Delaying bullets with reload function - java

Hi i'm currently confused on how to add a timer into my program to add a delay in between shooting bullets, and timing a reload function. This is my current code to shoot a bullet where the mouse is located at when I click E. I want to add a delay to this and a reload function on top of it.
#Override
public void keyPressed(KeyEvent e) {
keyPressed[e.getKeyCode()] = true;
if(e.getKeyCode()==KeyEvent.VK_E){
double xVel = mouseX - (player.x+player.width/2-cameraX);
double yVel = mouseY - (player.y-cameraY);
double ratio = Math.sqrt(xVel*xVel+yVel*yVel)/10;
xVel /= ratio;
yVel /= ratio;
lasers.add(new Laser(player.x+player.width/2,player.y,10,10,xVel,yVel));
//System.out.println("Laser added at "+(player.x+player.width/2)+","+player.y);
}
}
This is called from my Laser class.
import java.awt.Color;
import java.awt.Graphics;
public class Laser {
double x, y;
int width, height;
double horizVel, vertVel;
boolean debug = false;
public Laser(int x, int y, int width, int height, double horizVel, double vertVel) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.horizVel = horizVel;
this.vertVel = vertVel;
}
public void draw(Graphics g, int x, int y) {
g.setColor(Color.GREEN);
g.fillRect(x, y, width, height);
if (debug) {
g.drawString("horizVel=" + horizVel, x + width + 3, y);
}
}
public void update() {
x += horizVel;
y += vertVel;
}
public static int getHeight() {
// TODO Auto-generated method stub
return 0;
}
public static int getWidth() {
// TODO Auto-generated method stub
return 0;
}
}
My 1st question is how to implement a timer to my program which will cause a delay between shots. From what I believe I'd have to have a while(True) statement when pressing e to check when the timer is over.
My 2nd question is on how to add a reload timer which tracks the amount of bullets fired, creates a delay "while your reloading" so that you can't fire while this is happening.
Any help is greatly appreciated.

System.currentTimeMillis() will return the current time in milliseconds
so if you do
long pastTime = System.currentTimeMillis();
long currentTime = System.currentTimeMillis();
long timeElapsed = currentTime-pastTime;
// I would control both the reloading time and delay between firing
// time with two separate variables
if(bulletsleft>0){ //Not out of ammo
if( reloadTimer<=0 && bulletDelay<=0){ //delays
fireShot();}
}
else{
reload();
}
This obviously doesn't give a full solution to your questions but is at least one way of thinking about it

Related

How to store a certain mouse position to use as an original point

I am currently working on a code to connect ellipses with lines. I have been able to connect each ellipse with the previous. However, i cannot connect the last ellipse and the original (first) ellipse.
I would like to create an array that will
The Ellipses are drawn with the centre being the co-ordinates of where the mouse was clicked.
(Using Processing to code this program)
PS: sorry for bad formatting on the question, this is my first time asking a query.
I have researched on how to use arrays but it is still a bit confusing to me and thus i am using single integers for each point at the moment.
//SET GLOBAL VARIABLES
final int N_PARTITIONS = 10;
int PrevX = -1;
int PrevY = -1;
int count = 0;
int gridx = 0;
int gridy = 0;
int OriginalX = mouseX;
int OriginalY = mouseY;
//CREATING WINDOW SIZE
void setup() {
size(600, 360);
surface.setResizable(true);
}
void draw() {
}
//DRAWING ELLIPSE AND CONNECTING LINES
void mouseClicked() {
count++;
CallEllipse();
if (PrevX != -1) {
line(PrevX, PrevY, mouseX, mouseY);
}
if (count >= 3) {
line(OriginalX, OriginalY, PrevX, PrevY);
}
PrevX = mouseX;
PrevY = mouseY;
}
void CallEllipse() {
ellipse(mouseX, mouseY, N_PARTITIONS, N_PARTITIONS);
}
this is the result of the coding. I am not sure why the line is coming from the top left corner.
try to Add this code in the mouseClicked() method:
void mouseClicked() {
if(count == 0) {
OriginalX= mouseX;
OriginalY=mouseY;
}
count++;
CallEllipse();
if (PrevX != -1) {
line(PrevX, PrevY, mouseX, mouseY);
}
if (count >= 3) {
line(OriginalX, OriginalY, mouseX, mouseY);
}
PrevX = mouseX;
PrevY = mouseY;
}
Enjoy

