Painted shape keeps vibrating after stopping - java

I tried to recreate some physics by creating a ball that bounces from the sides and that slows down. The ball stops moving in the x direction, but it keeps vibrating like only 1 pixel up and down in the y direction. Also it does this a little bit above the bottom border.
Also, is my code readable/good practise?
Bouncy.java
package Bouncy;
import javax.swing.*;
public class Bouncy {
private static void createAndShowGui() {
JFrame frame = new JFrame("Bouncy Balls");
Board board = new Board();
frame.getContentPane().add(board);
frame.pack();
frame.setVisible(true);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.setLocation(2000, 50);
board.requestFocusInWindow();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> createAndShowGui());
}
}
Board.java
package Bouncy;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class Board extends JPanel implements ActionListener {
public static final int BOARDWIDTH = 800;
public static final int BOARDHEIGHT = 800;
private Ball ball;
public Board() {
Dimension preferedDimension = new Dimension(BOARDWIDTH, BOARDHEIGHT);
setPreferredSize(preferedDimension);
ball = new Ball(15, 0);
Timer animationTimer = new Timer(17, this);
animationTimer.start();
}
public void actionPerformed(ActionEvent e) {
ball.applyPhysics();
repaint();
}
public void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
RenderingHints rh = new RenderingHints(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setRenderingHints(rh);
ball.display(g2d);
g2d.dispose();
}
}
Ball.java
package Bouncy;
import java.awt.*;
public class Ball {
private int xPos;
private int yPos;
private double dx;
private double dy;
private int ballWidth;
private int ballHeight;
public Ball() {
this(0, 0);
}
public Ball(int dx, int dy) {
ballWidth = 50;
ballHeight = ballWidth;
xPos = 0;
yPos = 0;
this.dx = dx;
this.dy = dy;
}
public void applyPhysics() {
bounceX();
applyXFriction();
bounceY();
}
public void bounceX() {
if (xPos > Board.BOARDWIDTH - ballWidth) {
xPos = Board.BOARDWIDTH - ballWidth;
dx = -dx;
} else if (xPos < 0) {
xPos = 0;
dx = -dx;
} else {
xPos += dx;
}
}
public void applyXFriction() {
final double xFriction = .95;
if (yPos == Board.BOARDHEIGHT - ballHeight) {
dx *= xFriction;
if (Math.abs(dx) < .5) {
dx = 0;
}
}
}
public void bounceY() {
final int gravity = 12;
final double energyLoss = .75;
final double dt = .2;
if (yPos > Board.BOARDHEIGHT - ballHeight){
yPos = Board.BOARDHEIGHT - ballHeight;
dy = -dy * energyLoss;
} else if (yPos < 0) {
yPos = 0;
dy *= -energyLoss;
} else {
dy += gravity * dt;
yPos += dy * dt + .5 * gravity * dt * dt;
}
}
public void display(Graphics2D g2d) {
g2d.fillOval(xPos, yPos, ballWidth, ballHeight);
}
}

Inside your apply friction method, where you set dx to 0, also set dy to 0. This will stop the ball moving along both the X and Y axis
if (Math.abs(dx) < .5)
{
dx = 0;
dy = 0;
}
This will stop the ball vibrating:
if (Math.abs(dy * dt + .5 * gravity * dt * dt) < 1.5 && yPos == Board.BOARDHEIGHT - ballHeight)
{
dy = 0;
yPos = Board.BOARDHEIGHT - ballHeight;
}

Related

How to set a colored background to a frame?

I am trying to add a background color such as red or blue, etc... I tried almost everything I found on other forum posts, nothing worked.
This is not my code. I took it from an open source and I am modifying it
import javax.swing.*;
import java.awt.*;
import java.util.ArrayList;
import java.awt.color.*;
public class main {
public static void main(String[] args) {
Program program = new Program();
program.run();
}
}
class Program {
private JFrame mainFrame;
private DrawPanel drawPanel;
private java.util.List<Ball> balls;
private int windowWidth = 640;
private int windowHeight = 480;
private String windowLabel = "Bounce Program";
void run() {
balls = new ArrayList<>();
/* Generate balls */
for (int i = 0; i < 50; i++) {
Ball ball = new Ball(
/* Random positions from 0 to windowWidth or windowHeight */
(int) Math.floor(Math.random() * windowWidth),
(int) Math.floor(Math.random() * windowHeight),
/* Random size from 10 to 30 */
(int) Math.floor(Math.random() * 20) + 10,
/* Random RGB colors*/
new Color(
(int) Math.floor((Math.random() * 256)),
(int) Math.floor((Math.random() * 256)),
(int) Math.floor((Math.random() * 256))
),
/* Random velocities from -5 to 5 */
(int) Math.floor((Math.random() * 10) - 5),
(int) Math.floor((Math.random() * 10) - 5)
);
balls.add(ball);
}
/* Initialize program */
mainFrame = new JFrame();
drawPanel = new DrawPanel();
mainFrame.getContentPane().add(drawPanel);
mainFrame.setTitle(windowLabel);
mainFrame.setSize(windowWidth, windowHeight);
mainFrame.setVisible(true);
mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
while (true) {
for (Ball b: balls) {
b.update();
}
/* Give Swing 10 milliseconds to see the update! */
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
mainFrame.repaint();
}
}
class DrawPanel extends JPanel {
#Override
public void paintComponent(Graphics graphics) {
super.paintComponent(graphics);
for (Ball b: balls) {
b.draw(graphics);
}
}
}
class Ball {
private int posX, posY, size;
private Color color;
private int vx = 5;
private int vy = 5;
public Ball(int posX, int posY, int size, Color color, int vx, int vy) {
this.posX = posX;
this.posY = posY;
this.size = size;
this.color = color;
this.vx = vx;
this.vy = vy;
}
void update() {
if (posX > mainFrame.getWidth() || posX < 0) {
vx *= -1;
}
if (posY > mainFrame.getHeight() || posY < 0) {
vy *= -1;
}
if (posX > mainFrame.getWidth()) {
posX = mainFrame.getWidth();
}
if (posX < 0) {
posX = 0;
}
if (posY > mainFrame.getHeight()) {
posY = mainFrame.getHeight();
}
if (posY < 0) {
posY = 0;
}
this.posX += vx;
this.posY += vy;
}
void draw(Graphics g) {
g.setColor(color);
g.fillOval(posX, posY, size, size);
}
}
}
drawPanel = new DrawPanel();
You add a panel to the frame so you need to set the background of that panel:
drawPanel = new DrawPanel();
drawPanel.setBackground( Color.RED );

Collision Game Errors and Timers

In my game I have two problems. First I am getting some errors that I have no idea how to resolve. Secondly my goal for this project is to add a ball every 30 seconds the player survives. However I have tried several methods in doing so (timers and for loops). However these methods have resulted in graphics not appearing but the rest of the functions working (an invisible ball). If anyone could help me fix these issues it would be much appreciated.
