Creating Multiple Balls That Wrap Around Pane - java

Would like to first state that I am a computer science student and my University is strict on direct code copying so if you could please refrain from answers such as "it should look like this" it would be greatly appreciated. So basically my assignment is to create a JavaFX program that contains multiple green balls, and one red ball. All the balls must wrap around the pane (in an asteroids type of way) and if a red ball happens to collide with the green ball, the green ball is removed. I have multiple issues, but the key one I need to focus on is how to get all the balls from my ArrayList along with my one red ball to show up in the pane and move independently. They are all there in the pane (and bounce currently) but its like they are all bound together. I have given each ball random xy values and they should also all have random dx/dy values(their velocity). And I believe that is where my problem lies, each ball does not have their own dx/dy, thus I created a class that extends Circle to try and solve that problem but my getters and setters do not seem to be accessible. I also know the root of the problem lies in the moveBall() method as it is the method that needs to adjust values, but I cannot figure out the algorithm, and since my professor's office hours are over, I have came here in hopes of someone pointing me in the right direction. Here are the classses(I would also like to state, this is not fully my code; it's modified code from a Case Study exercise from "Intro To Java Programming 10th ed. by Y. Daniel Liang):
EDIT: Corrected a small error. Main problem is getting all the balls to now move independently via the moveBall() method.
EDIT 2: Assignment is OVER. Answers are are no longer restricted. Also added other methods that are not doing what I want addBallToPane() and checkForCollision() If anyone can tell me how I could repair these that would be great. Still want to solve this on my own, but with help :)
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.beans.property.DoubleProperty;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.util.Duration;
import java.util.ArrayList;
public class BallPane extends Pane {
MovementGenerator mG = new MovementGenerator();
public final double radius = 20;
private double x = mG.position(), y = mG.position();
private double dx = mG.velocity(), dy = mG.velocity();
private Circle predator = new MovableCircle(x, y, radius, Color.RED);
private Timeline animation;
ArrayList<MovableCircle> circles = new ArrayList<>();
public BallPane() {
for (int i = 0; i < 10; i++) {
circles.add(i, new MovableCircle(x, y, radius, Color.GREEN));
circles.get(i).setDx(dx);
circles.get(i).setDy(dy);
}
getChildren().addAll(circles);
predator.setFill(Color.RED);
getChildren().add(predator);
// Create an animation for moving the ball
animation = new Timeline(
new KeyFrame(Duration.millis(5), e -> moveBall()));
animation.setCycleCount(Timeline.INDEFINITE);
animation.play(); // Start animation
}
public void play() {
animation.play();
}
public void pause() {
animation.pause();
}
public void increaseSpeed() {
animation.setRate(animation.getRate() + 0.1);
}
public void decreaseSpeed() {
animation.setRate(
animation.getRate() > 0 ? animation.getRate() - 0.1 : 0);
}
public void addBallToPane() {
incrementalEnding++;
circles.add(new MovableCircle(radius, Color.GREEN));
getChildren().add(circles.get(incrementalEnding));
}
public void checkForCollison() {
for (int i = 0; i < getChildren().size(); i++) {
if ((predator.intersects(circles.get(i).getBoundsInLocal()))) {
getChildren().remove(circles.get(i));
}
}
protected void moveBall() {
// Check boundaries
if (x < radius || x > getWidth() - radius) {
dx *= -1; // Change ball move direction
}
if (y < radius || y > getHeight() - radius) {
dy *= -1; // Change ball move direction
}
// Adjust ball position
for (int i = 0; i < circles.size(); i++) {
x += dx;
y += dy;
circles.get(i).setCenterX(x);
circles.get(i).setCenterY(y);
}
predator.setCenterX(x);
predator.setCenterY(y);
}
}
Side note: I wanna set the dx/dy as the objects are created in the ArrayList, but as I stated my accessors and mutators are not accessible.
import javafx.application.Application;
import static javafx.application.Application.launch;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.input.KeyCode;
public class BounceBallControl extends Application {
#Override // Override the start method in the Application class
public void start(Stage primaryStage) {
BallPane ballPane = new BallPane(); // Create a ball pane
// Pause and resume animation
// ballPane.setOnMousePressed(e -> ballPane.pause());
// ballPane.setOnMouseReleased(e -> ballPane.play());
// Increase and decrease animation
ballPane.setOnKeyPressed(e -> {
if (e.getCode() == KeyCode.UP) {
ballPane.increaseSpeed();
}
else if (e.getCode() == KeyCode.DOWN) {
ballPane.decreaseSpeed();
}
});
// Create a scene and place it in the stage
Scene scene = new Scene(ballPane, 500, 500);
primaryStage.setTitle("BounceBallControl"); // Set the stage title
primaryStage.setScene(scene); // Place the scene in the stage
primaryStage.show(); // Display the stage
// Must request focus after the primary stage is displayed
ballPane.requestFocus();
}
/**
* The main method is only needed for the IDE with limited
* JavaFX support. Not needed for running from the command line.
*/
public static void main(String[] args) {
launch(args);
}
}
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
public class MovableCircle extends Circle{
MovementGenerator mG = new MovementGenerator();
private double dx, dy;
MovableCircle(double x, double y, double radius, Color color){
super(x, y, radius);
setFill(color);
}
public double getDx() {
return dx;
}
public void setDx(double newDx) {
if (newDx < -10 || newDx > 10) {
newDx = mG.velocity();
} else {
dx = newDx;
}
}
public double getDy() {
return dy;
}
public void setDy(double newDy) {
if (newDy < -10 || newDy > 10) {
newDy = mG.velocity();
} else {
dy = newDy;
}
}
}
This next class doesn't do much besides generate random values, probably didn't need to make a whole new class for its function but eh. And it is just here for reference just in case:
import java.util.Random;
public class MovementGenerator {
private static int movement;
private static int spawnPoint;
Random rand = new Random();
MovementGenerator(){
movement = 0;
spawnPoint = 0;
}
public static int getMovement() {
return movement;
}
public static void setMovement(int movement) {
MovementGenerator.movement = movement;
}
public static int getSpawnPoint() {
return spawnPoint;
}
public static void setSpawnPoint(int spawnPoint) {
MovementGenerator.spawnPoint = spawnPoint;
}
public int velocity(){
movement = rand.nextInt(1);
if (movement == 1) {
movement = rand.nextInt(10);
}
else if (movement == 0) {
movement = (rand.nextInt(10)*-1);
}
return movement;
}
public int position(){
return spawnPoint = rand.nextInt(500);
}
}

