Uniformly Varied Rectilinear Motion (UVRM) (Animation) - java

I'm making an UVRM calculator and also looking to make an animation of an image. I use the Timer class, for the animation, but it happens that I have problems in making the image stop when the seconds have passed or it has reached the entered distance, and of course it is done correctly.
Timer, it receives the milliseconds, and it occurred to me to pass the seconds * 1000, but I do not know if it is correct. Also, I need the image not to span the width of the window (JFrame)
I don't know much about animations and I don't know what to do really.
Car class
public class Car {
private final ImageIcon imagen;
private double posx;
private int width;
public Car() {
imagen = new ImageIcon(getClass().getResource("/images/carred.png"));
posx = 10;
width = 400;
}
public double getPosx() {
return posx;
}
public int getWidth() {
return width;
}
public void setPosx(double posx) {
this.posx = posx;
}
public void draw(Graphics g){
g.drawImage(imagen.getImage(), (int) posx , 50, width, 300, null);
}
public void move(double x){
posx+=x;
}
}
JPanel
private void btnCalcActionPerformed(java.awt.event.ActionEvent evt) {
String text_vf = txfvf.getText();
String text_v0 = txfv0.getText();
String text_a = txfa.getText();
String text_d = txfd.getText();
String text_t = txft.getText();
String res = "message.. res";
// Calculations...
//text_d = distance
moveCarImage(t, Integer.parseInt(text_v0), a, Integer.parseInt(text_d));
}
private void moveCarImage(double timeMilis, double v0, double acceleration, int fDistance) {
timer = new Timer(timeMilis, (e) -> {
car.move(acceleration);
repaint();
if (car.getPosx() >= fDistance+car.getWidth() ) {
timer.stop();
}
});
timer.start();
if (!timer.isRunning()) {
System.out.println("Car Stopped.........");
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
car.draw(g);
//g.drawRect(10, 50, 300, 300);
}
Can you help me please.. thanks so much.
EDIT:
I changed the milliseconds a timeMilis

Related

First Java Game Not Rendering

I decided I wanted to experiment with making a game and I like Java, so I started following a tutorial here. I did deviate from the video a few times when I felt it was cleaner while being synonymous with the tutorial's code, but not in any way I thought would affect how the code worked. For example, it made sense to me that there should only ever be one instance of the Renderer, and Object Registry so I made them Singletons.
The code I have so far is supposed to create a window with a black background, and a blue square in the middle of the window representing the player, that much is working. However, it should also be sliding around in response to the wasd keys, and even more slowly drifting in one direction regardless. Instead it's doing nothing.
I spent no less than an hour trying to figure out why it wasn't working. It seems to be ticking just fine and the data looks like it's updating properly, but even though my render methods are also being called, the screen just isn't changing.
This is all the code I have so far, since I'm out of ideas as to the problem. I apologize for listing a whole project.
public class Game implements Runnable {
private final Thread thread;
private boolean running = false;
Game() {
thread = new Thread(this);
}
public static void main(String[] args) {
Game game = new Game();
game.start();
new Player(600,450,0));
}
private void start() {
thread.start();
running = true;
}
#Override
public void run() {
double tps = 10.0;
double nsPerTick = 1000000000 / tps;
double delta = 0;
int frames = 0;
long timer = System.currentTimeMillis();
long lTime = System.nanoTime();
long now;
while (running) {
now = System.nanoTime();
delta += (now - lTime) / nsPerTick;
lTime = now;
while (delta >= 1) {
Registry.getInstance().tick();
delta--;
}
if (running) Renderer.getInstance().run();
frames++;
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println("FPS: " + frames);
frames = 0;
}
}
stop();
}
private void stop() {
try {
thread.join();
} catch (Exception e) {
e.printStackTrace();
}
running = false;
}
}
public class Renderer extends Canvas {
private static final Renderer renderer = new Renderer();
private final Window window;
private final BufferStrategy bs;
private final Graphics g;
boolean black = true;
private Renderer() {
window = new Window(1200, 900, "First Game", this);
this.createBufferStrategy(2);
bs = this.getBufferStrategy();
g = bs.getDrawGraphics();
addKeyListener(Controller.getInstance());
}
public static Renderer getInstance() {return renderer;}