import java.awt.*;
import java.lang.*;
import java.awt.event.KeyEvent;
import java.util.Formatter;
import javax.swing.*;
import java.awt.event.*;
import java.awt.Polygon;
import java.awt.geom.Area;
public class Man implements KeyListener {
private static final int BOX_WIDTH = 640;
private static final int BOX_HEIGHT = 480;
private float ballSpeedX3 = 7;
private float ballSpeedY3 = 7;
private double ball3Radius = 20;
private double ball3X = 320 ;
private double ball3Y = 120 ;
private float ballSpeedX4 = -10;
private float ballSpeedY4 = 10;
private double ball4Radius = 15;
private double ball4X = 600 ;
private double ball4Y = 300 ;
private float ballSpeedX = 0;
private float ballSpeedY = 0;
private double ballRadius = 20;
private double ballX = 120;
private double ballY = 140;
private float ballSpeed1X = 10;
private float ballSpeed1Y = -10;
private double ballRadius1 = 20;
private double ball1X = 320;
private double ball1Y = 340;
private float ballSpeed2X = -3;
private float ballSpeed2Y = -3;
private double ballRadius2 = 50;
private double ball2X = 50;
private double ball2Y = 400;
private static final int UPDATE_RATE = 30;
public Man() {
this.setPreferredSize(new Dimension(BOX_WIDTH, BOX_HEIGHT));
Thread gameThread = new Thread() {
public void run() {
while(true){
if ( Math.sqrt( (Math.pow((ballX- ball1X), 2)) + Math.pow((ballY-ball1Y), 2)) <= (ballRadius1 + ballRadius)) {
System.exit(0);}
if ( Math.sqrt( (Math.pow((ball4X- ballX), 2)) + Math.pow((ball4Y-ballY), 2)) <= (ball4Radius + ballRadius)) {
System.exit(0);}
if ( Math.sqrt( (Math.pow((ball2X- ballX), 2)) + Math.pow((ball2Y-ballY), 2)) <= (ballRadius2 + ballRadius)) {
System.exit(0);}
ball4X += ballSpeedX4;
ball4Y += ballSpeedY4;
if (ball4X - ball4Radius < 0) {
ballSpeedX4 = -ballSpeedX4;
ball4X = ball4Radius;
} else if (ball4X + ball4Radius > BOX_WIDTH) {
ballSpeedX4 = -ballSpeedX4;
ball4X = BOX_WIDTH - ball4Radius;
}
if (ball4Y - ball4Radius < 0) {
ballSpeedY4 = -ballSpeedY4;
ball4Y = ball4Radius;
} else if (ball4Y + ball4Radius > BOX_HEIGHT) {
ballSpeedY4 = -ballSpeedY4;
ball4Y = BOX_HEIGHT - ball4Radius;
}
if ( Math.sqrt( (Math.pow((ball3X- ballX), 2)) + Math.pow((ball3Y-ballY), 2)) <= (ball3Radius + ballRadius)) {
System.exit(0);}
ball3X += ballSpeedX3;
ball3Y += ballSpeedY3;
if (ball3X - ball3Radius < 0) {
ballSpeedX3 = -ballSpeedX3;
ball3X = ball3Radius;
} else if (ball3X + ball3Radius > BOX_WIDTH) {
ballSpeedX3 = -ballSpeedX3;
ball3X = BOX_WIDTH - ball3Radius;
}
if (ball3Y - ball3Radius < 0) {
ballSpeedY3 = -ballSpeedY3;
ball3Y = ball3Radius;
} else if (ball3Y + ball3Radius > BOX_HEIGHT) {
ballSpeedY3 = -ballSpeedY3;
ball3Y = BOX_HEIGHT - ball3Radius;
}
ballX += ballSpeedX;
ballY += ballSpeedY;
if (ballX - ballRadius < 0) {
ballX = ballRadius;
} else if (ballX + ballRadius > BOX_WIDTH) {
ballX = BOX_WIDTH - ballRadius;
}
if (ballY - ballRadius < 0) {
ballY = ballRadius;
} else if (ballY + ballRadius > BOX_HEIGHT) {
ballY = BOX_HEIGHT - ballRadius;
}
ball1X += ballSpeed1X;
ball1Y += ballSpeed1Y;
if (ball1X - ballRadius1 < 0) {
ballSpeed1X = -ballSpeed1X;
ball1X = ballRadius1;
} else if (ball1X + ballRadius1 > BOX_WIDTH) {
ballSpeed1X = -ballSpeed1X;
ball1X = BOX_WIDTH - ballRadius1;
}
if (ball1Y - ballRadius1 < 0) {
ballSpeed1Y = -ballSpeed1Y;
ball1Y = ballRadius1;
} else if (ball1Y + ballRadius1 > BOX_HEIGHT) {
ballSpeed1Y = -ballSpeed1Y;
ball1Y = BOX_HEIGHT - ballRadius1;
}
ball2X += ballSpeed2X;
ball2Y += ballSpeed2Y;
if (ball2X - ballRadius2 < 0) {
ballSpeed2X = -ballSpeed2X;
ball2X = ballRadius2;
