So I followed a free manual instructing how to write Asteroids in Java, and it runs great. I would like to add it into a program so I can call it, run it for a time, and then have it return an int. The program I'm making is an application, and I've been searching for a while trying and failing, figuring out how to make make it run as an application. The stuff I've read here says I should do this:
public class Main extends JFrame {
public static void main(String[] args) {
AsteroidsGame game = new AsteroidsGame();
JFrame frame = new JFrame();
frame.setLayout(new GridLayout (1,1));
frame.add(game);
frame.setSize(500,500);
game.init();
game.start();
frame.setVisible(true);
}
}
But then I get an error
Exception in thread "main" java.lang.NullPointerException
at AsteroidsGame.init(AsteroidsGame.java:49)
at Main.main(Main.java:15)
which points me to the below for line 49, and my game.init() for line 15.
g = img.getGraphics();
Here's the code for the AsteroidsGame, I'm too tired to think anymore. I just need to get it to run as an application, any other code changes are irrelevant at this point. I know it's a lot of code but I'm hoping it's a simple something I've missed. Any help is greatly appreciated. Thank you!
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.util.Random;
public class AsteroidsGame extends Applet implements Runnable, KeyListener {
Thread thread;
Dimension dim;
Image img;
Graphics g;
long endTime, startTime, framePeriod;
Ship ship;
boolean paused; // True if the game is paused. Enter is the pause key
Shot[] shots;
int numShots;
boolean shooting;
Asteroid[] asteroids; // the array of asteroids
int numAsteroids; // the number of asteroids currently in the array
double astRadius, minAstVel, maxAstVel; // values used to create
// asteroids
int astNumHits, astNumSplit;
int level; // the current level number
int money;
double fuel;
Random rand = new Random();
public void init() {
resize(500, 500);
shots = new Shot[41]; // 41 is a shot's life period plus one.
// since at most one shot can be fired per frame,
// there will never be more than 41 shots if each one only
// lives for 40 frames.
numAsteroids = 0;
level = rand.nextInt(25)+1; // will be incremented to 1 when first level is set up
astRadius = 10; // values used to create the asteroids
minAstVel = 2;
maxAstVel = 8;
astNumHits = 3;
astNumSplit = 2;
money = 0;
fuel = 100;
endTime = 0;
startTime = 0;
framePeriod = 25;
addKeyListener(this); // tell it to listen for KeyEvents
dim = getSize();
img = createImage(dim.width, dim.height);
g = img.getGraphics();
thread = new Thread(this);
thread.start();
}
public void setUpNextLevel() { // start new level with one more asteroid
level++;
// create a new, inactive ship centered on the screen
// I like .35 for acceleration, .98 for velocityDecay, and
// .1 for rotationalSpeed. They give the controls a nice feel.
ship = new Ship(250, 250, 0, .35, .98, .1, 12);
numShots = 0; // no shots on the screen at beginning of level
paused = false;
shooting = false;
// create an array large enough to hold the biggest number
// of asteroids possible on this level (plus one because
// the split asteroids are created first, then the original
// one is deleted). The level number is equal to the
// number of asteroids at it's start.
asteroids = new Asteroid[level
* (int) Math.pow(astNumSplit, astNumHits - 1) + 1];
numAsteroids = level;
// create asteroids in random spots on the screen
for (int i = 0; i < numAsteroids; i++)
asteroids[i] = new Asteroid(Math.random() * dim.width,
Math.random() * dim.height, astRadius, minAstVel,
maxAstVel, astNumHits, astNumSplit);
}
public void paint(Graphics gfx) {
g.setColor(Color.black);
g.fillRect(0, 0, 500, 500);
for (int i = 0; i < numShots; i++)
// draw all the shots on the screen
shots[i].draw(g);
for (int i = 0; i < numAsteroids; i++)
asteroids[i].draw(g);
ship.draw(g); // draw the ship
g.setColor(Color.cyan); // Display level number in top left corner
g.drawString("Level " + level, 20, 20);
g.drawString("Money " + money, 80, 20);
g.drawString("Fuel " + fuel, 20, 50);
gfx.drawImage(img, 0, 0, this);
}
public void update(Graphics gfx) {
paint(gfx);
}
public void run() {
for (;;) {
startTime = System.currentTimeMillis();
// start next level when all asteroids are destroyed
if (numAsteroids <= 0)
setUpNextLevel();
if (!paused) {
ship.move(dim.width, dim.height); // move the ship
// move shots and remove dead shots
for (int i = 0; i < numShots; i++) {
shots[i].move(dim.width, dim.height);
// removes shot if it has gone for too long
// without hitting anything
if (shots[i].getLifeLeft() <= 0) {
// shifts all the next shots up one
// space in the array
deleteShot(i);
i--; // move the outer loop back one so
// the shot shifted up is not skipped
}
}
if(ship.accelerating && fuel>0){
fuel -= 1.5;
}
if(ship.accelerating && fuel == 0)
{
ship.accelerating = false;
}
// move asteroids and check for collisions
updateAsteroids();
if (shooting && ship.canShoot()) {
// add a shot on to the array
shots[numShots] = ship.shoot();
numShots++;
}
}
repaint();
try {
endTime = System.currentTimeMillis();
if (framePeriod - (endTime - startTime) > 0)
Thread.sleep(framePeriod - (endTime - startTime));
} catch (InterruptedException e) {
}
}
}
private void deleteShot(int index) {
// delete shot and move all shots after it up in the array
numShots--;
for (int i = index; i < numShots; i++)
shots[i] = shots[i + 1];
shots[numShots] = null;
}
private void deleteAsteroid(int index) {
// delete asteroid and shift ones after it up in the array
numAsteroids--;
for (int i = index; i < numAsteroids; i++)
asteroids[i] = asteroids[i + 1];
asteroids[numAsteroids] = null;
}
private void addAsteroid(Asteroid ast) {
// adds the asteroid passed in to the end of the array
asteroids[numAsteroids] = ast;
numAsteroids++;
}
private void updateAsteroids() {
for (int i = 0; i < numAsteroids; i++) {
// move each asteroid
asteroids[i].move(dim.width, dim.height);
// check for collisions with the ship, restart the
// level if the ship gets hit
if (asteroids[i].shipCollision(ship)) {
money+= Math.random()*1000;
deleteAsteroid(i);
//level--; // restart this level
//numAsteroids = 0;
return;
}
// check for collisions with any of the shots
for (int j = 0; j < numShots; j++) {
if (asteroids[i].shotCollision(shots[j])) {
// if the shot hit an asteroid, delete the shot
deleteShot(j);
// split the asteroid up if needed
if (asteroids[i].getHitsLeft() > 1) {
for (int k = 0; k < asteroids[i].getNumSplit(); k++)
addAsteroid(asteroids[i].createSplitAsteroid(
minAstVel, maxAstVel));
}
// delete the original asteroid
deleteAsteroid(i);
j = numShots; // break out of inner loop - it has
// already been hit, don't need to check
// for collision with other shots
i--; // don't skip asteroid shifted back into
// the deleted asteroid's position
}
}
}
}
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_ENTER) {
// These first two lines allow the asteroids to move
// while the player chooses when to enter the game.
// This happens when the player is starting a new life.
if (!ship.isActive() && !paused)
ship.setActive(true);
else {
paused = !paused; // enter is the pause button
if (paused) // grays out the ship if paused
ship.setActive(false);
else
ship.setActive(true);
}
} else if (paused || !ship.isActive()) // if the game is
return; // paused or ship is inactive, do not respond
// to the controls except for enter to unpause
else if (e.getKeyCode() == KeyEvent.VK_UP)
{if(fuel>0){
ship.setAccelerating(true);
//fuel -= 1.5;
}
else{
fuel = 0;
}
}
else if (e.getKeyCode() == KeyEvent.VK_LEFT)
{
ship.setTurningLeft(true);
}
else if (e.getKeyCode() == KeyEvent.VK_RIGHT)
ship.setTurningRight(true);
//else if (e.getKeyCode() == KeyEvent.VK_CONTROL)
//shooting = true; // Start shooting if ctrl is pushed
}
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_UP)
ship.setAccelerating(false);
else if (e.getKeyCode() == KeyEvent.VK_LEFT)
ship.setTurningLeft(false);
else if (e.getKeyCode() == KeyEvent.VK_RIGHT)
ship.setTurningRight(false);
//else if (e.getKeyCode() == KeyEvent.VK_CONTROL)
//shooting = false;
}
public void keyTyped(KeyEvent e) {
}
}
I believe that createImage() is going to return null until the component is actually on-screen, wihch i believe is after the thread has started.