public void run() {
g.setColor(Color.BLACK);
//this was to see if even the background would update, it wouldn't
//g.setColor(black ? Color.BLACK : Color.WHITE);
//black = !black;
g.fillRect(0,0,1200, 900);
Registry.getInstance().render();
g.dispose();
bs.show();
}
public Graphics getGraphics() {return g;}
private static class Window extends Canvas {
private Window(int width, int height, String title, Renderer renderer) {
JFrame frame = new JFrame(title);
frame.setPreferredSize(new Dimension(width, height));
frame.setMinimumSize(new Dimension(width, height));
frame.setMaximumSize(new Dimension(width, height));
frame.setResizable(false);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.add(renderer);
frame.setVisible(true);
}
}
}
public class Registry {
private static final Registry reg = new Registry();
private final LinkedList<GameObject> objects = new LinkedList<>();
private Registry() {
}
public static Registry getInstance() { return reg; }
public void tick() { //System.out.println("tick");
objects.forEach(GameObject::tick); }
public void render() { objects.forEach(GameObject::render); }
public void add(GameObject gameObject) { objects.add(gameObject); }
public void remove(GameObject gameObject) { objects.remove(gameObject);}
}
public class Controller extends KeyAdapter {
private static final Controller controller = new Controller();
private final HashMap<Character,Boolean> keyStates = new HashMap<>();
private Controller() {
}
public static Controller getInstance() {
return controller;
}
public void keyPressed(KeyEvent e) {
if (!keyStates.getOrDefault(e.getKeyChar(), true)) System.out.println(e.getKeyChar() + " down");
keyStates.put(e.getKeyChar(),true);
}
public void keyReleased(KeyEvent e) {
keyStates.put(e.getKeyChar(),false);
System.out.println(e.getKeyChar() + " up " + keyStates.size());
}
public boolean isKeyDown(char c) {return keyStates.getOrDefault(c,false);}
}
public abstract class GameObject {
protected Graphics graphics = Renderer.getInstance().getGraphics();
protected final ObjectType type;
protected float x,y,r;
protected GameObject(ObjectType objectType, float x, float y, float r) {
this.type = objectType;
this.x = x;
this.y = y;
this.r = r;
Registry.getInstance().add(this);
}
public abstract void tick();
public abstract void render();
public void destroy() { Registry.getInstance().remove(this); }
public float getX() { return x; }
public void setX(float x) { this.x = x; }
public float getY() { return y; }
public void setY(float y) { this.y = y; }
public float getR() { return r; }
public void setR(float r) { this.r = r; }
}
public class Player extends GameObject {
private final Controller controller;
public Player(float x, float y, float r) {
super(ObjectType.PLAYER, x, y, r);
controller = Controller.getInstance();
}
#Override
public void tick() {
this.x += 1;
if (controller.isKeyDown('w')) x += 2;
if (controller.isKeyDown('a')) y -= 2;
if (controller.isKeyDown('s')) x -= 2;
if (controller.isKeyDown('d')) y += 2;
}
#Override
public void render() {
graphics.setColor(Color.BLUE);
graphics.fillRect((int) (this.x-12),(int) (this.y-12), 24,24);
}
}
The problem lies in your handling of Graphics. There's only ONE active Graphics object you can effectively address.
Refactor your code, so that you pass the current Graphics object via parameter through the target methods (like here: Player.render() should become Player.render(Gpahics g). And get rid of the Gameobject.graphics member variable. That is the culprit.
Adding to that, the best way to do simple rendering is to override the paint(Graphics g) method or the paintComponents(Graphics g), and from outside call repaint() on the JPanel/Canvas. This way the UI instigates drawing itself, takes care of the actual frequency, and draws default components/design too if there is some.

Drawing new Graphics in ArrayList

I have an application, in which a car is moving on a panel and it creates sound waves - circles. I want to :
1) have a few circles at the moment of opening the frame
2) when the Start button is selected I want them to move and I want more circles to be created, one after another, until the stop button is selected
the problem is:
1) when the frame is opened there are 5 circles, but they totally do not move
2) 5 new circles appears, but from the same XY position, they are just bigger - I want one circle after another, it grows, and next one appears
here is my code, I would appreciate some helpful sample or could you tell me where my mistake is. I used amount of 5 just to have some samples of waves.
