Java Graphics image refresh rate - java

I am making a JFrame holding several images that refresh using repaint(). The problem, however, was that the more images I added (or as the area that was being rendered increased) the framerate drastically decreased.
I was initially attempting to reduce the lag that Swing's unpredictable Timer experiences, but was unsuccessful. This time, I tried to call
repaint()
every 10 milliseconds based on system time. (To bypass the timer, desktop.screenPaint.drawWindow(); is called instead of repaint())
while(true)
{
long starttime = System.currentTimeMillis();
while(System.currentTimeMillis()-starttime < 10)
{
}
desktop.screenPaint.drawWindow();
desktop2.screenPaint.drawWindow();
}
Each "desktop" is just one of the draggable windows that you see if you run the code below. I noticed that when only "desktop" is added to "frame," there is no flickering. However, when "desktop2" is also added, flickering does not go away until the time until each refresh is set to 20 or more milliseconds. It is extremely strange, because when I was still using the timer, even thought the wait was set to 10 milliseconds, the framerate would lower to a frame every 20 milliseconds! I tested a little and noticed a trend: you will get flickering until the wait time to the amount of time that the 10 millisecond timer lagged behind. My question: Why is this happening? And is there any way to prevent the flickering, other than going back to the timer?
import javax.swing.JFrame;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import javax.swing.SwingUtilities.*;
import static java.awt.GraphicsDevice.WindowTranslucency.*;
import java.io.File;
import java.io.IOException;
public class Display extends JPanel
{
public static int width, height;
public static JFrame frame = new JFrame("");
private static int rh = 10;
public static Display desktop = new Display();
public static Display desktop2 = new Display();
public static void main(String[] args)
{
Dimension screen = new Dimension();
screen = java.awt.Toolkit.getDefaultToolkit().getScreenSize();
width = (int)screen.getWidth();
height = (int)screen.getHeight();
frame.setLayout(null);
frame.setLocation(0, 0);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(null);
desktop.setBounds(0, 0, 620, 500+rh);
desktop2.setBounds(1000, 200, 620, 500+rh);
frame.add(desktop);
frame.add(desktop2);
frame.setUndecorated(true);
frame.setSize(width, height);
frame.setVisible(true);
while(true)
{
long starttime = System.currentTimeMillis();
while(System.currentTimeMillis()-starttime < 10)
{
}
desktop.screenPaint.drawWindow();
//desktop2.screenPaint.drawWindow();
}
}
private BufferedImage image;
private Graphics2D g;
public Listener screenPaint = new Listener();
private Display identify;
public Display()
{
identify = this;
image = new BufferedImage(620, 500+rh, BufferedImage.TYPE_INT_RGB);
g = (Graphics2D)image.getGraphics();
Timer timer = new Timer(1, screenPaint);
timer.start();
addMouseListener(new mMouse());
addMouseWheelListener(new wWheel());
setFocusable(true);
}
private BufferedImage toCompatibleImage(BufferedImage image)
{
GraphicsConfiguration gfx_config = GraphicsEnvironment.
getLocalGraphicsEnvironment().getDefaultScreenDevice().
getDefaultConfiguration();
if (image.getColorModel().equals(gfx_config.getColorModel()))
return image;
BufferedImage new_image = gfx_config.createCompatibleImage(
image.getWidth(), image.getHeight(), image.getTransparency());
}
public void paint(Graphics view)
{
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
view.drawImage(toCompatibleImage(image), 0, 0, 620, 500+rh, null);
view.dispose();
}
private class Listener implements ActionListener
{
int y = 0;
int wy = 0;
int b = 500;
int c = 1500;
int iy = (int)(wy/(c/(double)b));
int a = -1;
int i = -1;
int j = -1;
boolean d = false;
boolean u = false;
int f = 0;
public void moveY(int sy)
{
f += sy;
}
public void actionPerformed(ActionEvent e)
{
//drawWindow();
}
public void drawWindow()
{
int lx = (int)(identify.getLocation().getX());
int ly = (int)(identify.getLocation().getY());
g.setColor(Color.white);
g.fillRect(0, 0, 620, 500+rh);
g.drawImage(new ImageIcon("image.png").getImage(), 0, wy+rh, 610, c, null);
if(c > b)
{
if(d || Mouse.withinRect(610+lx, (int)(-wy/(c/(double)b))+rh+ly, 10, (int)Math.ceil(Math.pow(b, 2)/(double)c)))
{
if(Mouse.pressLeft())
{
if(!d)d = true;
if(a == -1)a = Mouse.y()-(int)(-wy/(c/(double)b));
y = (int)((Mouse.y()-a)*(c/(double)b));
f = y;
g.setColor(Color.black);
}
else
{
if(d)d = false;
if(a != -1)a = -1;
g.setColor(new Color(60, 60, 60));
}
}
else
{
g.setColor(Color.gray);
if(a != -1)a = -1;
}
if(y == f){}
else if(y < f)
{
y += (int)((f-y)*0.1);
if(y < f)y++;
}
else
{
y -= (int)((y-f)*0.1);
if(y > f)y--;
}
if(y < 0)
{
y = 0;
f = 0;
}
else if(y > c-b)
{
y = c-b;
f = y;
}
wy = -y;
if(u || Mouse.withinRect(lx, ly, 620, 10))
{
if(Mouse.pressLeft())
{
if(!u)u = true;
if(i == -1)i = Mouse.x()-lx;
if(j == -1)j = Mouse.y()-ly;
identify.setLocation(Mouse.x()-i, Mouse.y()-j);
}
else
{
if(u)u = false;
if(i != -1)i = -1;
if(j != -1)j = -1;
}
}
else
{
if(u)u = false;
if(i != -1)i = -1;
if(j != -1)j = -1;
}
int scrollBarLength = (int)Math.ceil(Math.pow(b, 2)/(double)c);
g.fillRect(610, (int)(-wy/(c/(double)b))+rh, 10, scrollBarLength);
}
else
{
g.setColor(new Color(200, 200, 200));
g.fillRect(610, rh, 10, b);
}
g.setColor(new Color(50, 50, 50));
g.fillRect(0, 0, 620, rh);
if(identify == desktop)
repaint();
else if(false)
{}
}
}
}
public static boolean LMPress, LMRelease = false;
public static boolean LMRight, LMLeft = false;
private class mMouse extends MouseAdapter
{
public void mousePressed(MouseEvent e)
{
LMPress = true; LMRelease = false;
if(SwingUtilities.isRightMouseButton(e))
{
LMRight = true;
LMLeft = false;
}
else if(SwingUtilities.isLeftMouseButton(e))
{
LMLeft = true;
LMRight = false;
}
}
public void mouseReleased(MouseEvent e)
{
LMRelease = true; LMPress = false;
if(SwingUtilities.isRightMouseButton(e))
{
LMRight = true;
LMLeft = false;
}
else if(SwingUtilities.isLeftMouseButton(e))
{
LMLeft = true;
LMRight = false;
}
}
}
private class wWheel implements MouseWheelListener
{
public void mouseWheelMoved(MouseWheelEvent e)
{
int notches = e.getWheelRotation();
if (e.getScrollType() == MouseWheelEvent.WHEEL_UNIT_SCROLL) {}
e.getScrollAmount();
screenPaint.moveY(e.getUnitsToScroll()*60); //desired pixel jump: 120
}
}
}
Mouse class:
import java.awt.*;
import java.awt.event.*;
public class Mouse {
public static int x() {
PointerInfo a = MouseInfo.getPointerInfo();
Point b = a.getLocation();
return (int) b.getX();
}
public static int y() {
PointerInfo a = MouseInfo.getPointerInfo();
Point b = a.getLocation();
return (int) b.getY();
}
public static boolean withinRect(int x, int y, int w, int h) {
if (x() >= x && x() < x + w && y() >= y && y() < y + h) return true;
else return false;
}
public static boolean press() {
return Display.LMPress;
}
public static boolean release() {
return Display.LMRelease;
}
public static boolean pressLeft() {
if (Display.LMPress && Display.LMLeft)
return true;
else return false;
}
public static boolean releaseLeft() {
if (Display.LMRelease && Display.LMLeft)
return true;
else return false;
}
public static boolean pressRight() {
if (Display.LMPress && Display.LMRight)
return true;
else return false;
}
public static boolean releaseRight() {
if (Display.LMRelease && Display.LMRight)
return true;
else return false;
}
}

Updating the view at 1 kHz is unrealistic; instead, consider the alternatives cited here. See this AnimationTest for an example of self-timing to determine your animation budget.
