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For some reason there are two player speeds in my game Orange Quest. What I mean by this is when I test my game in eclipse and my headphones are off. The game goes twice as fast as when my headphones are on.
I sent the game to my friend and he also experiences the same problems. I've tried to debug the code to see if there was a something wrong with it, but I didn't see any problem. I also tried to adjust the player speed but that didn't help either, as it was still going twice as fast when my headphones were off.
Here is the code for the game panel
Oh yah, by the way the frame is 700 by 700
import javax.imageio.ImageIO;
import javax.swing.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.awt.*;
import java.util.*;
import java.util.concurrent.CopyOnWriteArrayList;
public class GamePanel extends JPanel implements ActionListener {
/**
*
*/
private static final long serialVersionUID = 1L;
Player player;
boolean running = true;
CopyOnWriteArrayList<Wall> walls = new CopyOnWriteArrayList<>();
CopyOnWriteArrayList<LavaWall> lavaWalls = new CopyOnWriteArrayList<>();
CopyOnWriteArrayList<Enemy> enemies = new CopyOnWriteArrayList<>();
CopyOnWriteArrayList<Orange> oranges = new CopyOnWriteArrayList<>();
java.util.Timer gameTimer;
int cameraX;
int offset;
int count = 0;
int index = 0;
int set;
int s = 50;
int r = 75;
BufferedImage dirt;
BufferedImage grass;
BufferedImage lava;
BufferedImage cloud;
BufferedImage spike;
BufferedImage undergroundLava;
BufferedImage character;
BufferedImage thumbnail;
JLabel timeLabel = new JLabel();
JLabel orangeLabel = new JLabel(": 0/7");
double orangeCount = 0;
int elapsedTime = 0;
int minutes = 0;
int seconds = 0;
int ms = 0;
String minutesString = String.format("%02d", minutes);
String secondsString = String.format("%02d", seconds);
String msString = String.format("%02d", ms);
java.util.Timer timer = new java.util.Timer();
TimerTask task = new TimerTask() {
#Override
public void run() {
elapsedTime += 10;
minutes = (elapsedTime / 60000);
seconds = (elapsedTime / 1000) % 60;
ms = (elapsedTime / 10) % 100;
minutesString = String.format("%02d", minutes);
secondsString = String.format("%02d", seconds);
msString = String.format("%02d", ms);
timeLabel.setText(minutesString + ":" + secondsString + ":" + msString);
}
};
GamePanel() {
if (running) {
player = new Player(400, 300, this);
reset();
setLayout(null);
gameTimer = new java.util.Timer();
add(player.death);
player.death.setBounds(550, 15, 300, 100);
player.death.setFont(new Font("Verdana", Font.PLAIN, 20));
add(orangeLabel);
orangeLabel.setBounds(320, 15, 200, 50);
orangeLabel.setFont(new Font("Verdana", Font.PLAIN, 20));
gameTimer.schedule(new TimerTask() {
#Override
public void run() {
try {
if (walls.get(walls.size() - 1).x < 800) {
offset += 700;
makeWalls(offset);
}
player.set();
for (Wall wall : walls)
wall.set(cameraX);
for (int i = 0; i < walls.size(); i++) {
if (walls.get(i).x < -800)
walls.remove(i);
}for(Enemy enemy : enemies)
enemy.set(cameraX);
for (LavaWall lava : lavaWalls)
lava.set(cameraX);
for (int i = 0; i < lavaWalls.size(); i++) {
if (lavaWalls.get(i).x < -800)
lavaWalls.remove(i);
}
for(Orange orange : oranges)
orange.set(cameraX);
for(int i = 0; i < oranges.size(); i++) {
if(oranges.get(i).x < -800)
oranges.remove(i);
}
repaint();
} catch (Throwable e) {
e.printStackTrace();
}
}
}, 0, 17);
add(timeLabel);
timeLabel.setText(minutesString + ":" + secondsString + ":" + msString);
timeLabel.setBounds(10, 15, 300, 100);
timeLabel.setFont(new Font("Verdana", Font.PLAIN, 25));
timer.scheduleAtFixedRate(task, 0, 10);
} else if (!running) {
System.exit(0);
}
}
public void makeWalls(int offset) {
Random rnd = new Random();
try {
dirt = ImageIO.read(getClass().getResourceAsStream("/art/dirt block.png"));
grass = ImageIO.read(getClass().getResourceAsStream("/art/grass block.png"));
lava = ImageIO.read(getClass().getResourceAsStream("/art/lava block.png"));
cloud = ImageIO.read(getClass().getResourceAsStream("/art/cloud block.png"));
undergroundLava = ImageIO.read(getClass().getResourceAsStream("/art/underground lava.png"));
thumbnail = ImageIO.read(getClass().getResourceAsStream("/art/thumbnail.png"));
} catch (Exception e) {
e.printStackTrace();
}
if (count == 7) {
oranges.add(new Orange(offset + 50, 500, s, s, thumbnail));
for (int i = 1; i <= 14; i++) {
walls.add(new Wall(offset + i * 50, 600, s, s, grass));
walls.add(new Wall(offset + i * 50, 650, s, s, dirt));
}
}
else if(count != 10) {
if (index == 0) {