This is a partial answer to give you the chance to start dealing with your project...
Following James_D suggestion, not only you need a moveBall method in MovableCircle, but also you need to get rid of x,y,dx,dy on BallPane, and transfer the control to each ball.
This is what I think should be done for starters:
MovableCircle
public class MovableCircle extends Circle {
private final MovementGenerator mG = new MovementGenerator();
private double x = mG.position(), y = mG.position();
private double dx = mG.velocity(), dy = mG.velocity();
private final double radius;
MovableCircle(double radius, Color color){
this.setCenterX(x);
this.setCenterY(y);
this.radius=radius;
this.setRadius(radius);
this.setFill(color);
setDx(dx);
setDy(dy);
}
public double getDx() { return dx; }
public final void setDx(double newDx) {
while (newDx < -10 || newDx > 10) {
newDx = mG.velocity();
}
dx = newDx;
}
public double getDy() { return dy; }
public final void setDy(double newDy) {
while(newDy < -10 || newDy > 10) {
newDy = mG.velocity();
}
dy = newDy;
}
public void moveBall() {
// Check boundaries
if (x < radius || x > BounceBallControl.WIDTH - radius) {
dx *= -1; // Change ball move direction
}
if (y < radius || y > BounceBallControl.HEIGHT - radius) {
dy *= -1; // Change ball move direction
}
// Adjust ball position
x += dx;
y += dy;
setCenterX(x);
setCenterY(y);
}
}
BallPane
public class BallPane extends Pane {
public final double radius = 20;
private final MovableCircle predator = new MovableCircle(radius, Color.RED);
private final Timeline animation;
private final List<MovableCircle> circles;
public BallPane() {
circles=IntStream.range(0,10).mapToObj(i->new MovableCircle(radius, Color.GREEN))
.collect(Collectors.toList());
getChildren().addAll(circles);
predator.setFill(Color.RED);
getChildren().add(predator);
setWidth(BounceBallControl.WIDTH);
setHeight(BounceBallControl.HEIGHT);
// Create an animation for moving the ball
animation = new Timeline(new KeyFrame(Duration.millis(20), e -> moveBall()));
animation.setCycleCount(Timeline.INDEFINITE);
animation.play(); // Start animation
}
public final void moveBall() {
circles.forEach(MovableCircle::moveBall);
predator.moveBall();
}
...
}
where
public class BounceBallControl extends Application {
public static final int WIDTH = 500;
public static final int HEIGHT = 500;
...
}
Run and you'll find something like this:
Now it's time to figure out the way to remove green balls...

