Game in java: rotating selected object - java

I'm developing a Java game just for study purposes.
I want the player to select the object. The selected object can move, but the others (non-selected objects) must not move.
Game.java:
import javax.swing.JFrame;
public class Game {
public static void main(String[] args) {
JFrame frame = new JFrame("Kibe");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setContentPane(new GamePanel());
frame.pack();
frame.setVisible(true);
}
}
GamePanel.java:
import javax.swing.JPanel;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.util.*;
public class GamePanel extends JPanel implements Runnable, KeyListener {
// fields
public static final int WIDTH = 640, HEIGHT = 480;
private Thread thread;
private boolean running;
private int FPS = 30;
private double averageFPS;
private BufferedImage image;
private Graphics2D g;
public ArrayList<Circle> circles;
private int selectedCircle;
// constructor
public GamePanel(){
super();
setPreferredSize(new Dimension(WIDTH, HEIGHT));
setFocusable(true);
requestFocus();
}
// functions
public void addNotify(){
super.addNotify();
if(thread == null){
thread = new Thread(this);
thread.start();
}
addKeyListener(this);
}
public void run(){
running = true;
image = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
g = (Graphics2D) image.getGraphics();
circles = new ArrayList<Circle>();
long startTime;
gameUpdate();
gameRender();
gameDraw();
long URDTimeMillis;
long waitTime;
long totalTime = 0;
int frameCount = 0;
int maxFrameCount = 30;
long targetTime = 1000 / FPS;
while(running){ // the game loop
startTime = System.nanoTime();
gameUpdate();
gameRender();
gameDraw();
URDTimeMillis = (System.nanoTime() - startTime) / 1000000;
waitTime = targetTime - URDTimeMillis;
try{
Thread.sleep(waitTime);
}catch(Exception e){
e.printStackTrace();
}
frameCount++;
if(frameCount == maxFrameCount){
averageFPS = 1000.0 / ((totalTime / frameCount) / 1000000);
frameCount = 0;
totalTime = 0;
}
}
}
private void gameUpdate(){
circles.get(selectedCircle).update();
}
private void gameRender(){
g.setColor(Color.BLACK);
g.fillRect(0, 0, WIDTH, HEIGHT);
for(int i = 0; i < circles.size(); i++){
circles.get(i).draw(g);
}
}
private void gameDraw(){
Graphics g2 = this.getGraphics();
g2.drawImage(image, 0, 0, null);
g2.dispose();
}
// key functions
public void keyTyped(KeyEvent e){
int keyCode = e.getKeyCode();
}
public void keyPressed(KeyEvent e){
int keyCode = e.getKeyCode();
if(keyCode == KeyEvent.VK_SPACE){
circles.add(new Circle());
}
else if(keyCode == KeyEvent.VK_Z){
selectedCircle = (selectedCircle + 1) % circles.size();
}
}
public void keyReleased(KeyEvent e){
int keyCode = e.getKeyCode();
}
}
Circle.java:
import java.awt.*;
public class Circle {
// fields
private double x;
private double y;
private int speed;
private int dx;
private int dy;
private int r;
private boolean up;
private boolean down;
private boolean left;
private boolean right;
private Color color;
// constructor
public Circle(){
x = Math.random() * GamePanel.WIDTH / 2 + GamePanel.HEIGHT / 4;
y = -r;
speed = 5;
dx = 0;
dy = 0;
r = 5;
color = Color.WHITE;
}
// functions
public void setUp(boolean b) { up = b; }
public void setDown(boolean b) { down = b; }
public void setLeft(boolean b) { left = b; }
public void setRight(boolean b ) { right = b; }
public void update(){
if(up)
dy = -speed;
else
dy = 0;
if(down)
dy = speed;
if(left)
dx = -speed;
else
dx = 0;
if(right)
dx = speed;
color = Color.RED;
}
public void draw(Graphics2D g){
g.setColor(Color.WHITE);
g.fillOval((int) x - r, (int) y - r, 2 * r, 2 * r);
}
}
The error when I try to run:
Exception in thread "Thread-2" java.lang.IndexOutOfBoundsException: Index: 0, Si
ze: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at GamePanel.gameUpdate(GamePanel.java:102)
at GamePanel.run(GamePanel.java:51)
at java.lang.Thread.run(Unknown Source)