for (int i = 1; i <= 14; i++) {
walls.add(new Wall(offset + i * 50, 600, s, s, grass));
walls.add(new Wall(offset + i * 50, 650, s, s, dirt));
if(i == 6) {
enemies.add(new Enemy(offset + 350, 550, r, s));
}
}
set = 0;
} else if (index == 1) {
for (int j = 1; j <= 14; j++) {
for (int i = 650; i >= 350; i -= 50) {
if (i == 350)
walls.add(new Wall(offset, i, s, s, grass));
else
walls.add(new Wall(offset, i, s, s, dirt));
}
offset += 50;
set = 1;
}
} else if (index == 2) {
if(set == 0) {
walls.add(new Wall(offset - 50, 500, s, s, cloud));
walls.add(new Wall(offset - 200, 400, s, s, cloud));
walls.add(new Wall(offset, 300, s, s, cloud));
for (int i = 0; i < 9; i++) {
walls.add(new Wall(offset + 300 + i * 50, 600, s, s, grass));
walls.add(new Wall(offset + 300 + i * 50, 650, s, s, dirt));
}
}else {
for (int i = 1; i <= 14; i++) {
walls.add(new Wall(offset + i * 50, 600, s, s, grass));
walls.add(new Wall(offset + i * 50, 650, s, s, dirt));
if(i == 6) {
enemies.add(new Enemy(offset + 350, 550, r, s));
}
}
}
} else if (index == 3) {
for (int i = 1; i <= 2; i++) {
walls.add(new Wall(offset + i * 50, 600, s, s, grass));
walls.add(new Wall(offset + i * 50, 650, s, s, dirt));
}
lavaWalls.add(new LavaWall(offset + 150, 600, s, s, lava));
lavaWalls.add(new LavaWall(offset + 200, 600, s, s, lava));
lavaWalls.add(new LavaWall(offset + 250, 600, s, s, lava));
lavaWalls.add(new LavaWall(offset + 300, 600, s, s, lava));
lavaWalls.add(new LavaWall(offset + 350, 600, s, s, lava));
lavaWalls.add(new LavaWall(offset + 150, 650, s, s, undergroundLava));
lavaWalls.add(new LavaWall(offset + 200, 650, s, s, undergroundLava));
lavaWalls.add(new LavaWall(offset + 250, 650, s, s, undergroundLava));
lavaWalls.add(new LavaWall(offset + 300, 650, s, s, undergroundLava));
lavaWalls.add(new LavaWall(offset + 350, 650, s, s, undergroundLava));
for (int i = 6; i <= 12; i++) {
walls.add(new Wall(offset + 100 + i * 50, 600, s, s, grass));
walls.add(new Wall(offset + 100 + i * 50, 650, s, s, dirt));
}
}
for(Wall wall : walls) {
for(LavaWall lava : lavaWalls) {
if(lava.hitBox.getBounds() == wall.hitBox.getBounds()) {
lavaWalls.remove(lava);
}
}
}
count++;
index = rnd.nextInt(4);
}
}
public void reset() {
count = 0;
index = 0;
player.x = 200;
player.y = 150;
cameraX = 150;
player.xspeed = 0;
player.yspeed = 0;
walls.clear();
enemies.clear();
lavaWalls.clear();
oranges.clear();
offset = -150;
makeWalls(offset);
player.isDed = false;
}
public void paint(Graphics g) {
try {
super.paint(g);
Graphics2D gtd = (Graphics2D) g;
player.draw(gtd);
for(int i = 0; i < walls.size(); i++) {
try {
walls.get(i).draw(gtd);
} catch (Throwable e) {
}
}for(Enemy enemy : enemies)
enemy.draw(gtd);
for(LavaWall lava : lavaWalls)
lava.draw(gtd);
g.drawImage(thumbnail, 270, 15, 50, 50, null);
for(Orange orange : oranges)
orange.draw(gtd);
} catch (Throwable e) {
e.printStackTrace();
}
}
#Override
public void actionPerformed(ActionEvent e) {
}
public void keyPressed(KeyEvent e) {
if (e.getKeyChar() == 'a')
player.keyLeft = true;
if (e.getKeyChar() == 'w' || e.getKeyCode() == 32)
player.keyUp = true;
if (e.getKeyChar() == 's')
player.keyDown = true;
if (e.getKeyChar() == 'd')
player.keyRight = true;
if (e.getKeyChar() == 'h')
Player.keyGlide = true;
if (e.getKeyChar() == 'j')
player.keyMega = true;
if (e.getKeyChar() == 'l')
player.keyRush = true;
}
public void keyReleased(KeyEvent e) {
if (e.getKeyChar() == 'a')
player.keyLeft = false;
if (e.getKeyChar() == 'w' || e.getKeyCode() == 32)
player.keyUp = false;
if (e.getKeyChar() == 's')
player.keyDown = false;
if (e.getKeyChar() == 'd')
player.keyRight = false;
if (e.getKeyCode() == 27)
System.exit(0);
if (e.getKeyChar() == 'h')
Player.keyGlide = false;
if (e.getKeyChar() == 'j')
player.keyMega = false;
if (e.getKeyChar() == 'l')
player.keyRush = false;
}
}
and here is the player code
import java.awt.*;
import java.awt.event.*;
import java.io.File;
import java.io.IOException;
import java.util.Iterator;
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.Clip;
import javax.swing.*;
public class Player {
GamePanel panel;
int x;
int y;
int width;
int height;
double xspeed;
double yspeed;
boolean keyLeft;
boolean keyRight;
boolean keyUp;
static boolean keyGlide;
boolean keyDown;
boolean keyMega;
boolean keyRush;
boolean falling;
boolean isDeathSound;
boolean isDed;
Graphics2D gtd;
long time = 0;
Timer timer;
long start;
long stop;
double deaths = 0;
JLabel death = new JLabel("Deaths: 0");
Rectangle hitBox;
long waitTime;
static Clip clip;
static boolean onGround;