Related

JavaFX: moving Rectangle with AnimationTimer

I am trying to code a very simple Pong-game, I think that is the name of this old game where a ball bounces between the player and a bunch of bricks with the ball going up and down. The player can move horizontally at the bottom.
So basically just some moving rectangles, eventually they are supposed to collide and so on.
However, I can allow the player to move the Rectangle with the buttons, but I can't manage to make objects move with the help of the AnimationTimer. (javafx.animation.AnimationTimer)
I already searched a lot but only found examples with mistakes that I managed to avoid.
(eg. like this AnimationTimer & JavaFX: Rectangle won't move horizontally using the setTranslateX() method. How to move Rectangle?).
I tried debugging it to see where the unexpected happens, but I couldn't find it. here is my code:
package bounceBall;
import java.util.ArrayList;
import java.util.List;
import javafx.scene.control.*;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.scene.text.Font;
import javafx.scene.Node;
import javafx.scene.Parent;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.stage.Stage;
public class BounceBallApp extends Application {
private Pane root = new Pane();
private Sprite player = new Sprite(400, 500, 40, 4, "player", Color.BLUE);
private boolean play;
private Parent createContent() {
this.play = false;
root.setPrefSize(800, 600);
root.getChildren().add(player);
AnimationTimer timer = new AnimationTimer() {
#Override
public void handle(long now) {
update();
}
};
timer.start();
for (int y = 0; y < 10; y++) {
for (int x = 0; x < 40; x++) {
Sprite s = new Sprite(20*x, y*8, 18, 5, "brick", Color.AQUA);
root.getChildren().add(s);
}
}
return root;
}
private List<Sprite> getSprites(){
List<Sprite> list = new ArrayList<Sprite>();
for (Node n : root.getChildren()) {
if (n instanceof Sprite) {
Sprite s = (Sprite)n;
list.add(s);
}
}
return list;
}
private void update() {
getSprites().forEach(b -> {
if (b.type.equals("bullet")) {
b.moveRight(b.getXspeed());
b.moveDown(b.getYspeed());
}
});
}
#Override
public void start(Stage primaryStage) throws Exception {
Scene scene = new Scene(createContent());
scene.setOnKeyPressed(e -> {
//as soon as any key gets hit the game starts with the shoot method
if (play == false) {
shoot(player);
play = true;
}
switch (e.getCode()) {
case A:{
player.moveLeft(10);
break;
}
case D:{
player.moveRight(10);
break;
}
default:
break;
}
});
primaryStage.setScene(scene);
primaryStage.setTitle("Bounce Ball");
primaryStage.show();
}
/*this method should be called once at the beginning to initiate the ball
the ball appears but it doesn't move, instead remains still
if I try to make the player move with AnimationTimer it doesn't work either, it works just by pressing keys*/
private void shoot(Sprite who) {
Sprite s = new Sprite((int)who.getTranslateX(), (int)who.getTranslateY()-2, 4, 4, "bullet", Color.BLACK);
s.setYspeed(-10);
root.getChildren().add(s);
System.out.println(root.getChildren().size());
}
private static class Sprite extends Rectangle {
final String type;
private int Xspeed, Yspeed;
public Sprite(int x, int y, int w, int h, String type, Color color) {
super(w, h, color);
this.type = type;
setTranslateX(x);
setTranslateY(y);
Xspeed = 0;
Yspeed = 0;
}
public void moveLeft(int d) {
setTranslateX(getTranslateX() - d);
}
public void moveRight(int d) {
setTranslateX(getTranslateX() + d);
}
public void moveUp(int d) {
setTranslateX(getTranslateY() - d);
}
public void moveDown(int d) {
setTranslateX(getTranslateY() + d);
}
public int getXspeed() {
return Xspeed;
}
public int getYspeed() {
return Yspeed;
}
public void setXspeed(int xspeed) {
Xspeed = xspeed;
}
public void setYspeed(int yspeed) {
Yspeed = yspeed;
}
}
public static void main(String[] args) {
launch(args);
}
}
I expect the ball to go straight up at the beginning but it appears at the wrong position (ca. 50px right from where I expect).
Most importantly it doesn't move.
Thanks a lot in advance.

