Change int value from another class, Update JPanel - java

When I press a specific key, I want to update an int value in another class and repaint a JPanel based on this updated int.
Here is my code for the class with the key_event:
frame.addKeyListener(new KeyListener(){
#Override
public void keyPressed(KeyEvent e){
if(e.getKeyCode() == KeyEvent.VK_W){
dP.status = 1;
w.x = w.x; //pos.xC(pos.maxSize(frame));
w.y = w.Y(w.y, -w.val);
if ( w.y < 0) {
w.y = 0;
}
frame.validate();
dP.repaint();
System.out.println("w.y: "+w.y);
}
});
Here is my class with the int supposed to be updated:
public class Objects {
public int x = 10;
public int y = 10;
public int height = 10;
public int width = 10;
public int val = 5;
public void dW(Graphics stift){
stift.setColor(Color.RED);
stift.fillRect(x, y, width, height);
}
}
And here is my JPanel class:
public class DisplayPanel extends JPanel {
public Objects w = new Objects();
public int status = 0;
public void setUp(){
this.setBackground(Color.WHITE);
}
#Override
protected void paintComponent(Graphics stift){
super.paintComponent(stift);
if (status == 0){
stift.setColor(Color.RED);
stift.drawLine(200, 200, 400, 200);
stift.drawLine(200, 400, 300, 500);
stift.setColor(Color.GREEN);
stift.drawLine(200, 200, 2000, 200);
stift.fillRect(w.x, w.y, w.width, w.height);
}
while (status == 1){
w.dW(stift);
break;
}
}
}
While pressing the key for the first time, the JPanel is updated, the values for w.x and w.y wont update, they remain exact 10. How can I change this?
(PS: I know that it would be better to implement a switch case break statement for the key_events).

Related

How do I paint multiple objetcs that move at different speeds in Java?

I am working on homework for class, and its late because I can't seem to understand the material despite all the research that I am doing. I am a beginner and do not know much in the way of java. Also, this is my first post so please be forgiving when you are reading this.
I am building on source code from my textbook, which I updated recently for past homework, but now I am trying to generate a class that draws multiple squares and moves those objects independently and at different speeds. They will all need to rebound off the walls as well. I followed the instructions and created two arrays that will hold the random x and y values between 1 and 10. However, I struggle with arrays and I am sure that I am not doing it correctly. So, I would love some feedback to see if I have it set up correctly.
I have a the jpanel pulling up and drawing, and as long as there is 1 square it is working fine bouncing off the walls, but things change when I draw more than one. The do not move independently and they also share the same speed. Some even disappear from time to time. This has really thrown me off. I appreciate any help!
In short, I am trying to paint new squares that all travel in different directions and at different speeds. Per the instructions we are suppose create and use a two arrays that handle the x and y values.
Here is what I have so far:
public class DotsPanel extends JPanel
{
private int delay = 15;
private final int SIZE = 7, IMAGE_SIZE = 3; // radius of each dot
private Timer timer;
private int x, y, i;
private ArrayList<Point> pointList;
static int [] xarray = new int [1000];
static int [] yarray = new int [1000];
Random rand = new Random();
//-----------------------------------------------------------------
// Constructor: Sets up this panel to listen for mouse events.
//-----------------------------------------------------------------
public DotsPanel()
{
pointList = new ArrayList<Point>();
int [] xarray = new int [1000];
int [] yarray = new int [1000];
timer = new Timer(delay, new ReboundListener());
addMouseListener (new DotsListener());
addMouseMotionListener (new DotsListener());
setBackground(Color.gray);
setPreferredSize(new Dimension(700, 500));
for(int i = 0; i < xarray.length; i++)
{
xarray[i] = rand.nextInt(7);
yarray[i] = rand.nextInt(7);
}
timer.start();
}
//-----------------------------------------------------------------
// Draws all of the dots stored in the list.
//-----------------------------------------------------------------
public void paintComponent(Graphics page)
{
super.paintComponent(page);
page.setColor(Color.BLUE);
for (Point spot : pointList)
{
page.fillRect(spot.x-SIZE, spot.y-SIZE, 25, 25);
page.drawString("Count: " + pointList.size(), 5, 15);
}
}
//*****************************************************************
// Represents the listener for mouse events.
//*****************************************************************
private class DotsListener implements MouseListener, MouseMotionListener
{
//--------------------------------------------------------------
// Adds the current point to the list of points and redraws
// the panel whenever the mouse button is pressed.