The error message is clear:
IndexOutOfBoundsException: Index: 0, Size: 0
You're trying to get the 0th item out of an ArrayList whose size is 0, meaning there is no 0th item (first item).
This line:
private void gameUpdate(){
circles.get(selectedCircle).update(); // here ****
}
This is happening at game start before the circles ArrayList holds any Circle objects.
One solution is to do a validity check before trying to extract something that doesn't exist, e.g.,
private void gameUpdate() {
if (selectedCircle < circles.size()) {
circles.get(selectedCircle).update();
}
}
Of course this won't prevent the other problems that you will soon encounter with this code including
negative Thread.sleep times
Drawing with a Graphics object obtained by calling getGraphics() on a Swing component
Making Swing calls directly from a background thread

Related

How to make jumping available only when player is on a floor in java 2d game

I am working on a donkey kong type game and like I said I want the player to only jump if he is on the floor.
I made a sort of a gravity mechanic and I check collision so he don't go through a floor and I came up with an idea that your can jump only when you are colliding. But here comes the main problem that I don't know how to tell that information to a method in another class.
Hope it makes some sense, I am a beginner and don't know if I described the problem well.
I tried to separate my code but it makes more problems
Here's a class with a player:
import java.awt.*;
import java.awt.event.KeyEvent;
public class Mario extends Rectangle {
int rychlost = 5;
int xZrychleni;
int gravitace= 5;
int yZrychleni;
int vyskok = 20;
Mario(int x, int y, int SIRKA_MARIA,int VYSKA_MARIA){
super(x, y, SIRKA_MARIA, VYSKA_MARIA);
}
public void nakresli(Graphics g) {
g.setColor(Color.white);
g.fillRect(x, y, width, height);
}
public void keyPressed(KeyEvent e) {
if(e.getKeyCode()==KeyEvent.VK_A) {
nastavSmerX(-rychlost);
}
if(e.getKeyCode()== KeyEvent.VK_D) {
nastavSmerX(rychlost);
}
if(e.getKeyCode()==KeyEvent.VK_SPACE){
nastavSmerY(vyskok);
}
}
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_A) {
nastavSmerX(0);
}
if (e.getKeyCode() == KeyEvent.VK_D) {
nastavSmerX(0);
}
if(e.getKeyCode()==KeyEvent.VK_SPACE){
nastavSmerY(0);
}
}
public void nastavSmerX ( int SmerX){
xZrychleni = SmerX;
}
public void nastavSmerY ( int SmerY){
yZrychleni = SmerY;
}
public void move () {
x = x + xZrychleni;
y = y + gravitace;
y = y - yZrychleni;
}
}
Here is a panel class where I check collisions:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class HerniPanel extends JPanel implements Runnable{
static final int HERNI_SIRKA = 1200;
static final int HERNI_VYSKA = 700;
static final Dimension SCREEN_SIZE = new Dimension(HERNI_SIRKA, HERNI_VYSKA);
static final int SIRKA_PLOSINY = 1000;
static final int VYSKA_PLOSINY = 35;
static final int SIRKA_ZEBRIKU = 25;