Bullet Shooting On Target Algorithm - Java

I am making a game where you can shoot. I am having a problem with my algorithm, the bullet is pointing in the direction of the mouse but not moving towards it. Can you please provide me with a better algorithm and tell me why mine does not work? All of this code is in Java. BTW the class MImage is a class that I made so don't get confused by it. `
private double angle;
public Bullet(int xx, int yy, int x, int y,Gun gun, int id, double angle) {
this.x = xx;
this.y = yy;
tx = x;
ty = y;
xorg = xx;
yorg = yy;
this.gun = gun;
this.id = id;
this.angle = angle;
try {
image = new MImage(ImageIO.read(new File("PATH")));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
image.rotateBy((int)Math.toDegrees(angle));
stopwatch.start();
}
private int speed = 3,time = 0;;
public void update() {
double speedy, speedx;
speedy = speed * Math.sin(Math.toRadians(angle));
speedx = speed * Math.cos(Math.toRadians(angle));
y = (int) ((-5) * time * time + speedy * time + yorg);
x = (int) (speedx * time + xorg);
time++;
System.out.println(y + " --- " + x);
if(stopwatch.getElapsedTime() > 500) {
terminate(id);
}
}
`
And here is when i make a new instance of the class
public boolean shoot(int x, int y, int tx, int ty) {
boolean worked = false;
if(amo >= 0) {
bullets.add(new Bullet(x,y,tx,ty,this,bullets.size(),Math.atan2(ty-y,tx-x)));
amo --;
worked = true;
}
return worked;
}
THANK YOU
I found an answer to my question. The Algorithm is not hard at all, but it's not perfect but still works. It's simple Trigonometry... if you let angle = Math.atan2(dy,dx) then velocityX = speed*Math.cos(angle) and let velocityY = speed*Math.sin(angle) then in the update function put this code x += velocityX y+= velocityY