Make a drawn object move around randomly on a JPanel

This is my frog class which is being called by a GUI class.
import java.awt.Color;
import java.awt.Graphics;
import java.util.Random;
import javax.swing.ImageIcon;
import javax.swing.JLabel;
public class Frog implements Runnable {
private int x, y, dx, dy;
private int coordinates[]=new int[2];
private boolean hungry;
private JLabel jLabel;
private ImageIcon image;
private String name;
public Frog() {
}
public Frog(String name, boolean hungry) {
image = new ImageIcon("images/frog.jpeg");
jLabel = new JLabel(image);
setName(name);
setHungry(hungry);
setCoordinates();
}
private void setName(String name) {
this.name=name;
}
public int[] getCoordinates() {
return coordinates;
}
public boolean isHungry() {
return hungry;
}
public void setHungry(boolean hungry) {
this.hungry = hungry;
}
public void display(Graphics paper) {
paper.setColor(Color.black);
paper.drawOval(x, y, dx, dx);
}
public void setCoordinates() {
for(int i = 0; i < 2; i++) {
Random rand = new Random();
int p = rand.nextInt(100);
coordinates[i] = p;
}
setX(coordinates[0]);
setY(coordinates[1]);
}
public void move() {
x = (int)Math.random() * 350;
y = (int)Math.random() * 350;
dx=20;
dx=20;
x += dx;
y += dy;
if (x > 800 || x < 0)
dx=-dx;
if (y > 600 || y < 0)
dy=-dy;
}
public void setDx(int dx) {
this.dx = dx;
}
public void setDy(int dy) {
this.dy = dy;
}
public void setX(int x){
this.x = x;
}
public void setY(int y){
this.y = y;
}
public void run() {
while(!hungry) {
move();
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
I have created this class to move a frog object randomly but when I call the move method nothing is happening. I want the frog on a JPanel to randomly move around the screen. I have another class which uses the frog object.
It is used from a main class containing the following:
public void actionPerformed(ActionEvent event) {
if (event.getSource() == MakePet) {
String petName = namePlace.getText();
frog = new Frog(petName,false);
panel.add(pet);
panel.add(prey);
frog.move();
Thread fro = new Thread(frog);
fro.start();
}
}
public static void main(String[] args) {
GUI demo = new GUI();
demo.setSize(520,720);
demo.createGUI();
demo.show();
}
For an example of timer based animation, have a look at http://www.java2s.com/Code/Java/2D-Graphics-GUI/Timerbasedanimation.htm
Another example of timer based animation, where Swing components are used to draw images on a JPanel was given Jérôme's comment: Randomly moving images on a JPanel
If you require having multiple frogs with their own threads of control, then you will need to handle synchronization. Otherwise I would simply call move from the timer before repainting the panel. And then change move:
public void move() {
if (!hungry) {
return;
}
...
}
Set the timer's interval appropriately based on the framerate you are looking to achieve. The below is based on the answer from the question Jérôme linked to:
Timer t = new Timer(1000 / DESIRED_FRAMERATE, (event) -> {
frogs.forEach(Frog::move);
panel.repaint();
});
Note that this is Java 8 using lambdas.
The above in pre-Java 8:
Timer t = new Timer(1000 / DESIRED_FRAMERATE, new ActionListener() {
public void actionPerformed(ActionEvent event) {
for (Frog frog : frogs) {
frog.move();
}
panel.repaint();
}
});
You should create the Timer in the initialization code of your JFrame or JPanel. If you have a class extending JPanel, you don't need to reference panel when calling repaint if the Timer is inside that class. Also, here I am guessing you have a collection of Frog objects, typically a list, called frogs. If there's only ever one frog, you don't need the loop. Frog's display method needs to be called from the JPanel's paint method, so I am guessing you have a class extending JPanel.

