I'm begginer in java game programming and I have a small actually big problem (for me) with game.
I'm trying making collision between enemy and blocks it doesnt work and i dont know why. It should worked but it just slow game on one fps per second and dont do anything.
I have main class called Game
with this main Init() function
public void init(){
WIDTH = getWidth();
HEIGHT = getHeight();
tex = new Texture();
BufferImageLoader loader = new BufferImageLoader();
level = loader.loadImage("/level.png"); // loading level
cloud = loader.loadImage("/cloud.png"); // loading clouds
handler = new Handler();
cam = new Camera(0,0);
LoadImageLevel(level);
this.addKeyListener(new KeyInput(handler));
}
and than LoadImageLevel function where I read level.png pixel by pixel and by the differents color I'm setting position of every objects.
private void LoadImageLevel (BufferedImage image){
int w = image.getWidth();
int h = image.getHeight();
//System.out.println(w + " , " + h);
for(int xx = 0; xx < h; xx++){
for(int yy = 0; yy < w ; yy++){
int pixel = image.getRGB(xx, yy);
int red = (pixel >> 16) & 0xff;
int green = (pixel >> 8) & 0xff;
int blue = (pixel) & 0xff;
if(red == 255 && green == 255 && blue == 255)
handler.addObject(new Block(xx*32,yy*32,1,ObjectId.Block));
if(red == 0 && green == 0 && blue == 255)
handler.addObject(new Player(xx*32,yy*32,1,handler,ObjectId.Player));
if(red == 0 && green == 255 && blue == 0)
handler.addObject(new Enemy(xx*32,yy*32,handler,ObjectId.Enemy));
}
}
}
In class Player is two important functions tick and collision where in tick is collison called.
public class Player extends GameObject{
private float width = 32, // 48
height = 64; // 96
private float gravity = 0.5f;
private final float MAX_SPEED = 10;
private int facing = 1;
private int last = 0; // last position left or right
private Handler handler;
Texture tex = Game.getInstance();
private int type;
private Animation playerWalk, playerWalkLeft,jump;
public Player(float x, float y,int type , Handler handler ,ObjectId id) {
super(x, y, id);
this.handler = handler;
this.type = type;
playerWalk = new Animation(2,tex.player[2],tex.player[3],
tex.player[4],tex.player[5]);
playerWalkLeft = new Animation(2,tex.player[7],tex.player[8],
tex.player[9],tex.player[10]);
jump = new Animation(2,tex.player[11],tex.player[12]);
}
public void tick(LinkedList<GameObject> object) {
x += velX;
y += velY;
if(velX < 0) facing = -1;
else if(velX > 0) facing = 1;
if(falling || jumping){
velY += gravity;
if(velY > MAX_SPEED){
velY = MAX_SPEED;
}
}
Collision(object);
//System.out.println(velX + " " + velY);
playerWalk.runAnimation();
playerWalkLeft.runAnimation();
jump.runAnimation();
}
private void Collision(LinkedList<GameObject> object){
for(int i = 0; i < handler.object.size();i++){
GameObject tempObject = handler.object.get(i);
if(tempObject.getId() == ObjectId.Block ){
if(getBoundsTop().intersects(tempObject.getBounds())){
y = tempObject.getY() + 32;
velY = 0;
}
if(getBounds().intersects(tempObject.getBounds())){
y = tempObject.getY() - height;
velY = 0;
falling = false;
jumping = false;
}else
falling = true;
if(getBoundsRight().intersects(tempObject.getBounds())){
x = tempObject.getX() - width;
}
if(getBoundsLeft().intersects(tempObject.getBounds())){
x = tempObject.getX() + 35;
}
}
/* new */
}
}
public void render(Graphics g) {
/*
g.setColor(Color.blue);
g.fillRect((int)x,(int)y,(int)width,(int)height);
Graphics2D g2d = (Graphics2D) g;
g.setColor(Color.red);
g2d.draw(getBounds());
g2d.draw(getBoundsRight());
g2d.draw(getBoundsLeft());
g2d.draw(getBoundsTop());
*/
if(velX != 0){
if (facing == 1){
playerWalk.drawAnimation(g,(int) x, (int)y,32,64);
last = 1;
}
else{
playerWalkLeft.drawAnimation(g,(int) x, (int)y,32,64);
last = 0;
}
}
else
if (last == 1)
g.drawImage(tex.player[1], (int)x,(int) y,32,64,null);
else
g.drawImage(tex.player[6], (int)x,(int) y,32,64,null); // 6 ,32,64
//System.out.println("Y: " + y); // 513 je max
if (y >= 513){
g.setColor(Color.red);
g.drawString("Game Over", (int) x, 200);
}
}
public Rectangle getBounds() {
return new Rectangle((int) ((int)x+(width/2)-((width/2)/2)),(int) ((int)y+(height/2)),(int)width/2,(int)height/2);
}
public Rectangle getBoundsTop() {
return new Rectangle((int) ((int)x+(width/2)-((width/2)/2)),(int)y,(int)width/2,(int)height/2);
}
public Rectangle getBoundsRight() {
return new Rectangle((int) ((int)x+width-5),(int)y+5,(int)5,(int)height-10);
}
public Rectangle getBoundsLeft() {
return new Rectangle((int)x,(int)y+5,(int)5,(int)height-10);
}
Player dont have any problem with block collision.
public class Block extends GameObject {
Texture tex = Game.getInstance();
private int type;
public Block(float x, float y,int type,ObjectId id) {
super(x, y, id);
this.type = type;
}
public void tick(LinkedList<GameObject> object) {
}
public void render(Graphics g) {
if(type == 0)
g.drawImage(tex.block[0], (int) x, (int) y ,null);
if(type == 1)
g.drawImage(tex.block[1], (int) x, (int) y ,null);
}
public Rectangle getBounds() {
return new Rectangle((int)x,(int)y,32,32);
}
}
But when i tried created Enemy class and make it same like in Player class I mean collision it just make game slower and nothing else.
