I have a very strange bug in my 2d game made using Java.
Description of the game: the player can move a rocket sprite with the mouse, and must dodge a rectangle that is going to follow the player and kill the player(by collision). Instead of following the player, it only moves to the beginning coordinates of the player, which is 400,400. It should move to the direction the player goes to. Please help me if you know what is wrong.
Main class:
import javax.swing.*;
public class Main extends JFrame{
private static final long serialVersionUID = 1L;
final static int WW = 800;
final static int WH = 600;
public Main(){
setSize(WW,WH);
setResizable(false);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLocationRelativeTo(null);
setTitle("Space Game");
add(new GameClass());
setVisible(true);
}
public static void main(String[] args) {
new Main();
}
}
GameClass class:
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class GameClass extends JPanel implements ActionListener, KeyListener{
private static final long serialVersionUID = 1L;
Enemy enemy = new Enemy();
Player player = new Player();
public GameClass(){
Timer time = new Timer(15, this);
time.start();
this.addKeyListener(this);
this.setFocusable(true);
player.openImage();
}
public void update(){
player.update();
enemy.update();
}
public void paintComponent(Graphics g){
g.setColor(Color.BLACK);
g.fillRect(0,0,Main.WW,Main.WH);
player.paint(g);
enemy.paint(g);
g.dispose();
}
public void actionPerformed(ActionEvent e){
update();
repaint();
}
public void keyPressed(KeyEvent e){
if(e.getKeyCode() == KeyEvent.VK_LEFT){
player.setSpeed(-5);
}
else if(e.getKeyCode() == KeyEvent.VK_RIGHT){
player.setSpeed(5);
}
else if(e.getKeyCode() == KeyEvent.VK_UP){
player.setFly(-5);
}
else if(e.getKeyCode() == KeyEvent.VK_DOWN){
player.setFly(5);
Player.goDown = true;
}
}
public void keyReleased(KeyEvent e){
if(e.getKeyCode() == KeyEvent.VK_LEFT || e.getKeyCode() == KeyEvent.VK_RIGHT){
player.setSpeed(0);
}
if(e.getKeyCode() == KeyEvent.VK_UP || e.getKeyCode() == KeyEvent.VK_DOWN){
player.setFly(0);
Player.goDown = false;
}
}
public void keyTyped(KeyEvent e){
}
}
Enemy class:
import java.awt.*;
public class Enemy {
private int x = -100;
private int y = -100;
Player player = new Player();
public void update(){
System.out.println(player.getX());
if(player.getX() < this.x){
this.x -= 5;
}
if(player.getX() > this.x){
this.x += 5;
}
if(player.getY() > this.y){
this.y += 5;
}
if(player.getY() < this.y){
this.y -= 5;
}
}
public void paint(Graphics g){
g.setColor(Color.ORANGE);
g.fillRect(x, y, 50, 50);
}
}
Player class:
import java.awt.Image;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import java.awt.*;
public class Player {
private Image image;
private int player_x = Main.WW/2;
private int player_xspeed = 0;
private int player_y = Main.WH/2;
private int player_yspeed = 0;
private int flamey = player_y + 100;
private int flamex;
private int newx;
private int newy;
static boolean goDown = false;
public Player(){
newx = player_x;
newy = player_x;
}
public void openImage(){
try {
image = ImageIO.read(new File("spaceship.png"));
} catch (IOException e) {
e.printStackTrace();
}
}
public void paint(Graphics g){
flamex = player_x + 20;
g.drawImage(image,player_x,player_y,null);
g.setColor(Color.YELLOW);
g.fillRect(flamex, flamey+5, 6, 6);
g.fillRect(flamex+10, flamey, 6, 6);
g.fillRect(flamex+10, flamey+15, 6, 6);
g.fillRect(flamex+20, flamey+5, 6, 6);
}
public void update(){
player_x += player_xspeed;
player_y += player_yspeed;
if(flamey < (player_y + 125)){
if(goDown == false)
flamey += 5;
else
flamey += 10;
}else
flamey = player_y + 100;
newx = player_x;
newy = player_y;
}
public void setSpeed(int speed){
player_xspeed = speed;
}
public void setFly(int speed){
player_yspeed = speed;
}
public int getX(){
return newx;
}
public int getY(){
return newy;
}
}
Sorry for bad English, please help me.