} else if (ball2X + ballRadius2 > BOX_WIDTH) {
ballSpeed2X = -ballSpeed2X;
ball2X = BOX_WIDTH - ballRadius2;
}
if (ball2Y - ballRadius2 < 0) {
ballSpeed2Y = -ballSpeed2Y;
ball2Y = ballRadius2;
} else if (ball2Y + ballRadius2 > BOX_HEIGHT) {
ballSpeed2Y = -ballSpeed2Y;
ball2Y = BOX_HEIGHT - ballRadius2;
}
repaint();
try {
Thread.sleep(1000 / UPDATE_RATE);
} catch (InterruptedException ex) { }
}
}
};
gameThread.start();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
g.fillRect(0, 0, BOX_WIDTH, BOX_HEIGHT);
g.setColor(Color.BLUE);
g.fillOval((int) (ballX - ballRadius), (int) (ballY - ballRadius),
(int)(2 * ballRadius), (int)(2 * ballRadius));
g.setColor(Color.RED);
g.fillOval((int) (ball1X - ballRadius1), (int) (ball1Y - ballRadius1),
(int)(2 * ballRadius1), (int)(2 * ballRadius1));
g.setColor(Color.PINK);
g.fillOval((int) (ball2X - ballRadius2), (int) (ball2Y - ballRadius2),
(int)(2 * ballRadius2), (int)(2 * ballRadius2));
g.setColor(Color.GREEN);
g.fillOval((int) (ball3X - ball3Radius), (int) (ball3Y - ball3Radius),
(int)(2 * ball3Radius), (int)(2 * ball3Radius));
g.setColor(Color.YELLOW);
g.fillOval((int) (ball4X - ball4Radius), (int) (ball4Y - ball4Radius),
(int)(2 * ball4Radius), (int)(2 * ball4Radius));
}
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT ) {
ballSpeedX = 5;
}
else if (e.getKeyCode() == KeyEvent.VK_LEFT ) {
ballSpeedX = -5;
}
else if (e.getKeyCode() == KeyEvent.VK_UP ) {
ballSpeedY = -5;
}
else if (e.getKeyCode() == KeyEvent.VK_DOWN ) {
ballSpeedY = 5;
}
}
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT ) {
ballSpeedX = 0;
}
else if (e.getKeyCode() == KeyEvent.VK_LEFT ) {
ballSpeedX = 0;
}
else if (e.getKeyCode() == KeyEvent.VK_UP ) {
ballSpeedY = 0;
}
else if (e.getKeyCode() == KeyEvent.VK_DOWN ) {
ballSpeedY = 0;
}
}
public void keyTyped(KeyEvent e) { }
public static void main(String[] args) {
javax.swing.SwingUtilities.invokeLater(new Runnable() {
public void run() {
JFrame frame = new JFrame("Collision");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Man man = new Man();
frame.setContentPane(man);
frame.pack();
frame.addKeyListener(man);
frame.setVisible(true);
}
});
}
}
I reworked your code and created the following GUI.
The red ball hit the pink player, which ended the animation.
All of your code was in one large class. It was too difficult for me to understand what was going on, so I broke your code up into 7 classes. That way, each class could do one thing and do it well. Don't be afraid to use classes and methods to simplify your code and make it easier to find problems.
Here are the changes I made.
I created a Player class to define the player.
I created a Ball class to hold the values of a Ball; the X and Y position, the color, the radius, and the X and Y speed of the ball.
I created a GameModel class to hold an instance of Player and a List of Ball instances. Whenever you're creating a game, you should use the model / view / controller pattern. This pattern allows you to separate your code and focus on one part of the code at a time.
I renamed your Main class to CollisionGame. The only code left in the CollisionGame class is the code to create the game model, create the JFrame and drawing panel, and start the animation.
I created a DrawingPanel from a JPanel. You should always draw on a JPanel. You should never draw on a JFrame.
I put the KeyListener in it's own class. I added the KeyListener to the JPanel. I made sure that the JPanel would have focus.
I put the animation in its own Animation class.