public class Enemy extends GameObject{
private Handler handler;
public Enemy(float x, float y,Handler handler, ObjectId id) {
super(x, y, id);
this.handler = handler;
}
public void tick(LinkedList<GameObject> object) {
for(int i = 0; i < handler.object.size();i++){
GameObject tempObject = handler.object.get(i);
if(tempObject.getId() == ObjectId.Block ){
if(getBoundsTop().intersects(tempObject.getBounds())){
}
if(getBounds().intersects(tempObject.getBounds())){
}
if(getBoundsRight().intersects(tempObject.getBounds())){
}
if(getBoundsLeft().intersects(tempObject.getBounds())){
}
}
}
}
public void render(Graphics g) {
g.setColor(Color.red);
g.fillRect((int)x,(int) y, 32, 32);
}
public Rectangle getBoundsTop() {
return new Rectangle((int)x,(int)y,32,32);
}
public Rectangle getBoundsLeft() {
return new Rectangle((int)x,(int)y,32,32);
}
public Rectangle getBoundsRight() {
return new Rectangle((int)x,(int)y,32,32);
}
public Rectangle getBounds() {
return new Rectangle((int)x,(int)y,32,32);
}}
I know that bounds should not have return same "new Rectangle" and that theres no any movements of enemy anyway when i set in tick method x--; for just trying if enemy stop when it come to the edge of block but it doesnt work i dont know whats wrong with it i spend more than two days with fixing this. If it can help you there is a link for whole project (Eclipse) You can download it from dropbox
I just wanted to have an enemy which move left and right and have collison with block it means when he "touch" by his left side to the block he "turn around" and move to right side until he "touch" by his right side etc... other collisions between Player and Enemy is not problem for me. But just this.
I'm so thankful for every advice :)
The problem is with your getBounds() method.
You are saying in getBounds() method to return a rectangle with width=32 and height=32. And since your rectangle is 32 by 32 (as mentioned in fillrect(x,y,32,32) ) so getBounds() returns with the intersection in height and width.
In other words, try not to collide the returned Top left bottom or right bounds with themselves.
And in enemy(), you are declaring set.color = red while in loading you are using green. Try red==255, green==0, blue==0 instead of if(red == 0 && green == 255 && blue == 0)
Related
My game is a shooting game for school. I need help on the collision between my bullet and my enemy. I have placed the bullet class with my player but for some reason it keeps on passing through it and not disappearing. The first example below shows the weapon class which is for the bullet and the one underneath that is the main.
class Weapons{
PImage bullet;
int speed;
int imageSize = 20;
float x = 20;
float y = 20;
float m;
int damage = 5;
int[] src = new int[2];
float[] dest = new float[2];
Weapons(int x, int y){
speed = 12;
dest[0] = mouseX;
dest[1] = mouseY;
src[0] = x;
src[1] = y;
m = (dest[1]-src[1]) / (dest[0]-src[0]);
this.x = x;
this.y = y;
bullet = loadImage("bullet.png");
bullet.resize(imageSize,imageSize);
}
boolean shooting(){
image(bullet, x, y); // if attack is true then renfer the image
x += speed;
y = (m * (x - dest[0])) + dest[1];
return (x > width || y > height);
}
boolean crash(Enemy enemies) {
//// return the result of checking if the plane has crashed into the bird
return abs(this.x-enemies.x) < bullet.width && abs(this.y - enemies.y) < bullet.height;
}
}
Maincharacter MC;
Goal G;
ArrayList<Enemy> enemies = new ArrayList<>();
ArrayList<Weapons> bullets = new ArrayList<>();
final int Playing = 0;
final int Finish = 1;
int gameMode = Playing;
//Enemy[] enemies = new Enemy[10];
PImage background; // creating background
int bgX = 0;
void setup(){
size(800,500);
MC = new Maincharacter(100,3);
//E1 = new Enemy();
G = new Goal(100,20);
background = loadImage("Battleground1.png");
background.resize(width*2,height); //set image to be same size as the canvas
for(int i = 0; i<2; i++){ // i represent how many enemy I want.
enemies.add(new Enemy((int)random(200,850), (int)random(0, height- 150) ) );
}
//for(int i=0 ; i < enemies.length ; i++){
//enemies[i] = new Enemy(); }
}
void draw(){
if(gameMode == Playing){
background();
MC.display();
G.display();
for(Enemy E : enemies){
E.update();
if (MC.crash(E)){
gameMode = Finish;
}
}
for(Weapons W: bullets){
W.update();
if(enemies.crash(W)){ // doesnt exist
gameMode = Finish;
}
}
// for(int i=0 ; i < enemies.length ; i++){
//enemies[i].update(); }
}}
void keyPressed(){
// creating the movemnt for my main charcter
MC.move();
if (keyCode == RIGHT || keyCode == 68 ){
MC.x += 10;
} else if (keyCode == UP || keyCode == 87) {
MC.y -=10;
} else if (keyCode == LEFT || keyCode == 65){
MC.x -= 10;
} else if(keyCode == DOWN || keyCode == 83 ){
MC.y += 10;
} else if (keyCode == 32) { // space bar
MC.attack_function(); // call attack function to create bullet object
}// make an attack
}
void mousePressed(){ // when mouse is pressed call attack function to create bullet object
MC.attack_function();
}
void background(){
//scrolling background image
image(background, bgX, height/2); //draw image to fill the canvas
//draw image again off the right of the canvas
image(background, bgX+background.width, height/2);
bgX -= 4;
if(bgX == -background.width ) //if first image completely off the canvas
{
bgX=0; //reset back to initial value background
}
}
What I want is to have bullet colliding with the enemies and then disappearing.
You are trying to call the method enemies.crash(W) but enemies is some collection of Enemy instances. Enemy does not provide the method crash as well.