Player(){
}
Player(int x, int y, GamePanel panel){
this.panel = panel;
this.x = x;
this.y = y;
width = 50;
height = 100;
hitBox = new Rectangle(x, y, width, height);
}
public void set() throws Throwable{
Iterator<Orange> orangeItr = panel.oranges.iterator();
if(keyLeft && keyRight || !keyLeft && !keyRight) xspeed *= 0.8;
else if(keyLeft && !keyRight)xspeed--;
else if(keyRight && !keyLeft)xspeed++;
if(keyUp && keyGlide) {keyUp = false;}
if(yspeed > 0)onGround = false;
if(keyMega && keyGlide) {keyMega = false;}
if(onGround && keyGlide)keyGlide = false;
if(xspeed > 0 && xspeed < 0.75)xspeed = 0;
if(xspeed < 0 && xspeed > -0.75)xspeed = 0;
if(xspeed > 7 && !keyRush)xspeed = 7;
if(xspeed < -7 && !keyRush)xspeed = -7;
if(xspeed > 12 && keyRush)xspeed = 12;
if(xspeed < -12 && keyRush)xspeed = -12;
if(yspeed < -12.75) yspeed = -12.75;
if(keyUp && onGround) {
jumpSound();
hitBox.y++;
onGround = false;
for(Wall wall : panel.walls) {
if(wall.hitBox.intersects(hitBox)) {
yspeed = -8;
}
}hitBox.y--;
}if(keyMega && onGround) {
megaSound();
onGround = false;
hitBox.y++;
for(Wall wall : panel.walls) {
if(wall.hitBox.intersects(hitBox)) yspeed = -12.75;
}hitBox.y--;
}
yspeed += 0.3;
if(keyGlide && !onGround && yspeed > 1.2) {
glideSound();
yspeed -= 0.25;
}if(keyDown && !onGround) {
yspeed += 0.4;
}
//horizontal collision
hitBox.x += xspeed;
for(Wall wall : panel.walls) {
if(hitBox.intersects(wall.hitBox)) {
hitBox.x -= xspeed;
while(!wall.hitBox.intersects(hitBox))hitBox.x += Math.signum(xspeed);
hitBox.x -= Math.signum(xspeed);
panel.cameraX += x - hitBox.x;
xspeed = 0;
hitBox.x = x;
}
}
for(Orange orange : panel.oranges){
isDed = false;
if(hitBox.intersects(orange.hitBox)) {
isDed = false;
if(panel.orangeCount != 6) {
isDed = false;
keyGlide = false;
hitBox.x -= xspeed;
while(!orange.hitBox.intersects(hitBox))hitBox.x += Math.signum(xspeed);
hitBox.x -= Math.signum(xspeed);
panel.cameraX += x - hitBox.x;
xspeed = 0;
x = hitBox.x;
panel.orangeCount++;
panel.reset();
panel.orangeLabel.setText(": " +(int)panel.orangeCount + "/7");
onGround = true;
isDed = false;
deathSound();
}
else {
keyGlide = false;
hitBox.x -= xspeed;
while(!orange.hitBox.intersects(hitBox))hitBox.x += Math.signum(xspeed);
hitBox.x -= Math.signum(xspeed);
xspeed = 0;
x = hitBox.x;
onGround = true;
panel.orangeCount++;
panel.orangeLabel.setText(": " + (int)panel.orangeCount + "/7");
orangeSound();
System.out.println("Well done");
Thread.sleep(1100);
System.out.print("your time is ");
System.out.println(panel.timeLabel.getText());
System.out.println("you died " + (int)deaths + " time(s)");
System.exit(0);
}
}
}
//vertical collision
hitBox.y += yspeed;
for(Wall wall : panel.walls) {
if(hitBox.intersects(wall.hitBox)) {
keyGlide = false;
hitBox.y -= yspeed;
while(!wall.hitBox.intersects(hitBox))hitBox.y += Math.signum(yspeed);
hitBox.y -= Math.signum(yspeed);
yspeed = 0;
y = hitBox.y;
onGround = true;
}
}
try {
for(LavaWall lava : panel.lavaWalls) {
if(hitBox.intersects(lava.hitBox)) {
isDed = true;
isDeathSound = true;
keyGlide = false;
hitBox.y -= yspeed;
while(!lava.hitBox.intersects(hitBox))hitBox.y += Math.signum(yspeed);
hitBox.y -= Math.signum(yspeed);
yspeed = 0;
y = hitBox.y;
onGround = true;
isDed = true;
die();
}
}
for(Orange orange : panel.oranges){
isDed = false;
if(hitBox.intersects(orange.hitBox)) {
isDed = false;
if(!(panel.orangeCount == 7)) {
keyGlide = false;
hitBox.y -= yspeed;
while(!orange.hitBox.intersects(hitBox))hitBox.y += Math.signum(yspeed);
hitBox.y -= Math.signum(yspeed);
yspeed = 0;
y = hitBox.y;
onGround = true;
panel.orangeCount++;
panel.reset();
panel.orangeLabel.setText(": " +(int)panel.orangeCount + "/7");
isDed = false;
deathSound();
}
else if(panel.orangeCount == 7) {
keyGlide = false;
hitBox.y -= yspeed;
while(!orange.hitBox.intersects(hitBox))hitBox.y += Math.signum(yspeed);
hitBox.y -= Math.signum(yspeed);
yspeed = 0;
y = hitBox.y;
onGround = true;
panel.orangeCount++;
panel.orangeLabel.setText(": " + (int)panel.orangeCount + "/7");
orangeSound();
System.out.println("Well done");
Thread.sleep(1100);
System.out.print("your time is ");
System.out.println(panel.timeLabel.getText());
System.out.println("you died " + (int)deaths + " time(s)");
Thread.sleep(4500);
System.out.println("press v to exit");
}
}
}
}catch(Throwable e) {
}
panel.cameraX -= xspeed;
y += yspeed;
hitBox.x = x;
hitBox.y = y;
//death code
if(y > 800) {
isDed = true;
onGround = true;
die();
}enemyScript();
}void enemyScript() {
for(Enemy enemy : panel.enemies) {
if(hitBox.intersects(enemy.hitBox)) {