Adding custom Pane class to JAVAFX FXML Application using Scene Editor

Okay so I have a custom pane class that I want to reference from inside FXML. When I try to change the node class to BallPane, it says it doesn't exist.
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.beans.property.DoubleProperty;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.util.Duration;
public class BallPane extends Pane {
public final double radius = 20;
private double x = radius, y = radius;
private double dx = 1, dy = 1;
private Circle circle = new Circle(x, y, radius);
private Timeline animation;
public BallPane() {
circle.setFill(Color.GREEN);
getChildren().add(circle);
animation = new Timeline(
new KeyFrame(Duration.millis(50), e -> moveBall()));
animation.setCycleCount(Timeline.INDEFINITE);
animation.play(); // Start animation
}
public void play() {
animation.play();
}
public void pause() {
animation.pause();
}
public void increaseSpeed() {
animation.setRate(animation.getRate() + 0.1);
}
public void decreaseSpeed() {
animation.setRate(
animation.getRate() > 0 ? animation.getRate() - 0.1 : 0);
}
public DoubleProperty rateProperty() {
return animation.rateProperty();
}
protected void moveBall() {
// Check boundaries
if (x < radius || x > getWidth() - radius) {
dx *= -1; // Change ball move direction
}
if (y < radius || y > getHeight() - radius) {
dy *= -1; // Change ball move direction
}
// Adjust ball position
x += dx;
y += dy;
circle.setCenterX(x);
circle.setCenterY(y);
}
}
I have tried this nested inside my FXML
<BallPane layoutX="14.0" layoutY="14.0" prefHeight="334.0" prefWidth="462.0" />
and then this in my Controller
#FXML
BallPane bpane;
What am I missing?