You have to loop for each of your enemies all of your weapons and call the method crash on the Weapon instance giving the current enemy, something like:
for (Enemy enemy: enemies){
enemy.update();
if (mainCharacter.crash(enemy)) {
gameMode = Finish;
}
for (Weapons weapon: bullets) {
weapon.update();
if (weapon.crash(enemy)) {
gameMode = Finish;
// TODO: are you sure that killing an enemy finishes the game?
}
}
}
(Please note that I used mainCharacter instead of MC here for better readability.)
I am trying to make a scrolling game - where the player (in space) is constantly at the center of the screen. As he moves left right up and down, a background spritesheet will randomly generate coloured stars - so the moving stars will be an indication of which direction the player is moving in.
The problem I am now having is that the stars are not displaying when I run the game. Each tile is supposed to be 32x32, each containing at least one star, with the 'nostars' tile being empty. When I run the game, I just get a black screen.
RandomLevel.java:
protected void generateLevel() {
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
bgtiles[x + y * width] = random.nextInt(4);
}
}
}
Level.java
public void render(int xScroll, int yScroll, Screen screen) {
screen.setOffset(xScroll, yScroll);
int x0 = xScroll >> 5;
int x1 = (xScroll + screen.width + 32) >> 5;
int y0 = yScroll >> 5;
int y1 = (yScroll + screen.height + 32) >> 5;
for(int y = y0; y < y1; y++) {
for(int x = x0; x < x1; x++) {
getTile(x, y).render(x, y, screen);
}
}
}
public Tile getTile(int x, int y) {
if(x < 0 || y < 0 || x >= width || y >= height) return Tile.nostars;
if(bgtiles[x + y * width] == 0) return Tile.stars1;
if(bgtiles[x + y * width] == 1) return Tile.stars2;
if(bgtiles[x + y * width] == 2) return Tile.stars3;
if(bgtiles[x + y * width] == 3) return Tile.stars4;
else return Tile.nostars;
}
SpaceTile.java
public class SpaceTile extends Tile {
public SpaceTile(Sprite sprite) {
super(sprite);
}
public void render(int x, int y, Screen screen) {
screen.renderTile(x << 5, y << 5, this);
}
}
SpriteSheet.java
public static SpriteSheet bgtiles = new SpriteSheet("/textures/bgsheet.png", 256);
Sprite.java
public static Sprite spaceSprite = new Sprite(32, 0, 0, SpriteSheet.bgtiles);
public static Sprite stars1 = new Sprite(64, 0, 0, SpriteSheet.bgtiles);
public static Sprite stars2 = new Sprite(96, 0, 0, SpriteSheet.bgtiles);
public static Sprite stars3 = new Sprite(128, 0, 0, SpriteSheet.bgtiles);
public static Sprite stars4 = new Sprite(160, 0, 0, SpriteSheet.bgtiles);
Tile.java
public class Tile {
public int x, y;
public Sprite sprite;
public static Tile nostars = new SpaceTile(Sprite.spaceSprite);
public static Tile stars1 = new SpaceTile(Sprite.stars1);
public static Tile stars2 = new SpaceTile(Sprite.stars2);
public static Tile stars3 = new SpaceTile(Sprite.stars3);
public static Tile stars4 = new SpaceTile(Sprite.stars4);
public Tile(Sprite sprite) {
this.sprite = sprite;
}
public void render(int x, int y, Screen screen) {
}
public boolean solid() {
return false;
}
}
Game.java
public class Game extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
public static int width = 300;
public static int height = width / 16 * 9;
public static int scale = 3;
public static String title = "Game";
private Thread thread;
private JFrame frame;
private Keyboard key;
private Level level;
private boolean running = false;
private Screen screen;
private BufferedImage image = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
private int[] pixels = ((DataBufferInt) image.getRaster().getDataBuffer()).getData();
public Game() {
Dimension size = new Dimension(width * scale, height * scale);
setPreferredSize(size);
screen = new Screen(width, height);
frame = new JFrame();
key = new Keyboard();
level = new RandomLevel(64, 64);
addKeyListener(key);
}
public synchronized void start() {
running = true;
thread = new Thread(this, "Display");
thread.start();
}
public synchronized void stop() {
running = false;
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
public void run() {
double ns = 1000000000.0 / 60.0;
double delta = 0;
int frames = 0;
int updates = 0;
long lastTime = System.nanoTime();
long timer = System.currentTimeMillis();
requestFocus();
while (running) {
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
while(delta >= 1) {
update();
updates++;
delta--;
}
render();
frames++;
if(System.currentTimeMillis() - timer >= 1000) {
timer += 1000;
frame.setTitle(title + " | " + updates + " ups, " + frames + " fps");
frames = 0;
updates = 0;
}
}
stop();
}
int x, y = 0;
public void update() {
key.update();
if(key.up == true) y--;
if(key.down == true) y++;
if(key.left == true) x--;
if(key.right == true) x++;
}
public void render() {
BufferStrategy bs = getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
}
screen.clear();
level.render(x, y, screen);
for(int i = 0; i < pixels.length; i++) {
pixels[i] = screen.pixels[i];
}
Graphics g = bs.getDrawGraphics();
g.drawImage(image, 0, 0, getWidth(), getHeight(), null);
g.dispose();
bs.show();
}
public static void main(String[] args) {
Game game = new Game();
game.frame.setResizable(false);
game.frame.setTitle(Game.title);
game.frame.add(game);
game.frame.pack();
game.frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
game.frame.setLocationRelativeTo(null);
game.frame.setVisible(true);
game.start();
}
}
bgsheet.png
https://i.imgur.com/0yUKql2.png?1
In the generatelevel() I am only trying it out with the first 4 tiles, not all of the 64 tiles.
When I run the game, I expect to see 4 different stars scattered everywhere but instead I just get a black screen.
Thanks in advance for any help !