isDed = true;
isDeathSound = true;
keyGlide = false;
hitBox.y -= yspeed;
while(!enemy.hitBox.intersects(hitBox))hitBox.y += Math.signum(yspeed);
hitBox.y -= Math.signum(yspeed);
yspeed = 0;
y = hitBox.y;
onGround = true;
isDed = true;
die();
}
}
}
void jumpSound(){
soundEffect("res\\musicAndSoundEffects\\jump.wav");
}void megaSound(){
soundEffect("res\\musicAndSoundEffects\\megajump.wav");
}void glideSound(){
soundEffect("res\\musicAndSoundEffects\\shorterGlide.wav");
}void deathSound(){
if(isDed) {
soundEffect("res\\musicAndSoundEffects\\death.wav");
}else if(!isDed) {
soundEffect("res\\musicAndSoundEffects\\orangeSound.wav");
}
}void notDie(){
stopSound();
}
void orangeSound(){
soundEffect("res\\musicAndSoundEffects\\orangeSound.wav");
}void stopSound(){
clip.stop();
}
void die() {
deathSound();
panel.reset();
deaths++;
death.setText("Deaths: " + (int)deaths);
onGround = true;
}
static void soundEffect(String filePath) {
try {
File file = new File(filePath);
AudioInputStream sound = AudioSystem.getAudioInputStream(file);
clip = AudioSystem.getClip();
if(onGround && !filePath.equals("res\\musicAndSoundEffects\\shorterGlide.wav")) {
clip.open(sound);
clip.setFramePosition(0);
clip.start();
}else if(filePath.equals("res\\musicAndSoundEffects\\shorterGlide.wav")) {
clip.open(sound);
clip.setFramePosition(0);
clip.start();
}
}catch(Exception e) {
JOptionPane.showMessageDialog(null, e.getStackTrace());
}
}
public void draw(Graphics2D g) {
g.setColor(Color.BLACK);
g.fillRect(x, y, width, height);
}
}
for anyone who knows the answer to this. Please comment the problem and not the answer so that I can learn. thanks
In broad strokes:
Because you're using a java.util.Timer and it is just the wrong tool for the job.
Let's say you want a game to run smoothly, but not slam the CPU of even the most powerful machine imaginable, and also to run as well as it can if the system it runs on is insufficient (that last one is important; even if a system is plenty powerful to run the game, sometimes you get a 'blip' of underperformance because of other stuff the computer was doing, such as when you plug in a USB stick and all sorts of driver shenanigans occurs in the background).
To accomplish these things, you need two crucial properties:
Timing related to the gameplay (such as, if one of the players is moving northbound, the amount of movement that occurs) should be based entirely on 'time passed', and be unaffected by the amount of time required to actually redraw parts of the screen, nor should it be affected by how many 'loops' of screen refresh you manage to squeeze into a single second.
Timing related to rendering needs to go fast as possible, but needs a breaking system: BEFORE you begin the task of 'update game state then render the state to the screen', you should calculate the timing at which that should all be done. Then, once you are done with one loop of the game (adjust game state and rendering all that), you check whether you 'beat the clock'. If you did, THEN wait. In other words, instead of asking a timer to wait a fixed amount of time before doing the next game loop, the amount of time to wait needs to take into account you took some time to adjust the game state and render things.
Here's some example code of a basic game loop. Just use it for inspiration, it doesn't fit verbatim into the code you already have.
class Example {
private static final long NANOS_PER_MILLI =
TimeUnit.MILLISECONDS.toNanos(1);
private static final long NANOS_PER_FRAME =
TimeUnit.SECONDS.toNanos(1) / 60;
private static final long ADJUST_EXPECTATIONS_TRESHOLD =
NANOS_PER_FRAME * 5;
private long start = System.nanoTime();
private long frameCounter = 0;
public void run() {
while (running) {
gameLoop();
}
}
void gameLoop() {
frameCounter++;
long target = startTime + NANOS_PER_FRAME * frameCounter;
// target now holds the exact time at which point we should
// be done with this game loop.
recalcGameState();
redrawStuff();
long end = System.nanoTime();
long delta = target - System.nanoTime();
if (delta > 0) {
// We had time to spare!
// Let's sleep most of that away, giving us
// a little bit of leeway (5msec worth) in case the system is
// going to blip on us.
// Also, CPU waiting is generally granularized at millis,
// so let's convert to millis first, and be 5 millis 'early'
long millisToWait = (delta / NANOS_PER_MILLI) - 5;
if (millisToWait > 0) sleep(millisToWait);
else if (-delta > READJUST_EXPECTATIONS_TRESHOLD) {
// Rats - we missed the boat, and by a lot!