public class WaveParameters {
int xPos=0;
int yPos = 375;
int width=60;
int height=60;
int velX = 0 ;
private Color color = Color.WHITE;
public int getVelX() {
return velX;
}
public void setVelX(int velX) {
this.velX = velX;
}
public int getX() {
return xPos;
}
public void setX(int xPos) {
this.xPos = xPos;
}
public int getWidth(){
return width;}
public int getHeight(){
return height;}
public void setWidth(int width) {
this.width = width;
}
public void setHeight(int height) {
this.height = height;
}
public Color getColor() {
return color;
}
public void setColor(Color color) {
this.color = color;
}
public void paint(Graphics g){
g.setColor(getColor());
g.drawOval(xPos,yPos,width/2,height/2);
}
}
Here is the panel of animation:
public class PanelAnimation extends JPanel implements ActionListener{
List<WaveParameters> waves = new ArrayList<WaveParameters>();
public PanelAnimation(ResourceBundle bundle) {
super();
resourceBundle = bundle;
t.start();
try {
imageBackground = ImageIO.read(newFile("bg.png"));
} catch (IOException ex) {
// handle exception...
}
}
CarParametrs pAuto = new CarParametrs();
HumanParametrs pHuman = new HumanParametrs() ;
Timer t = new Timer(60,this);
//WaveParameters pWave = new WaveParameters();
private BufferedImage imageBackground;
MainFrame mf;
public void addAuto(){
CarParametrs ap = new CarParametrs();
ap.setX(0);
pAuto = ap;
}
public void addHuman(){
HumanParametrs acz = new HumanParametrs();
acz.setX(0);
pHuman = acz;
}
public void addWave() {
for (int i=0; i<5; i++) {
WaveParameters wave = new WaveParameters();
// wave.setX(pAuto.xPos);
wave.setColor(Color.white);
wave.setWidth(wave.width*i);
wave.setHeight(wave.height*i);
waves.add(wave);
}
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(imageBackground, 0, 0, null);
pAuto.paint(g);
pHuman.paint(g);
//if(mf.buttonStart.isSelected()) {
addWave();
//for (int i=0; i<5; i++) {
for (WaveParameters w : waves) {
// waves.add(new WaveParameters());
w.setX(pAuto.xPos);
w.paint(g);
//}
}
//}
}
public void actionPerformed(ActionEvent e) {
CarParametrs pa = pAuto;
pa.xPos += pa.velX;
/*//WaveParameters wp = pWave;
wp.xPos = pa.xPos;
wp.xPos+=wp.velX;
wp.height+=wp.velX;
wp.width+=wp.velX;
wp.yPos-=wp.velX/5 ;*/
for (WaveParameters w : waves) {
w.xPos = pa.xPos;
w.xPos+=w.velX;
w.height+=w.velX;
w.width+=w.velX;
w.yPos-=w.velX/5 ;
}
repaint();
}
and here is a wave-part of action listener for Start Button:
List<WaveParameters> wave = panelAnimation.waves;
for (WaveParameters w : wave) {
for (int i=0;i<5;i++) {
wave.add(new WaveParameters());
w.velX = Integer.parseInt(button2.getName());
w.xPos += w.velX;
w.width++;
w.height++;
w.yPos-=w.velX/5;
}
}
panelAnimation.repaint();
The five new bigger circles that appear are likely due to the last chunk of code where you iterate through all the waves in panel animation.
The "wave.add(new WaveParameters());" seems unnecessary, and may be the reason why your old waves are staying. Delete that line, and it may work.

Graphics Stuttering in Java (Space Invaders)

I am creating a Space Invaders Game with just one Invader. The images are stuttering and are only visible ~10% of the time. What is wrong with my code?
