Making scenes in a game without javafx - java

I am currently trying to make something that when the first scene is done, it moves onto the next scene. I don't use javafx, and I do not plan to use it because I am too lazy to try and download anything else or learn a completely new programming language. I want to know a way to make my character go onto the next scene without using javafx, simply because I am lazy. I may learn it another time but for now I am trying to learn the basics of coding in java, especially when it comes to video games, as I do plan on making games as I become more experienced. I am also too lazy to modify my code unless if it is something minor or something that will actually make things work.
My Code:
Player player;
public ArrayList<Wall> walls = new ArrayList<>();
public ArrayList<Spike> spikes = new ArrayList<>();
public ArrayList<SpawnPoint> spawnpoints = new ArrayList<>();
public ArrayList<BackgroundWall> backgroundwalls = new ArrayList<>();
public ArrayList<TextThing> textthings = new ArrayList<>();
Timer gameTimer;
public int x = 600;
public int y = 500;
public int textx = 200;
public int texty = 300;
public boolean Stage1 = true;
public boolean Stage2 = false;
public GamePanel() {
player = new Player(x, y, this);
makeObjects1();
gameTimer = new Timer();
gameTimer.schedule(new TimerTask() {
public void run() {
player.set();
repaint();
}
}, 0, 17);
}
public void makeObjects1() {
for(int i = 100; i < 1900; i += 100) {
walls.add(new Wall(i, 700));
}
for(int i = 200; i < 700 ; i += 100) {
walls.add(new Wall(100, i));
}
for(int i = 200; i < 500 ; i += 100) {
walls.add(new Wall(1100, i));
}
for(int i = 100; i < 1200; i += 100) {
walls.add(new Wall(i, 100));
}
for(int i = 100; i < 1200; i += 100) {
backgroundwalls.add(new BackgroundWall(i, 700));
}
for(int i = 100; i < 1200; i += 100) {
backgroundwalls.add(new BackgroundWall(i, 600));
}
for(int i = 100; i < 1200; i += 100) {
backgroundwalls.add(new BackgroundWall(i, 500));
}
for(int i = 100; i < 1200; i += 100) {
backgroundwalls.add(new BackgroundWall(i, 400));
}
for(int i = 100; i < 1200; i += 100) {
backgroundwalls.add(new BackgroundWall(i, 300));
}
for(int i = 100; i < 1200; i += 100) {
backgroundwalls.add(new BackgroundWall(i, 200));
}
spikes.add(new Spike(1100, 500));
spawnpoints.add(new SpawnPoint(x, y));
textthings.add(new TextThing(textx, texty));
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D gtd = (Graphics2D) g;
if(player.keyDown) {
player.height = 100;
}
if(player.keyReleasedDown) {
player.height = 200;
}
}
My coding works btw, it's just that all my attempts in trying to code scenes without javafx failed miserably. Thank you!

Related

Creating new levels

As a beginner in Java, I'm working on a project of Space Invaders. Looking to add more levels.
private void LevelInit() {
aliens = new ArrayList<>();
int currentLevel = 1;
if (currentLevel == 1) {
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 4; j++) {
var alien = new Alien(Constants.ALIEN_INIT_X + 18 * j, Constants.ALIEN_INIT_Y + 18 * i);
aliens.add(alien);
//System.out.println(currentLevel);
}
}
}
else if (currentLevel == 2) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
var alien = new Alien(Constants.ALIEN_INIT_X + 18 * j, Constants.ALIEN_INIT_Y + 18 * i);
aliens.add(alien);
// System.out.println(currentLevel);
}
}
}
else if (currentLevel == 3) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 6; j++) {
var alien = new Alien(Constants.ALIEN_INIT_X + 18 * j, Constants.ALIEN_INIT_Y + 18 * i);
aliens.add(alien);
//System.out.println(currentLevel);
}
}
}
player = new Player();
bullet = new Bullet();
}
This function is the logic behind the code that initializes the game and gets called by the constructor. The simple way of adding levels is adding more Aliens.
This is how it looks after being updated from yesterday, levels are being added but the arraylists are being stuck together. Like the 12 - 16 - 24 aliens are together printed, some spaceships take 1 hit some 2 and some 3 and when they are all destroyed system give message of You passed level 1 and 2 and 3 together which is confusing me why are they bound together like that and not being passed.