Any help appreaciated :)
It's because the Player it follows is created inside Enemy via the line:
public class Enemy {
//...
Player player = new Player();
//...
}
so it's a different player instance to the one you are controlling, which is created in GameClass via:
public class GameClass extends JPanel implements ActionListener, KeyListener{
Enemy enemy = new Enemy();
Player player = new Player();
//...
}
You need to inject the controlled player instance either as a constructor parameter on Enemy, e.g.
public class GameClass extends JPanel implements ActionListener, KeyListener{
Player player = new Player();
Enemy enemy = new Enemy(player);
//...
}
public class Enemy {
//...
Player player;
public Enemy(Player player) { this.player = player; }
//...
}
or via a setter.
Related
I'm making a top-down shooter game in java where I have a stationary player who can turn side to side and can shoot a gun at enemies that move to the center(where the player is). I have made different faces for each side when my player turns, but I'm not able to figure out how to switch the faces when I use the arrow keys. Here is my main panel:
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
public class FinalPanel extends JPanel
{
private static final int FRAME = 1600;
private static final Color BACKGROUND = new Color(255, 255, 255);
private Player player;
private ImageIcon faces;
private ImageIcon playerFace = new ImageIcon("PlayerUpImage.png");
private BufferedImage myImage;
private Graphics myBuffer;
private Timer timer;
public FinalPanel()
{
myImage = new BufferedImage(FRAME, FRAME, BufferedImage.TYPE_INT_RGB);
myBuffer = myImage.getGraphics();
addKeyListener(new Key());
setFocusable(true);
}
private class Listener implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
ImageIcon player = new ImageIcon("PlayerUpImage.png");
myBuffer.drawImage(player.getImage(), 800, 800, null);
repaint();
}
}
public void paintComponent(Graphics g)
{
super.paintComponenet(g);
g.drawImage(myImage, 0, 0, getWidth(), getHeight(), null);
}
private class Key extends KeyAdapter//The arrow keys make the player change directions and it replaces his face with a different animation to show the change in direction
{
public void keyPressed(KeyEvent e)
{
if(e.getKeyCode() == KeyEvent.VK_W)
{
playerFace = new ImageIcon("PlayerUpImage.png");
}
if(e.getKeyCode() == KeyEvent.VK_S)
{
playerFace = new ImageIcon("PlayerDownImage.png");
}
if(e.getKeyCode() == KeyEvent.VK_A)
{
playerFace = new ImageIcon("PlayerLeftImage.png");
}
if(e.getKeyCode() == KeyEvent.VK_D)
{
playerFace = new ImageIcon("PlayerRightImage.png");
}
repaint();
}
}
}
Player class:
import java.awt.*;
import javax.swing.*;
public class Player
{
//Private fields for player class
private int myX;
private int myY;
private int myXWidth;
private int myYWidth;
public Player()
{
myX = 775;
myY = 775;
myXWidth = 50;
myYWidth = 50;
}
public Player(int x, int y, int xWidth, int yWidth)
{
myX = x;
myY = y;
myXWidth = xWidth;
myYWidth = yWidth;
}
//I borrowed this health code from: https://stackoverflow.com/questions/9834609/how-to-make-a-player-class-that-holds-lives-inheritance//
int liveCount = 10;
public boolean damage() {
--liveCount;
return isDead();
}
public boolean isDead() {
return liveCount < 1;
}
public void boostLives(int moreLives) {
liveCount += moreLives;
}
//Accessor Methods//
public int getX()
{
return myX;
}
public int getY()
{
return myY;
}
public int getXWidth()
{
return myXWidth;
}
public int getYWidth()
{
return myYWidth;
}
//Modifier Methods//
public void setX(int x)
{
myX = x;
}
public void setY(int y)
{
myY = y;
}
public void setXWidth(int xWidth)
{
myXWidth = xWidth;
}
public void setYWidth(int yWidth)
{
myYWidth = yWidth;
}
}
I have some suggestions that might help:
Don’t use the variable faces, instead, have an ImageIcon called playerFace with a default direction of up
private ImageIcon playerFace = new ImageIcon(“PlayerUpImage.png”);
Your paint method could then look like this
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(playerFace.getImage(), 800, 800, null);
}
In your keyPressed method, all you have to do is change the player image and call the method repaint so that the panel calls the paintComponent method again:
public void keyPressed(KeyEvent e) {
//pressed d for example
if(e.getKeyCode() == KeyEvent.VK_D)