package spaceinvader;
import javax.swing.*;
import java.awt.event.*;
import java.awt.*;
public class spaceInvaders extends JApplet implements KeyListener, ActionListener
{
//Declare components and variables
JPanel mainPanel = new JPanel();
ImageIcon carImage = new ImageIcon("ship.png");
ImageIcon invaderImage = new ImageIcon("invader.png");
int intPosX = 240;
int intPosY = 330;
int intXAmount = 15;
boolean shipMoveLeft = false;
boolean shipMoveRight = false;
Timer shipTimer = new Timer(100,this);
int intBulletX = -50;
int intBulletY = -50;
boolean bulletMove = false;
boolean bulletActive = false;
Timer bulletTimer = new Timer(50,this);
int intInvaderX = 0;
int intInvaderY = 0;
int invaderXAmount = 10;
boolean invaderMove = true;
Timer invaderTimer= new Timer(1000,this);
public void init()
{
addKeyListener(this);
setFocusable(true);
resize(600,400);
setContentPane(mainPanel);
shipTimer.start();
bulletTimer.start();
invaderTimer.start();
}
public void actionPerformed(ActionEvent e)
{
requestFocus();
if(shipMoveLeft)
intPosX += intXAmount;
else if(shipMoveRight)
intPosX -= intXAmount;
if(bulletMove && bulletActive){
intBulletY -= 15;
if(intBulletY <= -50){
bulletMove = false;
bulletActive = false;
}
}
if(invaderMove){
intInvaderX += invaderXAmount;
if(intInvaderX > getWidth() - 60 || intInvaderX < 0){
intInvaderY += 40;
invaderXAmount *= -1;
}
}
repaint();
}
public void keyPressed(KeyEvent e)
{
int key = e.getKeyCode();
if (key == 37){
shipMoveRight = true;
}
else if (key == 39){
shipMoveLeft = true;
}
else if (key == 32){
if(bulletActive == false){
intBulletX = intPosX;
intBulletY = intPosY;
}
bulletMove = true;
bulletActive = true;
}
}
public void keyReleased(KeyEvent e)
{
shipMoveLeft = false;
shipMoveRight = false;
}
public void keyTyped(KeyEvent e)
{
}
public void paint(Graphics gr)
{
super.paint(gr);
gr.setColor(Color.red);
gr.fillOval(intBulletX, intBulletY, 10, 25);
carImage.paintIcon(this,gr, intPosX, intPosY); //Draw image in new spot
invaderImage.paintIcon(this,gr, intInvaderX, intInvaderY);
}
}
So there are a number of issues which jump out immediately...
Applets are a dead end, most browsers will actively block them and/or have dropped support for the plugin
You're adding a JPanel to the applet, but overriding the applet's paint method, because of the way painting can work, the panel can be painted independently of the applet, causing it to paint over whatever you might have painted
You don't need multiple timers, you just need to have better delta values (smaller been faster)
KeyListener is a poor choice for detecting keyboard input, it's rather low level and has focus related issues which are easily overcome by using the Key Bindings API
I'd start by having a look at Performing Custom Painting, Painting in AWT and Swing and How to Use Key Bindings for more details.
So how would you start fixing it? Start by using a JPanel as you basic container, override it's paintComponent and place all your paint logic here.
Use a single Timer to manage the updates
There are any number of approaches you can take, but I'd start with defining some contracts that define what can go on in the game
public interface GameSpace extends ImageObserver {
public Dimension getGameSpace();
public boolean hasInput(Input input);
}
public interface Entity {
public void paint(GameSpace gameSpace, Graphics2D g2d);
public boolean update(GameSpace gameSpace);
public Rectangle getBounds();
}
public abstract class AbstractEntity implements Entity {
private int x;
private int y;
public int getX() {
return x;
}
public int getY() {
return y;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
protected abstract int getWidth();
protected abstract int getHeight();
public Rectangle getBounds() {
return new Rectangle(getX(), getY(), getWidth(), getHeight());
}
}
public abstract class AbstractImageEntity extends AbstractEntity {
protected abstract BufferedImage getImage();
#Override
protected int getWidth() {
return getImage().getWidth();
}
#Override
protected int getHeight() {
return getImage().getHeight();
}
}
This separates some of management of key elements, allowing for a more flexible design. You might have a lot more entities, one's which could move, ones which could not, some which are painted, some which are not, but all which provide support for the core engine to get work done.