static final int VYSKA_ZEBRIKU = 180;
static final int MARIO_VELIKOST_XY = 50;
Thread gameThread;
Image image;
Graphics graphics;
Plosina plosina0;
Plosina plosina1;
Plosina plosina2;
Plosina plosina3;
Mario mario;
Zebrik zebrik1;
Zebrik zebrik2;
Zebrik zebrik3;
HerniPanel(){
novaPlosina();
novyMario();
novyZebrik();
this.setFocusable(true);
this.addKeyListener(new AL());
this.setPreferredSize(SCREEN_SIZE);
gameThread = new Thread(this);
gameThread.start();
}
public void novaPlosina() {
plosina0 = new Plosina(0, (HERNI_VYSKA - VYSKA_PLOSINY), HERNI_SIRKA, VYSKA_PLOSINY, 1);
plosina1 = new Plosina((HERNI_SIRKA - SIRKA_PLOSINY),(HERNI_VYSKA - VYSKA_PLOSINY - 180), SIRKA_PLOSINY, VYSKA_PLOSINY, 2 );
plosina2 = new Plosina(0, (HERNI_VYSKA - VYSKA_PLOSINY - 360), SIRKA_PLOSINY, VYSKA_PLOSINY,3 );
plosina3 = new Plosina((HERNI_SIRKA - SIRKA_PLOSINY), (HERNI_VYSKA - VYSKA_PLOSINY - 540), HERNI_SIRKA, VYSKA_PLOSINY,4);
}
public void novyMario(){
mario= new Mario(1000, (HERNI_VYSKA - VYSKA_PLOSINY - MARIO_VELIKOST_XY), MARIO_VELIKOST_XY , MARIO_VELIKOST_XY );
}
public void novyZebrik(){
zebrik1 = new Zebrik(250, (HERNI_VYSKA-VYSKA_PLOSINY-VYSKA_ZEBRIKU),SIRKA_ZEBRIKU,VYSKA_ZEBRIKU);
zebrik2 = new Zebrik(800, (HERNI_VYSKA-VYSKA_PLOSINY-VYSKA_ZEBRIKU-180),SIRKA_ZEBRIKU,VYSKA_ZEBRIKU);
zebrik3 = new Zebrik(300, (HERNI_VYSKA-360-VYSKA_PLOSINY-VYSKA_ZEBRIKU),SIRKA_ZEBRIKU,VYSKA_ZEBRIKU);
}
public void paint(Graphics g) {
image = createImage(getWidth(),getHeight());
graphics = image.getGraphics();
nakresli(graphics);
g.drawImage(image,0,0,this);
}
public void nakresli(Graphics g) {
plosina0.nakresli(g);
plosina1.nakresli(g);
plosina2.nakresli(g);
plosina3.nakresli(g);
mario.nakresli(g);
zebrik1.nakresli(g);
zebrik2.nakresli(g);
zebrik3.nakresli(g);
Toolkit.getDefaultToolkit().sync();
}
public void move() {
mario.move();
}
public void zkontrolujKolizi() {
if(mario.x<=0)
mario.x=0;
if(mario.x >= (HERNI_SIRKA-MARIO_VELIKOST_XY))
mario.x = HERNI_SIRKA-MARIO_VELIKOST_XY;
if (mario.y >= (HERNI_VYSKA-VYSKA_PLOSINY - MARIO_VELIKOST_XY)) {
mario.y = (HERNI_VYSKA - VYSKA_PLOSINY - MARIO_VELIKOST_XY);
}
if(mario.intersects(plosina1)){
mario.y = (HERNI_VYSKA-VYSKA_PLOSINY-MARIO_VELIKOST_XY-180);
}
if(mario.intersects(plosina2)){
mario.y = (HERNI_VYSKA-VYSKA_PLOSINY-MARIO_VELIKOST_XY-360);
}
if(mario.intersects(plosina3)){
mario.y = (HERNI_VYSKA-VYSKA_PLOSINY-MARIO_VELIKOST_XY-540);
}
}
public void run() {
//game loop
long lastTime = System.nanoTime();
double amountOfTicks =60.0;
double ns = 1000000000 / amountOfTicks;
double delta = 0;
while(true) {
long now = System.nanoTime();
delta += (now -lastTime)/ns;
lastTime = now;
if(delta >=1) {
move();
zkontrolujKolizi();
repaint();
delta--;
}
}
}
public class AL extends KeyAdapter{
public void keyPressed(KeyEvent e) {
mario.keyPressed(e);
}
public void keyReleased(KeyEvent e) {
mario.keyReleased(e);
}
}
}