Using the thread.sleep method in painting

I have a working code which basically paints 15 rectangles on the screen that you can drag around. I made it so that the rectangles falls to the bottom of the screen as time passes. While I have the thread.sleep method at bigger numbers such as 500, I can still drag the rectangles around the screen as they fall with no problems. But as I start to decrease the thread.sleep method to smaller numbers such as 50, suddenly problems arises. Problems such as I can only drag up to 2 rectangles before the rectangles start glitching back to the places where I did not drag them. Sometimes I can only drag up to one rectangles, and once I selected that rectangle, I can't select any other rectangles to drag. I know my codes are definitely right, since it works while the thread.sleep method is at at bigger number, so my question is: why does it start glitching when I make thread.sleep to smaller numbers? Here's part of my code.
while (true) {
for (int i = 0; i < 15; i++) {
P.fY[i]++;
}
Thread.sleep(500);
frame.repaint();
} //the 15 stands for 15 rectangles, and the P.fY stands for the position of y.
So based off of your comment, it seems like you just really need a hand with figuring out how to calculate the distance as a function of time.
By adding 1 each frame loop, you're really saying the speed of each square is 1 pixel / 1 frame.
Instead, you should utilize time and update the distance by a function of time, so that it will be 1 pixel / unit of time. This means the velocity of the squares will then be independent of the frames per second.
I whipped up a code example. The important method is the Square#doUpdate() method. This pertains to exactly what you're looking for.
The procedure it follows is:
Calculate time from last update, store it in delta.
Update the time of the last update to the current time
Calculate deltaX, which is deltaX = delta * velocityX
Calculate deltaY, which is deltaY = delta * velocityY
Add deltaX to x - this updates the x coordinate
Add deltaY to y - this updates the y coordinate
The code is as follows:
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
import javax.swing.WindowConstants;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.LinkedList;
/**
* #author Obicere
*/
public class MovingSquare {
private volatile int viewportWidth;
private volatile int viewportHeight;
private final LinkedList<Square> squares = new LinkedList<>();
public MovingSquare() {
final JFrame frame = new JFrame("Moving Square");
final JPanel displayPanel = new JPanel() {
#Override
protected void paintComponent(final Graphics g) {
synchronized (squares) {
for (final Square square : squares) {
// Update the square's locations, ideally this will
// be separate of the painting thread
square.doUpdate();
final int x = (int) square.getX();
final int y = (int) square.getY();
g.setColor(square.getColor());
g.drawRect(x, y, square.squareSize, square.squareSize);
}
}
}
};
displayPanel.addMouseListener(new MouseAdapter() {
#Override
public void mouseReleased(final MouseEvent e) {
final Color nextColor = Color.getHSBColor((float) Math.random(), 1, 0.5f);
final float speedX = (float) Math.random();
final float speedY = (float) Math.random();
synchronized (squares) {
final Square newSquare = new Square(nextColor, speedX, speedY);
squares.add(newSquare);
newSquare.x = e.getX();
newSquare.y = e.getY();
}
}
});
displayPanel.addComponentListener(new ComponentAdapter() {
#Override
public void componentResized(ComponentEvent e) {
viewportWidth = displayPanel.getWidth();
viewportHeight = displayPanel.getHeight();
}
});
final Timer repaintTimer = new Timer(20, null);
repaintTimer.addActionListener(e -> {
if (!frame.isVisible()) {
repaintTimer.stop();
return;
}
frame.repaint();
});
repaintTimer.start();
displayPanel.setPreferredSize(new Dimension(200, 200)); // Sorry MadProgrammer
frame.add(displayPanel);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(final String[] args) {
SwingUtilities.invokeLater(MovingSquare::new);
}
private class Square {
private final int squareSize = 25;
private volatile float x;
private volatile float y;
private volatile long lastUpdateTime;
private volatile boolean negateX;
private volatile boolean negateY;
private final float speedX;
private final float speedY;
private final Color color;
public Square(final Color color, final float speedX, final float speedY) {
this.color = color;
this.speedX = speedX;
this.speedY = speedY;
lastUpdateTime = System.currentTimeMillis();
}
/**
* Important method here!!
* <p>
* This updates the location of the squares based off of a set
* velocity and the difference in times between updates.
*/
public void doUpdate() {
// Gets the change in time from last update
final long currentTime = System.currentTimeMillis();
final long delta = currentTime - lastUpdateTime;
if (delta == 0) {
return;
}
// be sure to update the last time it was updated
lastUpdateTime = currentTime;
// Calculate the speed based off of the change in time
final float deltaX = getSpeedX(delta);
final float deltaY = getSpeedY(delta);
// Move each square by the change of distance, calculated from
// the change in time and the velocity.
final float nextX = x + deltaX;
final float nextY = y + deltaY;
handleBouncing(nextX, nextY);
}
private void handleBouncing(final float nextX, final float nextY) {
if (nextX < 0) {
x = 0;
flipX();
} else if (nextX + squareSize >= viewportWidth) {
x = viewportWidth - squareSize;
flipX();
} else {
x = nextX;
}
if (nextY < 0) {
y = 0;
flipY();
} else if (nextY + squareSize >= viewportHeight) {
y = viewportHeight - squareSize;
flipY();
} else {
y = nextY;
}
}
private float getSpeedX(final long delta) {
return (negateX ? -1 : 1) * delta * speedX;
}
private float getSpeedY(final long delta) {
return (negateY ? -1 : 1) * delta * speedY;
}
protected void flipX() {
negateX = !negateX;
}
protected void flipY() {
negateY = !negateY;
}
public float getX() {
return x;
}
public float getY() {
return y;
}
public Color getColor() {
return color;
}
}
}
And it in action:
This might seem a bit overwhelming. Step through it, change some things up. Go crazy and see what the results are.
There are also some websites that can help with velocity and how to calculate things like this. If you need further help, just drop a comment down below and I'll see what I can do.