Once you have that you can start defining some core entities you need
public class ShipEntity extends AbstractImageEntity {
private BufferedImage ship;
public ShipEntity(GameSpace gameSpace) throws IOException {
ship = ImageIO.read(getClass().getResource("/resources/ship.png"));
setY(gameSpace.getGameSpace().height - getBounds().height);
setX((gameSpace.getGameSpace().width - getBounds().width) / 2);
}
#Override
public BufferedImage getImage() {
return ship;
}
#Override
public void paint(GameSpace gameSpace, Graphics2D g2d) {
g2d.drawImage(ship, getX(), getY(), gameSpace);
}
#Override
public boolean update(GameSpace gameSpace) {
int x = getX();
if (gameSpace.hasInput(Input.LEFT)) {
x -= 2;
}
if (gameSpace.hasInput(Input.RIGHT)) {
x += 2;
}
if (x < 0) {
x = 0;
} else if (x + getWidth() > gameSpace.getGameSpace().width) {
x = gameSpace.getGameSpace().width - getWidth();
}
setX(x);
return true;
}
}
public class InvaderEntity extends AbstractImageEntity {
private BufferedImage invader;
public InvaderEntity() throws IOException {
invader = ImageIO.read(getClass().getResource("/resources/Invader.png"));
}
#Override
protected BufferedImage getImage() {
return invader;
}
#Override
public void paint(GameSpace gameSpace, Graphics2D g2d) {
g2d.drawImage(invader, getX(), getY(), gameSpace);
}
#Override
public boolean update(GameSpace gameSpace) {
return true;
}
}
public class ProjectileEntity extends AbstractEntity {
private int delta;
public ProjectileEntity(int delta) {
this.delta = delta;
}
#Override
protected int getWidth() {
return 10;
}
#Override
protected int getHeight() {
return 10;
}
#Override
public void paint(GameSpace gameSpace, Graphics2D g2d) {
g2d.setColor(Color.RED);
int width = getWidth();
int height = getHeight();
g2d.fillOval(getX() - width / 2, getY() - height / 2, width, height);
}
#Override
public boolean update(GameSpace gameSpace) {
int y = getY() + delta;
setY(getY() + delta);
return y + getHeight() >= 0 && y + getHeight() <= gameSpace.getGameSpace().height;
}
}
Basically, they contain the logic required for getting their jobs done.
Finally, you need to setup the actual game UI
public class GamePane extends JPanel implements GameSpace {
private Set<Input> inputs;
private Entity playerEntity;
private List<Entity> projectileEntities;
private List<Entity> invaderEntities;
private long timeOfLastProjectile = -1;
public GamePane() throws IOException {
setBackground(Color.BLACK);
inputs = new HashSet<>(2);
playerEntity = new ShipEntity(this);
projectileEntities = new ArrayList<>(25);
invaderEntities = new ArrayList<>(25);
InvaderEntity invader = new InvaderEntity();
invader.setX((getGameSpace().width - invader.getBounds().width) / 2);
invader.setY((getGameSpace().height - invader.getBounds().height) / 2);
invaderEntities.add(invader);
addKeyBinding(Input.LEFT, "left", KeyEvent.VK_LEFT);
addKeyBinding(Input.RIGHT, "right", KeyEvent.VK_RIGHT);
addKeyBinding(Input.SPACE, "space", KeyEvent.VK_SPACE);
Timer timer = new Timer(15, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
updateState();
processCollisions();
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(800, 800);
}
protected void updateState() {
playerEntity.update(this);
if (hasInput(Input.SPACE)) {
long time = System.currentTimeMillis() - timeOfLastProjectile;
if (time < 0 || time > 1000) {
timeOfLastProjectile = System.currentTimeMillis();
Rectangle bounds = playerEntity.getBounds();
ProjectileEntity projectile = new ProjectileEntity(-1);
int x = bounds.x + ((bounds.width - projectile.getWidth()) / 2);
int y = bounds.y - projectile.getHeight();
projectile.setX(x);
projectile.setY(y);
projectileEntities.add(projectile);
}
}
for (Entity entity : invaderEntities) {
entity.update(this);
}
List<Entity> outOfBounds = new ArrayList<>(25);
for (Entity entity : projectileEntities) {
if (!entity.update(this)) {
outOfBounds.add(entity);
}
}
projectileEntities.removeAll(outOfBounds);
}
protected void processCollisions() {
Set<Entity> hitInvaders = new HashSet<>(25);
Set<Entity> hitProjectiles = new HashSet<>(25);
for (Entity invader : invaderEntities) {
for (Entity projectile : projectileEntities) {
if (projectile.getBounds().intersects(invader.getBounds())) {
// Maybe lots of cool explosiions
hitInvaders.add(invader);
hitProjectiles.add(projectile);
}
}
}
invaderEntities.removeAll(hitInvaders);
projectileEntities.removeAll(hitProjectiles);
}
protected void addKeyBinding(Input input, String name, int virtualKey) {
ActionMap am = getActionMap();
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
im.put(KeyStroke.getKeyStroke(virtualKey, 0, false), name + ".pressed");
im.put(KeyStroke.getKeyStroke(virtualKey, 0, true), name + ".released");
am.put(name + ".pressed", new KeyAction(inputs, input, true));
am.put(name + ".released", new KeyAction(inputs, input, false));
}
#Override
public Dimension getGameSpace() {