From the code posted, it appears that you forgot to load the background into image. I placed this code into a new public method called loadAssets(). Call this before you call game.start().
public void loadAssets() {
try {
image = ImageIO.read(new URL("https://i.imgur.com/0yUKql2.png?1"));
} catch (MalformedURLException ex) {
Logger.getLogger(GameTwo.class.getName()).log(Level.SEVERE, null, ex);
} catch (IOException ex) {
Logger.getLogger(GameTwo.class.getName()).log(Level.SEVERE, null, ex);
}
}
I also commented out the following code in render().
screen.clear();
level.render(x, y, screen);
for(int i = 0; i < pixels.length; i++) {
pixels[i] = screen.pixels[i];
}
So from what I understand, you make a call to draw using BufferedImage image, however you have not actually loaded your image data into the variable image. I will provide a code snippet that you may need to tailor a bit
File imageFile = new File("/path/to/image.file");
BufferedImage image = ImageIO.read(imageFile);
There may be a faster way as you have already called
private BufferedImage image = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
But as you can probably imagine, that doesn't actually connect you image variable to an image file. My best guess is that the code I provided will work, but honestly you'll have to try it.
Happy coding and leave a comment if you have any questions!
The problem turned out to be simply that I had the wrong co-ordinates for each sprite. Sorry for wasting your time and thanks for the help anyway!
public static Sprite spaceSprite = new Sprite(32, 0, 0, SpriteSheet.bgtiles);
public static Sprite stars1 = new Sprite(32, 1, 0, SpriteSheet.bgtiles);
public static Sprite stars2 = new Sprite(32, 2, 0, SpriteSheet.bgtiles);
public static Sprite stars3 = new Sprite(32, 3, 0, SpriteSheet.bgtiles);
public static Sprite stars4 = new Sprite(32, 4, 0, SpriteSheet.bgtiles);
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I have been working on a Breakout game and have just about everything done except for the brick collision. The ball bounces of the wall and paddle fine, but when it comes to the brick it goes straight through them. I'm pretty sure the problem is in the checkBrick() part of the main class, but have no idea what to do about it.
Main Class:
import java.awt.*;
import java.awt.event.KeyEvent;
import java.applet.*;
import java.util.Random;
import javax.swing.JOptionPane;
public class Breakout extends Applet implements Runnable {
Ball ball = new Ball();
Paddle paddle = new Paddle(135, 375);
Brick[] brick = new Brick[50];
private int bX[] = new int[50];
private int bY[] = new int[50];
private int bW[] = new int[50];
private int bH[] = new int[50];
Thread t;
Random trajectory = new Random();
boolean lose;
Image buffer = null;
// The life cycle of the Applet
// Sets up window
public void init() {
setSize(377, 500);
buffer = createImage(377, 500);
// setBackground(Color.black);
System.out.println("init()");
}
public void start() {
if (t == null) {
t = new Thread(this);
t.start();
}
System.out.println("start()");
}
public void run() {
System.out.println("run()");
Thread.currentThread().setPriority(Thread.MIN_PRIORITY);
while (!lose) {
ball.move();
paddle.move();
checkWall();
checkPaddle();
checkBrick();
ball.move();
repaint();
try {
Thread.sleep(30);
} catch (InterruptedException ex) {
}
Thread.currentThread().setPriority(Thread.MAX_PRIORITY);
}
JOptionPane.showMessageDialog(null, "Game Over");
System.out.println("Termintated");
System.exit(0);
}
public void stop() {
System.out.println("stop()");
}
public void destroy() {
System.out.println("destroy()");
}
public void paint(Graphics g) {
Graphics screen = null;
screen = g;
g = buffer.getGraphics();
g.setColor(Color.black);
g.fillRect(0, 0, 377, 500);
createBricks(g);
createPaddle(g);
createBall(g);
screen.drawImage(buffer, 0, 0, this);
}
public void update(Graphics g) {
paint(g);
}
private void createBricks(Graphics g) {
int brickIndex = 0;
int brickX = 15, brickY = 160;
int brickW = 30, brickH = 10;
for (int i = 0; i <= 4; i++) {
brickX = 15;
brickY -= 20;
for (int n = 0; n < 10; n++) {
brick[brickIndex] = new Brick();
brick[brickIndex].setBounds(brickX, brickY, brickW, brickH);
bX[brickIndex] = brick[brickIndex].x();
bY[brickIndex] = brick[brickIndex].y();
bW[brickIndex] = brick[brickIndex].w();
bH[brickIndex] = brick[brickIndex].h();
brick[brickIndex].setColor(i);
brick[brickIndex].paint(g);
brickIndex++;
brickX += 35;
}
}
}
private void createPaddle(Graphics g) {
paddle.paint(g);
}
private void createBall(Graphics g) {
ball.paint(g);
}
private void checkWall() {
// If ball hits right wall it will bounce
if ((ball.getX() + ball.getR()) >= 380) {
ball.setVX(trajectory.nextInt(2) + -3);
}
// If ball hits left wall it will bounce
if ((ball.getX() - ball.getR()) < -10) {
ball.setVX(trajectory.nextInt(4) + 1);
}
// If ball hits ceiling it will bounce
if ((ball.getY() + ball.getR()) < 12)
ball.setVY(trajectory.nextInt(5) + 1);
// If ball goes through floor it will subtract a life
if ((ball.getY() + ball.getR()) > 515)
lose = true;
}
private void checkBrick() {
for (int i = 0; i < 50; i++) {
int tempX, tempY, tempW, tempH;
tempX = bX[i];
tempY = bY[i];
tempW = bW[i];
tempH = bH[i];
if ((ball.getX() + ball.getR()) < (tempX + tempW)
&& (ball.getX() + ball.getR()) >= tempX) {
if ((ball.getY() + ball.getR()) > (tempY + tempH)
&& (ball.getY() + ball.getR()) <= tempY) {