Particles not rendering

I put in a particle system but when i run the program, when I spawn some particles, they don't render. I looked at the ArrayList and its value would always be 0 even when i added a particle to it.
heres the code for main class:
package Main;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.util.ArrayList;
import javax.swing.JFrame;
import javax.swing.JPanel;
import me.mango.rendering.Particle;
//do double buffering
public class Game extends JPanel {
private static final long serialVersionUID = 1L;
public static final int height = 400;
public static final int width = height * 16 / 9;
JPanel p;
Game game;
Graphics g;
JFrame frame;
KeyListener kl;
MouseListener ml;
public boolean running = true;
private ArrayList<Particle> particles = new ArrayList<Particle>(500);
public Game(){
kl = new KeyListener(){
public void keyPressed(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
public void keyTyped(KeyEvent e) {
}
};
ml = new MouseListener(){
public void mousePressed(MouseEvent e) {
addParticle(true);addParticle(false);addParticle(true);
addParticle(false);addParticle(true);addParticle(false);
}
public void mouseReleased(MouseEvent e) {
}
public void mouseClicked(MouseEvent e) {
}
public void mouseEntered(MouseEvent e) {
}
public void mouseExited(MouseEvent e) {
}
};
}
public void addParticle(boolean b){
int dx,dy;
int x = 100;
int y = 100;
if(b){
dx = (int) (Math.random()*5);
dy = (int) (Math.random()*5);
}else{
dx = (int) (Math.random()*-5);
dy = (int) (Math.random()*-5);
}
int size = (int) (Math.random()*12);
int life = (int) Math.random()*(120)+380;
particles.add(new Particle(x,y,dx,dy,size,life,Color.blue));
}
public void update(double delta){
for(int i = 0; i<= particles.size() - 1;i++){
if(particles.get(i).update()) particles.remove(i);
}
System.out.println(particles.size());
}
#Override
public void paint(Graphics g){
g.clearRect(0, 0, getWidth(), getHeight());
//render here
renderParticles(g);
g.dispose();
}
public void renderParticles(Graphics g){
for(int i =0;i <= particles.size() - 1;i++){
particles.get(i).render(g);
System.out.println("spawned");
}
}
public void run(){
//initialize time loop variables
long lastLoopTime = System.nanoTime();
final int TARGET_FPS = 60;
final long OPTIMAL_TIME = 1000000000 / TARGET_FPS;
double lastFpsTime = 0;
//Main game loop
while(running)
{
//Calculate since last update
long now = System.nanoTime();
long updateLength = now - lastLoopTime;
lastLoopTime = now;
double delta = updateLength / ((double)OPTIMAL_TIME);
//update frame counter
lastFpsTime += updateLength;
//update FPS counter
if(lastFpsTime >= 1000000000)
{
lastFpsTime = 0;
}
//game updates
game.update(delta);
//graphics (gameState)
game.repaint();
try{
Thread.sleep((Math.abs(lastLoopTime - System.nanoTime() + OPTIMAL_TIME)/1000000));
}catch(Exception e){
System.out.println("Error in sleep");
}
}
}
public void start(){
frame = new JFrame("Game");
game = new Game();
frame.add(game);
frame.pack();
frame.setSize(width, height);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.addKeyListener(kl);
frame.addMouseListener(ml);
frame.setVisible(true);
run();
}
public static void main(String[] args){
new Game().start();
}
}
and for the particle class:
package me.mango.rendering;
import java.awt.Color;
import java.awt.Graphics;
public class Particle {
private int x;
private int y;
private int dx;
private int dy;
private int size;
private int life;
private Color color;
public Particle(int x, int y, int dx, int dy, int size, int life, Color c){
this.x = x;
this.y = y;
this.dx = dx;
this.dy = dy;
this.size = size;
this.life = life;
this.color = c;
}
public boolean update(){
x += dx;
y += dy;
life--;
if(life <= 0){
return true;
}
return false;
}
public void render(Graphics g){
g.setColor(color);
g.fillRect(x-(size/2), y-(size/2), size, size);
g.dispose();
}
}
Thanks!
You have a thing called game inside the class Game: that's not good design at all. Apparently you dont understand the meaning of creating an object.
In main() you created an object game: that should be enough. That thing you have to manipulate.
Therefore calling game.something() inside the class game is a convolution. Get rid of it.
game = new Game();
Game game;
These things must go.
And any reference to game.someMethod()
should be replaced with just someMethod(), if you are inside Game.
Plus you have things like run() and start() etc: do you think you are creating some threads?? by just using those names for your methods?
No.