return getPreferredSize();
}
#Override
public boolean hasInput(Input input) {
return inputs.contains(input);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
playerEntity.paint(this, g2d);
g2d.dispose();
for (Entity entity : invaderEntities) {
g2d = (Graphics2D) g.create();
entity.paint(this, g2d);
g2d.dispose();
}
for (Entity entity : projectileEntities) {
g2d = (Graphics2D) g.create();
entity.paint(this, g2d);
g2d.dispose();
}
}
}
public class KeyAction extends AbstractAction {
private Input input;
private Set<Input> inputs;
private boolean pressed;
public KeyAction(Set<Input> inputs, Input input, boolean pressed) {
this.input = input;
this.inputs = inputs;
this.pressed = pressed;
}
#Override
public void actionPerformed(ActionEvent e) {
if (pressed) {
inputs.add(input);
} else {
inputs.remove(input);
}
}
}
Now you could go a little further and generate an "engine" class which controls the entities and performs all the required updating, but I'm lazy ;)
That's a really rough idea of some the basic concepts you need to develop to be able to move forward, hope it helps

How do I rotate objects/images independently in Java?

I am trying to have a series of rectangles rotating about their respective centres and moving to the right, but since the plane contains all the rectangles, all the rectangles rotate in unison about the centre of the latest added rectangle instead of independently around their respective centres. Here are the codes:
The main program:
import java.awt.Graphics2D;
import java.util.ArrayList;
public class Rectangles {
public static final int SCREEN_WIDTH = 400;
public static final int SCREEN_HEIGHT = 400;
public static void main(String[] args) throws Exception {
Rectangles game = new Rectangles();
game.play();
}
public void play() {
board.setupAndDisplay();
}
public Rectangles() {
board = new Board(SCREEN_WIDTH, SCREEN_HEIGHT, this);
rectangle_2 = new Rectangle_2();
rectangles = new ArrayList<Rectangle_2>();
}
public void drawRectangles(Graphics2D g, float elapsedTime) {
ticks++;
if (ticks % 4000 == 0) {
Rectangle_2 rectangle = new Rectangle_2();
rectangles.add(rectangle);
}
rotateRectangles(g);
drawRectangles(g);
moveRectangles(elapsedTime);
for (int i = 0; i < rectangles.size(); i++) {
Rectangle_2 rectangle = rectangles.get(i);
if (rectangle.getX() < -75) {
rectangles.remove(i);
i--;
}
}
}
public void drawRectangles(Graphics2D g) {
for (Rectangle_2 rectangle: rectangles) {
rectangle.drawRectangle(g);
}
}
public void rotateRectangles(Graphics2D g) {
for (Rectangle_2 rectangle: rectangles) {
rectangle.rotateRectangle(g);
}
}
public void moveRectangles(float elapsedTime) {
for (Rectangle_2 rectangle: rectangles) {
rectangle.move(10 * elapsedTime);
}
}
private Board board;
private Rectangle_2 rectangle_2;
private int ticks = 0;
private ArrayList<Rectangle_2> rectangles;
}
The rectangle class:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
public class Rectangle_2 {
public Rectangle_2() {
x = 0;
y = 200;
rectangle = new Rectangle((int) x, (int) y, 25, 25);
}
public void drawRectangle(Graphics2D g) {
g.setColor(Color.red);
g.draw(rectangle);
}
public void rotateRectangle(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
angle += 0.001;
g2.rotate(angle, rectangle.getX() + rectangle.getWidth() / 2, rectangle.getY() + rectangle.getHeight() / 2);
g2.setColor(Color.red);
}
public void move(float elapsedTime) {
x = x + elapsedTime;
rectangle.setLocation((int) x, (int) y);
}
public boolean collides(Rectangle r) {
return r.intersects(rectangle);
}
#Override
public String toString() {
return "Pipe [x = " + x + ", y = " + y + ", rectangle = " + rectangle + "]";
}
public Rectangle getRectangle() {
return rectangle;
}
public double getX() {
return x;
}
private double x;
private double y;
private double angle = 0;
private Rectangle rectangle;
}
The board class where the animation takes place:
import java.awt.*;
import javax.swing.*;
public class Board extends JPanel {
private static final long serialVersionUID = 1L;
public Board(int width_, int height_, Rectangles simulator_) {
width = width_;
height = height_;
game = simulator_;
lastTime = -1L;
}
public void setupAndDisplay() {
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(new JScrollPane(this));
f.setSize(width, height);
f.setLocation(200, 200);
f.setVisible(true);
this.setFocusable(true);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
boolean first = (lastTime == -1L);
long elapsedTime = System.nanoTime() - lastTime;
lastTime = System.nanoTime();
g.setColor(Color.white);
g.fillRect(0, 0, width, height);
g.setColor(Color.white);
game.drawRectangles((Graphics2D) g, (first ? 0.0f : (float) elapsedTime / 1e9f));
repaint();
}
private int width;
private int height;
private long lastTime;
private Rectangles game;
}
Please note the rectangle takes a couple of seconds to appear because of the delay implemented. Thank you :).
