAX_ROCKS && count < 2);
  }

  public void updateAsteroids() {

    int i, j;

    // Move any active asteroids and check for collisions.

    for (i = 0; i < MAX_ROCKS; i++)
      if (asteroids[i].active) {
        asteroids[i].advance();
        asteroids[i].render();

        // If hit by photon, kill asteroid and advance score. If asteroid is large,
        // make some smaller ones to replace it.

        for (j = 0; j < MAX_SHOTS; j++)
          if (photons[j].active && asteroids[i].active
              && asteroids[i].isColliding(photons[j])) {
            asteroidsLeft--;
            asteroids[i].active = false;
            photons[j].active = false;
            if (sound)
              explosionSound.play();
            explode(asteroids[i]);
            if (!asteroidIsSmall[i]) {
              score += BIG_POINTS;
              initSmallAsteroids(i);
            }
            else
              score += SMALL_POINTS;
          }

        // If the ship is not in hyperspace, see if it is hit.

        if (ship.active && hyperCounter <= 0 && asteroids[i].active
            && asteroids[i].isColliding(ship)) {
          if (sound)
            crashSound.play();
          explode(ship);
          stopShip();
          stopUfo();
          stopMissle();
        }
    }
  }

  public void initExplosions() {

    int i;

    for (i = 0; i < MAX_SCRAP; i++) {
      explosions[i].shape = new Polygon();
      explosions[i].active = false;
      explosionCounter[i] = 0;
    }
    explosionIndex = 0;
  }

  public void explode(AsteroidsSprite s) {

    int c, i, j;

    // Create sprites for explosion animation. The each individual line segment of the given sprite
    // is used to create a new sprite that will move outward  from the sprite's original position
    // with a random rotation.

    s.render();
    c = 2;
    if (detail || s.sprite.npoints < 6)
      c = 1;
    for (i = 0; i < s.sprite.npoints; i += c) {
      explosionIndex++;
      if (explosionIndex >= MAX_SCRAP)
        explosionIndex = 0;
      explosions[explosionIndex].active = true;
      explosions[explosionIndex].shape = new Polygon();
      explosions[explosionIndex].shape.addPoint(s.shape.xpoints[i], s.shape.ypoints[i]);
      j = i + 1;
      if (j >= s.sprite.npoints)
        j -= s.sprite.npoints;
      explosions[explosionIndex].shape.addPoint(s.shape.xpoints[j], s.shape.ypoints[j]);
      explosions[explosionIndex].angle = s.angle;
      explosions[explosionIndex].deltaAngle = (Math.random() * 2 * Math.PI - Math.PI) / 15;
      explosions[explosionIndex].currentX = s.currentX;
      explosions[explosionIndex].currentY = s.currentY;
      explosions[explosionIndex].deltaX = -s.shape.xpoints[i] / 5;
      explosions[explosionIndex].deltaY = -s.shape.ypoints[i] / 5;
      explosionCounter[explosionIndex] = SCRAP_COUNT;
    }
  }

  public void updateExplosions() {

    int i;

    // Move any active explosion debris. Stop explosion when its counter has expired.

    for (i = 0; i < MAX_SCRAP; i++)
      if (explosions[i].active) {
        explosions[i].advance();
        explosions[i].render();
        if (--explosionCounter[i] < 0)
          explosions[i].active = false;
      }
  }

  public boolean keyDown(Event e, int key) {

    // Check if any cursor keys have been pressed and set flags.

    if (key == Event.LEFT)
      left = true;
    if (key == Event.RIGHT)
      right = true;
    if (key == Event.UP)
      up = true;
    if (key == Event.DOWN)
      down = true;

    if ((up || down) && ship.active && !thrustersPlaying) {
      if (sound && !paused)
        thrustersSound.loop();
      thrustersPlaying = true;
    }

    // Spacebar: fire a photon and start its counter.