And I can't figure it out. Also,
private void update() {
if (deaths == 12) {
inGame = false;
timer.stop();
message = "Next Level!";
}
// player
player.act();
// shot
if (bullet.isVisible()) {
int shotX = bullet.getX();
int shotY = bullet.getY();
for (Alien alien : aliens) {
int alienX = alien.getX();
int alienY = alien.getY();
if (alien.isVisible() && bullet.isVisible()) {
if (shotX >= (alienX)
&& shotX <= (alienX + Constants.ALIEN_WIDTH)
&& shotY >= (alienY)
&& shotY <= (alienY + Constants.ALIEN_HEIGHT)) {
var ii = new ImageIcon(explImg);
alien.setImage(ii.getImage());
alien.setDying(true);
deaths++;
bullet.die();
}
}
}
int y = bullet.getY();
y -= 4;
if (y < 0) {
bullet.die();
} else {
bullet.setY(y);
}
}
// aliens
for (Alien alien : aliens) {
int x = alien.getX();
if (x >= Constants.BOARD_WIDTH - Constants.BORDER_RIGHT && direction != -1) {
direction = -1;
for(Alien a2 : aliens) {
a2.setY(a2.getY() + Constants.GO_DOWN);
}
}
if (x <= Constants.BORDER_LEFT && direction != 1) {
direction = 1;
for(Alien a : aliens) {
a.setY(a.getY() + Constants.GO_DOWN);
}
}
}
for(Alien alien : aliens) {
if (alien.isVisible()) {
int y = alien.getY();
if (y > Constants.GROUND - Constants.ALIEN_HEIGHT) {
inGame = false;
message = "Invasion!";
}
alien.act(direction);
}
}
// bombs
var generator = new Random();
for (Alien alien : aliens) {
int shot = generator.nextInt(15);
Alien.Bomb bomb = alien.getBomb();
if (shot == Constants.CHANCE && alien.isVisible() && bomb.isDestroyed()) {
bomb.setDestroyed(false);
bomb.setX(alien.getX());
bomb.setY(alien.getY());
}
int bombX = bomb.getX();
int bombY = bomb.getY();
int playerX = player.getX();
int playerY = player.getY();
if (player.isVisible() && !bomb.isDestroyed()) {
if (bombX >= (playerX)
&& bombX <= (playerX + Constants.PLAYER_WIDTH)
&& bombY >= (playerY)
&& bombY <= (playerY + Constants.PLAYER_HEIGHT)) {
var ii = new ImageIcon(explImg);
player.setImage(ii.getImage());
player.setDying(true);
bomb.setDestroyed(true);
}
}
if (!bomb.isDestroyed()) {
bomb.setY(bomb.getY() + 1);
if (bomb.getY() >= Constants.GROUND - Constants.BOMB_HEIGHT) {
bomb.setDestroyed(true);
}
}
}
}
This function is to update the game whenever anything happens. The code is made from a bunch of YouTube videos and GitHubs, so excuse the copying if you see any.
I need to create new levels by simply adding more aliens, tried using a for loop but that resulted in either the aliens move faster or the bullet doesn't destroy an alien, it just hits.
Board class:
public class Board extends JPanel {
private Dimension d;
private List<Alien> aliens;
private Player player;
private Bullet bullet;
private int level;
private int direction = -1;
private int deaths = 0;
private boolean inGame = true;
private String explImg = "src/images/explosion.png";
private String message = "Game Over";
private Timer timer;
public Board() {
initBoard();
gameInit();
LevelInit();
}
private void initBoard() {
addKeyListener(new TAdapter());
setFocusable(true);
d = new Dimension(Constants.BOARD_WIDTH, Constants.BOARD_HEIGHT);
setBackground(Color.black);
timer = new Timer(Constants.DELAY, new GameCycle());
timer.start();
gameInit();
}
private void gameInit() {
aliens = new ArrayList<>();
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 4; j++) {
var alien = new Alien(Constants.ALIEN_INIT_X + 18 * j,
Constants.ALIEN_INIT_Y + 18 * i);
aliens.add(alien);
}
}
player = new Player();
bullet = new Bullet();
}
private void LevelInit() {
inGame = true;
timer.start();
int level = 1;
if (aliens.isEmpty()) {
level++;
int AlienCount;if(level == 2) {
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 6; j++) {
var alien = new Alien(Constants.ALIEN_INIT_X + 18 * j, Constants.ALIEN_INIT_Y + 18 * i);
aliens.add(alien);
}
}
} else if (level == 3) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 6; j++) {
var alien = new Alien(Constants.ALIEN_INIT_X + 18 * j, Constants.ALIEN_INIT_Y + 18 * i);
aliens.add(alien);
}
}
}
}
player = new Player();
bullet = new Bullet();
}
private void drawAliens(Graphics g) {
for (Alien alien : aliens) {
if (alien.isVisible()) {
g.drawImage(alien.getImage(), alien.getX(), alien.getY(), this);
}
if (alien.isDying()) {
alien.die();
}
}
}
private void drawPlayer(Graphics g) {
if (player.isVisible()) {
g.drawImage(player.getImage(), player.getX(), player.getY(), this);
}
if (player.isDying()) {