JavaFX Circle must follow cursor

I am trying to build a game myself using JavaFX. It features a circle that must follow my cursor (using a smooth translation animation, so it will not go directly to the location of my cursor)
For now I have written this piece of code
root.setOnMouseMoved(event -> {
TranslateTransition tt = new TranslateTransition(Duration.millis(2000), circle);
x[0] = event.getSceneX();
y[0] = event.getSceneY();
location.setText(x[0] + ", " + y[0]);
if (x[0] != oldX[0] || y[0] != oldY[0]) {
tt.stop();
tt.setToX(event.getSceneX());
tt.setToY(event.getSceneY());
oldX[0] = x[0];
oldY[0] = y[0];
}
tt.play();
});
The location.setText(..) is just a label to see whether the coords are recognized by the program. And in fact they are: for each pixel my cursor moves it updated these numbers instantly.
However, my circle will only go to the location of my cursor when it does not move. I want the shape to follow my cursor on the go as well but it just won't.
So my problem is this: how can I make my circle follow my mouse, even when it is moving?
Use an AnimationTimer for the movement. You may also want to check Mike's Blog about a usage example.
Read The Nature of Code by Daniel Shiffman, especially the Chapter Vectors, 1.10 Interactivity with Acceleration. The webpage has a running example, easily to convert to JavaFX.
Here's the code from the book implemented in JavaFX:
Walker.java
import java.util.Random;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
public class Walker extends Pane {
private static Random random = new Random();
PVector location;
PVector velocity;
PVector acceleration;
float topspeed;
double width = 30;
double height = width;
double centerX = width / 2.0;
double centerY = height / 2.0;
double radius = width / 2.0;
Circle circle;
public Walker() {
location = new PVector(random.nextDouble() * width, random.nextDouble() * height, 0);
velocity = new PVector(0, 0, 0);
topspeed = 4;
circle = new Circle(radius);
circle.setCenterX(radius);
circle.setCenterY(radius);
circle.setStroke(Color.BLUE);
circle.setFill(Color.BLUE.deriveColor(1, 1, 1, 0.3));
getChildren().add(circle);
}
public void step(PVector mouse) {
PVector dir = PVector.sub(mouse, location);
dir.normalize();
dir.mult(0.5);
acceleration = dir;
velocity.add(acceleration);
velocity.limit(topspeed);
location.add(velocity);
}
public void checkBoundaries() {
if (location.x > Settings.SCENE_WIDTH) {
location.x = 0;
} else if (location.x < 0) {
location.x = Settings.SCENE_WIDTH;
}
if (location.y > Settings.SCENE_HEIGHT) {
location.y = 0;
} else if (location.y < 0) {
location.y = Settings.SCENE_HEIGHT;
}
}
public void display() {
relocate(location.x - centerX, location.y - centerY);
}
}
Main.java
import java.util.ArrayList;
import java.util.List;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.input.MouseEvent;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.Pane;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
public class Main extends Application {
Pane playfield;
List<Walker> allWalkers = new ArrayList<>();
PVector mouse = new PVector(0,0,0);
#Override
public void start(Stage primaryStage) {
// create containers
BorderPane root = new BorderPane();
StackPane layerPane = new StackPane();
// playfield for our walkers
playfield = new Pane();
layerPane.getChildren().addAll(playfield);
root.setCenter(layerPane);
Scene scene = new Scene(root, Settings.SCENE_WIDTH, Settings.SCENE_HEIGHT);
primaryStage.setScene(scene);
primaryStage.show();
// add 1 walker
addWalker();
// capture mouse position
scene.addEventFilter(MouseEvent.ANY, e -> {
mouse.set(e.getX(), e.getY(), 0);
});
// process all walkers
AnimationTimer loop = new AnimationTimer() {
#Override
public void handle(long now) {
// move
allWalkers.forEach((walker) -> walker.step(mouse));
// check border
allWalkers.forEach(Walker::checkBoundaries);
// update in fx scene
allWalkers.forEach(Walker::display);
}
};
loop.start();
}
/**
* Add single walker to list of walkers and to the playfield
*/
private void addWalker() {
Walker walker = new Walker();
allWalkers.add(walker);
playfield.getChildren().add(walker);
}
public static void main(String[] args) {
launch(args);
}
}
Settings.java
public class Settings {
public static double SCENE_WIDTH = 800;
public static double SCENE_HEIGHT = 600;
}
PVector.java (you can get the full source from the Processing source code)
public class PVector {
public double x;
public double y;
public double z;
public PVector(double x, double y, double z) {
super();
this.x = x;
this.y = y;
this.z = z;
}
public void normalize() {
double m = mag();
if (m != 0 && m != 1) {
div(m);
}
}
public void div(double value) {
x /= value;
y /= value;
z /= value;
}
public void mult(double value) {
x *= value;
y *= value;
z *= value;
}
public void add(PVector v) {
x += v.x;
y += v.y;
z += v.z;
}
public void sub(PVector v) {
x -= v.x;
y -= v.y;
z -= v.z;
}
public void limit(float max) {
if (mag() > max) {
normalize();
mult(max);
}
}
public double mag() {
return Math.sqrt(x * x + y * y + z * z);
}
public static PVector sub(PVector v1, PVector v2) {
return sub(v1, v2, null);
}
public static PVector sub(PVector v1, PVector v2, PVector target) {
if (target == null) {
target = new PVector(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
} else {
target.set(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
}
return target;
}
public void set(double x, double y, double z) {
this.x = x;
this.y = y;
this.z = z;
}
}
So using the tips Roland gave me I have created this piece of code which works just the way I want to be (like I described in my question)
AnimationTimer timer = new AnimationTimer() {
#Override
public void handle(long now) {
TranslateTransition tt = new TranslateTransition(Duration.millis(250), circle);
Point mouse = MouseInfo.getPointerInfo().getLocation();
x[0] = mouse.getX();
y[0] = mouse.getY();
location.setText(x[0] + ", " + y[0]);
tt.setToX(x[0]);
tt.setToY(y[0]);
tt.play();
}
};
timer.start();
The major change is the use of the AnimationTimer instead of an event. This caused me to change the way I retrieve the location of the mouse, now I use the awt.MouseInfo to get the X and Y of my cursor.