Addendum: The while(true) loop at the top is running at 100 Hz.
The available resolution of System.currentTimeMillis() may vary by platform.
Addendum: I am reopening this question because I was not able to fix it. Any more help?
Absent a Minimal, Complete, Tested and Readable Example, it's hard to say. You appear to be overriding paint(); was noted in Painting in AWT and Swing: The Paint Methods, "Swing programs should override paintComponent()." Moreover, you need to invoke super.paintComponent(), as shown here, to avoid visual artifacts.

Related

Java applet shows white screen despite running code to display the menu

I have an applet for a small game me and a friend are working on for our computer science class. We are attempting to make a menu that opens at the start of the applet, then after 1 second displays a class selection screen. However, after the one second, the screen just turns white, but outputs the print statement assigned to signal the class selection screen has loaded, I am unsure of why this is happening and would like to solve this.
I have tried putting the code to show the class selection screen in another thread so nothing else will be holding it back when it runs, however, this has changed nothing. I have also made sure the conditions to show the screen are true, and to show it every .2 seconds, yet nothing seems to work. I tried to make the code run in the constructor for the character, and it is supposed to run once, it runs once, but the problem with it running once is that it immediately exits the menu and goes to the next phase of the game for no reason.
import java.awt.*;
import java.applet.*;
import java.awt.event.KeyListener;
import java.awt.event.KeyEvent;
import java.awt.event.*;
import java.io.*;
import javax.swing.*;
import java.util.*;
public class FinalProjectTest extends Applet implements KeyListener, Runnable, MouseListener
{
int xCoord = 50;
int yCoord = 600;
int moveScale = 20;
int xSize = 20;
int ySize = 20;
int leftWall = 0;
int rightWall = 1000;
int topWall = 0;
int bottomWall = 650;
public volatile Graphics graphics;
boolean isInMenu = false;
boolean firstRun = true;
boolean drawMap = true;
int hostileAmount = 1000;
Character P1;
#Override
public void init()
{
addKeyListener(this);
addMouseListener( this );
}
public void Looper(Graphics g)
{
drawPlayer(g);
// Enemy 1
HostileObject enemy = new HostileObject(100, 250);
enemy.CreateHostile(g);
}
public void paint(Graphics g)
{
if (firstRun)
{
firstRun = false;
isInMenu = true;
System.out.println("Character Created");
P1 = new Character(g);
}
if (!isInMenu && !firstRun)
{
System.out.println("Game has begun!");
Map1 firstMap = new Map1(g);
Looper(g);
}
}
public void drawPlayer(Graphics g)
{
g.setColor(Util.black);
g.fillRect(xCoord - xSize, yCoord - ySize, xSize, ySize);
}
public void MovePlayer(int x, int y)
{
if (CheckPosition(xCoord + x, yCoord + y))
{
xCoord += x;
yCoord += y;
}
}
public boolean CheckPosition(int x, int y)
{
if (WallCheck1(x,y) && WallCheck2(x,y) && CheckBorders(x, y))
{
return true;
}
else
return false;
}
public boolean CheckBorders(int x, int y)
{
if (y + ySize <= bottomWall && y - ySize >= topWall && x - xSize >= leftWall && x + xSize <= rightWall)
{
return true;
}
else
return false;
}
public boolean WallCheck1(int x, int y)
{
if ((y - ySize >= Map1.wall1y1 || y + ySize <= Map1.wall1y2 + 20) || x - xSize >= Map1.wall1x2)
{
return true;
}
else
return false;
}
public boolean WallCheck2(int x, int y)
{
if ((y - ySize >= Map1.wall2y1 || y + ySize <= Map1.wall2y2 + 20) || x - xSize <= Map1.wall2x2)
{
return true;
}
else
return false;
}
boolean keyIsHeld;
char moveChar;
public void keyReleased( KeyEvent e )
{
keyIsHeld = false;
moveChar = ' ';
}
public void keyTyped( KeyEvent e ) { }
public void keyPressed( KeyEvent a )
{
char c = a.getKeyChar();
if ( c == 'w' )
{
moveChar = 'w';
keyIsHeld = true;
}
else if ( c == 'a')
{
moveChar = 'a';
keyIsHeld = true;
}
else if ( c == 's')
{
moveChar = 's';
keyIsHeld = true;
}
else if ( c == 'd')
{
moveChar = 'd';
keyIsHeld = true;
}
}
public void mouseClicked(MouseEvent e)
{
int x = e.getX();
int y = e.getY();
if (isInMenu && P1.ClassID == 0)
{
if (x < 500 && y > 100 && y < 375)
{
P1.ClassID = 1;
isInMenu = false;
System.out.println(P1.Pseudo + " has chosen class: Warrior!");
}
if (x < 500 && y >= 375)
{
P1.ClassID = 3;
isInMenu = false;
System.out.println(P1.Pseudo + " has chosen class: UO3!");
}
if (x >= 500 && y > 100 && y < 375)
{
P1.ClassID = 2;
isInMenu = false;
System.out.println(P1.Pseudo + " has chosen class: Thief!");
}
if (x >= 500 && y >= 375)
{
P1.ClassID = 4;
isInMenu = false;
System.out.println(P1.Pseudo + " has chosen class: Mage!");
}
repaint();
}
}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e) {}
public void mousePressed(MouseEvent e) {}
public void mouseReleased(MouseEvent e) {}
public boolean mouseDown(Event e, int x, int y){return true;}
public void run()
{
while (!isInMenu || !firstRun)
{
if (moveChar == 'w')
{
MovePlayer(0, -moveScale);
}
else if (moveChar == 'a')
{
MovePlayer(-moveScale, 0);
}
else if (moveChar == 's')
{
MovePlayer(0, moveScale);
}
else if (moveChar == 'd')
{
MovePlayer(moveScale, 0);
}
Util.wait(200);
repaint();
}
}
Thread moveThread;
Graphics g;
boolean increaseDecrease = false;
public void SetUpGraphics(Graphics graphics)
{
g = graphics;
}
public void start ()
{
if (moveThread == null)
{
moveThread = new Thread(this);
moveThread.start();
}
}
}
class Map1 extends FinalProjectTest
{
protected static int wall1x1 = 0;
protected static int wall1y1 = 500;
protected static int wall1x2 = 810;
protected static int wall1y2 = 440;
protected static int wall2x1 = 1000;
protected static int wall2y1 = 200;
protected static int wall2x2 = 190;
protected static int wall2y2 = 140;
public Map1(Graphics g)
{
Walls wall1 = new Walls(g, wall1x1, wall1y1, wall1x2, wall1y2);
Walls wall2 = new Walls(g, wall2x1, wall2y1, wall2x2, wall2y2);
}
}
class HostileObject
{
private int startPosX, startPosY;
private int xSize = 35;
private int ySize = 35;