player.die();
inGame = false;
}
}
private void drawShot(Graphics g) {
if (bullet.isVisible()) {
g.drawImage(bullet.getImage(), bullet.getX(), bullet.getY(), this);
}
}
private void drawBombing(Graphics g) {
for (Alien a : aliens) {
Alien.Bomb b = a.getBomb();
if (!b.isDestroyed()) {
g.drawImage(b.getImage(), b.getX(), b.getY(), this);
}
}
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
private void doDrawing(Graphics g) {
g.setColor(Color.black);
g.fillRect(0, 0, d.width, d.height);
g.setColor(Color.green);
if (inGame) {
g.drawLine(0, Constants.GROUND,
Constants.BOARD_WIDTH, Constants.GROUND);
drawAliens(g);
drawPlayer(g);
drawShot(g);
drawBombing(g);
} else {
if (timer.isRunning()) {
timer.stop();
}
gameOver(g);
}
Toolkit.getDefaultToolkit().sync();
}
private void gameOver(Graphics g) {
g.setColor(Color.black);
g.fillRect(0, 0, Constants.BOARD_WIDTH, Constants.BOARD_HEIGHT);
g.setColor(new Color(0, 32, 48));
g.fillRect(50, Constants.BOARD_WIDTH / 2 - 30, Constants.BOARD_WIDTH - 100, 50);
g.setColor(Color.white);
g.drawRect(50, Constants.BOARD_WIDTH / 2 - 30, Constants.BOARD_WIDTH - 100, 50);
var small = new Font("Helvetica", Font.BOLD, 14);
var fontMetrics = this.getFontMetrics(small);
g.setColor(Color.white);
g.setFont(small);
g.drawString(message, (Constants.BOARD_WIDTH - fontMetrics.stringWidth(message)) / 2,
Constants.BOARD_WIDTH / 2);
}
private void update() {
if (deaths == aliens.size()) {
inGame = false;
timer.stop();
message = "Next Level!";
}
// player
player.act();
// shot
if (bullet.isVisible()) {
int shotX = bullet.getX();
int shotY = bullet.getY();
for (Alien alien : aliens) {
int alienX = alien.getX();
int alienY = alien.getY();
if (alien.isVisible() && bullet.isVisible()) {
if (shotX >= (alienX)
&& shotX <= (alienX + Constants.ALIEN_WIDTH)
&& shotY >= (alienY)
&& shotY <= (alienY + Constants.ALIEN_HEIGHT)) {
var ii = new ImageIcon(explImg);
alien.setImage(ii.getImage());
alien.setDying(true);
deaths++;
bullet.die();
}
}
}
int y = bullet.getY();
y -= 4;
if (y < 0) {
bullet.die();
} else {
bullet.setY(y);
}
}
// aliens
for (Alien alien : aliens) {
int x = alien.getX();
if (x >= Constants.BOARD_WIDTH - Constants.BORDER_RIGHT && direction != -1) {
direction = -1;
Iterator<Alien> i1 = aliens.iterator();
while (i1.hasNext()) {
Alien a2 = i1.next();
a2.setY(a2.getY() + Constants.GO_DOWN);
}
}
if (x <= Constants.BORDER_LEFT && direction != 1) {
direction = 1;
Iterator<Alien> i2 = aliens.iterator();
while (i2.hasNext()) {
Alien a = i2.next();
a.setY(a.getY() + Constants.GO_DOWN);
}
}
}
Iterator<Alien> it = aliens.iterator();
while (it.hasNext()) {
Alien alien = it.next();
if (alien.isVisible()) {
int y = alien.getY();
if (y > Constants.GROUND - Constants.ALIEN_HEIGHT) {
inGame = false;
message = "Invasion!";
}
alien.act(direction);
}
}
// bombs
var generator = new Random();
for (Alien alien : aliens) {
int shot = generator.nextInt(15);
Alien.Bomb bomb = alien.getBomb();
if (shot == Constants.CHANCE && alien.isVisible() && bomb.isDestroyed()) {
bomb.setDestroyed(false);
bomb.setX(alien.getX());
bomb.setY(alien.getY());
}
int bombX = bomb.getX();
int bombY = bomb.getY();
int playerX = player.getX();
int playerY = player.getY();
if (player.isVisible() && !bomb.isDestroyed()) {
if (bombX >= (playerX)
&& bombX <= (playerX + Constants.PLAYER_WIDTH)
&& bombY >= (playerY)
&& bombY <= (playerY + Constants.PLAYER_HEIGHT)) {
var ii = new ImageIcon(explImg);
player.setImage(ii.getImage());
player.setDying(true);
bomb.setDestroyed(true);
}
}
if (!bomb.isDestroyed()) {
bomb.setY(bomb.getY() + 1);
if (bomb.getY() >= Constants.GROUND - Constants.BOMB_HEIGHT) {
bomb.setDestroyed(true);
}
}
}
}
private void doGameCycle() {
update();
repaint();
}
private class GameCycle implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
doGameCycle();
}
}
private class TAdapter extends KeyAdapter {
#Override
public void keyReleased(KeyEvent e) {
player.keyReleased(e);
}
#Override
public void keyPressed(KeyEvent e) {
player.keyPressed(e);
int x = player.getX();
int y = player.getY();
int key = e.getKeyCode();
if (key == KeyEvent.VK_SPACE) {
if (inGame) {
if (!bullet.isVisible()) {
bullet = new Bullet(x, y);
}
}
}
}
}
}
As #JoachimSauer mentioned, your code needs refactoring. Here is one possible solution to your problem.
Additions
You will need two extra variables and one extra method.