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;
}

Firing a projectile in mouse direction in java

I'm trying to fire a projectile in the mouse direction but i am having trouble.
The angles are wrong, and by that I mean it will only go up left or in the top-left corner.
This is my Gun class for which I fire the Bullet.
package assets;
import Reaper.Game;
import javax.imageio.ImageIO;
import java.awt.*;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.ArrayList;
public class Gun
{
public ArrayList<Bullet> bullets;
protected double angle;
Mouse mouse = new Mouse();
private BufferedImage image;
private int centerX = Game.WIDTH / 2;
private int centerY = Game.HEIGHT;
public Gun()
{
bullets = new ArrayList<Bullet>();
image = null;
try
{
image = ImageIO.read(new File("assets/gun.png"));
}
catch (IOException e)
{
e.printStackTrace();
}
}
public BufferedImage loadImage()
{
return image;
}
public int getImageWidth()
{
return image.getWidth(null);
}
public int getImageHeight()
{
return image.getHeight(null);
}
public void rotate(Graphics g)
{
angle = Math.atan2(centerY - mouse.getMouseY(), centerX - mouse.getMouseX()) - Math.PI / 2;
((Graphics2D) g).rotate(angle, centerX, centerY);
g.drawImage(image, Game.WIDTH / 2 - image.getWidth() / 2,
900 - image.getHeight(), image.getWidth(), image.getHeight(),
null);
}
public Image getImage()
{
return image;
}
public void update()
{
shoot();
for (int i = 0; i < bullets.size(); i++)
{
Bullet b = bullets.get(i);
b.update();
}
}
public void shoot()
{
if (mouse.mouseB == 1)
{
double dx = mouse.getMouseX() - Game.WIDTH / 2;
double dy = mouse.getMouseY() - Game.HEIGHT / 2;
double dir = Math.atan2(dy, dx);
bullets.add(new Bullet(Game.WIDTH / 2, Game.HEIGHT / 2, dir));
mouse.mouseB = -1;
}
}
public void render(Graphics g)
{
for (int i = 0; i < bullets.size(); i++)
{
bullets.get(i).render(g);
}
rotate(g);
}
}
This is my Bullet class:
package assets;
import javax.imageio.ImageIO;
import java.awt.*;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
public class Bullet
{
private double dx, dy;
private int x, y;
private double dir;
private BufferedImage image;
public Bullet(int x, int y, double angle)
{
this.x = x;
this.y = y;
this.dir = angle;
image = null;
try
{
image = ImageIO.read(new File("assets/bolt.png"));
}
catch (IOException e)
{
e.printStackTrace();
}
dx = Math.cos(dir);
dy = Math.sin(dir);
}
public void update()
{
x += dx;
y += dy;
System.out.println("dx : " + dx + " " + dy);
}
public void render(Graphics g)
{
g.drawImage(image, x, y, image.getWidth(), image.getHeight(), null);
}
public BufferedImage getImage()
{
return image;
}
}
And this is the main Game class:
package Reaper;
import Reaper.graphics.Screen;
import assets.Gun;
import assets.Mouse;
import gameState.MenuState;
import javax.swing.*;
import java.awt.*;
import java.awt.image.BufferStrategy;
public class Game extends Canvas implements Runnable
{
private static final long serialVersionUID = 1L;
public static int WIDTH = 900;
public static int HEIGHT = 900;
public static int scale = 3;
public int frames = 0;
public int updates = 0;
private boolean running = false;