// we are over 5 frames behind, let's readjust
// expectations and slow down the game logic, too:
start = end;
frameCounter = 0;
}
}
}
}
The above code will reliably render at 60 gameloops every second, (that 5msec leeway will adjust itself on the next loop, as that would just mean you get there even faster and thus wait longer) - and will 'catch up' on a blip for at most 5 frames (catching up a ton of frames after a long blip is usually not a good idea, so we limit the catchup mechanism).
Usually when you're forced into readjustment you may want to adjust the game logic's clocks as well (it is a bit unfair for a player to slam into a wall that was way ahead of them because their CPU just decided to doze off for a second, unlikely as that is, whilst they couldn't steer or even see anything!) - so, have a ball with gameStart.
NB: nanoTime is used and not System.currentTimeMillis(), because System.CTM represents the system clock, which means it will drastically change when the user resets their time - modern computers update their clocks by way of a network time server, so this happens all the time (heh), and means that looking at it for frame timing is a bad idea. From time to time the game will do mad glitching when the NTP daemon adjusted the clocks. nanoTime is more or less reflecting 'CPU uptime' and does not get modified when the system clock is adjusted.
NB2: If you need 'frameCounter' to represent game turns, you can't just reset it like this; instead, figure out how many frames you want to adjust by, and then add that many NANOS_PER_FRAME to 'start' instead.
private JPanel contentPane;
private KeyListener myKeyListener;
JLabel lblUp;
JLabel lblMiddle;
JLabel lblDown;
JButton btnStart;
JLabel lblScore;
int lblu = 0;
int x = 0;
int y = 50;
int u = 1;
int w = 1;
int rxx = 0;
int ryy = 0;
int s = 0;
Timer timer;
/**
* Launch the application.
*/
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
try {
Game_1 frame = new Game_1();
frame.setVisible(true);
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
/**
* Create the frame.
*/
public Game_1() {
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setBounds(100, 100, 450, 300);
contentPane = new JPanel();
contentPane.setBorder(new EmptyBorder(5, 5, 5, 5));
setContentPane(contentPane);
contentPane.setLayout(null);
JLabel lblScore = new JLabel("0");
lblScore.setHorizontalAlignment(SwingConstants.CENTER);
lblScore.setForeground(Color.GREEN);
lblScore.setBounds(388, 0, 46, 14);
contentPane.add(lblScore);
addKeyListener(this);
}
public void keyPressed(KeyEvent arg0) {
Graphics pen = this.contentPane.getGraphics();
int maxh = contentPane.getHeight();
int maxw = contentPane.getWidth();
if(y < 0){
y = maxh -50;
}
if(y > maxh-45){
y = 0;
}
if (arg0.getKeyCode() == KeyEvent.VK_UP) {
if(u ==0){
pen.setColor(Color.BLACK);
pen.fillRect(0, 0, maxw, maxh);
y = y - 10;
pen.setColor(Color.GREEN);
pen.fillRect(x, y, 50, 50);
pen.setColor(Color.BLACK);
pen.fillRect(x - 50, y, 50, 50);
x = x + 1;
if (x >= maxw) {
pen.fillRect(x - 30, y, 50, 50);
x = 0;
}
}
} else if (arg0.getKeyCode() == KeyEvent.VK_RIGHT) {
if(u ==1){
pen.setColor(Color.BLACK);
pen.fillRect(0, 0, maxw, maxh);
pen.setColor(Color.BLACK);
pen.fillRect(0, 0, maxw, maxh);
Timer timer = new Timer(100, this);
timer.start();
u = 0;
}else if(u ==0){
x = x +10;
}
} else if (arg0.getKeyCode() == KeyEvent.VK_DOWN) {
if(u ==0){
pen.setColor(Color.BLACK);
pen.fillRect(0, 0, maxw, maxh);
pen.setColor(Color.BLACK);
y = y+ 10;
if (x >= maxw) {
pen.fillRect(x - 30, y, 50, 50);
x = 0;
}
}
} else if (arg0.getKeyCode() == KeyEvent.VK_LEFT) {
if(u ==0){
pen.setColor(Color.BLACK);
pen.fillRect(0, 0, maxw, maxh);
pen.setColor(Color.BLACK);
x = x- 10;
if (x < 0) {
pen.fillRect(x - 30, y, 50, 50);
x = maxw;
}
}
}
}
public void keyReleased(KeyEvent arg0) {
}
public void keyTyped(KeyEvent arg0) {
}
public void run() {
}
#Override
public void actionPerformed(ActionEvent arg0) {
Graphics pen = this.contentPane.getGraphics();
int maxh = contentPane.getHeight();
int maxw = contentPane.getWidth();
pen.setColor(Color.BLACK);
pen.fillRect(0, 0, maxw, maxh);
pen.setColor(Color.GREEN);
pen.fillRect(x, y, 50, 50);
pen.setColor(Color.BLACK);
pen.fillRect(x - 50, y, 50, 50);
x = x + 1;
if (x >= maxw) {
pen.fillRect(x - 30, y, 50, 50);
x = 0;
}
if(w ==1){
Random r = new Random();
int ry = r.nextInt(maxh - 0) + 100;
int rx = r.nextInt(maxw - 0) + 100;
rxx = rx;
ryy = ry;
pen.setColor(Color.RED);
pen.fillRect(rx, ry, 10, 10);
w = 0;
}
pen.setColor(Color.RED);
pen.fillRect(rxx, ryy, 10, 10);
if(x-50 <= rxx && x > rxx && y > ryy && y-50 <= ryy){
s ++;
System.out.println("PUNKT");
pen.setColor(Color.BLACK);
pen.fillRect(rxx, ryy, 10, 10);
w = 1;
}
}
}
here is the Problem: it only detects that they touch in the left top >corner(the wrong code is at the end, the last if)
you can start the game by pressing the Right arrow Button on you're Keyboard.Moving upwards: up Key on you're Keyboard.Moving downwards:down Key on your're Keyboard.The right Button also lets you move to the right, the left Button to the left.Picture of the Game
I want, that the Rect detects that it touches the other in every part
of it, not only in the left top corner