Java Applet: Cant figure out how to display rectangle on keypressed

I am basically coding this basic arcade game and i need the circle to shoot out small rectangles that looks like bullets or missiles to hit the bad guys whenever the space bar is hit but i cant figure out how.
Heres my code so far:
import java.applet.Applet;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class main extends Applet implements Runnable, KeyListener {
private Image i;
private Graphics doubleG;
// x and y are used to set (x,y) positions
// dx and dy are the changes in position
private int x = 850;
private int y = 850;
private int x2 = 100;
private int y2 = 100;
private int dx = 50;
private int radius = 30;
private int dx2 = 4;
private int dy2 = 4;
private int x3 = 100;
private int y3 = 200;
private int dx3 = 5;
private int dy3 = 5;
private int x4 = 100;
private int y4 = 300;
private int dx4 = 3;
private int dy4 = 3;
public void init(){
setSize(1920,1080);
setBackground(Color.black);
addKeyListener(this);
}
public void start(){
Thread thread = new Thread(this);
thread.start();
}
public void run() {
while(true){
//Enemy
if(x2 + dx2 > this.getWidth() - radius - 1){
x2 = this.getWidth() - radius - 1;
dx2 = -dx2;
}
if(x2 + dx2 < 0 + radius){
x2 = 0 + radius;
dx2 = -dx2;
}
x2 += dx2;
// Enemy
if(x3 + dx3 > this.getWidth() - radius - 1){
x3 = this.getWidth() - radius -1;
dx3 = -dx3;
}
if(x3 + dx3 < 0 + radius){
x = 0 + radius;
dx3 = -dx3;
}
x3 += dx3;
// Enemy
if(x4 + dx4 > this.getWidth() - radius - 1){
x4= this.getWidth() - radius -1;
dx4 = -dx4;
}
if(x4 + dx4 < 0 + radius){
x4 = 0 + radius;
dx4 = -dx4;
}
x4 += dx4;
// EVERYTHING ABOVE KEEPS ASTEROIDS IN THE SCREEN ALLOWING IT TO BOUNCE OFF WALLS
repaint();
try{
Thread.sleep(17);
} catch (InterruptedException e){
e.printStackTrace();
}
}
}
public void stop(){
}
public void update(Graphics g){
// this function stops the flickering problem every time the ball moves by copying the image instead of repainting it
if(i == null){
i = createImage(this.getSize().width, this.getSize().height);
doubleG = i.getGraphics();
}
doubleG.setColor(getBackground());
doubleG.fillRect(0,0,this.getSize().width, this.getSize().height);
doubleG.setColor(getForeground());
paint(doubleG);
g.drawImage(i,0,0,this);
}
public void paint(Graphics g){
g.setColor(Color.BLUE);
g.fillOval(x, y, radius*2, radius*2);
g.setColor(Color.RED);
g.fillOval(x2, y2, radius + 10, radius + 10);
g.setColor(Color.RED);
g.fillOval(x3,y3, radius + 10, radius + 10);
g.setColor(Color.RED);
g.fillOval(x4, y4, radius + 10, radius + 10);
}
public void moveRight(){
if (dx-1 > -20){
dx += 1;
}
if(x + dx > this.getWidth() - radius - 1){
x = this.getWidth() - radius - 1;
dx = -dx;
}
x += dx;
}
public void moveLeft(){
if(dx - 1 > -20){
dx -= 1;
}
if(x + dx < 0 + radius){
x = 0 + radius;
dx = -dx;
}
x -= dx;
}
public void keyPressed(KeyEvent e) {
// TODO Auto-generated method stub
switch(e.getKeyCode()){
case KeyEvent.VK_LEFT:
moveLeft();
break;
case KeyEvent.VK_RIGHT:
moveRight();
break;
}
}
public void keyReleased(KeyEvent arg0) {
// TODO Auto-generated method stub
}
public void keyTyped(KeyEvent arg0) {
// TODO Auto-generated method stub
}
}
KeyListener will only raise KeyEvents if the component it is registered to is focusable AND has foucs.
You never call super.paint, expect some serious paint artifacts
Avoid overriding paint of top level containers (like Applet)
Consider using Swing based components over AWT, apart from been more update to date and more widely used, Swing components are also double buffered by default. Use a combination of JApplet and JPanel as the main drawing surface, overriding it's paintComponent method. In this case, also consider using a javax.swing.Timer over Thread, unless you want to try and maintain a variable delay between updates. This would also allow you to use the key bindings API overcoming the focus issues related to KeyListener