playerFace = new ImageIcon(“PlayerImageRight.png”);
... //if else’s for other keys
repaint();
}
Preferably, you’d want to have playerFaces as an attribute of the Player class with a getter method to get the playerFace direction (so making playerFace a variable of Player). But this is to get you started
You’ll also want to set up a frame instead of using your current variable FRAME
public FinalPanel() {
JFrame frame = new JFrame();
frame.setSize(1600, 1600);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(this);
frame.setVisible(true);
addKeyListener(new Key());
setFocusable(true);
}
I'm very confused as to why my scoreboard isn't updating on screen. The scores are increasing (I checked with debugger, also the ball is being centered). But the scoreboard isn't updating at all it constantly says "0 : 0"
Pong Class
package com.dheraxysgames.pong;
import java.awt.Dimension;
import javax.swing.JFrame;
public class Pong extends JFrame{
private static final long serialVersionUID = 1L;
//Set Resolution
public static final int width = 300,
height = width / 4 * 3,
scale = 3;
public Pong() {
Dimension size = new Dimension(width * scale, height * scale);
setSize(size);
setTitle("PONG");
setResizable(false);
setVisible(true);
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
add(new GamePanel());
}
public static int getWindowWidth(){
return width * scale;
}
public static int getWindowHeight(){
return height * scale;
}
public static void main(String[] args) {
new Pong();
}
}
GamePanel Class
package com.dheraxysgames.pong;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JPanel;
import javax.swing.Timer;
public class GamePanel extends JPanel implements ActionListener, KeyListener {
private static final long serialVersionUID = 1L;
Ball ball = new Ball();
Player player = new Player();
AI ai = new AI(this);
public GamePanel(){
Timer time = new Timer(50, this);
time.start();
this.addKeyListener(this);
this.setFocusable(true);
}
private void update(){
player.update();
ai.update();
ball.update();
ball.checkCollision(player);
ball.checkCollision(ai);
}
public void paintComponent(Graphics g){
super.paintComponent(g);
g.setColor(Color.BLACK);
g.fillRect(0, 0, Pong.getWindowWidth(), Pong.getWindowHeight());
g.setColor(Color.WHITE);
Font font = new Font("IMMORTAL", Font.BOLD, 50);
g.setFont(font);
g.drawString(player.score + " : " + ai.score, Pong.getWindowWidth() / 2 - 60, 50);
player.paint(g);
ai.paint(g);
ball.paint(g);
}
public Ball getBall(){
return ball;
}
public void actionPerformed(ActionEvent e) {
update();
repaint();
}
//Keyboard
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_UP) player.setYVelocity(-10);
if (e.getKeyCode() == KeyEvent.VK_DOWN) player.setYVelocity(10);
}
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_UP) player.setYVelocity(0);
if (e.getKeyCode() == KeyEvent.VK_DOWN) player.setYVelocity(0);
}
public void keyTyped(KeyEvent e) {
}
}
Player Class
package com.dheraxysgames.pong;
import java.awt.Color;
import java.awt.Graphics;
public class Player {
public int score = 0;
private static int width = 50,
height = 150;
private int x = 800, y = (Pong.getWindowHeight() / 2) - (height / 2),
yV = 0;
public Player() {
}
public void update(){
y += yV;
}
public void paint(Graphics g){
g.setColor(Color.GREEN);
g.fillRect(x, y, width, height);
}
public int getX(){
return x;
}
public int getY(){
return y;
}
public int getWidth(){
return width;
}
public int getHeight(){
return height;
}
public void setYVelocity(int speed){
yV = speed;
}
}
AI Class
package com.dheraxysgames.pong;
import java.awt.Color;
import java.awt.Graphics;
public class AI {
public int score = 0;
private static int width = 50,
height = 150;
private GamePanel field;
private int x = 50, y = (Pong.getWindowHeight() / 2) - (height / 2),
yV = 0;
public AI(GamePanel game) {
this.field = game;
}
public AI(){
}
public void update(){
if(field.getBall().getY() < this.y) yV = -8;
if(field.getBall().getY() > this.y) yV = 8;
y += yV;
}
public void paint(Graphics g){
g.setColor(Color.GREEN);
g.fillRect(x, y, width, height);
}
public int getX(){
return x;
}
public int getY(){
return y;
}
public int getWidth(){
return width;
}
public int getHeight(){
return height;
}
public void setYVelocity(int speed){
yV = speed;
}
}
Ball Class
package com.dheraxysgames.pong;