public int health = 100;
public HostileObject(int x, int y)
{
startPosX = x;
startPosY = y;
}
public void CreateHostile(Graphics g)
{
g.setColor(Util.black);
//Util.fillRect(g ,startPosX,startPosY,xSize,ySize);
}
}
class Walls
{
private static int wallCount = 2;
public Walls(Graphics g, int x1, int y1, int x2, int y2)
{
Util.fillRect(g, x1, y1, x2, y2);
}
}
class Character extends FinalProjectTest implements MouseListener, Runnable
{
protected int ClassID = 0;
protected int PlayerID = 0;
protected int GP = 100;
protected String Pseudo = "Muritor";
protected boolean DebuggingMode = false;
protected Graphics menuGraphics;
Thread startMenuThread;
public Character(Graphics g)
{
g.setColor(Util.black);
Util.fillRect(g, 1, 1, 1000, 650);
Util.drawButton(g, 1, 1, 1000, 100, "3 Floors", 2);
Util.wait(1000);
menuGraphics = g;
startMenuThread = new Thread(this);
startMenuThread.start();
}
public void run()
{
while (Thread.currentThread() == startMenuThread)
{
Util.fillRect(menuGraphics, 1, 1, 1000, 650);
Util.drawButton(menuGraphics, 1, 1, 1000, 100, "Choose a Class", 2);
Util.drawButton(menuGraphics, 1, 100, 500, 375, "Warrior", 1);
Util.drawButton(menuGraphics, 501, 100, 1000, 375, "Thief", 1);
Util.drawButton(menuGraphics, 1, 376, 500, 650, "UO3", 1);
Util.drawButton(menuGraphics, 501, 376, 1000, 650, "Mage", 1);
repaint();
System.out.println("Menu loaded");
Util.wait(200);
}
}
public static void ButtonSelection(Graphics g)
{
}
}
class Util
{
static final Color black = Color.black;
static final Color white = Color.white;
public static void wait(int mil)
{
try
{
Thread.sleep((mil));
}
catch(InterruptedException ex)
{
Thread.currentThread().interrupt();
}
}
public static void fillRect(Graphics g, int x1, int y1, int x2, int y2)
{
int widthPlaceholder = x2 - x1;
int heightPlaceholder = y2 - y1;
g.fillRect(x1,y1,widthPlaceholder,heightPlaceholder);
}
public static void drawButton(Graphics g, int x1, int y1, int x2, int y2, String title, int fontType)
{
g.setColor(Util.black);
int widthPlaceholder = x2 - x1;
int heightPlaceholder = y2 - y1;
g.fillRect(x1,y1,widthPlaceholder,heightPlaceholder);
g.setColor(Util.white);
widthPlaceholder = x2 - x1;
heightPlaceholder = y2 - y1;
for (int k = 0; k < 3; k++)
{
g.drawRect(x1+k,y1+k,widthPlaceholder-k,heightPlaceholder-k);
}
switch(fontType)
{
case 1:
Font characterCreateButton = new Font("SansSerif", Font.PLAIN, 75);
g.setFont(characterCreateButton);
g.drawString(title, x1+100, y1+100);
break;
case 2:
Font characterCreateTitle = new Font("SansSerif", Font.BOLD, 100);
g.setFont(characterCreateTitle);
g.drawString(title, x1+25, y1+80);
break;
case 3:
Font mainMenu = new Font("Arial", Font.ITALIC, 50);
g.setFont(mainMenu);
break;
}
}
}
I expect it to say "Menu Loaded" every .2 seconds and refresh the actual menu screen at the same rate, I get the message, but the applet window is just white.
Problem #1
public class FinalProjectTest extends Applet implements KeyListener, Runnable, MouseListener {
I don't know about you, but when I compile your code, I get
Note: .../FinalProjectTest.java uses or overrides a deprecated API.
Note: Recompile with -Xlint:deprecation for details.
So, if I enable the compiler flag, I get...
Compiling 1 source file to .../build/classes
.../FinalProjectTest.java:18: warning: [deprecation] Applet in java.applet has been deprecated
public class FinalProjectTest extends Applet implements KeyListener, Runnable, MouseListener {
.../FinalProjectTest.java:179: warning: [deprecation] mouseDown(Event,int,int) in Component has been deprecated
public boolean mouseDown(Event e, int x, int y) {
^
.../FinalProjectTest.java:179: warning: [deprecation] Event in java.awt has been deprecated
public boolean mouseDown(Event e, int x, int y) {
^
3 warnings
This should be raising alarm bells.
Applets have been actively been deprecated and are simply no longer supported and believe have been removed in the latest versions of the API, seriously time to move on.
In fact, when I run the code, I get:
Warning: Applet API and AppletViewer are deprecated.
Problem #2
public void paint(Graphics g) {
if (firstRun) {
firstRun = false;
isInMenu = true;
System.out.println("Character Created");
P1 = new Character(g);
}
if (!isInMenu && !firstRun) {
System.out.println("Game has begun!");
Map1 firstMap = new Map1(g);
Looper(g);
}
}
Painting should paint state, not make logical decisions or change the state, in fact, what's ever more worrying is...
P1 = new Character(g);
You should never maintain a reference to a Graphics context you did not create yourself. The painting system in AWT/Swing uses a shared context, so all components will use the same Graphics context, there's also no guarantee that the context will be the same between paint cycles.
This also highlights that you don't understand how the painting system works in AWT/Swing.
Start with Performing Custom Painting and Painting in AWT and Swing for more details about how painting actually works and how you should work with it
Problem ♾
Okay, so from there on in, every thing else is just compounding based on the above, make a bad situation infinitely worse, for example...
public void run() {
while (Thread.currentThread() == startMenuThread) {
Util.fillRect(menuGraphics, 1, 1, 1000, 650);
Util.drawButton(menuGraphics, 1, 1, 1000, 100, "Choose a Class", 2);
Util.drawButton(menuGraphics, 1, 100, 500, 375, "Warrior", 1);
Util.drawButton(menuGraphics, 501, 100, 1000, 375, "Thief", 1);
Util.drawButton(menuGraphics, 1, 376, 500, 650, "UO3", 1);
Util.drawButton(menuGraphics, 501, 376, 1000, 650, "Mage", 1);
repaint();
System.out.println("Menu loaded");
Util.wait(200);
}
}
This "might" seem okay, but if you understood how the painting, you'd understand the calling repaint will trigger and paint pass and cause paint to be called again and ... wait, hang on...
class Character extends FinalProjectTest implements MouseListener, Runnable {
Why does Character extend from FinalProjectTest?? It's not even added to any container which could paint it...oh dear ...