private Thread thread;
private JFrame frame;
#SuppressWarnings("unused")
private Screen screen;
private Gun gun;
private MenuState mns;
private Mouse mouse;
public Game()
{
Dimension size = new Dimension(WIDTH, HEIGHT);
setPreferredSize(size);
screen = new Screen(WIDTH, HEIGHT);
frame = new JFrame();
gun = new Gun();
mns = new MenuState();
mouse = new Mouse();
addMouseListener(mouse);
addMouseMotionListener(mouse);
}
public static void main(String[] args)
{
Game game = new Game();
game.frame.setResizable(false);
game.frame.add(game);
game.frame.pack();
game.frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
game.frame.setVisible(true);
game.frame.setLocationRelativeTo(null);
game.strat();
}
public void strat()
{
running = true;
thread = new Thread(this, "Reaper");
thread.start();
}
public void stop()
{
running = false;
try
{
thread.join();
}
catch (InterruptedException e)
{
e.printStackTrace();
}
}
public void run()
{
long timer = System.currentTimeMillis();
long lastTime = System.nanoTime();
double ns = 1000000000.0 / 60;
double delta = 0;
while (running)
{
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
while (delta >= 1)
{
update();
updates++;
delta--;
}
render();
frames++;
if (System.currentTimeMillis() - timer > 1000)
{
timer = System.currentTimeMillis();
frame.setTitle("Reaper! " + " | " + updates + " ups , " + frames + " fps");
updates = 0;
frames = 0;
}
}
stop();
}
public void update()
{
if (mns.play)
{
gun.update();
}
}
public void render()
{
BufferStrategy bs = getBufferStrategy();
if (bs == null)
{
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
g.fillRect(0, 0, WIDTH, HEIGHT);
if (mns.menu)
{
mns.draw(g);
}
if (mns.play)
{
g.clearRect(0, 0, WIDTH, HEIGHT);
g.drawImage(mns.getImage(), 0, 0, mns.getImageWidth(), mns.getImageHeight(), this);
gun.render(g);
}
if (mns.rules)
{
g.clearRect(0, 0, WIDTH, HEIGHT);
}
bs.show();
}
}
I know it's very badly coded, and I will try to fix it as much as I can, but I am really stuck on this. Searched around the web, tried some of the solutions but it wont work. I guess I'm doing it wrong by putting methods in wrong places and calling them, I guess.
I know it's very badly coded, and I will try to fix it as much as I can, ...
Next time, consider first cleaning up the mess and then asking the question.
(Are the variables storing the values returned by getMouseX() and getMouseY() really static?)
However, the main reason for the actual problem are the x and y values in the Bullet class:
class Bullet
{
private double dx, dy;
private int x, y;
....
public void update()
{
x += dx;
y += dy;
System.out.println("dx : " + dx + " " + dy);
}
...
}
They are declared as int values. Imagine what happens in the update method, for example, when x=0 and dx = 0.75: It will compute 0+0.75 = 0.75, truncate this to be an int value, and the result will be 0.
Thus, the x and y values will never change, unless the dx and dy values are >= 1.0, respectively.
Just changing the type of x and y to double will solve this. You'll have to add casts in the render method accordingly:
g.drawImage(image, (int)x, (int)y, ...);
But you should really clean this up.