import java.awt.Color;
import java.awt.Graphics;
public class Ball {
private int x = Pong.getWindowWidth() / 2, y = Pong.getWindowHeight() / 2,
xV = 10, yV = 10;
private static int size = 40;
Player player = new Player();
AI ai = new AI();
public void update() {
x += xV;
y += yV;
if (x < 0){
reverseXDirection();
player.score++;
x = Pong.getWindowWidth() / 2;
y = Pong.getWindowHeight() / 2;
}
if (x > Pong.getWindowWidth() - size){
reverseXDirection();
ai.score++;
x = Pong.getWindowWidth() / 2;
y = Pong.getWindowHeight() / 2;
}
if (y < 0 || y > Pong.getWindowHeight() - size - 38) reverseYDirection();
}
public void paint(Graphics g){
g.setColor(Color.GREEN);
g.fillOval(x, y, size, size);
}
private void reverseXDirection(){
xV = -xV;
}
private void reverseYDirection(){
yV = -yV;
}
public void checkCollision(Player p) {
if (this.x + size > p.getX() && this.x + size < p.getX() + p.getWidth()){
if (this.y + size > p.getY() && this.y + size < p.getY() + p.getHeight()){
reverseXDirection();
}
}
}
public void checkCollision(AI ai) {
if (this.x > ai.getX() && this.x < ai.getX() + ai.getWidth()){
if (this.y > ai.getY() && this.y < ai.getY() + ai.getHeight()){
reverseXDirection();
}
}
}
public int getX(){
return x;
}
public int getY(){
return y;
}
}
In you're Ball class the score you're updating is not the same score that is being checked in the GamePanel class.
Notice how in both classes you are calling
Player player = new Player();
AI ai = new AI();
player and ai in Ball are seperate instances from the player and ai in GamePanel.
You will need to get the player and ai from the GamePanel class and pass them to the Ball class. The easiest way to do this would probably be to give Ball a constructor like so
Player player;
AI ai;
public Ball(Player player, AI ai) {
this.player = player;
this.ai = ai;
}
And in your GamePanel class change:
Ball ball = new Ball();
Player player = new Player();
AI ai = new AI(this);
To this:
Player player = new Player();
AI ai = new AI(this);
Ball ball = new Ball(player, ai);
It's been a while since I've used java so I'm probably forgetting a simpler way to do this, but this should solve the problem.
I have a very strange problem.
I am making a simple 2d platformer using Java.
The collision detection with the player and a platform, doesn't work.
But the strange thing is, when I print something to the screen to see if the collision if-statement is executed, the collision works o_O
Maybe it's a bit confusing, please see my code.
The Main class(which is good I think):
import javax.swing.*;
public class Main extends JFrame{
private static final long serialVersionUID = 1L;
GameClass gc = new GameClass();
public Main(){
setSize(gc.WIDTH,gc.HEIGHT);
setResizable(false);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setTitle("Flying GoatZ!");
add(new GameClass());
setLocationRelativeTo(null);
setVisible(true);
}
public static void main(String[] args) {
new Main();
}
}
GameClass class:
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Random;
public class GameClass extends JPanel implements ActionListener, KeyListener, MouseListener{
//OBJECTS
Text text = new Text();
openImages open_img = new openImages();
Random ran = new Random();
//VARIABLES
static final long serialVersionUID = 1L;
final int WIDTH = 800;
final int HEIGHT = 600;
int goatx = WIDTH/2;
int goaty = 350;
int goatspeed = 0;
int fallspeed = 15;
int maxy = 150;
boolean up = false;
boolean flying = true;
ArrayList<Integer> xes = new ArrayList<Integer>();
ArrayList<Integer> yes = new ArrayList<Integer>();
//FPS SETTER AND KEYLISTENERS
public GameClass(){
Timer time = new Timer(15, this);
time.start();
this.addKeyListener(this);
this.setFocusable(true);
open_img.openImage();
}
public void update(){
Collision();
goatx += goatspeed;
if(up){
if(goaty > maxy){
goaty -= 5;
}else{
up = false;
}
}else
if(goaty < 350)
goaty += fallspeed;
}
public void print(String msg){
System.out.println(msg);
}
public void platformDrawing(Graphics g,int x,int y,int x1,int y1, int x2, int y2){
g.setColor(Color.RED);
g.drawImage(open_img.block,x, y, null);
g.drawImage(open_img.block,x1, y1, null);
g.drawImage(open_img.block,x2, y2, null);
xes.addAll(Arrays.asList(x,x1,x2));
yes.addAll(Arrays.asList(y,y1,y2));
}
//HERE IS THE COLLISION METHOD(I NEED THE PLAYER TO STAND STILL WHEN IT IS ON THE PLATFORM.