Instead of this:
img = createImage(dim.width, dim.height);
g = img.getGraphics();
thread = new Thread(this);
thread.start();
try:
new Thread(new Runnable() {
public void run() {
do {
try {
Thread.sleep(25);
} catch(InterruptedException e) {
System.out.println("wait interrupted");
break;
}
} while(!isDisplayable());
// Now it should be safe to make these calls.
img= createImage(dim.width, dim.height);
g = img.getGraphics();
start();
}
}).start();
Related
I'm playing around with graphics in Java. At the moment I have a rectangle that moves from left to right. I want it to start moving left once it hits the right side of the Canvas and left when it hits the right side, i have included a game loop as this will eventually turn into my first very basic game. Thanks.
P.S - I followed some tutorials for different parts of this code hence why it might be a bit messy, I'm working on it :)
Main Class:
public class Game extends JFrame implements Runnable {
private Canvas canvas = new Canvas();
private RenderHandler renderer;
private boolean running = true;
public static int WIDTH = 1200, HEIGHT = WIDTH / 12*9;
public static int moveX =WIDTH/2;
public Game() {
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(WIDTH, HEIGHT);
setLocationRelativeTo(null);
setLocationRelativeTo(null);
add(canvas);
setVisible(true);
canvas.createBufferStrategy(3);
renderer = new RenderHandler(getWidth(), getHeight());
}
public void update() {
}
public void render() {
BufferStrategy bufferStrategy = canvas.getBufferStrategy();
Graphics graphics = bufferStrategy.getDrawGraphics();
super.paint(graphics);
renderer.render(graphics);
graphics.dispose();
bufferStrategy.show();
}
public void run() {
BufferStrategy bufferStrategy = canvas.getBufferStrategy();
int FRAMES = 0;
int TICKS = 0;
long lastTime = System.nanoTime();
double unprocessed = 0;
double nsPerSecs = 1000000000 /60.0;
long Timer = System.currentTimeMillis();
while(running) {
long now = System.nanoTime();
unprocessed += (now - lastTime) / nsPerSecs;
lastTime = now;
if(unprocessed >= 1) {
TICKS ++;
update();
unprocessed -= 1;
}
try
{
Thread.sleep(3);
}catch (InterruptedException e) {
e.printStackTrace();
}
FRAMES++;
render();
if(System.currentTimeMillis() - Timer > 1000) {
System.out.println("Ticks: " + TICKS + " FPS: " + FRAMES);
TICKS = 0;
FRAMES = 0;
Timer += 1000;
}
}
}
public static void main(String[] args) {
Game game = new Game();
Thread gameThread = new Thread(game);
gameThread.start();
}
}
Class drawing the graphics:
public class RenderHandler {
public RenderHandler(int width, int height) {
}
public void render(Graphics g) {
g.setColor(Color.BLACK);
g.fillRect(0, 0, Game.WIDTH, Game.HEIGHT);
g.setColor(Color.RED);
g.fillRect(Game.moveX, Game.HEIGHT/2, 50, 50);
if (Game.moveX >= Game.WIDTH) {
Game.moveX ++;
} else if (Game.moveX <= 0) {
Game.moveX --;
}else { Game.moveX++;
}
}
}
If you know how to draw on the screen and how stuffs work, I would think that this is more about getting the logic down.
This code slice I so brutally tore from your question is right next to where the rendering takes place (a problem because I view it as rather unorganized; I would recommend game logic and rendering to take place in two different functions). It basically says that it will move right if it is beyond the right of the screen, if not, it will move left if it is beyond the left of the screen, and finally, if not, it will just move left.
if (Game.moveX >= Game.WIDTH) {
Game.moveX ++;
} else if (Game.moveX <= 0) {
Game.moveX --;
}else { Game.moveX++;
}
If you want it to bounce, you will have to use a boolean to keep track of its moving state, or, if you want more versatility, use a pair of floats or doubles (floats are typically used in Java game design) to keep track of its position, and another for its velocity. I'm in a tight squeeze right now, I will return.
Add this to render handler instead of the current if statement in render
bool rol = true; // initialize this outside the method
If(Game.movex + 50 >= Game.width)
rol = false;
Else if(Game.movex <= 0)
rol = true;
If(rol)
Game.movex++;
Else
Game.movex--;
You need to store current moving direction somewhere, so add this to Game class:
public static int deltaX = 1;
And replace condition in render() with
if (Game.moveX >= Game.WIDTH-50) {
Game.deltaX =-1;
} else if (Game.moveX <= 0) {
Game.deltaX =1;
}
Game.moveX += Game.deltaX;
i have an up and running version of the game of life, but one thing i can not figure out is how to wrap around the Grid or Board, i am guessing is has to be something to do with the neighbor counts and the grid, i need a way to indicate that the array wraps.
The rules :
The universe of the Game of Life is an infinite two-dimensional
orthogonal grid of square cells,
each of which is in one of two possible states, live or dead.
Every cell interacts with its eight neighbors, which are the cells
that are directly horizontally,
vertically, or diagonally adjacent. At each step in time, the
following transitions occur:
1.Any live cell with fewer than two live neighbours dies, as if caused by underpopulation.
2.Any live cell with more than three live neighbours dies, as if by overcrowding.
3.Any live cell with two or three live neighbours lives on to the next generation.
4.Any dead cell with exactly three live neighbours becomes a live cell.
The initial pattern constitutes the seed of the system. The first
generation is created by applying the above rules simultaneously to
every cell in the seed—births and deaths happen simultaneously.
Here's some of the code that will be relating to the grid/board; Called
CellsGrid Cells;
GameOfLife2(int nbRow, int nbCol) {
super(" New GameOfLife");
setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
// create the labels (2 more on each size) these wont be shown
// but will be used in calculating the cells alive around
Cells = new CellsGrid[nbRow+2][nbCol+2];
for(int r = 0; r < nbRow+2; r++) {
for(int c = 0; c < nbCol+2; c++) {
Cells[r][c] = new CellsGrid();
}
}
for(int r = 1; r < nbRow+1; r++) {
for(int c = 1; c < nbCol+1; c++) {
panel.add(Cells[r][c]);
Cells[r][c].addNeighbour(Cells[r-1][c]); // North
Cells[r][c].addNeighbour(Cells[r+1][c]); // South
Cells[r][c].addNeighbour(Cells[r][c-1]); // West
Cells[r][c].addNeighbour(Cells[r][c+1]); // East
Cells[r][c].addNeighbour(Cells[r-1][c-1]); // North West
Cells[r][c].addNeighbour(Cells[r-1][c+1]); // North East
Cells[r][c].addNeighbour(Cells[r+1][c-1]); // South West
Cells[r][c].addNeighbour(Cells[r+1][c+1]); // South East
}
}
if(!gameRunning)
return;
++generation;
CellsIteration.setText("Generation: " + generation);
for(int r = 0; r < Cells.length; r++) {
for(int c = 0; c < Cells[r].length; c++) {
Cells[r][c].checkState();
}
}
for(int r = 0; r < Cells.length; r++) {
for(int c = 0; c < Cells[r].length; c++) {
Cells[r][c].updateState();
}
}
}
void checkState() {
// number alive around
int NumNeighbours = 0; // number alive neighbours
// see the state of my neighbour
for(int i = 0; i < numNeighbours; i++)
NumNeighbours += neighbour[i].state;
// newState
if(state == 1) { // if alive
if(NumNeighbours < 2) // 1.Any live cell with fewer than two live neighbours dies
newState = 0;
if(NumNeighbours > 3) // 2.Any live cell with more than three live neighbours dies
newState = 0;
}
else {
if(NumNeighbours == 3) // 4.Any dead cell with exactly three live neighbours becomes a live cell
newState = 1;
}
}
full code:
package com.ggl.life;
import java.awt.*;
import java.awt.event.*;
import java.util.Random;
import javax.swing.*;
public class GameOfLife2 extends JFrame implements ActionListener {
/**
*
*/
public static Random random = new Random();
private static final long serialVersionUID = 1L;
static final Color[] color = {Color.YELLOW, Color.BLACK};
// size in pixel of every label
static final int size = 15;
static final Dimension dim = new Dimension(size, size);
static final int GenDelay = 200;
// the cells labels
private CellsGrid[][] Cells;
// timer that fires the next generation
private Timer timer;