Answer...
Start again.
No, seriously, throw away what you've done and start again. This time start by reading (and understanding)...
Basic OO design concepts of "separation of responsibility". Rather then compounding all you logic into a single method, seperate the responsibility of each part of your program into their own class(es). The menu should be a single, stand alone component, the game canvas should be it's own, stand alone component, you should then have a "controller" which can, based on feedback from these components (via a observer pattern) decide when each should be shown (and how).
Model-View-Controller (which bleeds into the previous comment)
Performing Custom Painting and Painting in AWT and Swing
How to Use Key Bindings because KeyListener is not a good choice here
Concurrency in Swing because Swing, like most GUI frameworks, is not thread and is single threaded and you should know how to handle it.
How to Make Frames (Main Windows) because Applets are dead
How to Use CardLayout as this will help make your lives easier
Use JavaFX. At the very least you should be using Swing, but if you can, use JavaFX

Typing game: choosing two words

I'm creating a game like zType
and I have a problem in validating the input. As you can see in the picture below it select two words. How can I fix this problem, please help.
This is My Game class
import java.awt.Canvas;
import java.awt.event.KeyListener;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.LinkedList;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
public class Game extends Canvas implements Runnable, KeyListener
{
public static final int WIDTH = 640;
public static final int HEIGHT = 680;
public final String TITLE = "Game";
private boolean running = false;
private Thread thread;
private BufferedImage spriteSheet = null;
private BufferedImage background = null;
public int level = 1;
public int fps = 0;
public int score = 0;
private int enemy_count = 15;
private int enemy_killed = 0;
private int enemy_notkilled = 0;
private boolean target = false;
public String t = "";
private Controller c;
private Textures tex;
private LinkedList<Enemy> e = new LinkedList<Enemy>();
private Enemy enemy;
public void init()
{
requestFocus();
try
{
spriteSheet = ImageIO.read(getClass().getResource("/sprite_sheet.png"));
background = ImageIO.read(getClass().getResource("/background.png"));
}
catch(IOException e)
{
e.printStackTrace();
}
tex = new Textures(this);
c = new Controller(tex, this);
addKeyListener(this);
c.createEnemy(enemy_count);
e = c.getEnemy();
}
private synchronized void start()
{
if(running)
return;
running = true;
thread = new Thread(this);
thread.start();
}
private synchronized void stop()
{
if(!running)
return;
running = false;
try
{
thread.join();
}
catch(InterruptedException e)
{
e.printStackTrace();
}
System.exit(1);
}
public void run()
{
init();
long lastTime = System.nanoTime();
final double amountOfTicks= 60.0;
double ns = 1000000000 / amountOfTicks;
double delta = 0;
int frames = 0;
long timer = System.currentTimeMillis();
while(running)
{
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
if(delta >= 1)
{
update();
delta--;
}
render();
frames++;
if(System.currentTimeMillis() - timer > 1000)
{
timer += 1000;
fps = frames;
frames = 0;
}
}
stop();
}
private void update()
{
c.update();
if(enemy_killed + enemy_notkilled >= enemy_count)
{
e.clear();
t = "";
level++;
enemy_killed = 0;
enemy_notkilled = 0;
c.createEnemy(enemy_count);
}
}
private void render()
{
BufferStrategy bs = this.getBufferStrategy();
if(bs == null)
{
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
g.drawImage(background, 0, 0, null);
c.render(g);
g.dispose();
bs.show();
}
public void keyPressed(KeyEvent ek)
{
int key = ek.getKeyCode();
char character = Character.toLowerCase(ek.getKeyChar());
boolean result = isValid(key);
if(result && !target)
{
for(int i = 0; i < e.size(); i++)
if(e.get(i).getFirstLetter() == character && e.get(i).getOnScreen())
{
enemy = e.get(i);
t = enemy.getText();
if(enemy.getCurrentIndex() == 0)
enemy.addCurrentIndex();
target = true;
System.out.println("---"+enemy.text);
break;
}
}
else if(result && t.charAt(enemy.getCurrentIndex()) == character)
enemy.addCurrentIndex();
}
public void keyReleased(KeyEvent ek){ }
public void keyTyped(KeyEvent ek){ }
public static void main(String[] args)
{
Game game = new Game();
game.setPreferredSize(new Dimension(WIDTH, HEIGHT));
game.setMaximumSize(new Dimension(WIDTH, HEIGHT));
game.setMinimumSize(new Dimension(WIDTH, HEIGHT));
JFrame frame = new JFrame(game.TITLE);
frame.add(game);
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
game.start();
}
public boolean isValid(int key)
{
return key >= 65 && key <= 90 ? true : false;
}
public BufferedImage getSpriteSheet()
{
return spriteSheet;
}
public int getEnemy_count()
{
return enemy_count;
}
public void setEnemy_count(int enemy_count)
{
this.enemy_count = enemy_count;
}
public int getEnemy_killed()
{
return enemy_killed;
}
public void setEnemy_killed(int enemy_killed)
{
this.enemy_killed = enemy_killed;
}
public int getEnemy_notkilled()
{
return enemy_notkilled;
}
public void setEnemy_notkilled(int enemy_notkilled)
{
this.enemy_notkilled = enemy_notkilled;
}
public void addScore(int k)
{
score += k;
}
public void falseTarget()
{
target = false;
}
public String getT()
{
return t;
}
public void setT(String k)
{
t = k;
}
}
This is my Enemy Class
import java.awt.*;
import java.awt.font.TextAttribute;
import java.text.AttributedString;
public class Enemy
{
private double x ,y;
public String text;
private char firstLetter;
private AttributedString as;
private Controller c;
private Textures tex;
private Game game;
private int currentIndex = 0;
private int textLength = 0;
private double speed = 0.0;
private int stringWidth = 0;
private boolean onScreen = false;
public Enemy(double x, double y, double speed, Textures tex, Controller c, Game game, String text, int stringWidth)
{
this.x = x;
this.y = y;
this.tex = tex;
this.text = text;
this.game = game;
this.c = c;
this.speed = speed;
firstLetter = this.text.charAt(0);
textLength = this.text.length();
this.stringWidth = stringWidth;
}
public void update()
{
y += speed;
if(y >= 0)
onScreen = true;
if(currentIndex >= textLength)
{
game.addScore(5);
game.setT("");
c.removeEnemy(this);
game.setEnemy_killed(game.getEnemy_killed() + 1);
game.falseTarget();
}
if(y >= Game.HEIGHT - 50)
{
//game.decreaseHealth();
game.setT("");
c.removeEnemy(this);
game.setEnemy_notkilled(game.getEnemy_notkilled() + 1);
game.falseTarget();
game.t ="";
}
}
public void render(Graphics g)
{
g.drawImage(tex.enemy, (int)x, (int)y, null);
as = new AttributedString(text);
if(currentIndex >= 1)
as.addAttribute(TextAttribute.FOREGROUND, Color.WHITE, 0, currentIndex);
as.addAttribute(TextAttribute.FONT, new Font("Consolas", Font.BOLD, 12), 0, text.length());
g.drawString(as.getIterator(), (int)x + getAdd(stringWidth), (int)y + 13);
}
public double getX()
{
return x;
}
public double getY()
{
return y;
}
public String getText()
{
return text;
}
public char getFirstLetter()
{
return firstLetter;
}
public void addCurrentIndex()
{
currentIndex++;
}
public int getCurrentIndex()
{
return currentIndex;
}
public int getTextLength()
{
return textLength;
}
public int getAdd(int width)
{
return (96 / 2) - (width / 2);
}
public boolean getOnScreen()
{
return onScreen;
}
}
The problem is that you're calling falseTarget() whenever an enemy moves out of the screen. In your example, you assigned target = true when you pressed the 'o' (for the enemy named "owe"), but then a different enemy (maybe "jet", maybe an enemy that is no longer visible) finished "dropping" out of the screen (y >= Game.HEIGHT - 50), so you called falseTarget() - and thus, when you pressed 'i' you started a new enemy ("ice").