//--------------------------------------------------------------
public void mousePressed(MouseEvent event)
{
pointList.add(event.getPoint());
repaint();
}
public void mouseDragged(MouseEvent event)
{
// initially I had two xarray and yarray in here just like in
// mouseClicked
// but it did not change anything when removed
}
//--------------------------------------------------------------
// Provide empty definitions for unused event methods.
//--------------------------------------------------------------
public void mouseClicked(MouseEvent event)
{
xarray[i] = rand.nextInt(7);
yarray[i] = rand.nextInt(7);
}
public void mouseReleased(MouseEvent event) {}
public void mouseEntered(MouseEvent event) {}
public void mouseExited(MouseEvent event) {}
public void mouseMoved(MouseEvent e) {}
}
private class ReboundListener implements ActionListener
{
//--------------------------------------------------------------
// Updates the position of the image and possibly the direction
// of movement whenever the timer fires an action event.
//--------------------------------------------------------------
public void actionPerformed(ActionEvent event)
{
for (Point spot : pointList)
{
spot.x += xarray[i];
spot.y += yarray[i];
if (spot.x <= 0 || spot.x >= 700)
xarray[i] = xarray[i] * -1;
if (spot.y <= 0 || spot.y >= 500)
yarray[i] = yarray[i] * -1;
repaint();
}
}
}
}
However, I struggle with arrays and I am sure that I am not doing it correctly.
I wouldn't use Arrays.
Instead, have a Ball object manage its own state. Then you can have different color, speed, size etc for each Ball. Then when the Timer fires you just calculate the new position and repaint the Ball.
Here is an example to get you started:
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import java.util.*;
import javax.swing.*;
import javax.swing.Timer;
public class BallAnimation4
{
private static void createAndShowUI()
{
BallPanel panel = new BallPanel();
JFrame frame = new JFrame("BallAnimation4");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add( panel );
frame.setSize(800, 600);
frame.setLocationRelativeTo( null );
//frame.setExtendedState(JFrame.MAXIMIZED_BOTH);
frame.setVisible( true );
panel.addBalls(5);
panel.startAnimation();
}
public static void main(String[] args)
{
EventQueue.invokeLater(new Runnable()
{
public void run()
{
createAndShowUI();
}
});
}
}
class BallPanel extends JPanel implements ActionListener
{
private ArrayList<Ball> balls = new ArrayList<Ball>();
public BallPanel()
{
setLayout( null );
setBackground( Color.BLACK );
}
public void addBalls(int ballCount)
{
Random random = new Random();
for (int i = 0; i < ballCount; i++)
{
Ball ball = new Ball();
ball.setRandomColor(true);
ball.setLocation(random.nextInt(getWidth()), random.nextInt(getHeight()));
ball.setMoveRate(32, 32, 1, 1, true);
// ball.setMoveRate(16, 16, 1, 1, true);
ball.setSize(32, 32);
balls.add( ball );
}
}
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
for (Ball ball: balls)
{
ball.draw(g);
}
}
public void startAnimation()
{
Timer timer = new Timer(75, this);
timer.start();
}
public void actionPerformed(ActionEvent e)
{
move();
repaint();
}
private void move()
{
for (Ball ball : balls)
{
ball.move(this);
}
}
class Ball
{
public Color color = Color.BLACK;
public int x = 0;
public int y = 0;
public int width = 1;
public int height = 1;
private int moveX = 1;
private int moveY = 1;
private int directionX = 1;
private int directionY = 1;
private int xScale = moveX;
private int yScale = moveY;
private boolean randomMove = false;
private boolean randomColor = false;
private Random myRand = null;
public Ball()
{
myRand = new Random();
setRandomColor(randomColor);
}
public void move(JPanel parent)
{
int iRight = parent.getSize().width;
int iBottom = parent.getSize().height;
x += 5 + (xScale * directionX);
y += 5 + (yScale * directionY);
if (x <= 0)
{
x = 0;
directionX *= (-1);
xScale = randomMove ? myRand.nextInt(moveX) : moveX;
if (randomColor) setRandomColor(randomColor);
}
if (x >= iRight - width)
{
x = iRight - width;
directionX *= (-1);
xScale = randomMove ? myRand.nextInt(moveX) : moveX;
if (randomColor) setRandomColor(randomColor);
}
if (y <= 0)
{
y = 0;
directionY *= (-1);
yScale = randomMove ? myRand.nextInt(moveY) : moveY;
if (randomColor) setRandomColor(randomColor);
}
if (y >= iBottom - height)
{
y = iBottom - height;
directionY *= (-1);
yScale = randomMove ? myRand.nextInt(moveY) : moveY;
if (randomColor) setRandomColor(randomColor);
}
}
public void draw(Graphics g)
{
g.setColor(color);
g.fillOval(x, y, width, height);
}
public void setColor(Color c)
{
color = c;
}
public void setLocation(int x, int y)
{
this.x = x;
this.y = y;
}
public void setMoveRate(int xMove, int yMove, int xDir, int yDir, boolean randMove)
{
this.moveX = xMove;
this.moveY = yMove;
directionX = xDir;
directionY = yDir;
randomMove = randMove;
}
public void setRandomColor(boolean randomColor)
{
this.randomColor = randomColor;
switch (myRand.nextInt(3))
{
case 0: color = Color.BLUE;
break;
case 1: color = Color.GREEN;
break;
case 2: color = Color.RED;
break;
default: color = Color.BLACK;
break;
}
}
public void setSize(int width, int height)
{
this.width = width;
this.height = height;
}
}
}
Since your Arrays only contain the Point you want to paint you don't have any information about the speed each point should be moved at. The best you could do is create a random amount each point should be moved each time its location is changed. This would give erratic movement as each time you move a point the distance would be random.