// generation counter
private int generation = 0;
private JLabel CellsIteration = new JLabel("Generation: 0");
// the 3 buttons
private JButton clearBtn = new JButton("Clear"),
PauseBtn = new JButton("Pause"),
StartBtn = new JButton("Start");
// the slider for the speed
// state of the game (running or pause)
private boolean gameRunning = false;
// if the mouse is down or not
private boolean mouseDown = false;
GameOfLife2(int nbRow, int nbCol) {
super(" New GameOfLife");
setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
// create the labels (2 more on each size) these wont be shown
// but will be used in calculating the cells alive around
Cells = new CellsGrid[nbRow+2][nbCol+2];
for(int r = 0; r < nbRow+2; r++) {
for(int c = 0; c < nbCol+2; c++) {
Cells[r][c] = new CellsGrid();
}
}
// panel in the center with the labels
JPanel panel = new JPanel(new GridLayout(nbRow, nbCol, 1, 1));
panel.setBackground(Color.BLACK);
panel.setBorder(BorderFactory.createLineBorder(Color.BLACK));
// add each label (not the one on the border) to the panel and add to each of them its neighbours
for(int r = 1; r < nbRow+1; r++) {
for(int c = 1; c < nbCol+1; c++) {
panel.add(Cells[r][c]);
Cells[r][c].addNeighbour(Cells[r-1][c]);
//Cells[r][c].addNeighbour(getCellSafe(r-1, c)); // North
Cells[r][c].addNeighbour(Cells[r+1][c]); // South
//Cells[r][c].addNeighbour(getCellSafe(r+1, c));
Cells[r][c].addNeighbour(Cells[r][c-1]); // West
//Cells[r][c].addNeighbour(getCellSafe(r, c-1));
Cells[r][c].addNeighbour(Cells[r][c+1]); // East
//Cells[r][c].addNeighbour(getCellSafe(r, c+1));
Cells[r][c].addNeighbour(Cells[r-1][c-1]); // North West
//Cells[r][c].addNeighbour(getCellSafe(r-1, c-1));
Cells[r][c].addNeighbour(Cells[r-1][c+1]); // North East
//Cells[r][c].addNeighbour(getCellSafe(r-1, c+1));
Cells[r][c].addNeighbour(Cells[r+1][c-1]); // South West
//Cells[r][c].addNeighbour(getCellSafe(r+1, c-1));
Cells[r][c].addNeighbour(Cells[r+1][c+1]); // South East
//Cells[r][c].addNeighbour(getCellSafe(r+1, +c));
}
}
// now the panel can be added
add(panel, BorderLayout.CENTER);
// the bottom panel with the buttons the generation label and the slider
// this panel is formed grid panels
panel = new JPanel(new GridLayout(1,3));
// another panel for the 3 buttons
JPanel buttonPanel = new JPanel(new GridLayout(1,3));
clearBtn.addActionListener(this);
buttonPanel.add(clearBtn);
PauseBtn.addActionListener(this);
PauseBtn.setEnabled(false); // game is pause the pause button is disabled
buttonPanel.add(PauseBtn);
StartBtn.addActionListener(this);
buttonPanel.add(StartBtn);
// add the 3 buttons to the panel
panel.add(buttonPanel);
// the generation label
CellsIteration.setHorizontalAlignment(SwingConstants.CENTER);
panel.add(CellsIteration);
// in the JFrame
add(panel, BorderLayout.NORTH);
// put the frame on
setLocation(20, 20);
pack(); // adjust to the window size
setVisible(true);
// start the thread that run the cycles of life
timer = new Timer(GenDelay , this);
}
private CellsGrid getCellSafe(int r0, int c0) {
int r = r0 % Cells.length; // Cells.length is effectively nbRow
if (r < 0) r += Cells.length; // deal with how % works for negatives
int c = c0 % Cells[0].length; // Cells[0].length is effectively nbCol
if (c < 0) c += Cells[0].length; // deal with how % works for negatives
return Cells[r][c];
}
//end of game of life
// called by the Timer and the JButtons
public synchronized void actionPerformed(ActionEvent e) {
// test the JButtons first
Object o = e.getSource();
// the clear button
if(o == clearBtn) {
timer.stop(); // stop timer
gameRunning = false; // flag gamme not running
PauseBtn.setEnabled(false); // disable pause button
StartBtn.setEnabled(true); // enable go button
// clear all cells
for(int r = 1; r < Cells.length ; r++) {
for(int c = 1; c < Cells[r].length ; c++) {
Cells[r][c].clear();
}
}
// reset generation number and its label
generation = 0;
CellsIteration.setText("Generation: 0");
return;
}
// the pause button
if(o == PauseBtn) {
timer.stop(); // stop timer
gameRunning = false; // flag not running
PauseBtn.setEnabled(false); // disable myself
StartBtn.setEnabled(true); // enable go button
return;
}
// the go button
if(o == StartBtn) {
PauseBtn.setEnabled(true); // enable pause button
StartBtn.setEnabled(false); // disable myself
gameRunning = true; // flag game is running
timer.setDelay(GenDelay);
timer.start();
return;
}
// not a JButton so it is the timer
// set the delay for the next time
timer.setDelay(GenDelay);
// if the game is not running wait for next time
if(!gameRunning)
return;
++generation;
CellsIteration.setText("Generation: " + generation);
for(int r = 0; r < Cells.length; r++) {
for(int c = 0; c < Cells[r].length; c++) {
Cells[r][c].checkState();
}
}
for(int r = 0; r < Cells.length; r++) {
for(int c = 0; c < Cells[r].length; c++) {
Cells[r][c].updateState();
}
}
}
//end of action
// to start the whole thing as a Java application
public static void main(String[] arg) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new GameOfLife2(50, 50);
}
});
}
// A class that extends JLabel but also check for the neigbour
// when asked to do so
class CellsGrid extends JLabel implements MouseListener {
/**
*
*/
private static final long serialVersionUID = 1L;
private int state, newState;
private int numNeighbours;
private CellsGrid[] neighbour = new CellsGrid[8]; // array of total neighbours with possibility of 8
CellsGrid() {
state = newState = 0; // Dead
setOpaque(true); // so color will be showed
setBackground(color[0]); //set colour of dead cell
addMouseListener(this); // to select new LIVE cells
this.setPreferredSize(dim); //set size a new cells
}
// to add a neighbour
void addNeighbour(CellsGrid n) {
neighbour[numNeighbours++] = n;
}
// to see if I should live or not
void checkState() {
// number alive around
int NumNeighbours = 0; // number alive neighbours
// see the state of my neighbour
for(int i = 0; i < numNeighbours; i++)
NumNeighbours += neighbour[i].state;
// newState
if(state == 1) { // if alive
if(NumNeighbours < 2) // 1.Any live cell with fewer than two live neighbours dies
newState = 0;
if(NumNeighbours > 3) // 2.Any live cell with more than three live neighbours dies
newState = 0;
}
else {
if(NumNeighbours == 3) // 4.Any dead cell with exactly three live neighbours becomes a live cell
newState = 1;
}
}
// after the run switch the state to new state
void updateState() {
if(state != newState) { // do the test to avoid re-setting same color for nothing
state = newState;
setBackground(color[state]);
}
}
// called when the game is reset/clear
void clear() {
if(state == 1 || newState == 1) {
state = newState = 0;
setBackground(color[state]);
}
}
#Override
public void mouseClicked(MouseEvent arg0) {
}
// if the mouse enter a cell and it is down we make the cell alive
public void mouseEntered(MouseEvent arg0) {
if(mouseDown) {
state = newState = 1;
setBackground(color[1]);
}
}
#Override
public void mouseExited(MouseEvent arg0) {
}
// if the mouse is pressed on a cell you register the fact that it is down
// and make that cell alive
public void mousePressed(MouseEvent arg0) {
mouseDown = true;
state = newState = 1;
setBackground(color[1]);
}
// turn off the fact that the cell is down
public void mouseReleased(MouseEvent arg0) {
mouseDown = false;
}
}
}
As UnholySheep you need to learn % operator. % is the way to calculate reminder of division aka modulo. See https://en.wikipedia.org/wiki/Modulo_operation
The simplest way to apply it here is something like this. First introduce method getCellSafe
private CellsGrid getCellSafe(int r0, int c0) {
int r = r0 % Cells.length; // Cells.length is effectively nbRow
if (r < 0) r += Cells.length; // deal with how % works for negatives
int c = c0 % Cells[0].length; // Cells[0].length is effectively nbCol
if (c < 0) c += Cells[0].length; // deal with how % works for negatives
return Cells[r][c];
}
and then use this method instead direct access such as
Cells[r][c].addNeighbour(getCellSafe(r-1, c); // North