Here's the code. I put all the classes in one file so it would be easier for me to copy and paste. These classes should be put in separate files.
package com.ggl.testing;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class CollisionGame {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new CollisionGame();
}
});
}
private static final int BOX_WIDTH = 640;
private static final int BOX_HEIGHT = 480;
public CollisionGame() {
GameModel gameModel = new GameModel();
JFrame frame = new JFrame("Collision");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
DrawingPanel drawingPanel = new DrawingPanel(gameModel, BOX_WIDTH,
BOX_HEIGHT);
frame.add(drawingPanel);
frame.pack();
frame.setVisible(true);
Animation animation = new Animation(drawingPanel, gameModel, BOX_WIDTH,
BOX_HEIGHT);
new Thread(animation).start();
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = -8219208002512324440L;
private int width;
private int height;
private GameModel gameModel;
public DrawingPanel(GameModel gameModel, int width, int height) {
this.gameModel = gameModel;
this.width = width;
this.height = height;
this.setFocusable(true);
this.requestFocusInWindow();
this.addKeyListener(new GameKeyListener(gameModel.getPlayer()));
this.setPreferredSize(new Dimension(width, height));
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
g.fillRect(0, 0, width, height);
Player player = gameModel.getPlayer();
g.setColor(player.getColor());
double playerRadius = player.getRadius();
double playerDiameter = playerRadius + playerRadius;
g.fillOval((int) (player.getPositionX() - playerRadius),
(int) (player.getPositionY() - playerRadius),
(int) (playerDiameter), (int) (playerDiameter));
for (Ball ball : gameModel.getBalls()) {
g.setColor(ball.getColor());
double ballRadius = ball.getRadius();
double ballDiameter = ballRadius + ballRadius;
g.fillOval((int) (ball.getPositionX() - ballRadius),
(int) (ball.getPositionY() - ballRadius),
(int) (ballDiameter), (int) (ballDiameter));
}
}
}
public class Animation implements Runnable {
private static final long UPDATE_RATE = 30;
private boolean running;
private double width;
private double height;
private DrawingPanel drawingPanel;
private GameModel gameModel;
public Animation(DrawingPanel drawingPanel, GameModel gameModel,
double width, double height) {
this.drawingPanel = drawingPanel;
this.gameModel = gameModel;
this.width = width;
this.height = height;
this.running = true;
}
#Override
public void run() {
sleep(1000L);
long ballTime = System.currentTimeMillis();
long nextBallTime = 30000L;
gameModel.addBall();
while (running) {
long elapsedTime = System.currentTimeMillis() - ballTime;
if (elapsedTime >= nextBallTime) {
gameModel.addBall();
ballTime += nextBallTime;
}
movePlayer(gameModel.getPlayer());
for (Ball ball : gameModel.getBalls()) {
moveBall(ball);
}
repaint();
if (isPlayerHit()) {
running = false;
} else {
sleep(1000L / UPDATE_RATE);
}
}
}
private void movePlayer(Player player) {
player.setPositionX(player.getPositionX() + player.getSpeedX());
player.setPositionY(player.getPositionY() + player.getSpeedY());
double radius = player.getRadius();
if (player.getPositionX() - radius < 0) {
player.setSpeedX(-player.getSpeedX());
player.setPositionX(radius);
} else if (player.getPositionX() + radius > width) {
player.setSpeedX(-player.getSpeedX());
player.setPositionX(width - radius);
}
if (player.getPositionY() - radius < 0) {
player.setSpeedY(-player.getSpeedY());
player.setPositionY(radius);
} else if (player.getPositionY() + radius > height) {
player.setSpeedY(-player.getSpeedY());
player.setPositionY(height - radius);
}
}
private void moveBall(Ball ball) {
ball.setPositionX(ball.getPositionX() + ball.getSpeedX());
ball.setPositionY(ball.getPositionY() + ball.getSpeedY());
double radius = ball.getRadius();
if (ball.getPositionX() - radius < 0) {
ball.setSpeedX(-ball.getSpeedX());
ball.setPositionX(radius);
} else if (ball.getPositionX() + radius > width) {
ball.setSpeedX(-ball.getSpeedX());
ball.setPositionX(width - radius);
}
if (ball.getPositionY() - radius < 0) {
ball.setSpeedY(-ball.getSpeedY());
ball.setPositionY(radius);
} else if (ball.getPositionY() + radius > height) {
ball.setSpeedY(-ball.getSpeedY());
ball.setPositionY(height - radius);
}
}
private boolean isPlayerHit() {
Player player = gameModel.getPlayer();
for (Ball ball : gameModel.getBalls()) {
double radiusSquared = Math.pow(
ball.getRadius() + player.getRadius(), 2D);
double distanceSquared = Math.pow(
(ball.getPositionX() - player.getPositionX()), 2D)
+ Math.pow(ball.getPositionY() - player.getPositionY(),
2D);
if (distanceSquared <= radiusSquared) {
return true;
}
}
return false;
}
private void repaint() {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
drawingPanel.repaint();
}
});
}
private void sleep(long sleepTime) {