Let's assume you've got first rect with: x1, y1, width1, height1 and second rect with x2, y2, width2, height2. The first rect touched the second in every part of it (so the second one is contained in the first one) when x1 <= x2 && x2+width2 <= x1+width2 && y1 <= y2 && y2+height <= y1+height
so
if (x1 <= x2 && x2+width2 <= x1+width2 && y1 <= y2 && y2+height <= y1+height) {
// the second rect is contained in the first rect
}
So I finally fixed it. For those who are interested, here is the fixed part of the code:
if (x+d >= x2 && x <= x2 && y+d >=y2 && y <= y2) {
s++;
d = d + s*10;
System.out.println("PUNKT");
pen.setColor(Color.BLACK);
pen.fillRect(x2, y2, 10, 10);
w = 1;
if (s == 10) {
JOptionPane.showMessageDialog(frame, "Achievement get: " + s + "Punkte!");
}
The program was running fine before I put the Rectangle2D objects in an ArrayList, except that whenever I changed directions, the snake would just rotate rather than bend. Now the snake does not even show up, and my console gives me the error, as provided by Mad Programmer:
Exception in thread "AWT-EventQueue-0" java.lang.IndexOutOfBoundsException:
Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(ArrayList.java:638)
at java.util.ArrayList.get(ArrayList.java:414)
at javaapplication968.JavaApplication968$Display.actionPerformed(JavaApplication968.java:110)
I know the issue is related to the ArrayLists, but how do I fix it?
Here is my class:
public class Display extends JPanel implements ActionListener, KeyListener {
Timer t = new Timer(1, this);
double xCoord = 50;
double yCoord = 50;
double xvel = 0;
double yvel = .01;
double ranx, xtemp;
double rany, ytemp;
int eaten = 0;
ArrayList<Rectangle2D> rects = new ArrayList<Rectangle2D>();
ArrayList<Double> xloc = new ArrayList<Double>();
ArrayList<Double> yloc = new ArrayList<Double>();
public Display(int xsize, int ysize) {
t.start();
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
xtemp = xsize;
ranx = (xtemp - 15) * Math.random();
ytemp = ysize;
rany = (ytemp - 15) * Math.random();
formSnake();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
// Adds snake
g2.setColor(Color.YELLOW);
for (int i = 0; i < rects.size(); i++) {
g2.fill(rects.get(i));
}
// Adds fruit at random location
g2.setColor(Color.BLUE);
g2.fill(new Ellipse2D.Double(ranx, rany, 15, 15));
setBackground(Color.BLACK);
}
#Override
public void actionPerformed(ActionEvent e) {
repaint();
// Replaces each rectangle location with one before it
for (int i = rects.size() - 1; i > 0; i--) {
xloc.set(i, xloc.get(i - 1));
yloc.set(i, yloc.get(i - 1));
}
// Sets new head location
xloc.set(0, xloc.get(0) + xvel);
yloc.set(0, yloc.get(0) + yvel);
getEaten();
}
// Adds initial 3 2DRectangles to snake at start of game
public void formSnake() {
for (int i = 0; i < rects.size(); i++) {
xloc.add(xCoord);
yloc.add(yCoord - 16 * i);
rects.add(rects.size(),
new Rectangle2D.Double(xloc.get(i), yloc.get(i), 15, 15));
}
}
// Adds 1 2DRectangle to the front of the snake every time it eats
public void extend() {
// Vertical
if (xvel == 0) {
if (yvel <= 0) { // Up
xloc.add(xloc.get(xloc.size() - 1));
yloc.add(yloc.get(yloc.size() - 1) - 16);
rects.add(new Rectangle2D.Double(xloc.get(xloc.size() - 1),
yloc.get(yloc.size() - 1), 15, 15));
} else
// Down
xloc.add(xloc.get(xloc.size() - 1));
yloc.add(yloc.get(yloc.size() - 1) + 16);
rects.add(new Rectangle2D.Double(xloc.get(xloc.size() - 1), yloc
.get(yloc.size() - 1), 15, 15));
}
// Horizontal
else if (yvel == 0) {
if (xvel <= 0) { // Left
xloc.add(xloc.get(xloc.size() - 1) - 16);
yloc.add(yloc.get(yloc.size() - 1));
rects.add(new Rectangle2D.Double(xloc.get(xloc.size() - 1),
yloc.get(yloc.size() - 1), 15, 15));
} else
// Right
xloc.add(xloc.get(xloc.size() - 1) + 16);
yloc.add(yloc.get(yloc.size() - 1));
rects.add(new Rectangle2D.Double(xloc.get(xloc.size() - 1), yloc
.get(yloc.size() - 1), 15, 15));
}
}
public void getEaten() {
if (Math.abs(xCoord - ranx) < 15 && Math.abs(yCoord - rany) < 15) {
rany = ytemp * Math.random();
ranx = xtemp * Math.random();
eaten++;
extend();
}
}
//Directions
public void up() {
yvel = -0.5;
xvel = 0;
}
public void down() {
yvel = 0.5;
xvel = 0;
}
public void left() {
xvel = -0.5;
yvel = 0;
}
public void right() {
xvel = 0.5;
yvel = 0;
}
//Just for testing purposes
public void stop() {
xvel = 0;
yvel = 0;
}
//Direction implementation
#Override
public void keyPressed(KeyEvent e) {
int code = e.getKeyCode();
if (code == KeyEvent.VK_UP || code == KeyEvent.VK_NUMPAD8) {
up();
}
if (code == KeyEvent.VK_DOWN || code == KeyEvent.VK_NUMPAD2) {
down();
}
if (code == KeyEvent.VK_RIGHT || code == KeyEvent.VK_NUMPAD6) {
right();
}
if (code == KeyEvent.VK_LEFT || code == KeyEvent.VK_NUMPAD4) {
left();
}
}
#Override
public void keyTyped(KeyEvent e) {
}
#Override
public void keyReleased(KeyEvent e) {
}
}
You seem to be getting a
Exception in thread "AWT-EventQueue-0" java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(ArrayList.java:638)
at java.util.ArrayList.get(ArrayList.java:414)
at javaapplication968.JavaApplication968$Display.actionPerformed(JavaApplication968.java:110)
At xloc.set(0, xloc.get(0) + xvel);, because there are no elements the xloc List
Change your formSnake method to do exactly what it says...// Adds initial 3 2DRectangles to snake at start of game instead of using rects.size(), which will be 0 when it's called...