If you want more constant speed then you would need to create a second Array to contain the distance each point should move every time.
This starts to get messy creating a new Array every time you want a new property to be unique for the object you want to paint. That is why the approach to create a custom Object with multiple properties is easier to manage.

I am Strugling to create and understand a specific method for a simple shooter game program

These are the specific instruction but they are kind of confusing to me (are the instructions confusing/ambiguous or am I just not getting it?)
write a method public static void draw shooter(Graphics g, Color c);
call draw shooter using the shooter color as the last parameter in drawAll(?)
test the program you should see a red disk centered near the bottom of the screen(?)
import java.awt.*;
public class Project2{
public static final int PANEL_WIDTH = 300;
public static final int PANEL_HEIGHT = 300;
public static final int SLEEP_TIME = 50;
public static Color SHOOTER_COLOR = Color.RED;
public static Color BACKGROUND_COLOR = Color.WHITE;
public static final int SHOOTER_SIZE = 20; //diameter of the shooter
public static final int GUN_SIZE = 10; //length og the gun
public static final int SHOOTER_POSITION_Y = PANEL_HEIGHT - SHOOTER_SIZE;
public static final int SHOOTER_INITIAL_POSITION_X = 150;
int shooterPosition;
public static void initialize(){
int shooterPositionX = SHOOTER_INITIAL_POSITION_X;
}
public static void main(String[] args) {
DrawingPanel panel = new DrawingPanel(PANEL_WIDTH, PANEL_HEIGHT);
Graphics g = panel.getGraphics( );
initialize();
startGame(panel, g);
drawShooter(g, SHOOTER_COLOR);
}
public static void drawShooter(Graphics g, Color C){
g.setColor(Color);
g.fillOval(shooterPosition, SHOOTER_POSITION_Y, SHOOTER_SIZE, SHOOTER_SIZE);
}
public static void drawAll(Graphics g){
g.drawString("Project 2 by Jasmine Ramirez", 10, 15);
}
public static void startGame(DrawingPanel panel, Graphics g) {
for (int i = 0; i <= 10000; i++) {
panel.sleep(SLEEP_TIME);
drawAll(g);
}
}
}
this is my code I guessed that I needed to draw and color in a circle inside the method but I am getting errors with the g.setColor inside the method and I'm not sure what the second step means. Thanks just started learning to program.