try {
Thread.sleep(sleepTime);
} catch (InterruptedException e) {
}
}
}
public class GameKeyListener implements KeyListener {
private float playerSpeedX;
private float playerSpeedY;
private Player player;
public GameKeyListener(Player player) {
this.player = player;
}
#Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
playerSpeedX = 5;
} else if (e.getKeyCode() == KeyEvent.VK_LEFT) {
playerSpeedX = -5;
} else if (e.getKeyCode() == KeyEvent.VK_UP) {
playerSpeedY = -5;
} else if (e.getKeyCode() == KeyEvent.VK_DOWN) {
playerSpeedY = 5;
}
updatePlayer();
}
#Override
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
playerSpeedX = 0;
} else if (e.getKeyCode() == KeyEvent.VK_LEFT) {
playerSpeedX = 0;
} else if (e.getKeyCode() == KeyEvent.VK_UP) {
playerSpeedY = 0;
} else if (e.getKeyCode() == KeyEvent.VK_DOWN) {
playerSpeedY = 0;
}
updatePlayer();
}
#Override
public void keyTyped(KeyEvent e) {
}
private void updatePlayer() {
player.setSpeedX(playerSpeedX);
player.setSpeedY(playerSpeedY);
}
}
public class GameModel {
private List<Ball> balls;
private List<Ball> newBalls;
private Player player;
public GameModel() {
this.balls = new ArrayList<>();
this.newBalls = createBalls();
this.player = new Player(Color.PINK, 120, 140, 20, 0, 0);
}
private List<Ball> createBalls() {
List<Ball> balls = new ArrayList<>();
balls.add(new Ball(Color.BLUE, 320, 120, 20, 7, 7));
balls.add(new Ball(Color.RED, 600, 300, 15, -10, 10));
balls.add(new Ball(Color.GREEN, 320, 340, 20, 10, -10));
balls.add(new Ball(Color.YELLOW, 50, 400, 50, -3, -3));
return balls;
}
public void addBall() {
if (!newBalls.isEmpty()) {
balls.add(newBalls.get(0));
newBalls.remove(0);
}
}
public List<Ball> getBalls() {
return balls;
}
public Player getPlayer() {
return player;
}
}
public class Player {
private float speedX;
private float speedY;
private double radius;
private double positionX;
private double positionY;
private Color color;
public Player(Color color, double positionX, double positionY,
double radius, float speedX, float speedY) {
this.color = color;
this.positionX = positionX;
this.positionY = positionY;
this.radius = radius;
this.speedX = speedX;
this.speedY = speedY;
}
public float getSpeedX() {
return speedX;
}
public void setSpeedX(float speedX) {
this.speedX = speedX;
}
public float getSpeedY() {
return speedY;
}
public void setSpeedY(float speedY) {
this.speedY = speedY;
}
public double getRadius() {
return radius;
}
public double getPositionX() {
return positionX;
}
public void setPositionX(double positionX) {
this.positionX = positionX;
}
public double getPositionY() {
return positionY;
}
public void setPositionY(double positionY) {
this.positionY = positionY;
}
public Color getColor() {
return color;
}
}
public class Ball {
private float speedX;
private float speedY;
private double radius;
private double positionX;
private double positionY;
private Color color;
public Ball(Color color, double positionX, double positionY,
double radius, float speedX, float speedY) {
this.color = color;
this.positionX = positionX;
this.positionY = positionY;
this.radius = radius;
this.speedX = speedX;
this.speedY = speedY;
}
public float getSpeedX() {
return speedX;
}
public void setSpeedX(float speedX) {
this.speedX = speedX;
}
public float getSpeedY() {
return speedY;
}
public void setSpeedY(float speedY) {
this.speedY = speedY;
}
public double getRadius() {
return radius;
}
public double getPositionX() {
return positionX;
}
public void setPositionX(double positionX) {
this.positionX = positionX;
}
public double getPositionY() {
return positionY;
}
public void setPositionY(double positionY) {
this.positionY = positionY;
}
public Color getColor() {
return color;
}
}
}
The Man class you're trying to paint on isn't actually a displayable component. What other errors are you getting? They could all be related.
public class Man extends JComponent implements KeyListener {
This will allow the balls to be displayed and the game to start working. As for adding new balls, you may want to create a Ball Object as well as draw methods. You can then add multiple balls to the List and then draw each ball on the list each time your game needs to refresh itself.

Key is unregistered when other key is pressed

I'm recreating Asteroids, the spaceship can move forward and backwards and change it's rotation. When I for example move forward, the velocity keeps increasing until I release the forward key. But it also stops increasing the velocity when I for example hit the rotate left key. I don't understand why it does this, and I want to be able to increase the rotation degrees while increasing or decreasing my velocity (i.e. pressing UP or DOWN arrow). It also stops moving forward or rotating when I shoot (i.e. space bar).
Also, is my code readable and the aproach OO?