Variable stops being set after "if" statement is added [closed]

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I have a input class. When up is pressed it sets player.hasJumped = true; and when hasJumped is true, it changes dy to -3 in the player class. The problem is, that hasJumped is being set to true, but the variable is not changing. I can't really figure out why this is happening. This is a short sample of my code, I can provide more if needed.
InputHandler.java
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class InputHandler implements KeyListener{
Player player = new Player();
private boolean[] keys = new boolean[120];
public boolean up;
public void tick(){
up = keys[KeyEvent.VK_UP] || keys[KeyEvent.VK_W];
if(player.jumpReady){
if(up){
player.inAir = true;
System.out.println("JUMPED " + player.inAir);
}
}
}
public void keyPressed(KeyEvent e) {
keys[e.getKeyCode()] = true;
}
public void keyReleased(KeyEvent e) {
keys[e.getKeyCode()] = false;
}
Player.java
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
public class Player {
int x;
int y;
int dx;
public long xElapsed = 0;
public int dy;
int width = 50;
int height = 75;
public int hangTime = 0;
int maxHangTime = 100;
int nextX = 1000;
public int playerSpeed = 7;
public int coinsCollected = 0;
public boolean isMoving = true;
public boolean hasJumped = false;
public boolean jumpReady = true;
public boolean hasCollided = false;
public boolean inAir = false;
private BufferedImage moving1 = null;
private String path1 = "res/player_moving_1.png";
public Player(){
try {
moving1 = ImageIO.read(new File(path1));
}catch (IOException e) {
e.printStackTrace();
System.err.println("Could not load image " + moving1 + " at path" + path1);
}
x = 150;
y = 250;
}
public void render(Graphics g){
Graphics2D g2d = (Graphics2D) g;
g2d.drawImage(moving1, x, y, null);
}
public void move(){
x = x + dx;
y = y + dy;
xElapsed++;
if(xElapsed == nextX){
upSpeed();
nextX += 1000;
}
if(inAir){
System.out.println("test");
dy = -3;
}
}
public void paint(Graphics g){
g.setColor(Color.RED);
g.fillRect(x, y, width, height);
}
public void upSpeed(){
playerSpeed++;
}
public int getX(){
return x;
}
public int getY(){
return y;
}
public long getXElapsed(){
return xElapsed;
}
public double getSpeed(){
return playerSpeed;
}
public int getNextX(){
return nextX;
}
public int getCoinsCollected(){
return coinsCollected;
}
public Rectangle bounds(){
return (new Rectangle(x, y, width, height));
}
}
Game.java
private static final long serialVersionUID = 1L;
public static final int WIDTH = 350;
public static final int HEIGHT = WIDTH / 16 * 9;
public static final int SCALE = 2;
private Thread thread;
private JFrame frame;
private InputHandler input;
private boolean running = false;
private Screen screen;
private BufferedImage image = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
private int[] pixels = ((DataBufferInt)image.getRaster().getDataBuffer()).getData();
Player player = new Player();
public Game() {
Dimension size = new Dimension(WIDTH * SCALE, HEIGHT * SCALE);
setPreferredSize(size);
screen = new Screen(WIDTH, HEIGHT);
frame = new JFrame();
input = new InputHandler();
addKeyListener(input);
setFocusable(true);
}
public void run() {
long lastTime = System.nanoTime();
long timer = System.currentTimeMillis();
final double ns = 1000000000.0 / 60.0;
double delta = 0;
int frames = 0;
int ticks = 0;
while(running){
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
while(delta >= 1){
tick();
ticks++;
delta--;
}
render();
frames++;
if(System.currentTimeMillis() - timer > 1000){
timer += 1000;
System.out.println(ticks + " tps, " + frames + " fps");
ticks = 0;
frames = 0;
}
}
stop();
}
public void tick(){
input.tick();
player.move();
collision();
obstacleHole.move();
obstacleWolf.move();
coin.move();
}
Within Game.java pass the object player as argument within the constructor of InputHandler as follows:
public Game() {
Dimension size = new Dimension(WIDTH * SCALE, HEIGHT * SCALE);
setPreferredSize(size);
screen = new Screen(WIDTH, HEIGHT);
frame = new JFrame();
input = new InputHandler(player);//pass player object as argument
addKeyListener(input);
setFocusable(true);
}
And change the InputHandler class as follows:
public class InputHandler implements KeyListener{
Player player ; //Don't initialize it.
//Create a parametric constructor
public InputHandler(Player player)
{
this.player = player;
}
//...And then proceed with other stuffs
}

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