The Graphics context is a shared resource, that is, during a single paint cycle, all the components get the same Graphics context. Any changes you make to the Graphics context are also maintained (or compound in the case of same transformations). So this means, each time you call Graphics#rotate, you are actually compounding any of the previous rotations which might have been executed on it.
You need to change you code in two ways...
You need a independent update cycle, independent of the paint cycle
Create a local copy of the Graphics context BEFORE you apply any transformations
For example...
Rectangles becomes the main driver/engine. It's responsible for managing the entities and updating them each cycle. Normally, I'd use some kind of interface that described the functionality that other case might be able to use, but you get the idea
public class Rectangles {
public static void main(String[] args) throws Exception {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
Rectangles game = new Rectangles();
game.play();
}
});
}
public void play() {
Board board = new Board(this);
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(board);
f.pack();
f.setLocation(200, 200);
f.setVisible(true);
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
updateRectangles();
board.repaint();
lastTime = System.nanoTime();
}
});
timer.start();
}
public Rectangles() {
rectangle_2 = new Rectangle_2();
rectangles = new ArrayList<Rectangle_2>();
}
protected void updateRectangles() {
boolean first = (lastTime == -1L);
double elapsedTime = System.nanoTime() - lastTime;
elapsedTime = (first ? 0.0f : (float) elapsedTime / 1e9f);
ticks++;
if (ticks <= 1 || ticks % 100 == 0) {
Rectangle_2 rectangle = new Rectangle_2();
rectangles.add(rectangle);
}
rotateRectangles();
moveRectangles(elapsedTime);
for (int i = 0; i < rectangles.size(); i++) {
Rectangle_2 rectangle = rectangles.get(i);
if (rectangle.getX() < -75) {
rectangles.remove(i);
i--;
}
}
}
public void drawRectangles(Graphics2D g) {
for (Rectangle_2 rectangle : rectangles) {
rectangle.drawRectangle(g);
}
}
protected void rotateRectangles() {
for (Rectangle_2 rectangle : rectangles) {
rectangle.rotateRectangle();
}
}
protected void moveRectangles(double elapsedTime) {
for (Rectangle_2 rectangle : rectangles) {
rectangle.move(10 * elapsedTime);
}
}
private long lastTime = -1L;
private Rectangle_2 rectangle_2;
private int ticks = 0;
private ArrayList<Rectangle_2> rectangles;
}
Board becomes nothing more then a surface onto which the entities can be rendered
public class Board extends JPanel {
public Board(Rectangles engine) {
game = engine;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
game.drawRectangles((Graphics2D) g);
}
private Rectangles game;
}
And Rectangle_2 is a simple container of information which knows how to paint itself when given the chance. You will note the movement and rotation methods just update the state, they do nothing else.