Detect Collision of multiple BufferedImages Java

I am making a 2d rpg game in java and I have run into a problem. I can make the player move around the stage and I have rocks, trees, walls, etc. on the stage as well. I don't know how to detect the collision and make it to where the player can't move through the object. The code that reads map file and draws image on the canvas is as follows:
public void loadLevel(BufferedImage levelImage){
tiles = new int[levelImage.getWidth()][levelImage.getHeight()];
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
Color c = new Color(levelImage.getRGB(x, y));
String h = String.format("%02x%02x%02x", c.getRed(),c.getGreen(),c.getBlue());
switch(h){
case "00ff00"://GRASS Tile - 1
tiles[x][y] = 1;
break;
case "808080"://Stone -2
tiles[x][y] = 2;
break;
case "894627"://Dirt -3
tiles[x][y] = 3;
break;
case "404040"://Rock on Grass -4
tiles[x][y] = 4;
break;
case "00b700"://Tree -5
tiles[x][y] = 5;
break;
case"000000"://Wall -6
tiles[x][y] = 6;
break;
case "cccccc"://Rock on stone -7
tiles[x][y] = 7;
break;
default:
tiles[x][y] = 1;
System.out.println(h);
break;
}
}
}
}
And the player class is as follows:
public class Player {
private int x,y;
public int locx,locy;
private Rectangle playerR;
private ImageManager im;
public boolean up =false,dn = false,lt=false,rt=false,moving = false,canMove = true;
private final int SPEED =2;
public Player(int x, int y, ImageManager im){
this.x = x;
this.y = y;
this.im = im;
locx = x;
locy = y;
playerR = new Rectangle(x,y,16,16);
}
public void tick(){
if (up) {
if(canMove){
y -= SPEED;
locx = x;
locy = y;
playerR.setLocation(locx, locy);
moving = true;
}
else{
y += 1;
canMove=true;
}
}
if (dn) {
y +=SPEED;
locx = x;
locy = y;
moving = true;
}
}
if (lt) {
x -= SPEED;
locx = x;
locy = y;
moving = true;
}
if (rt) {
x+=SPEED;
locx = x;
locy = y;
moving = true;
}
}
if(moving){
System.out.println("PLAYER\tX:"+locx+" Y:"+locy);
moving = false;
}
}
public void render(Graphics g){
g.drawImage(im.player, x, y, Game.TILESIZE*Game.SCALE, Game.TILESIZE*Game.SCALE, null);
}
}
I don't really know how to do collision, but i googled it and people said to make a rectangle for the player and all the objects that the player should collide with, and every time the player moves, move the player's rectangle. Is this the right way to do this?
EDIT EDIT EDIT EDIT
code for when collision is true:
if (rt) {
x+=SPEED;
locx = x;
locy = y;
playerR.setLocation(locx, locy);
for(int i = 0;i<Level.collisions.size();i++){
if(intersects(playerR,Level.collisions.get(i))==true){
x-=SPEED;
locx = x;
playerR.setLocation(locx, locy);
}
}
moving = true;
}
And the intersects method is as follows:
private boolean intersects(Rectangle r1, Rectangle r2){
return r1.intersects(r2);
}
I'm going to focus on your tick method since that is where most of this logic is going. There are a couple changes here. Most notably, we only move the rectangle before checking for collisions. Then loop through all the collideable objects in your level. Once one is found, we reset our x and y and break out of the loop (no sense in looking at any of the other objects since we already found the one we collided with). Then we update our player position. By doing it this way, I centralized the code so it is not being repeated. If you ever see yourself repeating code, there is a pretty good chance that it can be pulled out to a common place, or to a method.
public void tick() {
if (up) {
y -= SPEED;
} else if (dn) {
y += SPEED;
} else if (lt) {
x -= SPEED;
} else if (rt) {
x += SPEED;
}
playerR.setLocation(x, y);
for (Rectangle collideable : Level.collisions) {
if (intersects(playerR, collideable)) {
x = locx;
y = locy;
playerR.setLocation(x, y);
break;
}
}
locx = x;
locy = y;
}
There are different ways to do that. As you talk about a "rpg" i think your view is Isometric (45° top down).
I would do the collision detection in pure 90° top down, as it is easier and, imho, more realistic.
We have 2 possibilities:
Move your Player to the next position. If there is a collision, reset his position.
Calculate the next position, if there would be a collision don't move.
If you want to have a "gliding" collision response, you have to check in which axis the collision will happen, and stop / reset movement for this axis only.
To have a more efficient collision detection only check near objects, which will possibly collide.