System.out.println("Brick " + i + " has been hit.");
}
}
}
}
private void checkPaddle() {
// Check for paddle
if ((ball.getX() + ball.getR()) < (paddle.getX() + 100)
&& (ball.getX() + ball.getR()) >= paddle.getX() + 5) {
if ((ball.getY() + ball.getR()) > (paddle.getY() - 5)
&& (ball.getY() + ball.getR()) <= (paddle.getY() + 5)) {
ball.setVX((trajectory.nextInt(7) + -2) + 1);
ball.setVY(trajectory.nextInt(1) + -3);
}
}
}
// Key Detectors
public boolean keyDown(Event e, int key) {
if (key == Event.RIGHT) {
paddle.setVX(0);
if ((paddle.getX() + 100) < 377)
paddle.setVX(10);
}
if (key == Event.LEFT) {
paddle.setVX(0);
if (paddle.getX() > 0)
paddle.setVX(-10);
}
return true;
}
// To make sure it doesn't just keep moving one way
public boolean keyUp(Event e, int key) {
paddle.setVX(0);
return true;
}
}
Ball Class:
import java.awt.Color;
import java.awt.Graphics;
import java.util.Random;
public class Ball
{
private int x, y; //Position
private int vx, vy; //Velocity
private int r; //radius
//constructor
public Ball()
{
x = 177;
y = 315;
vx = 0;
vy = 5;
r = 15;
}
public void paint(Graphics g)
{
g.setColor(Color.white);
g.fillOval(x, y, r, r);
}
//returns the x of origin
public int getX()
{
return x;
}
//returns the y of origin
public int getY()
{
return y;
}
public int getVX()
{
return vx;
}
//returns the y of origin
public int getVY()
{
return vy;
}
//returns the radius r of the ball
public int getR()
{
return r;
}
//sets the velocity of x to a different value
public void setVX(int vx)
{
this.vx = vx;
}
//sets the velocity of y to a different value
public void setVY(int vy)
{
this.vy = vy;
}
//sets the x value
public void setX(int x)
{
this.x = x;
}
//sets the y value
public void setY(int y)
{
this.y = y;
}
//starts making the ball move by changing its coords
public void move()
{
x+= vx;
y+= vy;
}
}
Paddle Class:
import java.awt.Color;
import java.awt.Graphics;
public class Paddle {
// declares variables for x and y coordinates
int x, y;
//The velocity of to move paddle
int vx;
// constructor that takes in x and y coordinates for paddle
public Paddle(int x, int y)
{
this.x = x;
this.y = y;
}
public void paint(Graphics g)
{
// paints paddle
g.setColor(Color.WHITE);
g.fillRect(x, y, 100, 15);
g.setColor(Color.GREEN);
g.drawRect(x, y, 100, 15);
}
// gets x coordinate of paddle
public int getX() {
return x;
}
// sets x coordinate of paddle
public void setX(int x) {
this.x = x;
}
// gets y coordinate of paddle
public int getY() {
return y;
}
// sets y coordinate of paddle
public void setY(int y) {
this.y = y;
}
public void setVX(int vx)
{
this.vx = vx;
}
//Moves the paddle
public void move()
{
x+=vx;
}
}
Brick Class:
import java.awt.Color;
import java.awt.Graphics;
public class Brick
{
private Color color =(Color.cyan);
private int x, y, w, h;
public Brick()
{
//Garbage values that are there just for declaration
x = 0;
y = 0;
w = 10;
h = 10;
}
//Sets color for the brick
public void setColor(int paintC)
{
switch(paintC)
{
case 0:
color = (Color.magenta);
break;
case 1:
color = (Color.blue);
break;
case 2:
color = (Color.yellow);
break;
case 3:
color = (Color.orange);
break;
default:
color = (Color.red);
break;
}
}
//Sets the location then size of the brick
public void setBounds(int x, int y, int w, int h)
{
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
//returns x value
public int x()
{
return this.x;
}
//returns y value
public int y()
{
return this.y;
}
//returns width value
public int w()
{
return this.w;
}
//returns height value
public int h()
{
return this.h;
}
//Sets x for the brick
public void setX(int x)
{
this.x = x;
}
//Sets y for the brick
public void setY(int y)
{
this.y = y;
}
public void setW(int w)
{
this.w = w;
}
public void setH(int h)
{
this.h = h;
}
public void paint(Graphics g)
{
g.setColor(color);
g.fillRect(x, y, w, h);
g.setColor(Color.green);
g.drawRect(x, y, w, h);
}
}
I've begin running over your code, quite frankly can't be bothered trying to figure out your logic, but what I believe you're trying to deduce is if the brick "contains" the ball, rather then if the ball intersects with the brick.
You don't care how much of the ball or brick are intersecting, only if the they do...for example...
private void checkBrick() {
int tx = ball.getX();
int ty = ball.getY();
int tw = ball.getR();
int th = ball.getR();
tw += tx;
th += ty;
for (int i = 0; i < 50; i++) {
int tempX, tempY, tempW, tempH;
tempX = bX[i];
tempY = bY[i];
tempW = bW[i];
tempH = bH[i];
int rw = tempW + tempX;
int rh = tempH + tempY;
// overflow || intersect
if ((rw < tempX || rw > tx) &&
(rh < tempY || rh > ty) &&
(tw < tx || tw > tempX) &&
(th < ty || th > tempY)) {
System.out.println("Hit");
}
}
}
Now, I stole this from Rectangle#intersects
Basically, if you used the geometry class from the 2D Graphics API, you could reduce this down to...
private void checkBrick() {
Rectangle b = new Rectangle(ball.getX(), ball.getY(), ball.getR(), ball.getR());
for (int i = 0; i < 50; i++) {
int tempX, tempY, tempW, tempH;
tempX = bX[i];
tempY = bY[i];
tempW = bW[i];
tempH = bH[i];
Rectangle brick = new Rectangle(tempX, tempY, tempW, tempH);
System.out.println("brick = " + brick);
if (b.intersects(brick)) {
System.out.println("Break");
}
}
}
And, yes, I did actually run your code
The problem is that the method checkBrick() is not changing anything, it is just printing if the ball has a collision with the brick.