Drawing Panel
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import javax.swing.*;
import javax.swing.event.*;
import java.util.ArrayList;
public class DrawingPanel implements ActionListener {
private static final String versionMessage =
"Drawing Panel version 1.1, January 25, 2015";
private static final int DELAY = 100; // delay between repaints in millis
private static final boolean PRETTY = false; // true to anti-alias
private static boolean showStatus = false;
private static final int MAX_KEY_BUF_SIZE = 10;
private int width, height; // dimensions of window frame
private JFrame frame; // overall window frame
private JPanel panel; // overall drawing surface
private BufferedImage image; // remembers drawing commands
private Graphics2D g2; // graphics context for painting
private JLabel statusBar; // status bar showing mouse position
private volatile MouseEvent click; // stores the last mouse click
private volatile boolean pressed; // true if the mouse is pressed
private volatile MouseEvent move; // stores the position of the mouse
private ArrayList<KeyInfo> keys;
// construct a drawing panel of given width and height enclosed in a window
public DrawingPanel(int width, int height) {
this.width = width;
this.height = height;
keys = new ArrayList<KeyInfo>();
image = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
statusBar = new JLabel(" ");
statusBar.setBorder(BorderFactory.createLineBorder(Color.BLACK));
statusBar.setText(versionMessage);
panel = new JPanel(new FlowLayout(FlowLayout.CENTER, 0, 0));
panel.setBackground(Color.WHITE);
panel.setPreferredSize(new Dimension(width, height));
panel.add(new JLabel(new ImageIcon(image)));
click = null;
move = null;
pressed = false;
// listen to mouse movement
MouseInputAdapter listener = new MouseInputAdapter() {
public void mouseMoved(MouseEvent e) {
pressed = false;
move = e;
if (showStatus)
statusBar.setText("moved (" + e.getX() + ", " + e.getY() + ")");
}
public void mousePressed(MouseEvent e) {
pressed = true;
move = e;
if (showStatus)
statusBar.setText("pressed (" + e.getX() + ", " + e.getY() + ")");
}
public void mouseDragged(MouseEvent e) {
pressed = true;
move = e;
if (showStatus)
statusBar.setText("dragged (" + e.getX() + ", " + e.getY() + ")");
}
public void mouseReleased(MouseEvent e) {
click = e;
pressed = false;
if (showStatus)
statusBar.setText("released (" + e.getX() + ", " + e.getY() + ")");
}
public void mouseEntered(MouseEvent e) {
// System.out.println("mouse entered");
panel.requestFocus();
}
};
panel.addMouseListener(listener);
panel.addMouseMotionListener(listener);
new DrawingPanelKeyListener();
g2 = (Graphics2D)image.getGraphics();
g2.setColor(Color.BLACK);
if (PRETTY) {
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setStroke(new BasicStroke(1.1f));
}
frame = new JFrame("Drawing Panel");
frame.setResizable(false);
try {
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // so that this works in an applet
} catch (Exception e) {}
frame.getContentPane().add(panel);
frame.getContentPane().add(statusBar, "South");
frame.pack();
frame.setVisible(true);
toFront();
frame.requestFocus();
// repaint timer so that the screen will update
new Timer(DELAY, this).start();
}
public void showMouseStatus(boolean f) {
showStatus = f;
}
public void addKeyListener(KeyListener listener) {
panel.addKeyListener(listener);
panel.requestFocus();
}
// used for an internal timer that keeps repainting
public void actionPerformed(ActionEvent e) {
panel.repaint();
}
// obtain the Graphics object to draw on the panel
public Graphics2D getGraphics() {
return g2;
}
// set the background color of the drawing panel
public void setBackground(Color c) {
panel.setBackground(c);
}
// show or hide the drawing panel on the screen
public void setVisible(boolean visible) {
frame.setVisible(visible);
}
// makes the program pause for the given amount of time,
// allowing for animation
public void sleep(int millis) {
panel.repaint();
try {
Thread.sleep(millis);
} catch (InterruptedException e) {}
}
// close the drawing panel
public void close() {
frame.dispose();
}
// makes drawing panel become the frontmost window on the screen
public void toFront() {
frame.toFront();
}
// return panel width
public int getWidth() {
return width;
}
// return panel height
public int getHeight() {
return height;
}
// return the X position of the mouse or -1
public int getMouseX() {
if (move == null) {
return -1;
} else {
return move.getX();
}
}
// return the Y position of the mouse or -1
public int getMouseY() {
if (move == null) {
return -1;
} else {
return move.getY();
}
}
// return the X position of the last click or -1
public int getClickX() {
if (click == null) {
return -1;
} else {
return click.getX();
}
}
// return the Y position of the last click or -1
public int getClickY() {
if (click == null) {
return -1;
} else {
return click.getY();
}
}
// return true if a mouse button is pressed
public boolean mousePressed() {
return pressed;
}
public synchronized int getKeyCode() {
if (keys.size() == 0)
return 0;
return keys.remove(0).keyCode;
}
public synchronized char getKeyChar() {
if (keys.size() == 0)
return 0;
return keys.remove(0).keyChar;
}
public synchronized int getKeysSize() {
return keys.size();
}
private synchronized void insertKeyData(char c, int code) {
keys.add(new KeyInfo(c,code));
if (keys.size() > MAX_KEY_BUF_SIZE) {
keys.remove(0);
// System.out.println("Dropped key");
}
}
private class KeyInfo {
public int keyCode;
public char keyChar;
public KeyInfo(char keyChar, int keyCode) {
this.keyCode = keyCode;
this.keyChar = keyChar;
}
}
private class DrawingPanelKeyListener implements KeyListener {
int repeatCount = 0;
public DrawingPanelKeyListener() {
panel.addKeyListener(this);
panel.requestFocus();
}
public void keyPressed(KeyEvent event) {
// System.out.println("key pressed");
repeatCount++;
if ((repeatCount == 1) || (getKeysSize() < 2))
insertKeyData(event.getKeyChar(),event.getKeyCode());
}
public void keyTyped(KeyEvent event) {
}
public void keyReleased(KeyEvent event) {
repeatCount = 0;
}
}
}
1st Error
In your drawShooter() method you do:
g.setColor(Color)
This is incorrect, since you need to pass an instance of the class Color not the class itself.