Variables
1: int currentLevel - keeps track of the current level
2: boolean isLevelOver - keeps track if the current level is still active or not
Method
private void levelInit(int currentlevel)
{
aliens = new ArrayList<>();
int alienCount = //calculate alien count depending upon the current level
//Add aliens to aliens ArrayList
player = new Player();
bullet = new Bullet();
}
You have to provide implementation of how alienCount will be calculated depending upon currentLevel. The nested loop you used earlier to add aliens to aliens will also change. You have to make the loop dependent upon currentLevel.
Changes
Few of your methods will require some change.
public Board()
{
initBoard();
}
private void initBoard()
{
addKeyListener(new TAdapter());
setFocusable(true);
d = new Dimension(Constants.BOARD_WIDTH, Constants.BOARD_HEIGHT);
setBackground(Color.black);
levelInit(currentLevel);
timer = new Timer(Constants.DELAY, new GameCycle());
timer.start();
}
private void update()
{
if (deaths == aliens.size())
{
isLevelOver = true;
currentLevel++;
message = "Next Level!";
return;
}
...
}
private void doGameCycle()
{
if (isLevelOver)
{
levelInit(currentLevel);
isLevelOver = false;
}
update();
repaint();
}
Notes
This is one of the possible ways to achieve what you want. There
might be other ways, probably better, but this is what I came up
with.
I tried to find as many additions and updation required in your code. However, I do not know its structure, you do. So there might be more additions or changes required.
I noticed you are were calling gameInit() in initBoard() and then again in Board() constructor. I think that might be unnecessary, please look into it.
You made one call to timer.stop() after setting isGame = false. This again might be unnecessary since you are already doing so inside doDrawing(...). Please also check that.
You should probably set a limit to either the levelCount() or max alien that can be on the screen since if you just keep on adding more aliens in each new level, they might fill up the entire screen.
I have provided many hints which should help you in your problem. If you still face any more problems or someone finds anything wrong with the answer, please comment.

JavaFX Canvas not showing drawings

I would first like to say that I have extensively looked into this over the past day and I haven't found anything that fits this particular case. I'm in the midst of trying to create a simply Conway's Game of Life Application, and I seem to be having trouble with drawing to a JavaFX Canvas. Everything seems to be configurerd correctly (Canvas added to a layout container, said container added to a scene, and the stage is started) but even after trying different ways of encapsultating the code the Canvas remains to be empty
Here is my code:
public class Life extends Application implements Runnable {
private Grid grid;
private boolean running;
private boolean paused;
private int stepsPerMinute;
#Override
public void start(Stage stage) {
this.grid = new Grid(60, 40);
this.running = true;
this.paused = false;
this.stepsPerMinute = 60;
StackPane root = new StackPane();
root.getChildren().add(grid);
Scene scene = new Scene(root, 1080, 720);
stage.setTitle("Conway's Game of Life");
stage.setScene(scene);
stage.setResizable(false);
stage.setOnCloseRequest(e -> stop());
stage.show();
}
public void run() {
while (running) {
if (!paused) {
try {
Thread.sleep(1000 / stepsPerMinute);
} catch (InterruptedException e) { e.printStackTrace(); }
grid.step();
grid.draw();
}
}
}
#Override
public void stop() {
this.running = false;
// TODO: Dump Stats at end
System.exit(0);
}
public static void main(String[] args) { launch(args); }
public class Grid extends Canvas {
private final int WIDTH = 1080, HEIGHT = 720;
private boolean[][] cellStates;
private int rows, cols;
private int stepNum;
public Grid(int rows, int cols) {
this.rows = rows;
this.cols = cols;
this.stepNum = 0;
randomize();
minWidth(WIDTH);
maxWidth(WIDTH);
prefWidth(WIDTH);
minHeight(HEIGHT);
maxHeight(HEIGHT);
prefHeight(HEIGHT);
}
public Grid(boolean[][] cellStates) {
this.cellStates = cellStates;
this.rows = cellStates.length;
this.cols = cellStates[0].length;
this.stepNum = 0;
}
public void step() {
boolean[][] updatedStates = new boolean[rows][cols];
for (int i = 0; i < rows; i++)
for (int j = 0; j < cols; j++) {
int aliveNeighbors = countAliveNeighbors(i, j);
if (cellStates[i][j]) {
if (aliveNeighbors == 2 || aliveNeighbors == 3)
updatedStates[i][j] = true;
}
else if (aliveNeighbors == 3)
updatedStates[i][j] = true;
}
this.cellStates = updatedStates;
stepNum++;
}
private int countAliveNeighbors(int r, int c) {
int result = 0;
for (int i = -1; i <= 1; i++)
for (int j = -1; j <= 1; j++) {
if (cellStates[ (rows + r + i) % rows ][ (cols + c + j) % cols ])
result++;
}
return result;
}
public void randomize() {
boolean[][] updatedStates = new boolean[rows][cols];
for (int i = 0; i < rows; i++)
for (int j = 0; j < cols; j++) {
if (Math.random() < 0.08)
updatedStates[i][j] = true;
}
this.cellStates = updatedStates;
}
public void glider(){
this.cellStates = new boolean[rows][cols];
this.cellStates[1][2] = true;
this.cellStates[2][3] = true;
this.cellStates[3][1] = true;
this.cellStates[3][2] = true;
this.cellStates[3][3] = true;
}
public void draw() {
GraphicsContext g = this.getGraphicsContext2D();
int cellWidth = WIDTH / cols, cellHeight = HEIGHT / rows;
for (int i = 0; i < rows; i++)
for (int j = 0; j < cols; j++) {
if (cellStates[i][j])
g.setFill(Color.color(0.0078, 0, 1));
else
g.setFill(Color.color(0.9961, 1, 0.8431));
g.fillRect(j * cellWidth, i * cellHeight, cellWidth, cellHeight);
g.strokeLine(j * cellWidth, 0, j * cellWidth, HEIGHT);
g.strokeLine(0, i * cellHeight, WIDTH, i * cellHeight);
}
}
}
}
I left the imports out of the code for sake of brevity.