What you want to do is call falseTarget() in this case only if the enemy that dropped out of the screen is the one that's currently being targeted:
if(y >= Game.HEIGHT - 50)
{
//game.decreaseHealth();
//game.setT(""); // <-- Commented this line out
c.removeEnemy(this);
game.setEnemy_notkilled(game.getEnemy_notkilled() + 1);
if(game.getT().equals(text)) // <-- Added this if before calling falseTarget()
{ // and clearing the game's current enemy text
game.falseTarget();
game.t ="";
}
}

Menu in a simple java game [closed]

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Closed 9 years ago.
Improve this question
I created a GUI named Menu class for my Start, Help and Exit button. my problem is my game won't start, it hangs everytime I press the Start button. Can someone check my error and explain it to me because its my case study at school.
package spaceSip;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
public class Menu extends JFrame implements ActionListener
{
private JLabel titleL;
private JButton startB, helpB, exitB;
static JFrame frame1 = new JFrame();
public Menu()
{
frame1.setSize(500,250);
Container mainP = frame1.getContentPane();
mainP.setLayout(null);
titleL = new JLabel("WELCOME");
startB = new JButton("Start");
helpB = new JButton("Help");
exitB = new JButton("Exit");
mainP.add(titleL);
titleL.setFont(new Font("Chiller",Font.BOLD,50));
titleL.setBounds(100, 30, 200, 50);
mainP.add(startB);
startB.setMnemonic(KeyEvent.VK_S);
startB.setBounds(200, 80, 100, 20);
mainP.add(helpB);
helpB.setMnemonic(KeyEvent.VK_H);
helpB.setBounds(200, 100, 100, 20);
mainP.add(exitB);
exitB.setMnemonic(KeyEvent.VK_E);
exitB.setBounds(200, 120, 100, 20);
startB.addActionListener(this);
helpB.addActionListener(this);
exitB.addActionListener(this);
frame1.setVisible(true);
frame1.setResizable(false);
}
public void actionPerformed(ActionEvent e)
{
String key = e.getActionCommand();
if(key == "Start")
{
frame1.dispose();
new SpaceShipMain();
}
else if(key == "Help")
{
}
else
System.exit(0);
}
public static void main(String[]args)
{
new Menu();
}
}
package spaceSip;
import javax.swing.*;
import java.util.*;
import java.awt.*;
import java.awt.event.*;
import java.io.*;
public class SpaceShipMain implements MouseListener
{
private JFrame background;
private SpaceShipPanel back;
public static boolean paused;
public static boolean crashed;
public static boolean started;
public static boolean playedOnce;
public boolean goingUp;
private double upCount;
public static int distance;
public static int maxDistance;
public final int XPOS;
public final int NUMRECS;
public final int RECHEIGHT;
public final int RECWIDTH;
private int moveIncrement;
private int numSmoke;
private ArrayList<SpaceShipImage> toprecs;
private ArrayList<SpaceShipImage> bottomrecs;
private ArrayList<SpaceShipImage> middlerecs;
private ArrayList<SpaceShipImage> smoke;
private SpaceShipImage helicopter;
public SpaceShipMain()
{
NUMRECS = 100;
RECHEIGHT = 70;
RECWIDTH = 30;
XPOS = 200;
playedOnce = false;
maxDistance = 0;
load(new File("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/Best.txt"));
initiate();
}
public void load(File file)
{
try
{
Scanner reader = new Scanner(file);
while(reader.hasNext())
{
int value = reader.nextInt();
if(value > maxDistance)
maxDistance = value;
}
}
catch(IOException i )
{
System.out.println("Error. "+i);
}
}
public void save()
{
FileWriter out;
try
{
out = new FileWriter("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/Best.txt");
out.write("" + maxDistance);
out.close();
}
catch(IOException i)
{
System.out.println("Error: "+i.getMessage());
}
}
public void initiate()
{
if(!playedOnce)
{
background = new JFrame("Space Ship Game");
background.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //closes the program when the window is closed
background.setResizable(false); //don't allow the user to resize the window
background.setSize(new Dimension(800,500));
background.setVisible(true);
back = new SpaceShipPanel("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/starfield.jpg");
background.add(back);
back.addMouseListener(this);
}
playedOnce = true;
goingUp = false;
paused = false;
crashed = false;
started = false;
distance = 0;
upCount = 0;
moveIncrement = 2;
numSmoke = 15;
toprecs = new ArrayList<SpaceShipImage>();
middlerecs = new ArrayList<SpaceShipImage>();
bottomrecs = new ArrayList<SpaceShipImage>();
smoke = new ArrayList<SpaceShipImage>();
helicopter = new SpaceShipImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/rocketship.GIF",XPOS,200);
for(int x = 0; x < NUMRECS; x++)
toprecs.add(new SpaceShipImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/rec2.JPG",RECWIDTH*x,5));
for(int x = 0; x < NUMRECS; x++)
bottomrecs.add(new SpaceShipImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/rec2.JPG",RECWIDTH*x,410));
middlerecs.add(new SpaceShipImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/asteroid2.jpg",1392,randomMidHeight()));
middlerecs.add(new SpaceShipImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/asteroid2.jpg",1972,randomMidHeight()));
drawRectangles();
}
public void drawRectangles()
{
long last = System.currentTimeMillis();
long lastCopter = System.currentTimeMillis();
long lastSmoke = System.currentTimeMillis();
long lastSound = System.currentTimeMillis();
int firstUpdates = 0;
double lastDistance = (double)System.currentTimeMillis();
while(true)
{
if(!paused && !crashed && started && (double)System.currentTimeMillis() - (double)(2900/40) > lastDistance)