    if (key == 32 && ship.active) {
      if (sound & !paused)
        fireSound.play();
      photonIndex++;
      if (photonIndex >= MAX_SHOTS)
        photonIndex = 0;
      photons[photonIndex].active = true;
      photons[photonIndex].currentX = ship.currentX;
      photons[photonIndex].currentY = ship.currentY;
      photons[photonIndex].deltaX = MIN_ROCK_SIZE * -Math.sin(ship.angle);
      photons[photonIndex].deltaY = MIN_ROCK_SIZE *  Math.cos(ship.angle);
      photonCounter[photonIndex] = Math.min(AsteroidsSprite.width,
                                            AsteroidsSprite.height) / MIN_ROCK_SIZE;
    }

    // 'H' key: warp ship into hyperspace by moving to a random location and starting counter.

    if (key == 104 && ship.active && hyperCounter <= 0) {
      ship.currentX = Math.random() * AsteroidsSprite.width;
      ship.currentX = Math.random() * AsteroidsSprite.height;
      hyperCounter = HYPER_COUNT;
      if (sound & !paused)
        warpSound.play();
    }

    // 'P' key: toggle pause mode and start or stop any active looping sound clips.

    if (key == 112) {
      if (paused) {
        if (sound && misslePlaying)
          missleSound.loop();
        if (sound && saucerPlaying)
          saucerSound.loop();
        if (sound && thrustersPlaying)
          thrustersSound.loop();
      }
      else {
        if (misslePlaying)
          missleSound.stop();
        if (saucerPlaying)
          saucerSound.stop();
        if (thrustersPlaying)
          thrustersSound.stop();
      }
      paused = !paused;
    }

    // 'M' key: toggle sound on or off and stop any looping sound clips.

    if (key == 109 && loaded) {
      if (sound) {
        crashSound.stop();
        explosionSound.stop();
        fireSound.stop();
        missleSound.stop();
        saucerSound.stop();
        thrustersSound.stop();
        warpSound.stop();
      }
      else {
        if (misslePlaying && !paused)
          missleSound.loop();
        if (saucerPlaying && !paused)
          saucerSound.loop();
        if (thrustersPlaying && !paused)
          thrustersSound.loop();
      }
      sound = !sound;
    }

    // 'D' key: toggle graphics detail on or off.

    if (key == 100)
      detail = !detail;

    // 'S' key: start the game, if not already in progress.

    if (key == 115 && loaded && !playing)
      initGame();

    return true;
  }

  public boolean keyUp(Event e, int key) {

    // Check if any cursor keys where released and set flags.

    if (key == Event.LEFT)
      left = false;
    if (key == Event.RIGHT)
      right = false;
    if (key == Event.UP)
      up = false;
    if (key == Event.DOWN)
      down = false;

    if (!up && !down && thrustersPlaying) {
      thrustersSound.stop();
      thrustersPlaying = false;
    }


    return true;
  }

  public void paint(Graphics g) {

    update(g);
  }

  public void update(Graphics g) {

    Dimension d = size();
    int i;
    int c;
    String s;

    // Create the offscreen graphics context, if no good one exists.

    if (offGraphics == null || d.width != offDimension.width || d.height != offDimension.height) {
      offDimension = d;
      offImage = createImage(d.width, d.height);
      offGraphics = offImage.getGraphics();
    }

    // Fill in background and stars.

    offGraphics.setColor(Color.black);
    offGraphics.fillRect(0, 0, d.width, d.height);
    if (detail) {
      offGraphics.setColor(Color.white);
      for (i = 0; i < numStars; i++)
        offGraphics.drawLine(stars[i].x, stars[i].y, stars[i].x, stars[i].y);
    }

    // Draw photon bullets.

    offGraphics.setColor(Color.white);
    for (i = 0; i < MAX_SHOTS; i++)
      if (photons[i].active)
        offGraphics.drawPolygon(photons[i].sprite);

    // Draw the guided missle, counter is used to quickly fade color to black when near expiration.

    c = Math.min(missleCounter * 24, 255);
    offGraphics.setColor(new Color(c, c, c));
    if (missle.active) {
      offGraphics.drawPolygon(missle.sprite);
      offGraphics.drawLine(missle.sprite.xpoints[missle.sprite.npoints - 1],
                           missle.sprite.ypoints[missle.sprite.npoints - 1],
                           missle.sprite.xpoints[0], missle.sprite.ypoints[0]);
    }