public void Collision(){
for(int x : xes){
for(int y : yes){
if( ( (goatx > x-20) && (goatx < (x + 150)) ) && ( (goaty+open_img.goat.getHeight(null)) <= y ) ){
//print("TEST");
fallspeed = 0;
}else{
fallspeed = 10;
}
}
}
}
//ALL TEH DRAWING
public void paintComponent(Graphics g){
//MAP
g.setColor(Color.CYAN);
g.fillRect(0,0,WIDTH,HEIGHT);
g.setColor(Color.ORANGE);
g.fillRect(0, HEIGHT-100, WIDTH, 100);
g.setColor(Color.GREEN);
g.fillRect(0, HEIGHT-125, WIDTH, 25);
//PLAYER & PLATFORMS
platformDrawing(g,50,350,300,350,600,350);
g.drawImage(open_img.goat, goatx, goaty, null);
g.dispose();
}
//THIS IS EXECUTED EVERYTIME
public void actionPerformed(ActionEvent e){
update();
repaint();
}
//KEY DETECTION
public void keyPressed(KeyEvent e){
if(e.getKeyCode() == KeyEvent.VK_LEFT){
goatspeed = -5;
}
if(e.getKeyCode() == KeyEvent.VK_RIGHT){
goatspeed = 5;
}
if(e.getKeyCode() == KeyEvent.VK_SPACE){
if(flying){
flying = false;
up = true;
}
}
}
public void keyReleased(KeyEvent e){
if(e.getKeyCode() == KeyEvent.VK_LEFT){
goatspeed = 0;
}
if(e.getKeyCode() == KeyEvent.VK_RIGHT){
goatspeed = 0;
}
if(e.getKeyCode() == KeyEvent.VK_SPACE){
flying = true;
}
}
//SOME STUFF THAT YOU HAVE TO IGNORE LEL
public void keyTyped(KeyEvent e){}
public void mouseEntered(MouseEvent e) {}
public void mouseExited(MouseEvent e) {}
public void mousePressed(MouseEvent e) {}
public void mouseReleased(MouseEvent e) {}
public void mouseClicked(MouseEvent e) {}
}
I don't understand why a print statement can make the difference...
Any help is appreaciated, thanks!
Oh, and sorry for bad English or unclear question.
I just start learning Java. I write a program like this:
Bacteria.class
import java.awt.*;
public class Bacteria extends Creature{
public static final int COLOR_STEP = 256/MAX_AGE;
Bacteria(Board board, int _x, int _y){
super.board = board;
//initialize age, x, y
super.age = 1;
super.x = _x;
super.y = _y;
}
//Draw a circle representing the creature at its position
//This function is done.
public void draw(Graphics g) {
g.setColor(new Color(0, COLOR_STEP * age, 0));
g.fillOval(x * board.CELL_SIZE, y * board.CELL_SIZE, board.CELL_SIZE, board.CELL_SIZE);
}
public void tick() {
//your code
// this is how the creature lives in one tick
// make the creature get older if it is not dead.
// if it's got older than MAX_AGE then it should die
// ...call board.addDead() to register the dead creature
// if it can have baby then try reproduce()
age++;
if (this.canHaveBaby()) {
this.reproduce();
}
//this.reproduce();
if (age > MAX_AGE) {
board.addDead(this);
}
}
}
Creature.class
import java.awt.*;
public class Creature {
public static final int MAX_AGE = 5;
public Board board;
public int age; // age of the creature measures in ticks
public int x; // (x,y) is the position of the creature
public int y;
Creature(Board board, int _x, int _y) {
this.board = board;
//initialize age, x, y
age = 1;
x = _x;
y = _y;
}
public Creature() {
}
//Draw a circle representing the creature at its position
//This function is done.
public void draw(Graphics g){}
public void tick(){}
public void reproduce() {
//your code
// if it can have a baby then produce a baby
// ...in an empty cell next to its cell.