Asteroids:
import javax.swing.*;
public class Asteroids {
public static void createAndShowGui() {
GamePanel gamePanel = new GamePanel();
JFrame frame = new JFrame("Asteroids");
frame.getContentPane().add(gamePanel);
frame.pack();
frame.setVisible(true);
frame.setResizable(false);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setLocation(2000, 50);
gamePanel.requestFocusInWindow();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> createAndShowGui());
}
}
GamePanel.java
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.util.ArrayList;
public class GamePanel extends JPanel implements ActionListener {
private final int WIDTH = 1600;
private final int HEIGHT = 900;
private ArrayList<Rock> rocks;
private ArrayList<Bullet> bullets;
private SpaceShip spaceShip;
private boolean keyHeld;
private int keyCode;
public GamePanel() {
setPreferredSize(new Dimension(WIDTH, HEIGHT));
setUp();
}
public void setUp() {
Timer animationTimer = new Timer(15, this);
spaceShip = new SpaceShip(WIDTH, HEIGHT);
bullets = new ArrayList<>();
rocks = new ArrayList<>();
addKeyListener(new KeyListener());
for (int i = 0; i < 12; i++) {
rocks.add(new Rock(WIDTH, HEIGHT));
}
animationTimer.start();
}
class KeyListener extends KeyAdapter {
#Override
public void keyPressed(KeyEvent e) {
keyCode = e.getKeyCode();
keyHeld = true;
}
#Override
public void keyReleased(KeyEvent e) {
keyHeld = false;
}
}
#Override
public void actionPerformed(ActionEvent e) {
checkRockCollisions();
for (int i = 0; i < bullets.size(); i++)
checkBulletOffScreen(bullets.get(i));
spaceShip.checkForCollisionWithFrame(WIDTH, HEIGHT);
moveObjects();
checkForPressedKeys();
repaint();
}
public void moveObjects() {
for (Rock rock : rocks)
rock.moveForward();
for (Bullet bullet : bullets)
bullet.moveForward();
spaceShip.moveSpaceShip();
}
public void checkRockCollisions() {
for (int i = 0; i < rocks.size(); i++) {
Rock rock = rocks.get(i);
rocks.stream().filter(rockToCheck -> !rock.equals(rockToCheck)).forEach(rock::checkRockCollision);
for (int j = 0; j < bullets.size(); j++) {
Bullet bullet = bullets.get(j);
if (rock.checkBulletCollision(bullet)) {
rocks.remove(rock);
bullets.remove(bullet);
}
}
if (rock.checkSpaceShipCollision(spaceShip))
resetSpaceShip();
rock.checkFrameCollision(WIDTH, HEIGHT);
}
}
public void checkBulletOffScreen(Bullet bullet) {
if (bullet.getxPos() + bullet.getBulletWidth() < 0 || bullet.getxPos() > WIDTH || bullet.getyPos() + bullet.getBulletHeight() < 0 || bullet.getyPos() > HEIGHT)
bullets.remove(bullet);
}
public void resetSpaceShip() {
spaceShip = new SpaceShip(WIDTH, HEIGHT);
}
public void checkForPressedKeys() {
if (keyHeld) {
switch (keyCode) {
case KeyEvent.VK_RIGHT:
spaceShip.increaseRotationDegree();
break;
case KeyEvent.VK_LEFT:
spaceShip.decreaseRotationDegree();
break;
case KeyEvent.VK_UP:
spaceShip.increaseForwardVelocity();
break;
case KeyEvent.VK_DOWN:
spaceShip.decreaseForwardVelocity();
break;
case KeyEvent.VK_SPACE:
bullets.add(new Bullet(spaceShip.getxPos() + spaceShip.getSpaceShipRadius(), spaceShip.getyPos() + spaceShip.getSpaceShipRadius(), spaceShip.getRotationDegree()));
keyHeld = false;
break;
}
}
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
RenderingHints mainRenderingHints = new RenderingHints(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setRenderingHints(mainRenderingHints);
for (Rock rock : rocks)
rock.display(g2d);
for (Bullet bullet : bullets)
bullet.display(g2d);
spaceShip.display(g2d);
g2d.dispose();
}
}
SpaceShip.java
import java.awt.*;
public class SpaceShip {
private double xPos;
private double yPos;
private double xVelocity;
private double yVelocity;
private int spaceShipDiameter;
private int rotationDegree;
private int spaceShipRadius;
public SpaceShip(final int WIDTH, final int HEIGHT) {
spaceShipDiameter = 30;
spaceShipRadius = spaceShipDiameter / 2;
xPos = WIDTH / 2 - spaceShipRadius;
yPos = HEIGHT / 2 - spaceShipRadius;
rotationDegree = 0;
}
public int getSpaceShipRadius() {
return spaceShipRadius;
}
public double getxPos() {
return xPos;
}
public double getyPos() {
return yPos;
}
public int getRotationDegree() {
return rotationDegree;
}
public void increaseForwardVelocity() {
xVelocity += 0.04 * Math.sin(Math.toRadians(this.rotationDegree));
yVelocity += 0.04 * -Math.cos(Math.toRadians(this.rotationDegree));
}
public void decreaseForwardVelocity() {
xVelocity -= 0.04 * Math.sin(Math.toRadians(this.rotationDegree));
yVelocity -= 0.04 * -Math.cos(Math.toRadians(this.rotationDegree));
}
public void moveSpaceShip() {
this.xPos += xVelocity;
this.yPos += yVelocity;
}
public void increaseRotationDegree() {
if (rotationDegree >= 350)
rotationDegree = 0;
else
rotationDegree+=10;
}
public void decreaseRotationDegree() {
if (rotationDegree <= 0)
rotationDegree = 350;
else