Loop in a JApplet animation Java

import java.awt.Graphics;
import javax.swing.JApplet;
import javax.swing.JPanel;
public class Circle extends JPanel {
int x = 75;
int y = 100;
int diameter = 50;
public void setAnimationY(int y) {
this.y = y;
}
public int getAnimationY() {
return y;
}
public int getDiameter() {
return diameter;
}
public void setDiameter(int startDiameter) {
diameter = startDiameter;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawOval(x, y, diameter, diameter);
}
}
import java.awt.BorderLayout;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JApplet;
import javax.swing.JPanel;
import javax.swing.Timer;
public class BouncingBall extends JApplet {
private int speed = 5;
private Timer timer;
private Circle draw;
#Override
public void init() {
super.init();
setLayout(new BorderLayout());
draw = new Circle();
add(draw);
timer = new Timer(30, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
int y = draw.getAnimationY();
int diameter = draw.getDiameter();
int roof = getHeight();
y += speed;
if (y < 0) {
y = 0;
speed *= -1;
} else if (y + diameter > roof) {
y = roof - diameter;
speed *= -1;
}
draw.setAnimationY(y);
repaint();
}
});
}
#Override
public void start() {
super.start();
timer.start();
}
#Override
public void stop() {
timer.stop();
super.stop();
}
}
I am trying to create a JApplet that contains a ball that is bouncing up and down. So far I have been able to get the ball to go up and down but now I am trying to make the ball more "life-like" so I want the height of the ball to decrease each time the ball bounces until eventually it stops.
I have attempted to do a while loop using the roof variable that I created for the getHeight() method but for some reason when I tried to use it either the ball didn't move at all or the loop had no affect on the ball.
I have also tried a for loop but I ran into the same problem that I got into with the while loop. I believe the problem is that I am not placing this for loop in the correct spot for it to work correctly.
thanks in advance.
Little modifications to your code that can give you some trails:
#Override
public void actionPerformed(ActionEvent e) {
int y = draw.getAnimationY();
int diameter = draw.getDiameter();
int roof = getHeight();
y += speed;
//
// Reduce the ball size at the bottom of the screen
//
if(y + diameter > roof) {
if(diameter > minDiameter) {
diameter -= (roof - y);
} else {
diameter = minDiameter;
}
} else if (diameter < maxDiameter) {
diameter++;
}
draw.setDiameter(diameter);
if (y < 0) {
y = 0;
speed *= -1;
} else if (y + diameter > roof) {
y = roof - diameter;
speed *= -1;
}
// Simulates a little gravity
speed += 0.5;
draw.setAnimationY(y);
repaint();
}
For more realism, the best way would to find an equation that is function of the ball position and a coefficient of hardness for the ball and would give you the ball size.
Well let use continue with #MadProgrammer's solution from your other related question:
In your class of DrawPane we can easily define the height, getAnimationHeight() and setAnimationHeight(int) to control the height decrease as soon as it touches the ground. Please remember that in java left-top co-ordinate is (0, 0) and right-bottom co-ordinate is (getWidth(), getHeight()). Suppose that it starts from height = 0(top). Then it will start from y = height(top) and eventually move to the getHeight()(bottom) of your container. We will increase the height(top y) using setAnimationHeight() by adding an amount(say 30) to current height(which getAnimationHeight() will return) .
So, this little tweak made to #MadeProgrammer's solution in your other question will be the following demo.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.Timer;
public class Circle extends JApplet {
private int delta = 8;
private Timer timer;
private DrawPane drawPane;
#Override
public void init() {
super.init();
setLayout(new BorderLayout());
drawPane = new DrawPane();
add(drawPane);
timer = new Timer(100, new ActionListener() {
int frameCount = 0;
#Override
public void actionPerformed(ActionEvent e) {
int y = drawPane.getAnimationY();
int diameter = drawPane.getDiameter();
y += delta;
if (y < drawPane.getAnimationHeight()) {
y = drawPane.getAnimationHeight();
delta *= -1;
} else if (y + diameter > getHeight()) {
y = getHeight()- diameter;
delta *= -1;
int animationHeight = drawPane.getAnimationHeight();
animationHeight = animationHeight + (getHeight() - diameter - animationHeight)/2;
drawPane.setAnimationHeight(animationHeight);
if(animationHeight + diameter + 2 >= getHeight())
{
System.out.println("true");
drawPane.setAnimationY(getHeight() - diameter);
repaint();
timer.stop();
return;
}
}
drawPane.setAnimationY(y);
repaint();
}
});
}
#Override
public void start() {
super.start();
timer.start();
}
#Override
public void stop() {
timer.stop();
super.stop();
}
public class DrawPane extends JPanel {
int x = 100;
int y = 0;
int diameter = 50;
int height = 0;
public void setAnimationX(int x) {
this.x = x;
}
public void setAnimationY(int y) {
this.y = y;
}
public void setAnimationHeight(int h)
{
height = h;
}
public int getAnimationHeight()
{
return height;
}
public int getAnimationX() {
return x;
}
public int getAnimationY() {
return y;
}
public int getDiameter() {
return diameter;
}
public void setDiameter(int startDiameter) {
diameter = startDiameter;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawOval(x, y, diameter, diameter);
}
}
}
NOTE: As soon as it touches the bottom finally, you should stop the Timer to get rid of the flickering of the ball. This task is left as an exercise for you.

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