Thank you!

drawString() isn't drawing the String on my game

I am using drawString() to write text on the string, but nothing shows up. I set the color to white and set the coordinates to (100,100). Is there anything else that I am doing wrong?
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.JPanel;
public class Screen extends JPanel implements Runnable {
private static final long serialVersionUID = 1L;
public static final int WIDTH = 800, HEIGHT = 800;
private Thread thread;
private boolean running = false;
private BodyPart b;
private ArrayList<BodyPart> snake;
private Apple apple;
private ArrayList<Apple> apples;
private Random r;
private int xCoor = 20, yCoor = 20;
private int size = 10;
private int score = 0;
private boolean right = true, left = false, up = false, down = false;
private int ticks = 0;
private Key key;
public Screen() {
setFocusable(true);
key = new Key();
addKeyListener(key);
setPreferredSize(new Dimension(WIDTH, HEIGHT));
r = new Random();
snake = new ArrayList<BodyPart>();
apples = new ArrayList<Apple>();
start();
}
public void reset() {
snake.clear();
apples.clear();
xCoor = 20;
yCoor = 20;
size = 10;
score = 0;
running = true;
}
public void tick() {
if(snake.size() == 0) {
b = new BodyPart(xCoor, yCoor, 20);
snake.add(b);
}
if(apples.size() == 0) {
int xCoor = r.nextInt(40);
int yCoor = r.nextInt(40);
apple = new Apple(xCoor, yCoor, 20);
apples.add(apple);
}
for(int i = 0; i < apples.size(); i++) {
if(xCoor == apples.get(i).getxCoor() && yCoor == apples.get(i).getyCoor()) {
size++;
apples.remove(i);
score += 10;
i--;
}
}
for(int i = 0; i < snake.size(); i++) {
if(xCoor == snake.get(i).getxCoor() && yCoor == snake.get(i).getyCoor()) {
if(i != snake.size() - 1) {
reset();
}
}
}
if(xCoor < 0) xCoor = 40;
if(xCoor > 40) xCoor = 0;
if(yCoor < 0) yCoor = 40;
if(yCoor > 40) yCoor = 0;
ticks++;
if(ticks > 250000) {
if(right) xCoor++;
if(left) xCoor--;
if(up) yCoor--;
if(down) yCoor++;
ticks = 185000;
b = new BodyPart(xCoor, yCoor, 20);
snake.add(b);
if(snake.size() > size) {
snake.remove(0);
}
}
}
public void paint(Graphics g) {
g.clearRect(0, 0, WIDTH, HEIGHT);
g.drawString("Score: " + score, 100, 100);
g.setColor(Color.WHITE);
g.setColor(new Color(20, 50, 0));
g.fillRect(0, 0, WIDTH, HEIGHT);
g.setColor(Color.BLACK);
for(int i = 0; i < WIDTH / 20; i++) {
g.drawLine(i * 20, 0, i * 20, HEIGHT);
}
for(int i = 0; i < HEIGHT / 20; i++) {
g.drawLine(0, i * 20, WIDTH, i * 20);
}
for(int i = 0; i < snake.size(); i++) {
snake.get(i).draw(g);
}
for(int i = 0; i < apples.size(); i++) {
apples.get(i).draw(g);
}
}
public void start() {
running = true;
thread = new Thread(this, "Game Loop");
thread.start();
}
public void stop() {
running = false;
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
public void run() {
while(running) {
tick();
repaint();
}
}
private class Key implements KeyListener {
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if(key == KeyEvent.VK_RIGHT && !left) {
up = false;
down = false;
right = true;
}
if(key == KeyEvent.VK_LEFT && !right) {
up = false;
down = false;
left = true;
}
if(key == KeyEvent.VK_UP && !down) {
left = false;
right = false;
up = true;
}
if(key == KeyEvent.VK_DOWN && !up) {
left = false;
right = false;
down = true;
}
}
}
The order in which you do things is very important, remember, painting in Swing is like painting on paper, if you paint the text first, then paint over it, it will no longer be visible...