rotationDegree-=10;
}
public void checkForCollisionWithFrame(final int WIDTH, final int HEIGHT) {
if (xPos + spaceShipDiameter < 0)
xPos = WIDTH;
else if (xPos > WIDTH)
xPos = 0 - spaceShipDiameter;
else if (yPos + spaceShipDiameter < 0)
yPos = HEIGHT;
else if (yPos > HEIGHT)
yPos = 0 - spaceShipDiameter;
}
public void display(Graphics2D g2d) {
g2d.setColor(Color.BLACK);
g2d.rotate(Math.toRadians(rotationDegree), xPos + spaceShipRadius, yPos + spaceShipRadius);
g2d.fillOval((int) xPos, (int) yPos, spaceShipDiameter, spaceShipDiameter);
g2d.setColor(Color.YELLOW);
g2d.drawLine((int) xPos + spaceShipRadius, (int) yPos , (int) xPos + spaceShipRadius, (int) yPos + spaceShipRadius);
}
}
Rock.java
import java.awt.*;
import java.util.Random;
public class Rock {
private int xPos;
private int yPos;
private int rockDiameter;
private int xVelocity;
private int yVelocity;
private int rockRadius;
private Color rockColor;
public Rock(int WIDTH, int HEIGHT) {
Random r = new Random();
rockDiameter = r.nextInt(40) + 30;
rockRadius = rockDiameter / 2;
xPos = r.nextInt(WIDTH - rockDiameter);
yPos = r.nextInt(HEIGHT - rockDiameter);
xVelocity = r.nextInt(6) - 3;
yVelocity = r.nextInt(6) - 3;
rockColor = new Color(r.nextInt(255), r.nextInt(255), r.nextInt(255));
}
public void moveForward() {
xPos += xVelocity;
yPos += yVelocity;
}
public void checkRockCollision(Rock rock) {
if (calculateDistances(rock.xPos, rock.yPos, rock.rockRadius))
switchVelocities(rock);
}
public void switchVelocities(Rock rock) {
int tempXVelocity = this.xVelocity;
int tempYVelocity = this.yVelocity;
this.xVelocity = rock.xVelocity;
this.yVelocity = rock.yVelocity;
rock.xVelocity = tempXVelocity;
rock.yVelocity = tempYVelocity;
moveForward();
rock.moveForward();
}
public boolean checkBulletCollision(Bullet bullet) {
return calculateDistances(bullet.getxPos(), bullet.getyPos(), bullet.getBulletRadius());
}
public boolean checkSpaceShipCollision(SpaceShip spaceShip) {
return calculateDistances(spaceShip.getxPos(), spaceShip.getyPos(), spaceShip.getSpaceShipRadius());
}
public boolean calculateDistances(double objectxPos, double objectyPos, int objectRadius) {
int radiusOfBoth = objectRadius + rockRadius;
double horDistance = Math.abs((objectxPos + objectRadius) - (xPos + rockRadius));
double verDistance = Math.abs((objectyPos + objectRadius) - (yPos + rockRadius));
double diagDistance = Math.sqrt(Math.pow(horDistance, 2) + Math.pow(verDistance, 2));
return diagDistance <= radiusOfBoth;
}
public void checkFrameCollision(final int WIDTH, final int HEIGHT) {
if (xPos < 0) {
xVelocity *= -1;
xPos = 0;
} else if (xPos + rockDiameter > WIDTH) {
xVelocity *= -1;
xPos = WIDTH - rockDiameter;
} else if (yPos < 0) {
yVelocity *= -1;
yPos = 0;
} else if (yPos + rockDiameter > HEIGHT) {
yVelocity *= -1;
yPos = HEIGHT - rockDiameter;
}
}
public void display(Graphics2D g2d) {
g2d.setColor(rockColor);
g2d.fillOval(xPos, yPos, rockDiameter, rockDiameter);
}
}
Bullet.java
import java.awt.*;
public class Bullet {
private double xPos;
private double yPos;
private int bulletWidth;
private int bulletHeight;
private double xVelocity;
private double yVelocity;
private int bulletRadius;
public Bullet(double startingXPos, double startingYPos, int rotationDegree) {
bulletHeight = 10;
bulletWidth = 10;
bulletRadius = bulletWidth / 2;
xPos = startingXPos - bulletRadius;
yPos = startingYPos - bulletRadius;
xVelocity = 5 * Math.sin(Math.toRadians(rotationDegree));
yVelocity = 5 * -Math.cos(Math.toRadians(rotationDegree));
}
public void moveForward() {
this.xPos += xVelocity;
this.yPos += yVelocity;
}
public double getxPos() {
return xPos;
}
public double getyPos() {
return yPos;
}
public int getBulletWidth() {
return bulletWidth;
}
public int getBulletHeight() {
return bulletHeight;
}
public int getBulletRadius() {
return bulletRadius;
}
public void display(Graphics2D g2d) {
g2d.setColor(Color.GREEN);
g2d.fillOval((int) xPos, (int) yPos, bulletWidth, bulletHeight);
}
}
You're only keeping track of the most recent key pressed. Instead, you need to keep track of every key being pressed. One way to do that is by using a boolean variable for each key. In your keyPressed() function, set the appropriate boolean to true, and in the keyReleased() function, set it to false. Then in your game loop, just check which booleans are true and take the appropriate action.

Drawing Pixels with mouse to BufferedImage - imrpoving performance

I switched from programming in Processing to Java and right now, I am trying to translate some techniques to pure Java programming language.
It seems that my code is lagging sometimes and it is also slower than in my Processing sketches. Did I get something wrong? How could I improve my code? Would this kind of calculation also work gpu computation, maybe in lwjgl?