and also get rid of your + 2 in your nbCol and nbRow
Update: Fix for L-shape
The bug for "L-shape" is in your copy of line for "South East" where you converted c+1 into +c
Cells[r][c].addNeighbour(Cells[r+1][c+1]); // South East
//Cells[r][c].addNeighbour(getCellSafe(r+1, +c));
Bigger improvements
Generally your code is pretty bad. There are a lot of logic duplications (see DRY principle) and other bad code such as huge ActionListener. Here is my attempt to clean it up a bit:
public class GameOfLife2 extends JFrame
{
/**
*
*/
public static Random random = new Random();
static final Color[] color = {Color.YELLOW, Color.BLACK};
// size in pixel of every label
static final int cellSize = 15;
static final Dimension cellDim = new Dimension(cellSize, cellSize);
static final int GenDelay = 200;
// the cells labels
private CellsGrid[][] Cells;
// that fires the next generation
private Timer timer;
// generation counter
private int generation = 0;
private JLabel CellsIteration = new JLabel("Generation: 0");
// the 3 buttons
private JButton clearBtn = new JButton("Clear");
private JButton PauseBtn = new JButton("Pause");
private JButton StartBtn = new JButton("Start");
private JButton StepBtn = new JButton("Step");
// the slider for the speed
// state of the game (running or pause)
private boolean gameRunning = false;
GameOfLife2(int nbRow, int nbCol)
{
super("New GameOfLife");
setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
Cells = new CellsGrid[nbRow][nbCol];
for (int r = 0; r < nbRow; r++)
{
for (int c = 0; c < nbCol; c++)
{
Cells[r][c] = new CellsGrid();
}
}
// panel in the center with the labels
JPanel panel = new JPanel(new GridLayout(nbRow, nbCol, 1, 1));
panel.setBackground(Color.BLACK);
panel.setBorder(BorderFactory.createLineBorder(Color.BLACK));
// add each label (not the one on the border) to the panel and add to each of them its neighbours
for (int r = 0; r < nbRow; r++)
{
for (int c = 0; c < nbCol; c++)
{
CellsGrid curCell = Cells[r][c];
panel.add(curCell);
for (int dr = -1; dr <= 1; dr++)
{
for (int dc = -1; dc <= 1; dc++)
{
CellsGrid neighbor = getCellSafe(r + dr, c + dc);
if (neighbor != curCell)
curCell.addNeighbour(neighbor);
}
}
}
}
// now the panel can be added
add(panel, BorderLayout.CENTER);
// the bottom panel with the buttons the generation label and the slider
Box headerPanel = Box.createHorizontalBox();
Box buttonPanel = Box.createHorizontalBox();
// old pre-Java 8 syntax
//clearBtn.addActionListener(new ActionListener()
//{
// #Override
// public void actionPerformed(ActionEvent e)
// {
// clearGame();
// }
//});
clearBtn.addActionListener((e) -> clearGame()); // holy Java 8 lambda syntax
buttonPanel.add(clearBtn);
PauseBtn.addActionListener((e) -> stopGame());
buttonPanel.add(PauseBtn);
StartBtn.addActionListener((e) -> startGame());
buttonPanel.add(StartBtn);
StepBtn.addActionListener((e) -> stepToNextGeneration());
buttonPanel.add(StepBtn);
// the generation label
CellsIteration.setHorizontalAlignment(SwingConstants.CENTER);
headerPanel.add(Box.createHorizontalStrut(10));
headerPanel.add(buttonPanel);
headerPanel.add(Box.createHorizontalStrut(10));
headerPanel.add(Box.createHorizontalGlue());
headerPanel.add(Box.createHorizontalStrut(10));
headerPanel.add(CellsIteration);
headerPanel.add(Box.createHorizontalGlue()); // if you want "generation" label closer to center
headerPanel.add(Box.createHorizontalStrut(10));
// in the JFrame
add(headerPanel, BorderLayout.NORTH);
// put the frame on
setLocation(20, 20);
gameRunning = false;
generation = 0;
updateGenerationTitle();
updateButtonsState();
pack(); // adjust to the window size
setMinimumSize(new Dimension(600, 500));
setVisible(true);
// start the thread that run the cycles of life
timer = new Timer(GenDelay, (e) -> onTimerStep());
}
private CellsGrid getCellSafe(int r0, int c0)
{
int r = r0 % Cells.length; // Cells.length is effectively nbRow
if (r < 0) r += Cells.length; // deal with how % works for negatives
int c = c0 % Cells[0].length; // Cells[0].length is effectively nbCol
if (c < 0) c += Cells[0].length; // deal with how % works for negatives
return Cells[r][c];
}
private void updateButtonsState()
{
PauseBtn.setEnabled(gameRunning);
StartBtn.setEnabled(!gameRunning);
StepBtn.setEnabled(!gameRunning);
}
private void updateGenerationTitle()
{
CellsIteration.setText("Generation: " + generation);
}
private void startGame()
{
gameRunning = true; // flag game is running
updateButtonsState();
timer.setDelay(GenDelay);
timer.start();
}
private void stopGame()
{
timer.stop(); // stop timer
gameRunning = false; // flag not running
updateButtonsState();
}
private void clearGame()
{
stopGame();
// clear all cells
for (int r = 0; r < Cells.length; r++)
{
for (int c = 0; c < Cells[r].length; c++)
{
Cells[r][c].clear();
}
}
// reset generation number and its label
generation = 0;
updateGenerationTitle();
}
private void stepToNextGeneration()
{
++generation;
updateGenerationTitle();
for (int r = 0; r < Cells.length; r++)
{
for (int c = 0; c < Cells[r].length; c++)
{
Cells[r][c].checkState();
}
}
for (int r = 0; r < Cells.length; r++)
{
for (int c = 0; c < Cells[r].length; c++)
{
Cells[r][c].updateState();
}
}
}
private void onTimerStep()
{
if (gameRunning)
stepToNextGeneration();
}
// to start the whole thing as a Java application
public static void main(String[] arg)
{
SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
new GameOfLife2(50, 50);
}
});
}
// A class that extends JLabel but also check for the neigbour
// when asked to do so
static class CellsGrid extends JLabel implements MouseListener
{
private boolean alive = false;
private boolean newAlive = false;
private final ArrayList<CellsGrid> neighbours = new ArrayList<>(8); // array of total neighbours with possibility of 8
CellsGrid()
{
setOpaque(true); // so color will be showed
addMouseListener(this); // to select new LIVE cells
setPreferredSize(cellDim); //set size a new cells
updateColor();
}
// to add a neighbour
void addNeighbour(CellsGrid n)
{
neighbours.add(n);
}
// to see if I should live or not
void checkState()
{
// number alive around
int NumNeighbours = 0; // number alive neighbours
// see the state of my neighbour
for (CellsGrid neighbour : neighbours)
NumNeighbours += neighbour.alive ? 1 : 0;
// 1. Any live cell with fewer than two live neighbours dies
// 2. Any live cell with two or three live neighbours lives on to the next generation.
// 3. Any live cell with more than three live neighbours dies
// 4. Any dead cell with exactly three live neighbours becomes a live cell
if (alive)
{
newAlive = (NumNeighbours == 2) || (NumNeighbours == 3);
}
else
{
newAlive = (NumNeighbours == 3);
}
}
// after the run switch the state to new state
void updateState()
{
alive = newAlive;
updateColor();
}
// called when the game is reset/clear
void clear()
{
alive = newAlive = false;
updateColor();
}
private void updateColor()
{
setBackground(color[alive ? 1 : 0]);
}
#Override
public void mouseClicked(MouseEvent arg0)
{
}
// if the mouse enter a cell and it is down we make the cell alive
#Override
public void mouseEntered(MouseEvent e)
{
boolean mouseDown = (e.getModifiersEx() & MouseEvent.BUTTON1_DOWN_MASK) != 0;
if (mouseDown)
{
alive = newAlive = true;
updateColor();
}
}
#Override
public void mouseExited(MouseEvent e)
{
}
#Override
public void mousePressed(MouseEvent arg0)
{
// state = newState = true;
alive = newAlive = !newAlive; //invert state is more useful, so you can clear something
updateColor();
}
#Override
public void mouseReleased(MouseEvent arg0)
{
}
}
}
This code seems to work including Glider flying diagonally with wrapping around the field.
Some notes:
I split your single ActionListener into independent ones for each thing and used Java 8 syntax to make them short and nice at registration
I introduced a few updateXyz and stepToNextGeneration methods to drastically reduce code duplication
MouseEvent already provides information whether button is down or not.
I added "Step" button that was needed for me to debug your code.