So instead use this:
g.setColor(C);
2nd Error
change the shooterPosition to static so that it can be accessed by a static method.
I assume that the method initialize() is also wrong because you are declaring a new shooterPosition int for no reason so do these changes:
int shooterPosition;
To:
public static int shooterPosition;
And
public static void initialize(){
int shooterPositionX = SHOOTER_INITIAL_POSITION_X;
}
To:
public static void initialize() {
shooterPosition = SHOOTER_INITIAL_POSITION_X;
}
3rd Error
In startGame() you are looping for 10000 times and each time you are waiting for a bit more than 1/20th of a second, which means that you will have to wait for almost 10 minutes until the red circle is drawn. So you have two options.
1st option: decrease the amount of iterations or even better remove the loop.
public static void startGame(DrawingPanel panel, Graphics g) {
for (int i = 0; i <= 10000; i++) {
panel.sleep(SLEEP_TIME);
drawAll(g);
}
}
To:
public static void startGame(DrawingPanel panel, Graphics g) {
for (int i = 0; i <= 1; i++) {
panel.sleep(SLEEP_TIME);
drawAll(g);
}
}
or
public static void startGame(DrawingPanel panel, Graphics g) {
panel.sleep(SLEEP_TIME);
drawAll(g);
}
2nd option: execute the drawShooter() method before the startGame() method or don't execute the startGame() at all.
startGame(panel, g); drawShooter(g, SHOOTER_COLOR);
To:
drawShooter(g, SHOOTER_COLOR);
startGame(panel, g);
or
drawShooter(g, SHOOTER_COLOR);
Didn't you ask this same question or something similar to it yesterday? And you're passing in the class name to g.setColor(Color) method and need to pass in the parameter which holds the object: g.setColor(C)
Your use of Graphics is not good, as you shouldn't use a Graphics obtained from a component via getGraphics(), but I'm guessing that it's because that's what your instructor told you to do. Same for use of a while (true) loop. Instead you should use a Swing Timer.
Like stated before g.setcolor(c) is required
check your error msgs since it allows you to gather that error and the shooterPosition error(its not public so cant be used inside a method)

How to return Instance Variables for objects in an array

I am new to graphics in java and I am currently working on a game. Essentially, there are rising bubbles, and the user has to pop them by moving the mouse over them.
I have already made the bubbles but now for the collision detection, I need to be able to find the x and coordinates as well as the diameter of the circle. How can I return the instance variables for each bubble (from the Bubbles object array). You can see my code below. If you find coding errors, please let me know.
Game Class:
public class Game extends JPanel{
public static final int WINDOW_WIDTH = 600;
public static final int WINDOW_HEIGHT = 400;
private boolean insideCircle = false;
private static boolean ifPaused = false;
private static JPanel mainPanel;
private static JLabel statusbar;
private static int clicks = 0;
//Creates a Bubbles object Array
Bubbles[] BubblesArray = new Bubbles[5];
public Game() {
//initializes bubble objects
for (int i = 0; i < BubblesArray.length; i++)
BubblesArray[i] = new Bubbles();
}
public void paint(Graphics graphics) {
//makes background white
graphics.setColor(Color.WHITE);
graphics.fillRect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
//paints square objects to the screen
for (Bubbles aBubblesArray : BubblesArray) {
aBubblesArray.paint(graphics);
}
}
public void update() {
//calls the Square class update method on the square objects
for (Bubbles aBubblesArray : BubblesArray) aBubblesArray.update();
}
public static void main(String[] args) throws InterruptedException {
statusbar = new JLabel("Default");
Game game = new Game();
game.addMouseMotionListener(new MouseAdapter() {
#Override
public void mouseMoved(MouseEvent e) {
statusbar.setText(String.format("Your mouse is at %d, %d", e.getX(), e.getY()));
}
public void mouseExited(MouseEvent e){
ifPaused = true;
}
public void mouseEntered(MouseEvent e){
ifPaused = false;
}
});
JFrame frame = new JFrame();
frame.add(game);
frame.add(statusbar, BorderLayout.SOUTH);
frame.setVisible(true);