You may want to change the Ball velocity, as you did within checkWall() and checkPaddle().
private void checkBrick() {
for (int i = 0; i < 50; i++) {
...
if (...) {
ball.setVX(...); // Add these lines setting the correct values
ball.setVY(...);
}
}
}
You may also want to check if your if-conditions are correct, and do what you expected.
Assuming tempH is positive,
((ball.getY() + ball.getR()) > (tempY + tempH)
&& (ball.getY() + ball.getR()) <= tempY)
can't ever be true. The > needs to be < and the <= needs to be >=.
Additionally, you'll need to take some kind of action if the brick is hit, rather than just printing out the fact. Sorry, I'm not sure what's supposed to happen - does the brick disappear? Or the ball bounce? Or both?
Second answer (in addition to other answer which I believe is ALSO a problem), your logic is asking if the ball is contained within a brick, but when you create the ball its radius is greater than the height of a brick, so even correcting that logic won't fix the problem.
You should refactor your code to make it read out like natural language, this would help a lot with debugging (or writing less bugs in the first place!) i.e.
in brick class:
public int bottom()
{
return y;
}
public int top()
{
return y + h;
}
in ball class:
public int bottom()
{
return y - r;
}
public int top() {
return y + r;
}
then in main class:
private boolean withinY(brick) {
return (ball.bottom => brick.bottom() && ball.top =< brick.top());
}
then the logic reads nicer (psuedo):
foreach brick in wall {
if (ball.withinY(brick) and ball.withinX(brick))
BAM!!
}
You're checking if the ball is between the left and right side of the brick, but then checking if the ball is both above AND below the brick, because you've got your greater than and less than's mixed up. Also the center of the ball needs to be subtracted from it's Y position.
if ((ball.getY() + ball.getR()) **>** (tempY + tempH) &&
(ball.getY() **+** ball.getR()) **<=** tempY)
could be
if ((ball.getY() + ball.getR()) < (tempY + tempH) &&
(ball.getY() - ball.getR()) >= tempY)
but I'd suggest finding if the top of the ball is between the top and bottom of the brick, OR if the bottom of the ball is between the top and bottom of the brick:
if (((ball.getY() + ball.getR()) < (tempY + tempH) && (ball.getY() - ball.getR()) >= tempY)) ||
((ball.getY() - ball.getR()) < (tempY + tempH) && (ball.getY() - ball.getR()) >= tempY))) {
CODE
}
And use similar logic for finding between left and right sides of the brick
I've been working on this game with LWJGL for a few weeks now. Ever since I added the ability to jump, the upward collision has been giving me a lot of problems.
The game is a 2D tile-based sidescroller. Overall, the collision is almost perfect except for when the player jumps. At first I thought "Oh, maybe I just need to change the jumping mechanics," but then I realized that it only happens when the player is passed a certain x coordinate.
Now, for the actual problem itself: if the player jumps when passed a certain x coordinate, they will pass through the tile and testing for top collision returns false.
This is the entire Player class:
package Minecraft2D;
import static Minecraft2D.World.BLOCK_SIZE;
import Minecraft2D.Tools.Tools;
import Minecraft2D.UI.Inventory;
import java.io.File;
import java.io.FileInputStream;
import java.io.FileNotFoundException;
import java.io.IOException;
import static Minecraft2D.Boot.*;
import org.lwjgl.util.Rectangle;
import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureLoader;
public class Player {
private float x;
private float y;
public int width = 32;
public int height = 50;
private float DX = 0;
private float DY = 0;
private Texture left = null;
private Texture right = null;
Texture texture = null;
public boolean direction[] = { false, false, false, false };
public boolean collision = false;
public boolean ground = false;
public boolean jump = false;
public boolean top = false;
public Player(float x, float y) {
this.x = x;
this.y = y;
try {
this.left = TextureLoader.getTexture("PNG", new FileInputStream(new File(path + "player_left.png")));
this.right = TextureLoader.getTexture("PNG", new FileInputStream(new File(path + "player_right.png")));
this.texture = this.right;
} catch (FileNotFoundException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
}
public void draw() {
Tools.drawTexture((int)x, (int)y, width, height, texture);
}
public void checkCollision(Player player, Block block) {
if (player.getY() < block.getY() + BLOCK_SIZE && player.getX() < block.getX() + BLOCK_SIZE && player.getY() + this.height > block.getY() && player.getX() + this.width > block.getX() && block.getType() != BlockType.AIR) {
Rectangle top = new Rectangle();
top.setBounds((int) player.x + 4, (int) player.y + 1, this.width - 8, 1);
Rectangle bottom = new Rectangle();
bottom.setBounds((int) player.x + 4, (int) player.y + this.height, this.width - 8, 1);
Rectangle left = new Rectangle();
left.setBounds((int) player.x, (int) player.y + 1, 1, this.height - 5);
Rectangle right = new Rectangle();
right.setBounds((int) player.x + player.width, (int) player.y + 1, 1, this.height - 5);
Rectangle blok = new Rectangle();
blok.setBounds((int) block.getX(), (int) block.getY(), BLOCK_SIZE, BLOCK_SIZE);
if (bottom.intersects(blok)) {
player.setY((block.getY() - this.height - 1));
ground = true;
jump = false;
} else if (top.intersects(blok)) {
DY = 0;
this.top = true;
y -= (player.y) - (block.getY() + BLOCK_SIZE);
}
if (!top.intersects(blok)) {
if (left.intersects(blok)) {
player.setX(block.getX() + this.width);
} else if (right.intersects(blok)) {
player.setX(block.getX() - this.width);
}
}
} else {
collision = false;
ground = false;
}
if (!collision && !jump) {
setDY(.003f);
}
if (ground && !jump) {
DY = 0;
}
if (jump && DY < 0.003f) {
DY += 0.0001;
} else {
// jump = false;
}
if (top) {
DY = 0f;
top = false;
}
x += DX;
y += DY;
if (x > Boot.SCREEN_WIDTH) {
x = 0;
}
if (x < 0) {
x = Boot.SCREEN_WIDTH;
}
}
public float getX() {
return x;
}
public void setX(float x) {
this.x = x;
}
public float getY() {
return y;
}
public void setY(float y) {
this.y = y;
}
public void setDX(float dx) {
this.DX = dx;
}
public void setDY(float dy) {
this.DY = dy;
}
public void setJump() {
if (!jump) {
jump = true;
ground = false;
DY = -0.13f;
y -= 1;
}
}
public void setTexture(int tex) {
if (tex == 0) {
this.texture = this.left;
}
if (tex == 1) {
this.texture = this.right;
}
}
}
==============
EDIT: I have no clue why, but as my character moves closer to the map's 0 x-coordinate, the character's y coordinate increases very slowly. This probably has something to do with the problem I have been getting. I am looking into it and I have a suspicion that it may have something to do when I cast the player's x and y values from doubles to integers for use in the top, bottom, left, and right Rectangles.