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(new Color(20, 50, 0));
g.fillRect(0, 0, WIDTH, HEIGHT);
g.setColor(Color.BLACK);
for (int i = 0; i < WIDTH / 20; i++) {
g.drawLine(i * 20, 0, i * 20, HEIGHT);
}
for (int i = 0; i < HEIGHT / 20; i++) {
g.drawLine(0, i * 20, WIDTH, i * 20);
}
for (int i = 0; i < snake.size(); i++) {
snake.get(i).draw(g);
}
for (int i = 0; i < apples.size(); i++) {
apples.get(i).draw(g);
}
g.setColor(Color.WHITE);
g.drawString("Score: " + score, 100, 100);
}
Don't override paint, override paintComponent, you've circumvented the painting process, meaning you could end up with all sorts of nasty glitches
Call super.paintComponent
Take a look at Painting in AWT and Swing and Performing Custom Painting for more details about how painting is done.
Swing is also not thread safe and you need to be careful any time you are changing anything that the paint process uses to update the UI, as painting may occur at any time and for any reason.
Consider using a Swing Timer instead of Thread. The timer executes it's tick events within the context of the Event Dispatching Thread, making it safer to update the UI from within. See Creating a GUI With JFC/Swing
You have a few things in the wrong order. When painting, you need to paint in the correct order, otherwise you will paint over the top of other objects.
So, in your code, the first 5 lines of the paint() method should look like this... (note the same code, but a different order)
g.clearRect(0, 0, WIDTH, HEIGHT);
g.setColor(new Color(20, 50, 0));
g.fillRect(0, 0, WIDTH, HEIGHT);
g.setColor(Color.WHITE);
g.drawString("Score: " + score, 100, 100);
You need to paint the background color first. Then you can paint the String on top of it.

javafx Glow shatter the animation

Im just starting to code and learn javafx and doing an easy project and my problem is after i add a Glow effect on my graphic context the animation slows down dramaticly.
/**
* JavaFX rocks ;)
*/
public class CDLMatrix extends Application {
Stage matrixStage;
private final String characters = "Effect glow = new Glow(1.0); gc.setEffect(glow); WHY SHATTERS ?!";
private final Random random = new Random();
protected final Font font = Font.font("MS PGothic", FontWeight.BOLD, 15);
char[] data = new char[2000 * 2000];
int[] path = new int[2000 * 2000];
private long lastTime = 0;
int getNumberOfCharsPerRow() {
return (int) matrixStage.getWidth() / 12;
}
int getNumberOfCharsPerColumn() {
return (int) matrixStage.getHeight() / 12;
}
// takes random for now
private char getChar() {
return characters.charAt(Math.abs(random.nextInt()
% characters.length()));
}
void update(long now) {
if (lastTime == 0) {
lastTime = now;
}
// fadeTime = how fast trail will fade out
// flipRate = how fast trail chars will change
final int fadeTime = 3;
final float flipRate = 0.01f;
final int fillStart = 100;
final float fillRate = 0.01f;
int numberOfCharsPerRow = getNumberOfCharsPerRow();
int numberOfCharsPerColumn = getNumberOfCharsPerColumn();
int numberOfChars = numberOfCharsPerRow * numberOfCharsPerColumn;
for (int i = numberOfChars - 1; i >= 0; --i) {
if (i + numberOfCharsPerRow < numberOfChars) {
if (path[i] == 255) {
// This means char was just set
// Initialize the next row at this X
// position
path[i + numberOfCharsPerRow] = 255;
data[i + numberOfCharsPerRow] = getChar();
}
}
// path[i] > 64 means if this char Green component > 25%
if (path[i] > 64 && random.nextFloat() < flipRate) {
data[i] = getChar();
}
// Decrement the char Green component
if (path[i] > fadeTime) {
path[i] -= fadeTime;
} else {
path[i] = 0;
}
// First row
// Start doing stuff only if the Green component > 40%
if (i < numberOfCharsPerRow && path[i] <= fillStart) {
if (random.nextFloat() < fillRate) {
path[i] = 255;
data[i] = getChar();
}
}
}
lastTime = now;
}
#Override
public void start(Stage stage) throws Exception {
this.matrixStage = stage;
matrixStage.setTitle("CDL Matrix");
Group root = new Group();
Scene scene = new Scene(root, 1024, 768);
scene.addEventHandler(KeyEvent.KEY_PRESSED,
new EventHandler<KeyEvent>() {
#Override
// F key for full screen ;)
public void handle(KeyEvent keyEvent) {
if (keyEvent.getCode() == KeyCode.F) {
matrixStage.setFullScreen(!matrixStage
.isFullScreen());
}
// ctrl + Q = exit
if (keyEvent.isControlDown()
&& keyEvent.getCode() == KeyCode.Q) {
matrixStage.close();
}
}
});
Canvas canvas = new Canvas();
canvas.widthProperty().bind(matrixStage.widthProperty());
canvas.heightProperty().bind(matrixStage.heightProperty());
final GraphicsContext gc = canvas.getGraphicsContext2D();
gc.setFont(font);
// Effect glow = new Glow(1.0); <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
// gc.setEffect(glow); <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
new AnimationTimer() {
#Override
public void handle(long now) {
update(now);
gc.clearRect(0, 0, matrixStage.getWidth(),
matrixStage.getHeight());
gc.setFill(Color.rgb(0, 1, 0));
gc.fillRect(0, 0, matrixStage.getWidth(),
matrixStage.getHeight());
int y = 0;
int numberOfCharsPerRow = getNumberOfCharsPerRow();
int numberOfCharsPerColumn = getNumberOfCharsPerColumn();
// Colors
for (int i = 0; i < numberOfCharsPerRow
* numberOfCharsPerColumn; ++i) {
gc.setFill(Color.rgb(0, path[i], 0));
String text = String.valueOf(data[i]);
gc.fillText(text, (i % numberOfCharsPerRow) * 12 + 1,
y + 13);
if (i % numberOfCharsPerRow == numberOfCharsPerRow - 1) {
y += 12;
}
}
}
}.start();
root.getChildren().add(canvas);
matrixStage.setScene(scene);
matrixStage.show();
}
}
Apply the glow to the Canvas node rather than to the GraphicsContext.