There are other layouts besides GridLayout
There is not much sense in defining serialVersionUID in UI (JComponent) classes as they are effectively not serializable (although they do implement Serializable interface). See also Swing components and serialization
Update with more answers for comments
If I wanted to have some pre-made initial state, I'd made a simple class (more like structute) Point with just two fields row and column and had a List or array of them, then did clear and iterated over the collection to make alive those cells that are in the list. If I wanted to go even further, I'd probably added one more wrapping class (structure) SavedGame or something to save width and height and a collection of Points; and made whole UI dynamic instead of building it once in constructor; and then added ability to save/read such configuration from some file
As for random, there is a java.util.Random class with useful int nextInt(int n) method. So I'd ask the user how many random cells should be made alive and then run a loop till that number and using Random generated new alive cells by generating row and column. Note that if you want to fill significant portion of cells, you might need to check if the next randomly cell you selected is already alive and if yes, "roll the dice" one more time. If you want to fill even more, you'll need to change algorithm to more complicated or filling 90% of cells might take forever. One idea might be to generated single cell index in range (0; row * height - count of already alive cells) rather than independent row and column and then just go through cells starting from top-left to bottom-right counting only dead cells and making alive corresponding cell. In such way you make sure that each new alive cell takes the same amount of time to generate.
I have created a game where the player collects pods on the game board. I need to make an evasive maneuver so that after five turns when the player is one space away from the pod, the pod will transport 10 spaces away from the player. I believe my counter is not working and that is why the evasive maneuver is not working.
public class Pod {
int podPositionX;
int podPositionY;
String podDirection;
int layoutWidth;
int layoutHeight;
boolean podVisable = true;
int playerX;
int playerY;
int count = 0;
public Pod(int x, int y, String direction, int width, int height){
podPositionX = x;
podPositionY = y;
podDirection = direction;
layoutWidth = width;
layoutHeight = height;
count=count+1;
}
//Inspector Methods?
// Will get the the pods positon and will return it
public int getX()
{
return podPositionX;
}
//This method returns the current Y coordinate of the pod.
public int getY()
{
return podPositionY;
}
//This method returns true if the pod is visible, false otherwise. Once the
//pod has been caught, it should always return false.
public boolean isVisible(){
if (playerX == podPositionX && playerY == podPositionY && podVisable == true){
podVisable = false;}
return podVisable;
}
// to move pod diagonally across screen//
public void move(){
//Calling invasive methods!!
while (count>5 && count < 100){
podPositionX=transportX();
podPositionY=transportY();
}
/****************** To make pod move **************/
if (podDirection.equals("NW")|| podDirection.equals("NE")){
podPositionY = podPositionY + 1;}
if (podDirection.equals("SW")|| podDirection.equals("SE")){
podPositionY = podPositionY-1;}
if (podDirection.equals("NE")|| podDirection.equals("SE")){
podPositionX = podPositionX+1;}
if(podDirection.equals("NW")|| podDirection.equals("SW")){
podPositionX = podPositionX-1;}
/****************To make Pod bounce off wall******************/
//make pod bounce off left wall
if (podPositionX <= 1){
if (podDirection.equals("SW")){
podDirection = "SE";}
if (podDirection.equals("NW")){
podDirection = "NE";}
}
//make pod bounce off top
if (podPositionY >= layoutHeight-1){
if (podDirection.equals("NW")){
podDirection = "SW";}
if (podDirection.equals("NE")){
podDirection = "SE";}
}
//make pod bounce off right wall
if (podPositionX >= layoutWidth-1){
if (podDirection.equals("NE")){
podDirection = "NW";}
if (podDirection.equals("SE" )){
podDirection = "SW";}
}
//make pod bounce off bottom wall
if (podPositionY <= 1){
if (podDirection.equals("SW")){
podDirection = "NW";}
if (podDirection.equals("SE")){
podDirection = "NE";}
}
}
// to get player x and y positions
public void playerAt(int x, int y){
playerX = x;
playerY = y;
}
//envasive maneuver so that after 5 turns the pod can be transported away from the player if it is 1 spot away from the player.
//then the count is set to 100 so it will exit the loop and not be able to transport the pod again.
public int transportX(){
if (podPositionX == playerX -1 || podPositionX == playerX +1){
podPositionX= playerX +10;
count = 100;}
return podPositionX;
}
public int transportY(){
if (podPositionY == playerY -1 || podPositionY == playerY +1){
podPositionY= playerY +10;
count=100;}
return podPositionY;
}
}
the code my teacher provided us. Can no be touched so i can not put a counter in this file.
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Project1 extends JFrame implements ActionListener {
// Member variables for visual objects.
private JLabel[][] board; // 2D array of labels. Displays either # for player,
// * for pod, or empty space
private JButton northButton, // player presses to move up
southButton, // player presses to move down
eastButton, // player presses to move right
westButton; // player presses to move left
// Current width and height of board (will make static later).
private int width = 15;
private int height = 9;
// Current location of player
private int playerX = 7;
private int playerY = 4;
// Pod object stored in array for efficiency
private Pod[] pods;
int podCount = 4;
public Project1() {
// Construct a panel to put the board on and another for the buttons
JPanel boardPanel = new JPanel(new GridLayout(height, width));
JPanel buttonPanel = new JPanel(new GridLayout(1, 4));
// Use a loop to construct the array of labels, adding each to the
// board panel as it is constructed. Note that we create this in
// "row major" fashion by making the y-coordinate the major
// coordinate. We also make sure that increasing y means going "up"
// by building the rows in revers order.
board = new JLabel[height][width];
for (int y = height-1; y >= 0; y--) {
for (int x = 0; x < width; x++) {
// Construct a label to represent the tile at (x, y)
board[y][x] = new JLabel(" ", JLabel.CENTER);
// Add it to the 2D array of labels representing the visible board
boardPanel.add(board[y][x]);
}
}
// Construct the buttons, register to listen for their events,
// and add them to the button panel
northButton = new JButton("N");
southButton = new JButton("S");
eastButton = new JButton("E");
westButton = new JButton("W");
// Listen for events on each button
northButton.addActionListener(this);
southButton.addActionListener(this);
eastButton.addActionListener(this);
westButton.addActionListener(this);
// Add each to the panel of buttons
buttonPanel.add(northButton);
buttonPanel.add(southButton);
buttonPanel.add(eastButton);
buttonPanel.add(westButton);
// Add everything to a main panel attached to the content pane
JPanel mainPanel = new JPanel(new BorderLayout());
getContentPane().add(mainPanel);
mainPanel.add(boardPanel, BorderLayout.CENTER);
mainPanel.add(buttonPanel, BorderLayout.SOUTH);
// Size the app and make it visible
setSize(300, 200);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// Auxiliary method to create game setup
createGame();
}
// Auxiliary method used to create board. Sets player, treasure, and walls.
public void createGame() {
// Construct array of Pod objects
pods = new Pod[podCount];
// Construct each Pod in the array, passing it its initial location,
// direction of movement, and the width and heigh of board. This will
// later be modified to be done at random.
pods[0] = new Pod(1, 5, "NE", width, height);
pods[1] = new Pod(2, 1, "SW", width, height);
pods[2] = new Pod(12, 2, "NW", width, height);
pods[3] = new Pod(13, 6, "SE", width, height);
// Call method to draw board
drawBoard();
}
// Auxiliary method to display player and pods in labels.
public void drawBoard() {
// "Erase" previous board by writing " " in each label
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
board[y][x].setText(" ");
}
}
// Get location of each pod and write * into that label. We only
// do this for pods not yet caught.
for (int p = 0; p < podCount; p++) {
if (pods[p].isVisible()) {
board[pods[p].getY()][pods[p].getX()].setText("*");
}
}
// Write the player onto the board.
board[playerY][playerX].setText("#");
}
public void actionPerformed(ActionEvent e) {
// Determine which button was pressed, and move player in that
// direction (making sure they don't leave the board).
if (e.getSource() == southButton && playerY > 0) {
playerY--;
}
if (e.getSource() == northButton && playerY < height-1) {
playerY++;
}
if (e.getSource() == eastButton && playerX < width-1) {
playerX++;
}
if (e.getSource() == westButton && playerX > 0) {
playerX--;
}
// Move the pods and notify the pods about player location.
for (int p = 0; p < podCount; p++) {
pods[p].move();
pods[p].playerAt(playerX, playerY);
}
// Redraw the board
drawBoard();
}
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
Project1 a = new Project1();
}
}
I am looking at this quickly now. You said the problem is with the count variable. I see that you are incrementing it in the constructor i.e
public Pod(int, int, String, int, int){
count = count + 1;
}
why not put it in the move method. That way every time the move method is used the count variable will be incremented by one.
public void move(){
this.count++;
}
Also it is very hard to see exactly what you think your code is doing. I tried to run it and nothing happens. Sometimes it is good to print something to the console.