frame.setSize(WINDOW_WIDTH, WINDOW_HEIGHT);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setTitle("Bubble Burst");
frame.setResizable(false);
frame.setLocationRelativeTo(null);
while (true) {
if (!ifPaused){
game.update();
game.repaint();
Thread.sleep(5);
}
}
}
}
Bubbles Class:
public class Bubbles{
private int circleXLocation;
private int circleSize;
private int circleYLocation = Game.WINDOW_WIDTH + circleSize;
private int fallSpeed = 1;
private int color = (int) (4 * Math.random() + 1);
Random rand = new Random();
private int whereMouseX;
private int whereMouseY;
public int generateRandomXLocation(){
return circleXLocation = (int) (Game.WINDOW_WIDTH * Math.random() - circleSize);
}
public int generateRandomCircleSize(){
return circleSize = (int) (50 * Math.random() + 30);
}
public int generateRandomFallSpeed(){
return fallSpeed = (int) (5 * Math.random() + 1);
}
public void paint(Graphics g){
if (color == 1) g.setColor(new Color(0x87CEEB));
if (color == 2) g.setColor(new Color(0x87CEFF));
if (color == 3) g.setColor(new Color(0x7EC0EE));
if (color == 4) g.setColor(new Color(0x6CA6CD));
g.fillOval (circleXLocation, circleYLocation, circleSize, circleSize);
}
public Bubbles(){
generateRandomXLocation();
generateRandomCircleSize();
generateRandomFallSpeed();
}
public void update(){
if (circleYLocation <= - circleSize){
generateRandomXLocation();
generateRandomFallSpeed();
generateRandomCircleSize();
circleYLocation = Game.WINDOW_HEIGHT + circleSize;
}
if (circleYLocation > - circleSize){
circleYLocation -= fallSpeed;
}
}
public int getX(){
return circleXLocation;
}
public int getY(){
return circleYLocation;
}
public int getCircleSize(){
return circleSize;
}
}
Set your bubbles to include x and y values in it's constructor.
Public Bubble(float x, float y, int circleSize){
// initialize variables here
}
Then check to see if they are colliding with your current mouse location, something like...
if(e.getX() == this.getX() && e.getY() == this.getY()){
// do something
}
Loop through each Bubble in the array and access the public get methods you have created in the Bubble class:
Example:
for (Bubble b : BubblesArray)
{
int x = b.getX();
int y = b.getY();
}

Calling one class from another when action performed

I have this game/test class of an flappy bird example, and i have a Login Screen, upon clicking a JButton "loggin" in this screen class i would like to call the flappyBird class Below.
I have Tried something like this but with no luck
if(event == jButtonLogin){
this.dispose();
FlappyBird bird = new FlappyBird();
bird.setVisible();
//since it has Jframe in it i though this logic would work.
IF someone can point me the right way please
public class FlappyBird implements ActionListener, MouseListener, KeyListener {
//private static final long serialVersionUID = 1L;
public static FlappyBird flappyBird; //creating a static flappybird so it can be acessed within main
public final int WIDTH = 800, HEIGHT = 600; //scren size of the game
public int highScore = 0;
public Renderer renderer;
public Random rand;
public Rectangle bird;
public int ticks, yMotion, score; //bird movement
public boolean gameOver, started;
public ArrayList<Rectangle> columns; //arrrayList of Recatangles names column
public FlappyBird()
{
JFrame jframe = new JFrame(); //main frame of game
Timer timer = new Timer(20,this);
renderer = new Renderer();
rand = new Random();
jframe.setSize(WIDTH, HEIGHT);
jframe.setLocationRelativeTo(null);
jframe.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// jframe.setResizable(false);
jframe.setVisible(true);
jframe.addMouseListener(this);
jframe.addKeyListener(this);
jframe.setTitle("FlappyTest");
jframe.add(renderer); //need to create what were rendering
bird = new Rectangle(50 - 10,HEIGHT/2 - 10,20,20);
columns = new ArrayList<Rectangle>();
addColumn(true);
addColumn(true);
addColumn(true);
addColumn(true);
timer.start();
}
public void addColumn(boolean start){
int space = 350;
int width = 100;
int height = 50 + rand.nextInt(300); // height of column //minum = 50 // and talles being random at 300
if (start) //if first pipes
{
columns.add(new Rectangle(WIDTH + width + columns.size() * 200, HEIGHT - height - 100, width, height)); //top pipe