// Adds initial 3 2DRectangles to snake at start of game
public void formSnake() {
for (int i = 0; i < 3; i++) {
xloc.add(xCoord);
yloc.add(yCoord - 16 * i);
rects.add(rects.size(),
new Rectangle2D.Double(xloc.get(i), yloc.get(i), 15, 15));
}
}
Paint components with paintComponent(Graphics g) where g is a local variable. my problem is whenever i do this it gives my a nullPointerException! i want to be able to output new data later on with another method so i need to stor it as a boject that can be changed later.
Map() {
setPreferredSize(new Dimension(500, 500));
makeMap();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
for (int x = 25; x <= 500; x += 25) {
for (int y = 25; y <= 500; y += 25) {
g.drawRect(0, 0, x, y);
}
}
for (int i = 2; i <= 399; i++) {
int rand = (int) ((Math.random() * (7)) + 1);
if (rand == 1) {
space = i;
// System.out.println(space);
int x = 0;
int y = 0;
space -= 1;
if ((space / 20.0) >= 1.0) {
x = space % 20;
y = space / 20;
x *= 25;
y *= 25;
g.setColor(Color.BLACK);
g.fillRect(x, y, 25, 25);
} else {
y = space;
y *= 25;
g.setColor(Color.BLACK);
g.fillRect(y, 0, 25, 25);
}
mapInfo.put(i, 1);
}
if ((rand == 2) || (rand == 3)) {
mapInfo.put(i, 2);
} else if (rand == 4) {
mapInfo.put(i, 3);
} else {
mapInfo.put(i, 0);
}
}
mapInfo.put(1, 1234);
mapInfo.put(400, 1234);
}
public void makeMap() {
frame = new JFrame();
panel = new JPanel();
frame.getContentPane().add(panel);
frame.pack();
frame.setVisible(true);
frame.setTitle("MAP");
frame.setBounds(600, 0, 516, 538);
frame.setResizable(false);
panel.setLayout(new BorderLayout());
panel.add(this);
}
public void blockSpace(int space) {
}
public int getEvent(int space) {
return mapInfo.get(space);
}
public static void setPlayerPos() {
g.setColor(Color.BLUE);
g.fillRect(475, 475, 25, 25);
}
}
So I'm trying to implement collision detection in my game and for some reason the collision isnt working properly.
public class ArenaKeys extends KeyAdapter {
arenaScreenBuild arena;
int xPos = 0, playerFace = 4;
int xPPos = 200, yPPos = 150;
int pX = 40, pY = 30;
AttackAshe aAtk = new AttackAshe();
int[][] mask = new int[400][92];
#SuppressWarnings("static-access")
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();// Get key pressed
if (keyCode == e.VK_RIGHT) {
playerFace = 4;
xPos += 5;
pX = (xPos + xPPos) / 5;
if (checkBoundary(pX, pY) == (false))
xPos -= 5;
} else if (keyCode == e.VK_LEFT) {
playerFace = 3;
xPos -= 5;
pX = (xPos + xPPos) / 5;
if (checkBoundary(pX, pY) == (false))
xPos += 5;
} else if (keyCode == e.VK_UP) {
playerFace = 2;
yPPos -= 5;
pY = yPPos / 5;
if (checkBoundary(pX, pY) == (false))
yPPos += 5;
} else if (keyCode == e.VK_DOWN) {
playerFace = 1;
yPPos += 5;
pY = yPPos / 5;
if (checkBoundary(pX, pY) == (false))
yPPos -= 5;
}
if (keyCode == e.VK_SPACE) {
aAtk.regArrow(arena.xPosition(), arena.yPosition());
arena.shoot(playerFace);
arena.xArrow = xPPos;
arena.yArrow = yPPos;
} else if (keyCode == e.VK_ESCAPE)
System.exit(0);
arena.moveArena(xPos);
arena.turnPlayer(playerFace);
arena.updateScreen(xPPos, yPPos);
}
public boolean checkBoundary(int x, int y) {
Rectangle t1 = new Rectangle(Turret.x, Turret.y, Turret.WIDTH,
Turret.HEIGHT);
Rectangle p = new Rectangle(pX, pY, Player.WIDTH, Player.HEIGHT);
if (t1.intersects(p))
// if (mask[x][y] == 0)
return false;
else
return true;
}
public static class Turret {
static int x = 168;
static int y = 40;
static final int WIDTH = 50;
static final int HEIGHT = 50;
}
public static class Player {
static final int WIDTH = 25;
static final int HEIGHT = 25;
}
public ArenaKeys(arenaScreenBuild arena) throws Exception {
this.arena = arena;
}
}
Approximately 20 units before the actual turret, the sprite stops being able to move any further. The sprite cannot go above or below the turret even if you go really high or really low.