I'm kind of new to Java and OO programming, here is the code of moving black and white balls problem. First let me explain the program that I want in the output: there are n balls(for example 6 balls) on the window, one black and one white, in each move we only are allowed to move just one ball and this movement should be shown on the screen, and at the end all the white balls should be on one side and all the black balls should be on the other side. Here is an example of six balls:
I have written the program and it seems working good and no flaws in the algorithm, but my problem is that I can't show animation of the movement of the balls, in each movement one ball should swap its place with its neighbor ball, but all I get is the final arrangements of the balls. Please someone help me with the animation part. I would be really thankful for that.
code:
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Ellipse2D;
import javax.swing.*;
public class DrawPanel extends JPanel implements ActionListener
{
Timer myTimer = new Timer(2000, this);
public static final int NUMBER_OF_CIRCLES = 10; //number of circles which are to moved
static int[] circles = new int[NUMBER_OF_CIRCLES];
public void paintComponent(Graphics g)
{
int x = 0; //start point of circles;
int length = 40; //diagonal of the circles
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Ellipse2D circle;
//painting n circles based on the array
for(int index = 0; index<10; index++)
{
if(circles[index] == 0){ //if the element of the arrayy is 0 then draw a void circle
circle = new Ellipse2D.Double(x, 120, length, length);
g2.draw(circle);
}
else if(circles[index] == 1){ //if the element of the array is 1 them draw a filled circle
circle = new Ellipse2D.Double(x, 120, length, length);
g2.fill(circle);
}
x += 45; //increas start pont of the next circle 45 pixles
}
myTimer.start();
}
public void actionPerformed(ActionEvent e)
{
int tmp; //template for swaping elements
int condition; //condition of the forS
arrayFill(circles); //fills the array based on the writen method, one 1 and one 0 like: 0 1 0 1 0 1 0 1
//here is the part which works good, it changes palces of an elemen at time.
//at the end of this part the array would be like: 1 1 1 1 0 0 0 0
if(NUMBER_OF_CIRCLES % 2 == 0)
condition = circles.length/2 -1;
else
condition = circles.length/2;
for(int i = circles.length-1, k = 1; i>condition; i--, k++)
{
for(int j = i - k; j<i ;j++)
{
tmp = circles[j];
circles[j] = circles[j+1];
circles[j+1] = tmp;
//if we call arrayPrint method it will print the array but I don't know why repaint is not working here
//arrayPrint(circles);
repaint();
}
}
}
//fills the array, one 1 and one 0. Example: 0 1 0 1 0 1 0 1 0 1
public static void arrayFill(int[] array)
{
for(int i = 0; i<array.length; i++)
{
if( i%2 == 0)
array[i] = 0;
else
array[i] = 1;
}
}
}//end of class
And the main Class:
import javax.swing.JFrame;
public class BlackAndWhiteBallsMoving {
public static void main(String[] args)
{
DrawPanel myPanel = new DrawPanel();
JFrame myFrame = new JFrame();
myFrame.add(myPanel);
myFrame.setSize(600, 500);
myFrame.setTitle("Black And White Balls Moving");
myFrame.setVisible(true);
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}//end of class
The events triggered by the Timer are performed on the same event thread as the repaints. Calling repaint does not actively perform a paint event, rather it queues one for later. When you call your repaints from within the timer event, they will only get executed once the timer event is completed.
What you need to do is refactor your loop so that only a single swap is performed each time the timer triggers. I've done this for you as an example:
public class DrawPanel extends JPanel implements ActionListener {
public static final int NUMBER_OF_CIRCLES = 10;
Timer myTimer = new Timer(500, this);
int[] circles = new int[NUMBER_OF_CIRCLES];
public DrawPanel() {
arrayFill(circles);
if(NUMBER_OF_CIRCLES % 2 == 0) {
condition = circles.length/2 -1;
} else {
condition = circles.length/2;
}
i = circles.length - 1;
k = 1;
myTimer.start();
}
int i, j, k;
int condition;
boolean outer = true;
#Override
public void actionPerformed(ActionEvent e) {
if(outer) {
if(i > condition) {
j = i - k; // set j
outer = false; // and move to the inner loop swap
} else {
myTimer.stop(); // the outer loop is done so stop the timer
}
}
if(!outer) {
int tmp = circles[j];
circles[j] = circles[j+1];
circles[j+1] = tmp;
repaint();
j++;
if(j >= i) {
i--;
k++;
outer = true; // move to the outer condition
} // next time the timer triggers
}
}
#Override
protected void paintComponent(Graphics g) {
int x = 0;
int length = 40;
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Ellipse2D circle;
for(int index = 0; index<10; index++) {
if(circles[index] == 0){
circle = new Ellipse2D.Double(x, 120, length, length);
g2.draw(circle);
} else if(circles[index] == 1){
circle = new Ellipse2D.Double(x, 120, length, length);
g2.fill(circle);
}
x += 45;
}
//myTimer.start();
}
public static void arrayFill(int[] array) {
for(int i = 0; i<array.length; i++) {
if( i%2 == 0) {
array[i] = 0;
} else {
array[i] = 1;
}
}
}
}
(I'm sure it could be factored another way.)
Also:
I added #Override annotations which you should use. Doing so will warn you when you make certain mistakes. (Like misspelling a method name or incorrectly declaring its signature.)
I moved circles to an instance variable because I don't see a reason it should be static. It is part of the state of the DrawPanel instance.
I created a constructor which initializes variables such as circles.
paintComponent is a protected method and it should remain so unless there is a reason to promote it to public.
(I removed your comments and changed the bracing style just to condense the code for my answer.)
As a side note, you should read the tutorial Initial Threads. You are not creating your GUI on the Swing event thread. Basically you need to wrap your code in main inside a call to invokeLater:
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
// create and show your GUI
}
});
}
The basic problem is in your actionPerformed method. Your two for loops are rearranging the array to its final arrangement very quickly. Each loop iteration will take a matter of nanoseconds to milliseconds to complete (it depends on how the repaint() method works). The entire process is finished in less than 50 milliseconds or so. That's too fast for your eyes to keep up.
Basically, the repaint() method is working, but it's working too fast for human eyes to keep up.
If you break up the for loops into something that does one step of the algorithm each time it's called, you can trigger that from a timer and see the animation at a human-detectable speed.
add a paint thread. it should always call repaint() like,
new Thread(){ // this can be started on main or constructor of object
public void run(){
while(true){
repaint();
try {
Thread.sleep(50);
} catch(Exception e){ }
}
}
}.start();
and then, on action performed, mark moving objects like movingObjects, keep a animate_x = 0 and keep a boolean variable like existAnimation
then on paintComponent, increase animate_x
animate_x = animate_x + 1;
if (animate_x >= MAX_WIDTH_OF_ANIMATION){
existAnimation = false;
}
and use this existAnimation, animate_x and movingObjects
like,
public void paintComponent(Graphics g)
{
int x = 0; //start point of circles;
int length = 40; //diagonal of the circles
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Ellipse2D circle;
//painting n circles based on the array
for(int index = 0; index<10; index++)
{
int paint_x = x;
if (movingObjects.has(circles[index])){
paint_x += animate_x;
}
if(circles[index] == 0){ //if the element of the arrayy is 0 then draw a void circle
circle = new Ellipse2D.Double(paint_x, 120, length, length);
g2.draw(circle);
}
else if(circles[index] == 1){ //if the element of the array is 1 them draw a filled circle
circle = new Ellipse2D.Double(paint_x, 120, length, length);
g2.fill(circle);
}
x += 45; //increas start pont of the next circle 45 pixles
}
myTimer.start();
}
first post here so forgive me if this is the absolute wrong thing but I'm in a tiny bit of a pickle. - My computer science class has us making our own game/program from scratch, but our teacher specifically ignored the existence of swing and said that it was out of his realm to teach it so from my readings it seems as if a game is almost out of the question, with what I've written so far my main sprite and debugging information flickers violently on key input. Is there a way around this?