Do this by comparing a squared "dangerRadius" with the squared distance between your player and the object:
if ((player.x - object.x)² + (player.y - object.y)² <= dangerRadius²)
// Check for intersection
This will sort out most of the objects by using a simple calculation of:
2 subtractions
1 addition
3 multiplications (the ²)
1 compare (<=)
In your game you should sepparate the logic and the view. So basicly you don't detect, if the two images overlapp, but you check, if the objects in your logic overlap. Then you draw the images on the right position.
Hope this helps.
EDIT: Important: If you update your character, depending on the time between the last and this frame (1/FPS) you have to limit the max timestep. Why? Because if for some reason (maybe slow device?) the FPS are really low, it is possible, that the character moves verry far between 2 frames and for that he could go through an object in 1 frame.
Also if you simply reset the movement on collision or just don't move the distance between you and the object could be big for low FPS. For normal FPS and not to high movementspeed this won't happen/ be noticeable.
I personally am fairly new to Java, though I have worked with C# in the past. I am making a similar game, and for collision detection I just check the locations of the player and objects:
if (z.gettileX() == p.gettileX()){
if (z.gettileY() == p.gettileY()){
System.out.println("Collision!");
}
}
If the player (p) has equal X coordinates and Y coordinates to z(the bad guy), it will send this message and confirm that the two have, in fact, collided. If you can make it inherent in the actual class behind z to check if the coordinates a equal, you can create an unlimited number of in-game objects that detect collision and react in the same way, i.e. walls.
This is probably what your looking for. I've made this class spicificly for collision of multiple objects and for individual side collisions.
abstract class Entity {
private Line2D topLine;
private Line2D bottomLine;
private Line2D leftLine;
private Line2D rightLine;
private Rectangle rectangle;
private Entity entity;
protected boolean top;
protected boolean bottom;
protected boolean left;
protected boolean right;
protected int x;
protected int y;
protected int width;
protected int height;
public Entity(int x, int y, int width, int height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
updateLinesAndRects();
}
public void updateLinesAndRects() {
topLine = new Line(x + 1, y, width - 2, 0);
bottomLine = new Line(x + 1, y + height, width - 2, height);
leftLine = new Line(x, y + 1, 0, height - 2);
rightLine = new Line(x + width, y + 1, 0, height - 2);
rectangle = new Rectangle(x, y, width, height)
}
public void setCollision(Entity entity) {
this.entity = entity;
top = isColliding(new Line2D[]{topLine, bottomLine, leftLine, rightLine});
bottom = isColliding(new Line2D[]{bottomLine, topLine, leftLine, rightLine});
left = isColliding(new Line2D[]{leftLine, topLine, bottomLine, rightLine});
right = isColliding(new Line2D[]{rightLine, topLine, bottomLine, leftLine});
}
public void updateBounds() {
if(top) y = entity.y + entity.height;
if(bottom) y = entity.y - height;
if(left) x = entity.x + entity.width;
if(right) x = entity.x - width;
}
public boolean isColliding() {
return rectangle.intersects(entity.rect);
}
private boolean isLinesColliding(Line2D[] lines) {
Rectangle rect = entity.getRectangle();
return lines[0].intersects(rect) && !lines[1].intersects(rect) && !lines[2].intersects(rect) && !lines[3].intersects(rect);
}
private Line2D line(float x, float y, float width, float height) {
return new Line2D(new Point2D.Float(x, y), new Point2D.Float(x + width, x + height));
}
public Rectangle getRectangle() {
return rectangle;
}
}
Example:
class Player extends Entity{
Entity[] entities;
public Player(int x, int y, int width, int height) {
super(x, y, width, height);
}
public void update() {
updateLinesAndRects();
for(Entity entity : entities) {
setCollision(entity);
if(top) system.out.println("player is colliding from the top!");
if(isColliding()) system.out.println("player is colliding!");
updateBounds(); // updates the collision bounds for the player from the entities when colliding.
}
}
public void setEntities(Entity[] entities) {
this.entities = entities;
}
}

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