What seems to be going wrong is that the sprite is colliding into the turret rectangle too early but I don't understand how that it possible. I draw the turret exactly 50 wide, 50 high at 168,40. The player is moving so it's x, y is different everytime but it's dimensions are 25 wide and 25 high.
The original turret is 126x111 approximately but I draw it as 50x50
25x25
public class arenaScreenBuild extends JPanel implements ActionListener {
String picPath = "pictures/";
String[] fileName = { "stageBridge.png", "turret.png", "Ashe.png",
"regArrow.png", "arenaScreen.png" };
ClassLoader cl = arenaScreenBuild.class.getClassLoader();
URL imgURL[] = new URL[5];
Toolkit tk = Toolkit.getDefaultToolkit();
Image imgBG, imgTurret, imgPlayer, imgRegArrow, imgBorder;
Boolean[] ptFunc = new Boolean[3];
int PLAYER_INITIAL_X = 200, PLAYER_INITIAL_Y = 150;
int xPos = 0, xPFace = 150, yPFace = 0;
int xPPos = 200, yPPos = 150;
int xVal, yVal, xArrow, yArrow, xTemp, yTemp;
Timer space;
int counter, facePosition = 1;
public arenaScreenBuild() throws Exception {
for (int x = 0; x < 5; x++) {
imgURL[x] = cl.getResource(picPath + fileName[x]);
}
imgBG = tk.createImage(imgURL[0]);
imgTurret = tk.createImage(imgURL[1]);
imgPlayer = tk.createImage(imgURL[2]);
imgRegArrow = tk.createImage(imgURL[3]);
imgBorder = tk.createImage(imgURL[4]);
for (int x = 0; x < 3; x++)
ptFunc[x] = true;
space = new Timer(100, this);
}
public void updateScreen() {
repaint();
}
public void moveArena(int x) {
xPos = x;
}
public void updateScreen(int x, int y) {
xPPos = x;
yPPos = y;
repaint();
}
public boolean arrow() {
return (true);
}
public void turnPlayer(int face) {
if (face == 4) {
xPFace = 150;
} else if (face == 3) {
xPFace = 100;
} else if (face == 2) {
xPFace = 50;
} else if (face == 1) {
xPFace = 0;
}
if (yPFace == 50)
yPFace = 0;
else if (yPFace == 0)
yPFace = 50;
}
public void paintComponent(Graphics g) {
g.drawImage(imgBG, 10, 30, 610, 490, xPos, 0, xPos + 600, 460, this);
g.drawImage(imgTurret, 850 - xPos, 200, 950 - xPos, 300, 0, 0, 126,
110, this);
g.drawImage(imgTurret, 1350 - xPos, 200, 1450 - xPos, 300, 0, 0, 126,
110, this);
g.drawImage(imgPlayer, xPPos, yPPos, 50 + (xPPos),
50 + (yPPos), xPFace, yPFace, xPFace + 50, yPFace + 50, this);
if (counter <= 5000 && counter > 0)
g.drawImage(imgRegArrow, xArrow, yArrow, this);
g.drawImage(imgBorder, 0, 0, 620, 600, 0, 0, 620, 600, this);
g.setColor(Color.WHITE);
g.drawString("x:" + (xPPos + xPos), 535, 525);
g.drawString("y:" + yPPos, 535, 545);
}
public int xPosition() {
xVal = xPPos + xPos;
return (xVal);
}
public int yPosition() {
yVal = yPPos;
return (yVal);
}
public void shoot(int i) {
facePosition = i;
xTemp = xPosition();
yTemp = yPosition();
space.start();
}
public void actionPerformed(ActionEvent e) {
counter++;
if (facePosition == 4) {
if (counter <= 5000) {
xArrow += 50;
}
}
else if (facePosition == 3) {
if (counter <= 5000) {
xArrow -= 50;
}
}
else if (facePosition == 2) {
if (counter <= 5000) {
yArrow -= 50;
}
}
else if (facePosition == 1) {
if (counter <= 5000) {
yArrow += 50;
}
}
if (xArrow == (xTemp + 100)) {
counter = 0;
space.stop();
}
updateScreen();
}
}
Turns out that my values for the x position were wrong. Also due to my previous boundary code, there were still remenants of it which messed me up therefore not allowing me to see the problem sooner.
For any one looking for how to make the collision detection boundary, just make 2 rectangles and use the
Rectangle rect1 = new Rectangle(topLeftX, topLeftY, rectangleWidth,rectangleHeight);
Rectangle rect2 = new Rectangle(topLeftX, topLeftY, rectangleWidth, rectangleHeight);
if (rect1.intersects(rect2))
//enter code to do if it intersects here