{
lastDistance = System.currentTimeMillis();
distance++;
}
if(!paused && !crashed && started && System.currentTimeMillis() - 10 > lastCopter)
{
lastCopter = System.currentTimeMillis();
updateCopter();
updateMiddle();
}
if(!paused && !crashed && started && System.currentTimeMillis() - 100 > last)
{
last = System.currentTimeMillis();
updateRecs();
}
if(!paused && !crashed && started && System.currentTimeMillis() - 75 > lastSmoke)
{
lastSmoke = System.currentTimeMillis();
if (firstUpdates < numSmoke)
{
firstUpdates++;
smoke.add(new SpaceShipImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/smoke.GIF",187,helicopter.getY()));
for(int x = 0; x < firstUpdates; x++)
smoke.set(x,new SpaceShipImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/smoke.GIF",smoke.get(x).getX() - 12, smoke.get(x).getY()));
}
else
{
for(int x = 0; x < numSmoke - 1; x++)
smoke.get(x).setY(smoke.get(x+1).getY());
smoke.set(numSmoke - 1,new SpaceShipImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/smoke.GIF",187,helicopter.getY()));
}
}
back.updateImages(middlerecs,helicopter,smoke);
}
}
public void updateRecs()
{
for(int x = 0; x < (NUMRECS - 1); x++) //move all but the last rectangle 1 spot to the left
{
toprecs.set(x,new SpaceShipImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/rec2.JPG",RECWIDTH*x,toprecs.get(x+1).getY()));
bottomrecs.set(x,new SpaceShipImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/rec2.JPG",RECWIDTH*x,bottomrecs.get(x+1).getY()));
}
}
public void randomDrop()
{
toprecs.get(26).setY(toprecs.get(26).getY() + (463 - bottomrecs.get(26).getY()));
bottomrecs.get(26).setY(463);
}
public int randomMidHeight()
{
int max = 10000;
int min = 0;
for(int x = 0; x < NUMRECS; x++)
{
if(toprecs.get(x).getY() > min)
min = (int)toprecs.get(x).getY();
if(bottomrecs.get(x).getY() < max)
max = (int)bottomrecs.get(x).getY();
}
min += RECHEIGHT;
max -= (RECHEIGHT + min);
return min + (int)(Math.random() * max);
}
//moves the randomly generated middle rectangles
public void updateMiddle()
{
if(middlerecs.get(0).getX() > -1 * RECWIDTH)
{
middlerecs.set(0,new SpaceShipImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/asteroid.gif",middlerecs.get(0).getX() - (RECWIDTH/5), middlerecs.get(0).getY()));
middlerecs.set(1,new SpaceShipImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/asteroid.gif",middlerecs.get(1).getX() - (RECWIDTH/5), middlerecs.get(1).getY()));
}
else
{
middlerecs.set(0,new SpaceShipImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/asteroid.gif",middlerecs.get(1).getX() - (RECWIDTH/5), middlerecs.get(1).getY()));
middlerecs.set(1,new SpaceShipImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/asteroid.gif",middlerecs.get(0).getX() + 580,randomMidHeight()));
}
}
public boolean shoot()
{
for(int x = 3; x <= 7; x++)
if(helicopter.getY() >= bottomrecs.get(x).getY())
return true;
for(int y = 3; y <= 7; y++)
if(helicopter.getY() <= toprecs.get(y).getY())
return true;
for(int z = 0; z <= 1; z++)
if(isInMidRange(z))
return true;
return false;
}
public boolean isInMidRange(int num)
{
Rectangle middlecheck = new Rectangle((int)middlerecs.get(num).getX(),(int)middlerecs.get(num).getY(),RECWIDTH,RECHEIGHT);
Rectangle coptercheck = new Rectangle((int)helicopter.getX(),(int)helicopter.getY(),70,48); //asteroid X and y bump
return middlecheck.intersects(coptercheck);
}
public void crash()
{
crashed = true;
if(distance > maxDistance)
{
maxDistance = distance;
save();
}
int reply = JOptionPane.showConfirmDialog(null, " RESTART ?", "GAME OVER", JOptionPane.YES_NO_OPTION);
if(reply == JOptionPane.YES_OPTION)
initiate();
else
System.exit(0);
initiate();
}
//moves the spaceship
public void updateCopter()
{
upCount += .10;
if(goingUp)
{
if(upCount < 3.5)
helicopter.setPosition(XPOS,(double)(helicopter.getY() - (.3 + upCount)));
else
helicopter.setPosition(XPOS,(double)(helicopter.getY() - (1.2 + upCount)));
helicopter.setImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/rocketship.GIF");
}
else
{
if(upCount < 1)
helicopter.setPosition(XPOS,(double)(helicopter.getY() + upCount));
else
helicopter.setPosition(XPOS,(double)(helicopter.getY() + (1.2 + upCount)));
helicopter.setImage("C:\\Users/Travelmate/workspace/GAME/src/spaceSip/rocketship.GIF");
}
if(shoot())
crash();
}
//Called when the mouse exits the game window
public void mouseExited(MouseEvent e)
{
paused = true;
}
//Called when the mouse enters the game window
public void mouseEntered(MouseEvent e)
{
}
//Called when the mouse is released
public void mouseReleased(MouseEvent e)
{
goingUp = false;
upCount = -1;
if(paused)
paused = false;
}
//Called when the mouse is pressed
public void mousePressed(MouseEvent e)
{
if (!started)
started = true;
goingUp = true;
upCount = 0;
}
//Called when the mouse is released
public void mouseClicked(MouseEvent e)
{
}
}
package spaceSip;
import java.awt.Image;
import javax.swing.ImageIcon;
public class SpaceShipImage
{
private Image image; //The picture
private double x; //X position
private double y; //Y position
//Construct a new Moving Image with image, x position, and y position given
public SpaceShipImage(Image img, double xPos, double yPos)
{
image = img;
x = xPos;
y = yPos;
}
//Construct a new Moving Image with image (from file path), x position, and y position given
public SpaceShipImage(String path, double xPos, double yPos)
{
this(new ImageIcon(path).getImage(), xPos, yPos);
//easiest way to make an image from a file path in Swing
}
//They are set methods. I don't feel like commenting them.