    // Draw the asteroids.

    for (i = 0; i < MAX_ROCKS; i++)
      if (asteroids[i].active) {
        if (detail) {
          offGraphics.setColor(Color.black);
          offGraphics.fillPolygon(asteroids[i].sprite);
        }
        offGraphics.setColor(Color.white);
        offGraphics.drawPolygon(asteroids[i].sprite);
        offGraphics.drawLine(asteroids[i].sprite.xpoints[asteroids[i].sprite.npoints - 1],
                             asteroids[i].sprite.ypoints[asteroids[i].sprite.npoints - 1],
                             asteroids[i].sprite.xpoints[0], asteroids[i].sprite.ypoints[0]);
      }

    // Draw the flying saucer.

    if (ufo.active) {
      if (detail) {
        offGraphics.setColor(Color.black);
        offGraphics.fillPolygon(ufo.sprite);
      }
      offGraphics.setColor(Color.white);
      offGraphics.drawPolygon(ufo.sprite);
      offGraphics.drawLine(ufo.sprite.xpoints[ufo.sprite.npoints - 1],
                           ufo.sprite.ypoints[ufo.sprite.npoints - 1],
                           ufo.sprite.xpoints[0], ufo.sprite.ypoints[0]);
    }

    // Draw the ship, counter is used to fade color to white on hyperspace.

    c = 255 - (255 / HYPER_COUNT) * hyperCounter;
    if (ship.active) {
      if (detail && hyperCounter == 0) {
        offGraphics.setColor(Color.black);
        offGraphics.fillPolygon(ship.sprite);
      }
      offGraphics.setColor(new Color(c, c, c));
      offGraphics.drawPolygon(ship.sprite);
      offGraphics.drawLine(ship.sprite.xpoints[ship.sprite.npoints - 1],
                           ship.sprite.ypoints[ship.sprite.npoints - 1],
                           ship.sprite.xpoints[0], ship.sprite.ypoints[0]);
    }

    // Draw any explosion debris, counters are used to fade color to black.

    for (i = 0; i < MAX_SCRAP; i++)
      if (explosions[i].active) {
        c = (255 / SCRAP_COUNT) * explosionCounter [i];
        offGraphics.setColor(new Color(c, c, c));
        offGraphics.drawPolygon(explosions[i].sprite);
      }

    // Display status and messages.

    offGraphics.setFont(font);
    offGraphics.setColor(Color.white);

    offGraphics.drawString("Score: " + score, fontWidth, fontHeight);
    offGraphics.drawString("Ships: " + shipsLeft, fontWidth, d.height - fontHeight);
    s = "High: " + highScore;
    offGraphics.drawString(s, d.width - (fontWidth + fm.stringWidth(s)), fontHeight);
    if (!sound) {
      s = "Mute";
      offGraphics.drawString(s, d.width - (fontWidth + fm.stringWidth(s)), d.height - fontHeight);
    }
    
    if (!playing) {
      s = "A S T E R O I D S";
      offGraphics.drawString(s, (d.width - fm.stringWidth(s)) / 2, d.height / 2);
      s = "Copyright 1998 by Mike Hall";
      offGraphics.drawString(s, (d.width - fm.stringWidth(s)) / 2, d.height / 2 + fontHeight);
      if (!loaded) {
        s = "Loading sounds...";
        offGraphics.drawString(s, (d.width - fm.stringWidth(s)) / 2, d.height / 4);
      }
      else {
        s = "Game Over";
        offGraphics.drawString(s, (d.width - fm.stringWidth(s)) / 2, d.height / 4);
        s = "'S' to Start";
        offGraphics.drawString(s, (d.width - fm.stringWidth(s)) / 2, d.height / 4 + fontHeight);
      }
    }
    else if (paused) {
      s = "Game Paused";
      offGraphics.drawString(s, (d.width - fm.stringWidth(s)) / 2, d.height / 4);
    }

    // Copy the off screen buffer to the screen.

    g.drawImage(offImage, 0, 0, this);
  }
}

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