// board.emptyCell() should be used
// ....to check whether a cell in the board is empty
// and call board.addBaby() to place the baby to the board
//int x_current = x, y_current = y;
if(board.emptyCell(x, y+1)){
Creature baby = new Creature(board,x, y+1);
//System.out.println("1");
board.addBaby( baby);
}
else if(board.emptyCell(x+1,y)){
Creature baby = new Creature(board,x+1, y);
board.addBaby(baby);
}
else if(board.emptyCell(x+1,y+1)){
Creature baby = new Creature(board,x+1, y+1);
board.addBaby(baby);
}
else if(board.emptyCell(x-1,y)){
Creature baby = new Creature(board,x-1, y);
board.addBaby(baby);
}
else if(board.emptyCell(x,y-1)){
Creature baby = new Creature(board,x, y-1);
board.addBaby(baby);
}
else if(board.emptyCell(x-1,y-1)){
Creature baby = new Creature(board,x-1, y-1);
board.addBaby(baby);
}
else if(board.emptyCell(x-1,y+1)){
Creature baby = new Creature(board,x-1, y+1);
board.addBaby(baby);
}
else if(board.emptyCell(x+1,y-1)){
Creature baby = new Creature(board,x+1, y-1);
board.addBaby(baby);
}
}
public boolean canHaveBaby() {
//your code
// if the creature is dead or it is too young
// then it cannot have a baby
if(age == 0 || age > MAX_AGE){
return false;
}
return true;
}
public boolean atPosition(int _x, int _y) {
//your code
// return true if the creature is at the position (_x,_y)
// you need this function for board.empty to function correctly
if(_x == x && _y == y){
return true;
}
return false;
}
}
Board.class
import javax.swing.*;
import java.awt.*;
import java.util.ArrayList;
public class Board extends JPanel {
public static final int CELL_SIZE = 10;
private final int rows = 10;
private final int cols = 20;
ArrayList<Creature> creatureList;
ArrayList<Creature> babies, dead;
// ArrayList<Bacteria> bacteriaList;
// ArrayList<Bacteria> babies_bac, dead_bac;
Board() {
super();
setBackground(Color.white);
creatureList = new ArrayList<Creature>();
//creatureList.size();
babies = new ArrayList<Creature>();
dead = new ArrayList<Creature>();
setPreferredSize(new Dimension(cols * CELL_SIZE, rows * CELL_SIZE));
creatureList.add(new Bacteria(this, 1, 1));
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
for (Creature creature: creatureList) {
creature.draw(g);
}
}
public void tick() {
dead = new ArrayList<Creature>();
babies = new ArrayList<Creature>();
for (Creature creature: creatureList) {
creature.tick();
}
creatureList.addAll(babies);
creatureList.removeAll(dead);
}
public void addBaby(Creature baby) {
if (baby != null) babies.add(baby);
}
public void addDead(Creature deadCreature) {
if (deadCreature != null) dead.add(deadCreature);
}
public boolean emptyCell(int x, int y) {
if (x < 0 || y < 0 || x >= cols || y >= rows) return false;
for (Creature creature : creatureList) {
if (creature.atPosition(x, y)) {
return false;
}
}
for (Creature creature : creatureList) {
if (creature.atPosition(x, y)) {
return false;
}
}
return true;
}
public String getPopulation() {
return String.format("%d", creatureList.size());
}
}
and BacteriaSimulator.java
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class BacteriaSimulator extends JFrame {
private Board board;
private JLabel label;
public BacteriaSimulator() {
initUI();
setTitle("Bacteria Simulator");
setSize(350, 200);
setLocationRelativeTo(null);
setDefaultCloseOperation(EXIT_ON_CLOSE);
}
private void initUI() {
JPanel panel = new JPanel();
board = new Board();
panel.add(board);
label = new JLabel(board.getPopulation());
panel.add(label);
JButton button = new JButton("Tick");
button.addActionListener(new ButtonNextListener());
panel.add(button);
add(panel);
pack();
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
BacteriaSimulator ex = new BacteriaSimulator();
ex.setVisible(true);
}
});
}
private class ButtonNextListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
board.tick();
label.setText(board.getPopulation());
repaint();
}
}
}
I want Board.class work with creatureList. However, Board is still initialized with a bacteria (creatureList.add(new Bacteria(this, 1, 1));). I got a problem that is Board.class can not run draw() and tick() method which I want. How to draw objects bacteria and make the right method of tick ()? Can you help me! Thank you!