public void setPosition(double xPos, double yPos)
{
x = xPos;
y = yPos;
}
public void setImage(String path)
{
image = new ImageIcon(path).getImage();
}
public void setY(double newY)
{
y = newY;
}
public void setX(double newX)
{
x = newX;
}
//Get methods which I'm also not commenting
public double getX()
{
return x;
}
public double getY()
{
return y;
}
public Image getImage()
{
return image;
}
}
package spaceSip;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.util.ArrayList;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
class SpaceShipPanel extends JPanel
{
private Image background;
private ArrayList<SpaceShipImage> middle;
private SpaceShipImage copter;
private ArrayList<SpaceShipImage> smoke;
//Constructs a new ImagePanel with the background image specified by the file path given
public SpaceShipPanel(String img)
{
this(new ImageIcon(img).getImage());
//The easiest way to make images from file paths in Swing
}
//Constructs a new ImagePanel with the background image given
public SpaceShipPanel(Image img)
{
background = img;
Dimension size = new Dimension(img.getWidth(null), img.getHeight(null));
//Get the size of the image
//Thoroughly make the size of the panel equal to the size of the image
//(Various layout managers will try to mess with the size of things to fit everything)
setPreferredSize(size);
setMinimumSize(size);
setMaximumSize(size);
setSize(size);
middle = new ArrayList<SpaceShipImage>();
smoke = new ArrayList<SpaceShipImage>();
}
//This is called whenever the computer decides to repaint the window
//It's a method in JPanel that I've overwritten to paint the background and foreground images
public void paintComponent(Graphics g)
{
//Paint the background with its upper left corner at the upper left corner of the panel
g.drawImage(background, 0, 0, null);
//Paint each image in the foreground where it should go
for(SpaceShipImage img : middle)
g.drawImage(img.getImage(), (int)(img.getX()), (int)(img.getY()), null);
for(SpaceShipImage img : smoke)
g.drawImage(img.getImage(), (int)(img.getX()), (int)(img.getY()), null);
if(copter != null)
g.drawImage(copter.getImage(), (int)(copter.getX()), (int)(copter.getY()), null);
drawStrings(g);
}
public void drawStrings(Graphics g)
{
g.setColor(Color.WHITE);
g.setFont(new Font("Arial",Font.BOLD,20));
g.drawString("Distance: " + SpaceShipMain.distance,30,440);
g.setFont(new Font("Arial",Font.BOLD,20));
if (SpaceShipMain.distance > SpaceShipMain.maxDistance)
g.drawString("Best: " + SpaceShipMain.distance,650,440);
else
g.drawString("Best: " + SpaceShipMain.maxDistance,650,440);
if(SpaceShipMain.paused)
{
g.setFont(new Font("Chiller",Font.BOLD,72));
g.drawString("Paused",325,290);
g.setFont(new Font("Chiller",Font.BOLD,30));
g.drawString("Click to unpause.",320,340);
}
}
//Replaces the list of foreground images with the one given, and repaints the panel
public void updateImages(ArrayList<SpaceShipImage> newMiddle,SpaceShipImage newCopter,ArrayList<SpaceShipImage> newSmoke)
{
copter = newCopter;
middle = newMiddle;
smoke = newSmoke;
repaint(); //This repaints stuff... you don't need to know how it works
}
}
You compare Strings with equals(value equality) not with ==(reference equality). For more information read this previous question How do I compare strings in Java?
As #AndrewThompson always advice don't use NullLayout
Java GUIs might have to work on a number of platforms, on different
screen resolutions & using different PLAFs. As such they are not
conducive to exact placement of components. To organize the
components for a robust GUI, instead use layout managers, or
combinations of
them1, along
with layout padding & borders for white
space2.
As you say that your gui is blocked, that may be cause some of your execution code takes too more time and it's executed in the same thread as gui stuff (The Event Dispatch Thread). As you have a while(true) that's block the gui so use a SwingTimer for execute repeatidly task or if that code that takes long time execute it in a background thread using a Swing Worker. Here you have a complete example. When you perform custom painting you should override paintComponent and in first line you have to call super.paintComponent(..) to follow correct chaining. Read more in Painting in AWT-Swing.
Another error i see is that you are adding components after calling setVisible(true) without calling revalidate() repaint(). So i recommend to first add components to container then call setVisible(true) at final step.

Java timer&paintcomponent issues

Hi I am trying to make a red box appear at the bottom of a JPanel .I wish for this box to move to one corner of the screen and stop and then start moving the other way,however i have been unable make the box stop the following is the code i have been working with
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.Timer;
public class JavaApplication13 extends JPanel {
public static void main(String[] args) {
JFrame rough = new JFrame("Panamr");
rough.setVisible(true);
rough.setLocation(1, 1);
rough.setSize(500, 500);
rough.setContentPane(mamals);
}
public static int iomega(int x, int y) {
if (y == 1) {
diget = -5;
time.stop();
}
if (y == 0) {
diget = 5;
}
return diget;
}
static JavaApplication13 mamals = new JavaApplication13();
JavaApplication13() {
setBackground(Color.red);
}
static int oy = 400;
static int ox = 200;
static int diget;
static Timer time = new Timer(100, new ActionListener() {
public int xy = 1;
#Override
public void actionPerformed(ActionEvent e) {
iomega(ox, xy);
if (ox == 500) {
xy = 1;
}
if (ox == 0) {
xy = 0;
}
ox = ox - iomega(ox, oy);
/*if(ox!=500){
ox=ox-diget;
if(ox==0){
diget=-5;}
else {
diget=5;
}
}*/
}
});
boolean test = true;
public void paint(Graphics g) {
super.paint(g);
g.setColor(Color.black);
g.fillRect(ox, oy, 60, 60);
time.start();
repaint();
}
}
your co-ordiantes for the frames/panels size is off, you should calculate this dynamically maybe, or have a final value. Next your xy=0 and xy=1 should be swapped like this:
if (ox == 400) {//this was a larger number then the panel/frame so it went offscreen
xy = 0;//swapped
}
if (ox == 0) {
xy = 1;//swapped
}

Collision detection using plain arrays and rectangles--java

I am almost done with my first little java game for my final project. It is a sidescroller where you have to shoot/avoid asteroids. My last problem is figuring out how to make my array of asteroids collide with the player's lasers. Here's what I have so far, there's an "AWT-EventQueue-0" java.lang.NullPointerException" on line 137, that I can't deal with. Any help is appreciated.
Edit: I added in my other classes, I realize it would be hard to judge the functionality of my code if I didn't show you where it came from.
