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- // if no collision happened, move the blockers each in turn,
- // checking if they leave the window and, if so, bouncing them back
- if (proceed) {
- blocker1.move();
- if (blocker1.getX()<0) {
- blocker1.rebound(0);
- }
- if (blocker1.getX()>WIN_SIZE-blocker1.getW()) {
- blocker1.rebound(WIN_SIZE-blocker1.getW());
- }
- blocker2.move();
- if (blocker2.getX()<0) {
- blocker2.rebound(0);
- }
- if (blocker2.getX()>WIN_SIZE-blocker2.getW()) {
- blocker2.rebound(WIN_SIZE-blocker2.getW());
- }
- blocker3.move();
- if (blocker3.getX()<0) {
- blocker3.rebound(0);
- }
- if (blocker3.getX()>WIN_SIZE-blocker3.getW()) {
- blocker3.rebound(WIN_SIZE-blocker3.getW());
- }
- // after the blockers move, check again to see if the player
- // has been hit
- if (marker.collides(blocker1.getX(), blocker1.getY(), blocker1.getW(),
- blocker1.getH()) ||
- marker.collides(blocker2.getX(), blocker2.getY(), blocker2.getW(),
- blocker2.getH()) ||
- marker.collides(blocker3.getX(), blocker3.getY(), blocker3.getW(),
- blocker3.getH())) {
- Random gen = new Random();
- marker.setX(gen.nextInt(WIN_SIZE-marker.getD()));
- marker.setY(WIN_SIZE+BUFFER_SIZE-marker.getD()-10);
- }
- }
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