Animation will then occur at normal speed rather than slideshow speed.
Change:
gc.setEffect(glow);
To:
canvas.setEffect(glow);
There must be something in the internal implementation of JavaFX which causes applying effects such as Glow to a GraphicsContext rather than a Node to be orders of magnitude less efficient. You might want to file an issue in the JavaFX issue tracker to have a developer look into it.
Test environment: Java 8u40, OS X 10.9

Ball Falling follow each other

I am writing the implementation of Galton Board in Java by using Java awt, Swing and thread. My Program has three text field to choose number of slots, number of balls, and number of ball drops at the same time, two buttons one for display and one for start the program. I try to make it work like I can choose the amount of balls and click start and the balls auto falling down the chimney. My program currently can drop any balls, but they are falling at the same time, any ideas to make the ball falling follow each other?. Any suggestions or help are appreciated, Thank you.
This is Main.Class
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.io.IOException;
import java.util.Random;
import javax.swing.*;
public class Main extends JFrame {
private String num_slots;
private String num_balls;
private String ball_free;
private JButton Display;
private JButton Start;
private JPanel textpanel;
private JPanel mainpanel;
private JPanel graphpanel;
public Main() {
textpanel = new JPanel();
textpanel.setLayout(new FlowLayout(FlowLayout.LEFT, 10, 20));
textpanel.add(new JLabel("Number of Slots"));
final JTextField text1 = new JTextField(10);
textpanel.add(text1);
textpanel.add(new JLabel("Number of Balls"));
final JTextField text2 = new JTextField(10);
textpanel.add(text2);
textpanel.add(new JLabel("How many balls can be freed"));
final JTextField text3 = new JTextField(10);
textpanel.add(text3);
Display = new JButton("Display");
textpanel.add(Display);
Start = new JButton("Start");
textpanel.add(Start);
// Create panel p2 to hold a text field and p1
mainpanel = new JPanel(new BorderLayout());
mainpanel.add(textpanel, BorderLayout.NORTH);
/*
* graphpanel = new JPanel(); graphpanel.setLayout(new
* BoxLayout(graphpanel, BoxLayout.Y_AXIS));
*/
add(mainpanel, BorderLayout.CENTER);
Display.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (e.getSource() == Display) {
num_slots = text1.getText();
int slots = Integer.parseInt(num_slots);
num_balls = text2.getText();
int balls = Integer.parseInt(num_balls);
MainPanel pa = new MainPanel(slots, balls);
mainpanel.add(pa);
mainpanel.revalidate();
}
}
});
Start.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (e.getSource() == Start) {
num_slots = text1.getText();
int slots = Integer.parseInt(num_slots);
num_balls = text2.getText();
int balls = Integer.parseInt(num_balls);
MainPanel pa = new MainPanel(slots, balls);
mainpanel.add(pa, BorderLayout.CENTER);
pa.start();
mainpanel.revalidate();
mainpanel.repaint();
}
}
});
}
public static void main(String[] args) {
// TODO Auto-generated method stub
Main frame = new Main();
frame.setTitle("The Galton board");
frame.setSize(1000, 800);
frame.setLocationRelativeTo(null); // Center the frame
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
frame.setAutoRequestFocus(true);
}
}
main panel class contains the chimneys and balls
import java.awt.Color;
import java.awt.Graphics;
import java.util.Random;
import javax.swing.JPanel;
class MainPanel extends JPanel implements Runnable {
private int num;
private int number_ball;
public static int start_y = 100;
private float ball_x = 385;
private float ball_y = 50;
private float radius = 15;
private static int panel_x = 300;
private static int panel_y = 100;
private int diameter = 20;
private int last_x = 0;
private final static Random generator = new Random();
ArrayList<Balls> list_ball = new ArrayList<Balls>();
private int m_interval = 100;
private Timer m_timer;
public MainPanel() {
}
public MainPanel(int number) {
num = number;
}