columns.add(new Rectangle(WIDTH + width + (columns.size() - 1) * 200, 0, width, HEIGHT - height - space)); // bot pipe
}
else
{
columns.add(new Rectangle(columns.get(columns.size() - 1).x + 300, HEIGHT - height - 100, width, height)); //top pipe
columns.add(new Rectangle(columns.get(columns.size() - 1).x, 0, width, HEIGHT - height - space)); //bot pipe
}
}
public void paintColumn(Graphics g, Rectangle column) //passing theses two vriable on the method
{
g.setColor(Color.green); //darker()
g.fillRect(column.x, column.y, column.width, column.height);
}
public void jump()
{
if(gameOver)
{
bird = new Rectangle(50 - 10,HEIGHT/2 - 10,20,20);
columns.clear();
yMotion = 0;
score = 0;
addColumn(true);
addColumn(true);
addColumn(true);
addColumn(true);
gameOver = false;
}
if(!started)
{
started = true;
}
else if(!gameOver)
{
if (yMotion > 0)
{
yMotion = 0;
}
yMotion -=15;
}
}
public void actionPerformed(ActionEvent arg0) //action being performed on the timer (20,THIS)
{
int speed = 10; //columns speed
ticks++; //keeping count of each tick of the bird
if(started)
{
for(int i = 0;i < columns.size(); i++)
{
Rectangle column = columns.get(i);
column.x -= speed;
}
if(ticks % 2 == 0 && yMotion < 15)
{
yMotion += 2;
}
for(int i = 0;i < columns.size(); i++) // for the whole columns ArrayList
{
Rectangle column = columns.get(i); // grab column at whichever i postion
if(column.x + column.y < 0) // column x.y less than 0
{
columns.remove(column); //remove that current column
if(column.y == 0) //if the column.y == 0 when it turns 0 and you have no more starting columns
{
addColumn(false); // you add the other columns false // infinite loop
}
}
}
bird.y += yMotion;
for(Rectangle column : columns)
{ // FOR EACH RECTANGLE column IN COLUMNS
if(column.y == 0 && bird.x + bird.width / 2 > column.x + column.width / 2 - 10 && bird.x + bird.width / 2 < column.x + column.width / 2 + 10)
{
score++;
}
if(column.intersects(bird))
{ //colision detection with pipes
gameOver = true;
if(bird.x < column.x)
{
bird.x = column.x - bird.width;
}
else
{
if(column.y != 0){ //if its not the top column
bird.y = column.y - bird.height;
}
else if(bird.y < column.height)
{
bird.y = column.height;
}
}
}
}
if(bird.y > HEIGHT - 100) // if the Y becomes greater then the ground or if its less than 0
{
gameOver = true;
}
if(bird.y + yMotion >= HEIGHT - 120)
bird.y = HEIGHT - 100 - bird.height;
}
renderer.repaint(); //EVERY 20 WE CALL REPAINT USING THE RENDERER TO UPDATE IT+
}
public void repaint(Graphics g) //MAIN SCREEN REPAINT
{
//System.out.println("Teste");
System.out.println(bird.y);
g.setColor(Color.BLACK); //bground of the screen
g.fillRect(0,0,WIDTH,HEIGHT);
g.setColor(Color.BLUE); //blue line
g.drawLine(0, HEIGHT-100, WIDTH, HEIGHT-100);
g.setColor(Color.WHITE); //White Screen
g.fillRect(0,HEIGHT-98,WIDTH, HEIGHT-100);
g.setColor(Color.WHITE); //adding bird component
g.fillRect(bird.x,bird.y,bird.width,bird.height);
for (Rectangle column : columns)
{
paintColumn(g, column);
}
g.setColor(Color.RED);
g.setFont(new Font("Arial",1,100));
if(!started)
{
g.drawString("Click to Start!", 75, HEIGHT / 2 - 50);
}
if(gameOver)
{
g.drawString("GAME OVER!", 75, HEIGHT / 2 - 50);
if(score > highScore){
highScore = score;
}
}
if(!gameOver && started)
{
g.drawString(String.valueOf(score),WIDTH/2-25, 100);
}
g.setColor(Color.WHITE);
g.setFont(new Font("Arial",1,20));
g.drawString("High Score : " + highScore, 10, 50);
}
public static void main(String[] args)
{
flappyBird = new FlappyBird(); // creating a new instance of flappybird
}
#Override
public void mouseClicked(MouseEvent arg0)
{
jump();
}
#Override
public void mouseEntered(MouseEvent arg0)
{
}
#Override
public void mouseExited(MouseEvent arg0)
{
}
#Override
public void mousePressed(MouseEvent arg0)
{
}
#Override
public void mouseReleased(MouseEvent arg0)
{
}
#Override
public void keyPressed(KeyEvent e)
{
if(e.getKeyCode() == KeyEvent.VK_SPACE)
{
jump();
}
}
#Override
public void keyReleased(KeyEvent arg0)
{
}
#Override
public void keyTyped(KeyEvent arg0)
{
}
}
Consider looking into layout managers to achieve the behavior of a state-based game.