drawRectangle first creates a copy of the supplied Graphics2D context, before it applies it's changes and renders the rectangle, when done, it calls dispose to dispose of the copy
public class Rectangle_2 {
public Rectangle_2() {
x = 0;
y = 200;
rectangle = new Rectangle((int) x, (int) y, 25, 25);
}
public void drawRectangle(Graphics2D g) {
Graphics2D g2 = (Graphics2D) g.create();
g2.rotate(angle, rectangle.getX() + rectangle.getWidth() / 2, rectangle.getY() + rectangle.getHeight() / 2);
g2.setColor(Color.red);
g2.draw(rectangle);
g2.dispose();
}
public void rotateRectangle() {
angle += 0.001;
}
public void move(double elapsedTime) {
x = x + elapsedTime;
rectangle.setLocation((int) x, (int) y);
}
public boolean collides(Rectangle r) {
return r.intersects(rectangle);
}
#Override
public String toString() {
return "Pipe [x = " + x + ", y = " + y + ", rectangle = " + rectangle + "]";
}
public Rectangle getRectangle() {
return rectangle;
}
public double getX() {
return x;
}
private double x;
private double y;
private double angle = 0;
private Rectangle rectangle;
}

How do I generate a new object after pressing the space bar? [closed]

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I created a "bullet" that moves in the positive x direction after pressing the space bar. It resets at a certain position once it goes off screen. However, how can I make it so that every time I press the space bar, a bullet is shot? Is creating a new object necessary, or can I keep the same object but instantiate a second time while the first is still animating (I feel like that wouldn't work). I'm a newbie so any help is appreciated.
Edit: My code thus far. The first is for the PlayState and the second is the ball class
public class GameMain {
private static final String GAME_TITLE = "LoneBall (Chapter 5)";
public static final int GAME_WIDTH = 800;
public static final int GAME_HEIGHT = 450;
public static Game sGame;
public static void main(String[] args) {
JFrame frame = new JFrame(GAME_TITLE);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false); // Prevents manual resizing of window
sGame = new Game(GAME_WIDTH, GAME_HEIGHT);
frame.add(sGame);
frame.pack();
frame.setVisible(true);
frame.setIconImage(Resources.iconimage); // This is the new line!
}
}
public class PlayState extends State {
private static final int PADDLE_WIDTH = 15;
private static final int PADDLE_HEIGHT = 60;
private Ball ball;
private static final int BALL_DIAMETER = 10;
private int playerScore = 0;
private Font scoreFont;
#Override
public void init() {
scoreFont = new Font("SansSerif", Font.BOLD, 25);
ball = new Ball(300, 200, BALL_DIAMETER, BALL_DIAMETER);
}
#Override
public void update() {
ball.update();
if (ball.isDead()) {
playerScore++;
ball.reset();
}
//adjust player score here
}
#Override
public void render(Graphics g) {
// Draw Background
g.setColor(Resources.darkRed);
g.fillRect(0, 0, GameMain.GAME_WIDTH,
GameMain.GAME_HEIGHT);
// Draw Separator Line
// Draw Paddles
g.setColor(Color.white);
g.drawImage(Resources.gun, 0, 150, 300, 200, null);
// Draw Ball
g.setColor(Color.yellow);
g.fillOval(ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight());
// Draw UI
g.setFont(scoreFont); // Sets scoreFont as current font
g.drawString("" + playerScore, 350, 40); // Draws String using current
// font
}
#Override
public void onClick(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void onKeyPress(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_SPACE) {
ball.velX = 10;
}
}
#Override
public void onKeyRelease(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_UP
|| e.getKeyCode() == KeyEvent.VK_DOWN) {
}
}
}
Then the ball class:
public class Ball {
private int x, y, width, height;
public int velX;
private Rectangle oval;
public Ball(int x, int y, int width, int height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
final int velX = 0;
oval = new Rectangle(x, y, width, height);
}
public void update() {
x += velX;
}
private void updateRect() {
oval.setBounds(x, y, width, height);
}
public boolean isDead() {
return (x < 0 || x + width > GameMain.GAME_WIDTH || y < 0 || y > GameMain.GAME_HEIGHT);
}
public void reset() {
x = 300;
y = 200;
velX = 0;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public Rectangle getRect() {
return oval;
}
}
You make no mention of your GUI library, so I'll assume that it's a Swing application, but hopefully you'll fix this by giving us a lot more information and your current pertinent code.
One solution is to use Key Bindings to bind a bullet creation action to a spacebar press. This gets around the issue of KeyListeners and focus problems that plague their use.
e.g.,
// assuming displayed a main JPanel called mainJPanel
ActionMap actionMap = mainJPanel.getActionMap();
int condition = JComponent.WHEN_IN_FOCUSED_WINDOW;
InputMap inputMap = mainJPanel.getInputMap(condition);
// assuming a class, CreateBulletAction, that extends AbstractAction
// and that creates your bullets
inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_SPACE, 0), "space");
actionMap.put("space", new CreateBulletAction());

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