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import java.awt.Canvas;
import java.awt.Graphics;
import java.util.Random;
import javax.swing.JFrame;
public class Main extends Canvas implements Runnable {
public static final int WIDTH = 1280;
public static final int HEIGHT = 800;
private int xstart;
private int ystart;
private int xend;
private int yend;
private int xPos;
private int yPos;
private Thread thread;
private boolean isRunning = false;
private BufferedImage img;
private int[] pixels;
private Random r;
public Main() {
img = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
pixels = ((DataBufferInt) img.getRaster().getDataBuffer()).getData();
r = new Random();
xPos = WIDTH / 2;
yPos = HEIGHT / 2;
xstart = xPos - 200;
ystart = yPos - 200;
xend = xPos + 200;
yend = yPos + 200;
}
#Override
public void run() {
while (isRunning) {
render();
}
}
private void start() {
if (isRunning)
return;
isRunning = true;
thread = new Thread(this);
thread.start();
}
private void stop() {
if (!isRunning)
return;
isRunning = false;
try {
thread.join();
} catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
private void render() {
addMouseMotionListener(new MouseMotionListener() {
public void mouseDragged(MouseEvent e) {
xPos = e.getX();
yPos = e.getY();
}
public void mouseMoved(MouseEvent e) {
}
});
addMouseListener(new MouseListener() {
public void mouseClicked(MouseEvent e) {
xPos = e.getX();
yPos = e.getY();
}
public void mousePressed(MouseEvent e) {
xPos = e.getX();
yPos = e.getY();
}
public void mouseReleased(MouseEvent e) {
xPos = e.getX();
yPos = e.getY();
}
public void mouseEntered(MouseEvent e) {
}
public void mouseExited(MouseEvent e) {
}
});
xstart = xPos - 50;
ystart = yPos - 50;
xend = xPos + 50;
yend = yPos + 50;
if (xstart < 0)
xstart = 0;
if (xstart > WIDTH)
xstart = WIDTH;
if (ystart < 0)
ystart = 0;
if (ystart > HEIGHT)
ystart = HEIGHT;
if (xend < 0)
xend = 0;
if (xend > WIDTH)
xend = WIDTH;
if (yend < 0)
yend = 0;
if (yend > HEIGHT)
yend = HEIGHT;
BufferStrategy bs = this.getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
}
for (int i = 0; i < WIDTH * HEIGHT; i++) {
pixels[i] *= 0.99;
if (pixels[i] <= 0)
pixels[i] = 0;
}
for (int y = ystart; y < yend; y++) {
for (int x = xstart; x < xend; x++) {
int i = x + y * WIDTH;
pixels[i] = r.nextInt(0xffffff);
}
}
Graphics g = bs.getDrawGraphics();
g.drawImage(img, 0, 0, WIDTH, HEIGHT, null);
g.dispose();
bs.show();
}
public static void main(String[] args) {
Main main = new Main();
JFrame frame = new JFrame();
frame.add(main);
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(WIDTH, HEIGHT);
frame.setLocationRelativeTo(null);
frame.setResizable(false);
frame.setVisible(true);
main.start();
}
}
You're adding new MouseListeners every time render is called, this means, each time a MouseEvent occurs, they have to notify and ever increasing list of listeners, all which seem to do the same thing...
Instead, setup your listeners in the constructor
I would also suggest getting rid of the "render thread" and simply calling your render method only when you want the screen updated (use passive painting instead of active rendering)

Etch a Sketch Issue

I am writing a program in java so it can imitate an etch a sketch. I have it to draw lines but I cant seem to get it to draw a continuous line. I am a beginner at this so much help would be appreciated. Thanks !
here is my code so far..
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class Sketch
{
public static void main (String [] args){
SketchFrame frame = new SketchFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true); }}
// JFrame: defines app's window
class SketchFrame extends JFrame
{
public static final int WIDTH = 600;
public static final int HEIGHT = 600;
public static final String FRAME_TITLE = "Sketch";
public SketchFrame()
{
setTitle(FRAME_TITLE);
setSize(WIDTH, HEIGHT);
add( new SketchPanel() );
}
}
class SketchPanel extends JPanel
implements KeyListener {
private int xStart = 0;
private int yStart = 0;
private int xEnd = 0;
private int yEnd = 0;
public SketchPanel() {
addKeyListener(this);
setFocusable(true);
}
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_UP) {
yStart = yEnd;
xStart = xEnd;
yEnd -= 50;
}
else if (e.getKeyCode() == KeyEvent.VK_DOWN) {
yStart = yEnd;
xStart = xEnd;
yEnd += 10;
}
else if (e.getKeyCode() == KeyEvent.VK_LEFT) {
xStart = xEnd;
yStart = yEnd;
xEnd -= 10;
}
else if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
xStart = xEnd;
yStart = yEnd;
xEnd += 10;
}
repaint();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.setColor(Color.RED);
g2.drawLine(drawXStart(), drawYStart(), drawXEnd(), drawYEnd());
}
private int drawXStart() {
return (getWidth() / 2) + xStart;
}
private int drawXEnd() {
return (getWidth() / 2) + xEnd;
}
private int drawYStart() {
return (getHeight() / 2) + yStart;
}
private int drawYEnd() {
return (getHeight() /2) + yEnd;
}
public void keyReleased(KeyEvent e) {}
public void keyTyped(KeyEvent e) {}
}
The problem is that the SketchPanel doesn't remember the lines drawn previously. You should probably use a BufferedImage to draw on (you could do the drawing in keyPressed), and draw that image onto the Graphics object in paintComponent.

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