EDIT again:
I don't know if this matters, but I have been checking collision like this: (This is in the "Boot" class.)
private void checkCollision() {
for (int x = 0; x < BLOCKS_WIDTH - 1; x++) {
for (int y = 0; y < BLOCKS_HEIGHT - 1; y++) {
Block blk = grid.getAt(x, y);
player.checkCollision(blk);
}
}
}
Why are you passing a player into checkCollision? It seems like you should not be passing in a player, but instead using the members of the player that's calling the checkCollision method. I think that may be leading to some confusion for you. Such as:
y -= (player.y) - (block.getY() + BLOCK_SIZE);
This looks like you are trying to push the player below the block b/c they intersected it during their jump. If that's the case, it should just be
y = (block.getY() + BLOCK_SIZE);
I would remove the player from the function argument and rewrite the function and see what you get. Hope that helps.
EDIT
Your comment states that you can no longer pass the player into the function. Not sure about your exact implementation, but here's what games that I have typically seen look like:
public class Player
{
private int x, y, dx, dy;
public void checkCollision(Block block)
{
if (isTopCollision(block))
fall(block.getY() + block.getHeight());
}
private boolean isTopCollision(Block block)
{
return y > block.getY() + block.getSize() && y < block.getY();
}
private void fall(int adjustedY)
{
y = adjustedY;
top = true;
dy = 0;
// etc
}
}
public class MyGame
{
public void gameloop()
{
for (Block b : blocks)
player.checkCollision(b);
}
}
Ive been programming a game just to become better at java. I had been having alot of trouble with getting the player rotation to work correctly. My first method used this
g2.setTransform(AffineTransform.getRotateInstance(radAngle,x_pos + (img.getWidth() / 2),y_pos+(img.getHeight() / 2)));
However this caused all images to rotate with the player thus making shooting and aiming completely disfunctional.
i was researching and saw someone use this code to make they're player rotate.
Graphics2D g2 = (Graphics2D)g;
AffineTransform oldTransform = g2.getTransform();
AffineTransform newOne = (AffineTransform)(oldTransform.clone());
newOne.rotate(radAngle,x_pos + (img.getWidth() / 2),y_pos+ (img.getHeight() / 2));
g2.setTransform(newOne);
g2.drawImage(img, x_pos,y_pos,this);
repaint();
g2.setTransform(oldTransform);
This works great and i dont have the same problems i had before. However i dont know why.
Heres my full code. The code above is for the body of the paint method.
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.lang.Math.*;
import java.awt.Graphics2D;
import java.awt.geom.AffineTransform;
import javax.imageio.ImageIO;
import java.io.*;
import java.net.URL;
import java.util.ArrayList;
public class Game extends Applet implements Runnable, KeyListener, MouseMotionListener, MouseListener
{
//pos variables keep track of the current position of the player
int x_pos = 250;
int y_pos = 250;
//speed variables keep track of the speed/how many pixels will be added to position during this iteration of the thread
float x_speed = 0;
float y_speed = 0;
int radius = 25;
//denotes the boundries of the applet
int appletsize_x = 800;
int appletsize_y = 600;
//the x and y variables mark whether a movement key is being pressed thats telling the object to move on
//on of those axes's
int x = 0;
int y = 0;
//variables that will indicate whether one of those keys are being depressed
int up = 0;
int down= 0;
int left = 0;
int right= 0;
int mouse_x;
int mouse_y;
int tracking_angle;
//getting some images.
private BufferedImage dbImage;
private BufferedImage test;
private Graphics dbg;
private Image curser;
BufferedImage img = null;
BufferedImage round = null;
double x_dist;
double y_dist;
//i dont use this AffineTransform, although ill leave it here just incase i decide to use it if i continue working
//on this independently.
AffineTransform at = new AffineTransform();
//the angle of the mouse to the player object.
double radAngle;
public void init()
{
try {
URL url = new URL(getCodeBase(), "UFO.png");
img = ImageIO.read(url);
} catch (IOException e) {System.out.println("Cant find player image");
}
try {
URL url = new URL(getCodeBase(), "round.png");
round = ImageIO.read(url);}
catch (IOException e) {System.out.println("round not loading");}
setBackground (Color.black);
setFocusable(true);
addKeyListener( this );
curser = getImage(getDocumentBase(), "mouse.png");
addMouseMotionListener(this);
addMouseListener(this);
try
//changing the curser to the crosshair image
{
Toolkit tk = Toolkit.getDefaultToolkit();
Cursor c = tk.createCustomCursor( curser,new Point( 5, 5 ), "Cross_Hair" );
setCursor( c );
}
catch( IndexOutOfBoundsException x )
{System.out.println("Cross_hair");}
}
public class Shot {
final double angle = radAngle;
double x_loc;
double y_loc;
double X;
double Y;
public Shot(){
x_loc += x_pos;
y_loc += y_pos;
X=Math.cos(radAngle)*5;
Y=Math.sin(radAngle)*5;
}
public void move(){
x_loc += X;
y_loc += Y;}
}
//start the thread
public void start ()
{
Thread th = new Thread (this);
th.start ();
}
public void stop()
{
}
public void destroy()
{
}
//cathces the mouseEvent when the mosue is moved.