public MainPanel(int number, int ball) {
num = number;
number_ball = ball;
for (int i = 1; i <= number_ball; i++) {
list_ball.add(new Balls());
}
m_timer = new Timer(m_interval, new TimerAction());
}
public int getPanel_y() {
return panel_y;
}
public void start() {
m_timer.setInitialDelay(250);
m_timer.start();
}
#Override
protected void paintComponent(Graphics g) {
int start_y = 100;
panel_x = 300;
panel_y = 100;
diameter = 20;
last_x = 0;
super.paintComponent(g);
if (num % 2 == 0) {
for (int i = 1; i <= num; i++) {
if ((i % 2) != 0) {
for (int k = 1; k <= num; k++) {
g.setColor(Color.BLUE);
g.fillOval(panel_x, panel_y, diameter, diameter);
panel_x = panel_x + 40;
}
} else if ((i % 2) == 0) {
for (int k = 1; k <= num + 1; k++) {
g.setColor(Color.BLUE);
g.fillOval(panel_x - 20, panel_y, diameter, diameter);
panel_x = panel_x + 40;
}
}
panel_y = panel_y + 40;
panel_x = 300;
}
} else if (num % 2 != 0) {
for (int i = 1; i <= num; i++) {
if ((i % 2) != 0) {
for (int k = 1; k <= num; k++) {
g.setColor(Color.BLUE);
g.fillOval(panel_x, panel_y, diameter, diameter);
panel_x = panel_x + 40;
}
} else if ((i % 2) == 0) {
for (int k = 1; k <= num + 1; k++) {
g.setColor(Color.BLUE);
g.fillOval(panel_x - 20, panel_y, diameter, diameter);
panel_x = panel_x + 40;
}
}
panel_y = panel_y + 40;
panel_x = 300;
}
}
for (int n = 40; n < panel_y - 40; n = n + 40) {
if (num % 2 == 0) {
g.drawLine(panel_x - 50 + n, panel_y - 10, panel_x - 50 + n,
panel_y + 80);
g.drawLine(panel_x, panel_y + 80, panel_x - 50 + n, panel_y + 80);
last_x = panel_x - 50 + n;
} else if (num % 2 != 0) {
g.drawLine(panel_x - 30 + n, panel_y - 10, panel_x - 30 + n,
panel_y + 80);
g.drawLine(panel_x, panel_y + 80, panel_x - 30 + n, panel_y + 80);
last_x = panel_x - 30 + n;
}
}
for (int i = 0; i < list_ball.size(); i++) {
list_ball.get(i).draw(g);
}
}
class TimerAction implements ActionListener {
public void actionPerformed(ActionEvent e) {
for (int i = 0; i < list_ball.size(); i++) {
list_ball.get(i).move();
//return;
//m_timer.stop();
repaint();
}
}
Balls Class
import java.awt.geom.Ellipse2D;
import java.util.Random;
import java.awt.*;
public class Balls {
private Ellipse2D.Double thisBall;
private int Ball_x;
private int Ball_y;
public int radius;
public int start_y;
private final static Random generator = new Random();
Mainpanel pa = new Mainpanel();
public Balls()
{
start_y = 100;
Ball_x = 385;
Ball_y = 50;
radius = 15;
}
public void draw(Graphics g)
{
g.setColor(Color.RED);
g.fillOval(Ball_x, Ball_y, radius, radius);
}
public void move()
{
if (Ball_y < pa.getPanel_y() + 65)
{
int direction = generator.nextInt(2);
Ball_y = Ball_y + 5;
if (Ball_y == start_y - 10 && start_y < pa.getPanel_y())
{
if (direction == 0)
{
Ball_x = Ball_x - 20;
}
else Ball_x = Ball_x + 20;
start_y = start_y + 40;
}
System.out.println(Ball_y);
System.out.println(pa.getPanel_y());
}
// Ball_x = Ball_x + 5;
}
}
"My program currently can drop any balls, but they are falling at the same time, any ideas to make the ball falling follow each other?"
One Option..
As seen in this answer, add a delayed state to each Ball. For example (from the same answer)
class Shape {
int randXLoc;
int y = D_HEIGHT;
int randomDelayedStart;
boolean draw = false;
boolean down = false;
Color color;
public Shape(int randXLoc, int randomDelayedStart, Color color) {
this.randXLoc = randXLoc;
this.randomDelayedStart = randomDelayedStart;
this.color = color;
}
public void drawShape(Graphics g) {
if (draw) {
g.setColor(color);
g.fillOval(randXLoc, y, 30, 30);
}
}
public void decreaseDelay() {
if (randomDelayedStart <= 0) {
draw = true;
} else {
randomDelayedStart -= 1;
}
}
}
As you can see, the Shape is constructed with a randomDelayedStart. With every tick of the Timer, the randomDelayedStart is decreased until it reaches zero. In which case, the flag to draw is raised, allowing for the drawShape() to take effect. There is also a move() method (not shown for brevity) that uses the same flag, so the shape move() has no affect until the flag is raised

Categories