I know JPanel/JFrame/Swing would fix this, but we weren't taught it and all I've read so far is confusing me to no end, if someone would be able to help me convert my code to use it that would be amazing as I learn easier from dissecting it.. Which may seem a bit dodgy but it really is the easiest way to learn from. My code so far is;
public class GameThing extends Applet implements KeyListener {
Image rightsprite, picture;
Image leftsprite, picture2;
Image spritedead, picture3;
Image background, picture4;
boolean left;
boolean dead;
boolean wall;
boolean menu;
int widthX, heightY;
int bgx, bgy;
String sr = " ";
char ch = '*';
Graphics bufferGraphics;
Image offscreen;
Dimension dim;
#Override
public void init() {
rightsprite = getImage(getDocumentBase(), "SpriteRight.png");
leftsprite = getImage(getDocumentBase(), "SpriteLeft.png");
spritedead = getImage(getDocumentBase(), "Sprite.png");
background = getImage(getDocumentBase(), "Background.png");
requestFocus();
addKeyListener(this);
left = false;
menu = true;
setSize(600, 380);
dim = getSize();
offscreen = createImage(dim.width, dim.height);
bufferGraphics = offscreen.getGraphics();
bgx = 0;
bgy = 0;
}
public void pause(final int delay) { // PAUSE COMMAND LIFTED FROM RAY
// waits a while
try {
Thread.sleep(delay);
} catch (InterruptedException e) {
return;
}
}
public GameThing() { // SPRITE INITIAL SPAWN LOCATION
widthX = 100;
heightY = 300;
}
#Override
public void paint(final Graphics g) { // DRAW MAIN CHARACTER SPRITE AND BACKGROUND
bufferGraphics.setColor(Color.black); // DRAW GROUND (REPLACE WITH BLOCKS SOON)
bufferGraphics.drawRect(0, 334, 500, 50);
bufferGraphics.setColor(Color.green);
bufferGraphics.fillRect(0, 335, 500, 50);
g.drawImage(offscreen, 0, 0, this);
if (menu == true) {
pause(500);
g.drawString("Side Scroller Test.", 180, 250);
pause(1500);
menu = false;
}
if (left == false) { // LEFT KEY MOVEMENT COMMANDS
g.drawImage(rightsprite, widthX, heightY, this);
g.drawString("Sprites Current X Location is: " + widthX, 20, 30);
g.drawString("Sprites Current Y Location is: " + heightY, 20, 50);
g.drawString("Background X location is: " + bgx, 20, 90);
g.drawString("Currently: " + sr, 20, 70);
}
if (left == true) { // RIGHT KEY MOVEMENT COMMANDS
g.drawImage(leftsprite, widthX, heightY, this);
g.drawString("Sprites Current X Location is: " + widthX, 20, 30);
g.drawString("Sprites Current Y Location is: " + heightY, 20, 50);
g.drawString("Background X location is: " + bgx, 20, 90);
g.drawString("Currently: " + sr, 20, 70);
}
if (dead == true) { // COMMANDS TO EXECUTE WHEN MAIN CHARACTER DIES
widthX = 506;
heightY = 314;
g.drawImage(spritedead, widthX, heightY, this);
pause(500);
g.setColor(Color.white);
g.drawRect(widthX, heightY, widthX, heightY);
g.fillRect(widthX, heightY, widthX, heightY);
pause(500);
widthX = 100;
heightY = 300;
bgx = 0;
left = true;
dead = false;
}
}
#Override
public void update(final Graphics g) { // KEEPS BACKGROUND STATIC
paint(g);
}
public void keyPressed(final KeyEvent e) {
sr = "blank!";
ch = '1';
if (e.getKeyCode() == 39) {
sr = "Moving Right!";
widthX = widthX + 7;
if (widthX <= 121) {
bgx = bgx;
} else {
bgx = bgx - 7;
}
left = false;
if ((widthX > 490) && (heightY > 300)) { // FALL DEATH
sr = "You Died!";
widthX = 900;
heightY = 900;
dead = true;
}
if (widthX == 499) {
heightY = heightY + 7;
}
}
if (widthX == 2) {
wall = true;
}
if (e.getKeyCode() == 37) {
if (wall == true) {
sr = "Wall!";
if (widthX > 2) {
wall = false;
}
}
if (wall == false) {
sr = "Moving Left!";
widthX = widthX - 7;
if (bgx >= 0) {
bgx = bgx;
} else {
bgx = bgx + 7;
}
left = true;
}
}
if (e.getKeyCode() == 38) {
sr = "Jumping!";
}
repaint();
}
public void keyTyped(final KeyEvent e) {
ch = e.getKeyChar();
repaint();
}
public void keyReleased(final KeyEvent e) {
} // key released
}
ps: Jumping with the up key has been a problem too, I can't simply add to the Y variable and then subtract as it just goes so fast it's as if it never moved.. The basics of a sidescroller are a lot more than I ever expected..
I edited your code:
public class GameThing extends Applet {
// External resources
BufferedImage rightSprite, leftSprite, spriteDead, backgroundImg;
// Game data
int state = 1; //0 = left, 1 = right, 2 = dead
// Geometry
int locX = 100, locY = 300;
int bgX = 0, bgY = 0;
int groundX = 0, groundY = 334, groundW = 500, groundH = 50;
int appletW = 600, appletH = 480;
int wallW = 20, wallH = 40, wallX = 20, wallY = groundY - wallH;
final int STEP_SIZE = 7;
// Information
final String X_LOC_STR = "Sprites Current X Location is: ";
final String Y_LOC_STR = "Sprites Current Y Location is: ";
final String STATE_STR = "Currently: ";
final String X_BG_STR = "Background X location is: ";
String stateString = "";
// Double buffering
Image offscreen;
Graphics bufferGraphics;
Dimension dim;
// GUI components
Panel gamePanel;
Panel statusPanel = new Panel();
Label xLocLabel = new Label();
Label yLocLabel = new Label();
Label stateLabel = new Label();
Label xBGLocLabel = new Label();
#Override
public void init() {
// Load images
try {
rightSprite = ImageIO.read(new File(getClass().getResource("SpriteRIght.png").getPath()));
leftSprite = ImageIO.read(new File(getClass().getResource("SpriteLeft.png").getPath()));
spriteDead = ImageIO.read(new File(getClass().getResource("SpriteDead.png").getPath()));
backgroundImg = ImageIO.read(new File(getClass().getResource("Background.png").getPath()));
} catch (IOException e) {
e.printStackTrace();
}
// Set the panel that displays data
statusPanel.setLayout(new BoxLayout(statusPanel, BoxLayout.Y_AXIS));
statusPanel.add(xLocLabel);
statusPanel.add(yLocLabel);
statusPanel.add(stateLabel);
statusPanel.add(xBGLocLabel);
// Create the panel that draws the game and specify its behavior
gamePanel = new Panel() {
// Reduces flickering
#Override
public void update(Graphics g) {
paint(g);
}
// DRAW MAIN CHARACTER SPRITE AND BACKGROUND
#Override
public void paint(Graphics g) {
bufferGraphics.clearRect(0, 0, dim.width, dim.width);
bufferGraphics.drawImage(backgroundImg, bgX, bgY, this);
bufferGraphics.setColor(Color.BLACK); // DRAW GROUND (REPLACE WITH BLOCKS SOON)
bufferGraphics.drawRect(groundX, groundY, groundW, groundH);
bufferGraphics.setColor(Color.GREEN);
bufferGraphics.fillRect(groundX, groundY + 1, groundW, groundH);
bufferGraphics.setColor(Color.RED);
bufferGraphics.fillRect(wallX, wallY, wallW, wallH);
switch (state) {
case 0: bufferGraphics.drawImage(leftSprite, locX, locY, this);
break;
case 1: bufferGraphics.drawImage(rightSprite, locX, locY, this);
break;
case 2: bufferGraphics.drawImage(spriteDead, locX, locY, this);
// After death wait a bit and reset the game
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
pause(2000);
reset();
}
});
break;
}
g.drawImage(offscreen, 0, 0, this);
}
};
// Set the applet window
setLayout(new BorderLayout());
add(statusPanel, BorderLayout.PAGE_START);
add(gamePanel);
// Set double buffering
setSize(appletW, appletH);
dim = getSize();
offscreen = createImage(dim.width, dim.height);
bufferGraphics = offscreen.getGraphics();
// Set the panel that draws the game
gamePanel.addKeyListener(new Controls());
gamePanel.requestFocusInWindow();
updateLabels();
}
// PAUSE COMMAND LIFTED FROM RAY (who is Ray?)
// waits a while
public void pause(int delay) {
try {
Thread.sleep(delay);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
// Set to start parameters
public void reset() {
locX = 100; locY = 300;
bgX = 0;
state = 1;
gamePanel.repaint(); // These 2 lines automatically restart the game
updateLabels(); // Remove if you want to stay on the death screen until next press
}
public void updateLabels() {
xLocLabel.setText(X_LOC_STR + locX);
yLocLabel.setText(Y_LOC_STR + locY);
stateLabel.setText(STATE_STR + stateString);
xBGLocLabel.setText(X_BG_STR + bgX);
}
private class Controls extends KeyAdapter {
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_RIGHT:
stateString = "Moving Right!";
locX += STEP_SIZE;
state = 1;
if (locX > 121)
bgX -= STEP_SIZE;
// FALL DEATH
if ((locX > 490) && (locY > 300)) {
stateString = "You Died!";
state = 2;
}
// Start fall
if (locX == 499)
locY += STEP_SIZE;
// Check wall collision
if (locX >= wallX && locX <= wallX + wallW) {
locX -= STEP_SIZE;
stateString = "Wall!";
}
break;
case KeyEvent.VK_LEFT:
stateString = "Moving Left!";
locX -= STEP_SIZE;
state = 0;
if (bgX < 0)
bgX += STEP_SIZE;
// Check wall collision
if (locX >= wallX && locX <= wallX + wallW) {
locX += STEP_SIZE;
stateString = "Wall!";
}
break;
case KeyEvent.VK_UP:
// Implement jumping
stateString = "Jumping!";
break;
}
// Repaint the game panel and update the data panel
gamePanel.repaint();
updateLabels();
}
}
}
Start by testing and understanding the changes:
I created a separate panel for the current data display and one for the game (which gets repainted).