package ShooterGame;
import java.applet.Applet;
import java.applet.AudioClip;
import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.*;
public class Board extends JPanel implements ActionListener
{
Enemy[] baddies = new Enemy[10000];
Player p;
Image img;
int y;
Timer time;
boolean lost = false;
static Font font = new Font("SanSerif", Font.BOLD, 24);
public AudioClip theme, bang, laser;
static ArrayList<Enemy> enemies;
public static int score = 0;
public static int lives = 5;
public Board()
{
p = new Player();
addKeyListener(new ActionListener());
setFocusable(true);
ImageIcon i = new ImageIcon("images/background.png");
img = i.getImage();
time = new Timer(5, this);
time.start();
for(int j = 0; j < baddies.length; j++)
{
Random ran = new Random();
y = ran.nextInt(365)+1;
baddies[j]= new Enemy((100*j + 700), y, "images/asteroid.gif");
}
theme = Applet.newAudioClip(getClass().getResource("theme.mid"));
theme.play();
bang = Applet.newAudioClip(getClass().getResource("bang.wav"));
}
public void actionPerformed(ActionEvent e)
{
checkCollisions();
ArrayList<?> bullets = Player.getBullets();
for(int i = 0; i < bullets.size(); i++)
{
Bullet b = (Bullet)bullets.get(i);
if(b.isVisible() == true)
{
b.move();
}
else
{
bullets.remove(i);
}
}
p.move();
for(int i = 0; i < baddies.length; i++)
{
if(p.x > 400)
{
baddies[i].move(p.getdx());
}
}
repaint();
}
public void paint(Graphics g)
{
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
if(lost)
{
g2d.drawString("You Lose!", 300, 300);
}
if((p.getX() - 590) % 2400 == 0 || (p.getX() - 590) % 2400 == 1)
{
p.nx = 0;
}
if((p.getX() - 1790) % 2400 == 0 ||(p.getX() - 1790) % 2400 == 1)
{
p.nx2 = 0;
}
g2d.drawImage(img, 685-p.nx2, 0, null);
if(p.getX() >= 590)
{
g2d.drawImage(img, 685-p.nx, 0, null);
}
g2d.drawImage(p.getImage(), p.edge, p.getY(), null);
ArrayList<?> bullets = Player.getBullets();
for(int i = 0; i < bullets.size(); i++)
{
Bullet b = (Bullet)bullets.get(i);
g2d.drawImage(b.getImg(), b.getX(), b.getY(), null);
}
for(int i = 0; i < baddies.length; i++)
{
if(baddies[i].isAlive == true)
{
g2d.drawImage(baddies[i].getImg(), baddies[i].getX(), baddies[i].getY(), null);
}
}
g2d.setColor(Color.white);
g2d.drawString("Score: " + score, 0, 320);
g2d.drawString("Lives: " + lives, 80, 320);
}
public void checkCollisions()
{
Rectangle[] rect = new Rectangle[baddies.length];
for(int i = 0; i < baddies.length; i++)
{
Enemy e = (Enemy)baddies[i];
rect[i] = e.getBounds();
}
ArrayList<?> bullets = Player.getBullets();
for (int i = 0; i < bullets.size(); i++)
{
Bullet b = (Bullet) bullets.get(i);
Rectangle b1 = b.getBounds();
if (rect[i].intersects(b1) && baddies[i].isAlive())
{
score++;
baddies[i].isAlive = false;
baddies[i].isVisible = false;
bang.play();
}
Rectangle h = p.getBounds();
if (h.intersects(rect[i]))
{
if(baddies[i].isAlive() == true)
{
lives--;
if(lives < 0)
{
lost = true;
theme.stop();
System.exit(1);
}
}
}
}
}
private class ActionListener extends KeyAdapter
{
public void keyReleased(KeyEvent e)
{
p.keyReleased(e);
}
public void keyPressed(KeyEvent e)
{
p.keyPressed(e);
}
}
}
Enemy
package ShooterGame;
import java.awt.*;
import javax.swing.ImageIcon;
public class Enemy
{
int x, y;
Image img;
boolean isAlive = true;
boolean isVisible = true;
public Enemy(int startX, int startY, String location)
{
x = startX;
y = startY;
ImageIcon l = new ImageIcon(location);
img = l.getImage();
}
public Rectangle getBounds()
{
return new Rectangle(x, y, 60, 60);
}
public int getX()
{
return x;
}
public int getY()
{
return y;
}
public boolean isAlive()
{
return isAlive;
}
public boolean isVisible()
{
return isVisible;
}
public Image getImg()
{
return img;
}
public void move(int dx)
{
x = x - dx;
}
}
Bullet
package ShooterGame;
import java.applet.Applet;
import java.awt.*;
import javax.swing.ImageIcon;
import java.applet.AudioClip;
public class Bullet
{
int x, y;
Image img;
boolean visible;
public Bullet(int startX, int startY)
{
x = startX;
y = startY;
ImageIcon newBullet = new ImageIcon("images/bullet.gif");
img = newBullet.getImage();
visible = true;
}
public Rectangle getBounds()
{
return new Rectangle(x, y, 9, 5);
}
public int getX()
{
return x;
}
public int getY()
{
return y;
}
public Image getImg()
{
return img;
}
public boolean isVisible()
{
return visible;
}
public void move()
{
x = x + 2;
if(x > 700)
{
visible = false;
}
}
public void setVisible(boolean isVisible)
{
visible = isVisible;
}
}
Player
package ShooterGame;
import java.applet.Applet;
import java.applet.AudioClip;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.util.ArrayList;
import javax.swing.ImageIcon;
public class Player
{
int x, dx, y, dy, nx2, nx, edge, ceiling;
Image player;
ImageIcon ib = new ImageIcon("images/player1back.gif");
ImageIcon i = new ImageIcon("images/playerstill.gif");
ImageIcon f = new ImageIcon("images/playerforward.gif");
ImageIcon up = new ImageIcon("images/playerup.gif");
ImageIcon down = new ImageIcon("images/playerdown.gif");
public AudioClip laser;
static ArrayList<Bullet> bullets;
public Player()
{laser = Applet.newAudioClip(getClass().getResource("laser.wav"));
player = ib.getImage();
x = 75;
nx = 0;
nx2 = 685;
y = 172;
edge = 150;
ceiling = 0;
bullets = new ArrayList<Bullet>();
}
public static ArrayList<Bullet> getBullets()
{
return bullets;
}
public void fire()
{
Bullet z = new Bullet((edge + 60), (y+17));
bullets.add(z);
}
public Rectangle getBounds()
{
return new Rectangle(edge, y, 43, 39);
}
public void move()
{
y = y + dy;
if(y < ceiling)
{
y = ceiling;
}
if(y > 290)
{
y = 290;
}
if(dx != -1)
{
if(edge + dx <= 151)
{
edge = edge + dx;
}
else
{
x = x + dx;
nx2 = nx2 + dx;
nx = nx + dx;
}
}
else
{
if(edge + dx > 0)
{
edge = edge + dx;
}
}
}
public int getX()
{
return x;
}
public int getdx()
{
return dx;
}
public int getY()
{
return y;
}
public Image getImage()
{
return player;
}
public void keyPressed(KeyEvent e)
{
int key = e.getKeyCode();
if(key == KeyEvent.VK_RIGHT)
{
dx = 2;
player = f.getImage();
}
if(key == KeyEvent.VK_UP)
{
dy = -1;
player = up.getImage();
}
if(key == KeyEvent.VK_DOWN)
{
dy = 1;
player = down.getImage();
}
if(key == KeyEvent.VK_SPACE)
{
fire();
laser.play();
}
}
public void keyReleased(KeyEvent e)
{
int key = e.getKeyCode();
if(key == KeyEvent.VK_RIGHT)
{
dx = 1;
player = ib.getImage();
}
if(key == KeyEvent.VK_UP)
{
dy = 0;
player = ib.getImage();
}
if(key == KeyEvent.VK_DOWN)
{
dy = 0;
player = ib.getImage();
}
}
}
Frame
package ShooterGame;
import javax.swing.*;
public class Frame
{
public AudioClip theme;
public Frame()
{
JFrame frame = new JFrame();
frame.add(new Board());
frame.setTitle("SideShooter");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(700,365);
frame.setVisible(true);
frame.setLocationRelativeTo(null);
}
public static void main(String[] args)
{
new Frame();
}
}
Ok, so the problem is the line mentioned in the other answer, but I believe it is that all the enemies may not be initialised before it checks collisions. Because you are making 10000 of them to start with, I think your action performed method may be checking collisions before they have all be created.
One thing to try could be to bring down the amount of enemies you have and see if it still keeps happening, try 100 or 1000, but this still won't fix the issue.
You really want to be change your game to run in it's own loop though, at the moment you are only checking collisions when the player performs an action. so if the player stops moving, no collision detection...
I would suggest that you find a book called 'Killer Game Programming in Java', there are free ebook version, and just read the first 2 chapters about making a game loop. The book is a bit old, but the basics of the loop are very good.
This question here also contains a very simple loop, and some suggestions in the comments about how to make it better.
The error is on the line
rect[i] = e.getBounds();
Are you not initializing the bounds of your Enemy class correctly? Alternatively, the Enemy you pulled out of the array could be null.

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