Ex: In your main method, rather than calling new FlappyBird() you would instead call something like new Login().
Be careful in the creation of the Login object - you don't want to necessarily reinvent the wheel by "opening" and creating a second JFrame (an undesirable band-aid solution can be done by hiding JFrames but that isn't what you want).
Instead, as MadProgrammer hinted at - Layout managers can instantly allow your application swap environments. Some retooling is in order to accomplish this design, but overall it is more modular, scalable (if you want to include an options page), and more OOP-oriented.
Ultimately, from the Login object, the user will be able to click a button that swaps the Layout to the Play Layout (which is where all of your FlappyBird stuff is).

ActionPerformed method not working from another class

Im trying to add an object of the RedSquare class in to the JFrame in CatchMeV2 class. What is the problem?
public class CatchMeV2 implements ActionListener{
int width = 400;
int height = 450;
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setVisible(true);
frame.setDefaultCloseOperation(EXIT_ON_CLOSE);
frame.setResizable(false);
frame.setSize(400, 400);
frame.setTitle("CatchMe.V2");
RedSquare r = new RedSquare();
frame.add(r);
}
#Override
public void actionPerformed(ActionEvent e) {
}
}
public class RedSquare extends JPanel implements ActionListener {
int x = 20; int y = 20;
int velX = 4; int velY = 4;
public RedSquare(){
addActionListener(this);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.green);
g.fillRect(x, y, 50, 50);
repaint();
}
#Override
public void actionPerformed(ActionEvent e) {
x += velX;
y += velY;
if (x < 0) {
velX = 0;
x = 0;
}
if (x > 400 - 50) {
velX = 0;
x = 400 - 50;
}
if (y < 0) {
velY = 0;
y = 0;
}
if (y > 400 - 40) {
velY = 0;
y = 400 - 40;
}
repaint();
}
}
The actionPerformed method doesn't do anything. Can anyone help? Or is there an easy way to do this?
Background: I was trying to make a game by using one class. I did it but the problem was i could only take 1 key input at a time and it was lagging. And my teacher said that if I divided it into different classes it wouldn't lag. Is it true?
You cannot add non visual component to JPanel so you need to extend RedSquare class from component, for example JPanel and override paintComponent() method.
public class CatchMeV2 {
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(EXIT_ON_CLOSE);
frame.setSize(400, 400);
frame.setTitle("CatchMe.V2");
RedSquare r = new RedSquare();
frame.setContentPane(r);
frame.setVisible(true);
}
}
class RedSquare extends JPanel implements ActionListener {
public RedSquare() {
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g); // don't forget to call super method
g.setColor(Color.green);
g.fillRect(20, 20, 50, 50);
}
#Override
public void actionPerformed(ActionEvent e) {
}
}
update>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
you can't use action performed for panel it's only for buttons or like that.if you want to do something with click on panel then you need to use implement mouselistner .and put action code inside mouseclick method .run this example
import java.awt.Graphics;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import javax.swing.JFrame;
import static javax.swing.JFrame.EXIT_ON_CLOSE;
import javax.swing.JPanel;
public class CatchMeV2 {
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setVisible(true);
frame.setDefaultCloseOperation(EXIT_ON_CLOSE);
frame.setResizable(false);
frame.setSize(400, 400);
frame.setTitle("CatchMe.V2");
RedSquare r = new RedSquare();
frame.add(r);
}
}
class RedSquare extends JPanel implements MouseListener {
int x = 20;
int y = 20;
int velX = 4;
int velY = 4;
public RedSquare() {
addMouseListener(this);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.fillRect(x, y, 50, 50);
}
#Override
public void mouseClicked(MouseEvent e) {
System.out.println("hi");
x += velX;
y += velY;
if (x < 0) {
velX = 0;
x = 0;
}
if (x > 400 - 50) {
velX = 0;
x = 400 - 50;
}
if (y < 0) {
velY = 0;
y = 0;
}
if (y > 400 - 40) {
velY = 0;
y = 400 - 40;
}
this.repaint();
}
#Override
public void mousePressed(MouseEvent e) {}
#Override
public void mouseReleased(MouseEvent e) {}
#Override
public void mouseEntered(MouseEvent e) {}
#Override
public void mouseExited(MouseEvent e) {}
}
at that time you only want to move square with mouse click so u can still use awt mouse event but when you use keys you have to use key binding

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