I added a few help functions.
I made a lot of syntax changes (e.g. multiple if else replaced by switch, VK_UP instead of 37 and such).
Better to have all values in one place and read them from there instead of spreading them in various places (still needs a bit of work but it will change when advancing with the code).
Make constant values (values that don't change) final.
In Java conventions, constants are named with uppercase and underscore (_) (so Color.RED, not Color.red).
Better to use #Override when overriding methods even when the compiler understands it.
Do not block the event dispatch thread (EDT) with sleep or expensive computations. Methods like paint key events are meant to execute quickly. I used invokeLater to pause only after the EDT finished processing all queued events. (I understand that this threading subject comes as a bomb from nowhere, just bear with me).
Looking forward for the current state of the code (no new features):
state should probably be an enum or something close to it instead of random numbers.
Using Shape for drawn objects instead of specifying their parameters during painting.
Double buffering implementation notes:
You create an off-screen Image object offscreen and a Graphics object to draw on it - bufferGraphics. Insidepaint, you use only bufferGraphics for the drawings. You in fact draw on offscreen even though the paint belongs to gamePanel (or any other object and its paint), slightly confusing. When you finish drawing everything off-screen, you throw it all in one go onto the screen with g.drawImage(offscreen...) which uses gamePanel's Graphics object g.
The idea is like drawing everything on a paper and then putting it in front of the camera instead of drawing bit by bit on the camera, or something like that...
Currently, the off-screen image is the size of the whole applet and not just the game panel, but it makes little difference.
Relevant differences from a Swing approach:
Replace Label with JLabel, Panel with JPanel etc.
Swing components automatically implement double buffering (see JComponent's setDoubleBuffered and isDoubleBuffered). Remove all of those off-screen shenanigans and draw directly with Graphics g. No need to override update also.
Painting in Swing is done in paintComponent and not in paint.
Swing runs from its own thread and not from the EDT (not automatically, but easily done). There are some benefits to this I won't get into right now.
Key events are better handled by key bindings (Swing only) rather than the key listener. This manifests in responsiveness, native environment independence and more (e.g. concurrent key events).
#user1803551 Okay, so it's all sorted back to how it was again. - The scrolling background is in (Just a couple things around the place needed some tweaking from your post), and I understand that the final line "gamePanel.repaint(); is what's refreshing everything on the screen, since the background needs to be updated with every key input, it shouldn't be limited to the tiny square from your code, right? This now refreshes the whole screen, but I assume this isn't what is wanted because it just results in the flickering, the buffergraphics of the green rectangle at the bottom however don't flicker. So my assumption is to convert
g.drawImage(backgroundImg, bgx, bgy,this);
into buffergraphics?
-EDIT-
Moved the main Sprite into bufferGraphics aswell as the background image. Flickering is now almost gone, but after holding down an arrow key for a little bit the screen will flicker just for a moment and then return to normal.
public class GameTest extends Applet {
/**
*
*/
private static final long serialVersionUID = -1533028791433336859L;
Image rightsprite, leftsprite, spritedead, backgroundImg, offscreen;
boolean left = false, dead = false, wall = false, menu = true;
int locX = 100, locY = 300, width, height, bgx = 0, bgy = 0;
final int STEP_SIZE = 7;
final String X_LOC_STR= "Sprites Current X Location is: ";
final String Y_LOC_STR= "Sprites Current Y Location is: ";
final String STATE_STR= "Currently: ";
final String X_BG_STR= "Background X location is: ";
String sr = " ";
Graphics bufferGraphics;
Dimension dim;
Panel gamePanel;
Panel statusPanel = new Panel();
Label xLoc = new Label(X_LOC_STR);
Label yLoc = new Label(Y_LOC_STR);
Label state = new Label(STATE_STR);
Label xBGLoc = new Label(X_BG_STR);
public void init() {
try {
rightsprite = ImageIO.read(new File(getClass().getResource("SpriteRight.png").getPath()));
leftsprite = ImageIO.read(new File(getClass().getResource("SpriteLeft.png").getPath()));
spritedead = ImageIO.read(new File(getClass().getResource("SpriteDead.png").getPath()));
backgroundImg = ImageIO.read(new File(getClass().getResource("Background.png").getPath()));
} catch (IOException e) {
e.printStackTrace();
}
height = rightsprite.getHeight(this);
width = rightsprite.getWidth(this);
statusPanel.setLayout(new BoxLayout(statusPanel, BoxLayout.Y_AXIS));
statusPanel.add(xLoc);
statusPanel.add(yLoc);
statusPanel.add(state);
statusPanel.add(xBGLoc);
gamePanel = new Panel() {
/**
*
*/
private static final long serialVersionUID = 1L;
// DRAW MAIN CHARACTER SPRITE AND BACKGROUND
#Override
public void paint(Graphics g) {
bufferGraphics.drawImage(backgroundImg,bgx, bgy, this);
bufferGraphics.setColor(Color.black); // DRAW GROUND (REPLACE WITH BLOCKS SOON)
bufferGraphics.drawRect(0, 334, 500, 50);
bufferGraphics.setColor(Color.green);
bufferGraphics.fillRect(0, 335, 500, 50);
if (menu == true) {
pause(500);
g.drawString("Side Scroller Test.", 180, 250);
pause(1500);
menu = false;
}
// LEFT KEY MOVEMENT COMMANDS
if (left == false)
bufferGraphics.drawImage(rightsprite, locX, locY, this);
// RIGHT KEY MOVEMENT COMMANDS
else
bufferGraphics.drawImage(leftsprite, locX, locY, this);
// COMMANDS TO EXECUTE WHEN MAIN CHARACTER DIES
if (dead == true) {
locX = 506;
locY = 314;
bufferGraphics.drawImage(spritedead, locX, locY, this);
pause(500);
bufferGraphics.setColor(Color.white);
bufferGraphics.drawRect(locX, locY, width, height);
bufferGraphics.fillRect(locX, locY, width, height);
pause(500);
locX = 100;
locY = 300;
bgx = 0;
bgy = 0;
bufferGraphics.clearRect(locX, locY, width, height);
left = true;
dead = false;
}
g.drawImage(offscreen, 0, 0, this);
super.paint(g);
}
};
setLayout(new BorderLayout());
add(statusPanel, BorderLayout.PAGE_START);
add(gamePanel);
setSize(600, 480);
dim = getSize();
offscreen = createImage(dim.width, dim.height);
bufferGraphics = offscreen.getGraphics();
gamePanel.addKeyListener(new Controls());
gamePanel.requestFocusInWindow();
}
// waits a while
public void pause(int delay) {
try {
Thread.sleep(delay);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
private class Controls extends KeyAdapter {
public void keyPressed(KeyEvent e) {
sr = "blank!";
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
sr = "Moving Right!";
locX += STEP_SIZE;
if (locX > 121)
bgx = bgx - STEP_SIZE;
left = false;
// FALL DEATH
if ((locX > 490) && (locY > 300)) {
sr = "You Died!";
locX = 900;
locY = 900;
dead = true;
gamePanel.repaint();
}
if (locX == 499) {
locY += STEP_SIZE;
}
}
if (locX == 2) {
wall = true;
}
else if (e.getKeyCode() == KeyEvent.VK_LEFT) {
if (wall == true) {
sr = "Wall!";
if (locX > 2) {
wall = false;
}
}
else {
sr = "Moving Left!";
locX -= STEP_SIZE;
if (bgx < 0)
bgx += STEP_SIZE;
left = true;
}
}
if (e.getKeyCode() == KeyEvent.VK_UP) {
sr = "Jumping!";
}
xLoc.setText(X_LOC_STR + locX);
yLoc.setText(Y_LOC_STR + locY);
state.setText(STATE_STR + sr);
xBGLoc.setText(X_BG_STR + bgx);
gamePanel.repaint();
}
}
}