public void mouseClicked(MouseEvent e){}
public void mousePressed(MouseEvent e){
Shot shoot = new Shot();
shots.add(shoot);}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
public void mouseReleased(MouseEvent e){}
public void mouseMoved(MouseEvent e){
//get position of mouse
mouse_x = e.getX();
mouse_y = e.getY();
//get the distence from the player to the
//i calculate the actual angle of the mosue from the player object in radians
//this exists more just for debugging purposes since radians make no sense to me
tracking_angle = 90;
}
public void mouseDragged(MouseEvent e){
mouse_x = e.getX();
mouse_y = e.getY();
Shot shoot = new Shot();
shots.add(shoot);}
//this method sets the key variables to zero when the keys are released
public void keyReleased(KeyEvent r)
{
//Right
if (r.getKeyCode() == 68 ){
x = 0;
left = 0;
}
//Left
if (r.getKeyCode() == 65){
x = 0;
right = 0;
}
//Up
if (r.getKeyCode() == 87 ) {
//y_speed = 0;
down = 0;}
//Down
if (r.getKeyCode() == 83 ) {
//y_speed = 0;
up = 0;}
//move();
}
public void keyTyped(KeyEvent t){}
//changes the variables when a key is pressed so that the player object will move
public void keyPressed(KeyEvent r){
//right
if (r.getKeyCode() == 68 ){
left = 1;
}
//left
if (r.getKeyCode() == 65){
right = 1;}
//Down
if (r.getKeyCode() == 87 ) {
down = 1;}
//Up
if (r.getKeyCode() == 83) {
up = 1;}
//move();
}
//sorta like the body of the thread i think
public void run ()
{
Thread.currentThread().setPriority(Thread.MIN_PRIORITY);
while (true)
{
System.out.println(Math.tan(radAngle)/1);
x_dist = mouse_x - x_pos;
y_dist = mouse_y - y_pos;
radAngle = Math.atan2(y_dist , x_dist);
//if(tracking_angle < 0){
//tracking_angle = absT
if (left == 1 && x_speed < 11){
x = 0;
x_speed += 1;
}
//Right
if (right == 1 && x_speed > -11){
x = 0;
x_speed -= 1;
}
//Down
if (down == 1 && y_speed > -11) {
y_speed -= 1;}
//Up
if (up == 1 && y_speed < 11) {
y_speed += 1;}
if( x == 0 && x_speed > 0){
x_speed -=.2;}
if( x == 0 && x_speed < 0){
x_speed +=.2;}
if( y == 0 && y_speed > 0){
y_speed -=.2;}
if( y == 0 && y_speed < 0){
y_speed +=.2;}
if (x_pos > appletsize_x - radius && x_speed > 0)
{
x_pos = radius;
}
else if (x_pos < radius && x_speed < 0)
{
x_pos = appletsize_x + radius ;
}
if (y_pos > appletsize_y - radius && y_speed > 0){
y_speed = 0;}
else if ( y_pos < radius && y_speed < 0 ){
y_speed = 0;}
x_pos += (int)x_speed;
y_pos += (int)y_speed;
repaint();
try
{
//tells the thread to wait 15 milliseconds util it executes again.
Thread.sleep (15);
}
catch (InterruptedException ex)
{
}
Thread.currentThread().setPriority(Thread.MAX_PRIORITY);
}
}
public void update (Graphics g)
{
if (dbImage == null)
{
dbImage = new BufferedImage(this.getSize().width, this.getSize().height, BufferedImage.TYPE_INT_RGB);
dbg = dbImage.getGraphics ();
}
dbg.setColor (getBackground ());
dbg.fillRect (0, 0, this.getSize().width, this.getSize().height);
dbg.setColor (getForeground());
paint (dbg);
shot_draw(dbg);
g.drawImage (dbImage, 0, 0, this);
}
ArrayList<Shot> shots = new ArrayList<Shot>();
double last_angle = 1000;
public void paint (Graphics g){
Graphics2D g2 = (Graphics2D)g;
AffineTransform oldTransform = g2.getTransform();
AffineTransform newOne = (AffineTransform)(oldTransform.clone());
newOne.rotate(radAngle,x_pos + (img.getWidth() / 2),y_pos+(img.getHeight() / 2));
g2.setTransform(newOne);
g2.drawImage(img, x_pos,y_pos,this);
repaint();
g2.setTransform(oldTransform);
// g2.setTransform(AffineTransform.getRotateInstance(radAngle,x_pos + (img.getWidth() / 2),y_pos+(img.getHeight() / 2)));
//g2.getTransform().setToIdentity();
}
public void shot_draw(Graphics g){
Graphics2D g2 = (Graphics2D)g;
// Shot shoot = new Shot();
// shots.add(shoot);
for(Shot i: shots){
g2.drawImage(round,(int)i.x_loc+40,(int)i.y_loc+40,this);
i.move();}
}}
Here are the images I'm using:
This makes sense since if you don't reset the Graphics object's AffineTransform back to its baseline, it will use the new transform to draw everything including all images. I don't understand however why you have a call to repaint() from within your paint method. You shouldn't do this.
The AffineTransform object is connected to the Graphics2D object via the call to setTransform. Once connected, the transform causes every object drawn using the Graphics2D object to be drawn with that same transform (in this case, rotation) applied to it until a new AffineTransform is assigned to the Graphics2D object via another call to setTransform. The sample code you found saved the old transform (which presumably encodes a normal, non-rotated state) via
AffineTransform oldTransform = g2.getTransform();
The code then created the rotation transform and connected it to the Graphics2D (now all objects drawn would be rotated until a new transform be assigned), then drew the one object that needed to be drawn rotated (which therefore had the newly-created rotation transform applied to it), and then restored the original, non-rotating transform to the Graphics2D object via:
g2.setTransform(oldTransform);
That way, the transform that would be applied to subsequent objects would be the original, non-rotating transform.