Your draw() and tick() functions are part of Bacteria.java. They cannot be used from Board.java unless you create an instance of Bacteria and then invoke the methods using that.
When it hits the wall it just rolls along the wall, but I am reversing the y coordinate. Also, you can't move the paddles at the same time. Any tips for that? Should I create 2 threads?
Here is the function where I change the Y cord after it hits the wall.
public void ballMove(){
if(ballStartY+randomBally > jpH){
randomBally -=4;
}
if(ballStartY+randomBally <0){
randomBally +=4;
}
}
Here is the full code
import java.awt.Color;
import java.awt.Event;
import java.awt.Graphics;
import java.util.Random;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Pong extends JFrame implements ActionListener{
//implement constants
PongPanel pongPanel = new PongPanel();
//JFrame pong x and y coordinates
static final int jfpX = 150;
static final int jfpY = 20;
// JFrame pong width and height
static final int jfpW = 800;
static final int jfpH = 600;
Thread thrd;
public static void main(String[] args) {
Pong jfp = new Pong();
jfp.setVisible(true);
}
public Pong(){
setBounds(jfpX,jfpY,jfpW,jfpH);
setTitle("Pong");
setResizable(false);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setBackground(Color.black);
add(pongPanel);
addKeyListener(pongPanel);
thrd = new Thread (pongPanel);
thrd.start();
}
public void actionPerformed(ActionEvent e) {
}
}
class PongPanel extends JPanel implements Runnable, KeyListener{
Random random = new Random();
static final int jpW = 800;
static final int jpH = 600;
int paddleStart = (jpH/2)-35;
int paddleStarttwo = (jpH/2)-35;
int ballStartX = (jpW/2)-20;
int ballStartY = (jpH/2)-20;
int ytwo,x,y;
int ballD = 30;
int paddleW1 = 20;
int paddleH1 = 100;
int paddleW2 = 20;
int paddleH2 = 100;
int min = -2;
int max = 2;
int randomBallx = random.nextInt(max-min+1)+min;
int randomBally = random.nextInt(max-min+1)+min;
public PongPanel(){
}
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
Color ball;
Color paddleOne;
Color paddleTwo;
ball = new Color(255,0,255);
paddleOne = new Color(255,0,0);
paddleTwo = new Color(0,0,255);
g.setColor(ball);
g.fillOval(ballStartX+randomBallx,ballStartY+randomBally,ballD,ballD);
g.setColor(paddleOne);
g.fillRect(20,paddleStart+y,paddleW1,paddleH1);
g.setColor(paddleTwo);
g.fillRect(760,paddleStarttwo+ytwo,paddleW2,paddleH2);
}
public void run() {
while(true){
randomBall();
ballMove();
repaint();
try {Thread.sleep(75); } catch(Exception e){
};
}
}
public void randomBall(){
if(randomBallx >=0 ){
randomBallx=+4;
}
if(randomBallx<0){
randomBallx-=4;
}
if(randomBally>=0){
randomBally+=4;
}
if(randomBally<0){
randomBally-=4;
}
// randomBallx+=randomBallx;
// randomBally+=randomBally;
}
public void ballMove(){
if(ballStartY+randomBally > jpH){
randomBally -=4;
}
if(ballStartY+randomBally <0){
randomBally +=4;
}
}
public void keyPressed(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_A){
y-=10;
}
else if(e.getKeyCode() == KeyEvent.VK_S){
y+=10;
}
if(e.getKeyCode() == KeyEvent.VK_QUOTE){
ytwo-=10;
}
else if(e.getKeyCode() == KeyEvent.VK_SEMICOLON){
ytwo+=10;
}
}
public void keyTyped(KeyEvent e) {
}
#Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub
}
}
Instead of doing randomBally -=4; and randomBally +=4; you can do randomBally *=-1. Instead of adding to the velocity you should multiply the velocity by -1, this changes the direction of the movement.