How to make two balls collide and deflect in opposite directions? - java

I have written the code for movement of two balls within a rectangle(canvas). The balls deflect in opposite direction when they hit the top, bottom, left or right of the rectangle. But,I've tried in vain to make the balls collide with each other and deflect in opposite direction. I have searched many sites and articles but in vain. Can someone please help.
This is MainActivity.java
package com.example.movements;
public class MainActivity extends Activity {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new MovementView(this));
}
}
This is MovementView.java
package com.example.movements;
public class MovementView extends SurfaceView implements SurfaceHolder.Callback{
private int xPos,xPos1;
private int yPos,yPos1;
private int xVel,xVel1;
private int yVel,yVel1;
private int width;
private int height;
private int circleRadius,circleRadius1;
private Paint circlePaint,circlePaint1;
UpdateThread updateThread;
public MovementView(Context context) {
super(context);
getHolder().addCallback(this);
circleRadius = 10;
circlePaint = new Paint();
circlePaint.setColor(Color.BLUE);
xVel = 10;
yVel = 10;
circleRadius1 = 10;
circlePaint1 = new Paint();
circlePaint1.setColor(Color.MAGENTA);
xVel1 = 11;
yVel1 = 11;
}
#Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
canvas.drawCircle(xPos, yPos, circleRadius, circlePaint);
canvas.drawCircle(xPos1, yPos1, circleRadius1, circlePaint1);
}
public void updatePhysics() {
xPos += xVel;
yPos += yVel;
if (yPos - circleRadius < 0 || yPos + circleRadius > height) {
if (yPos - circleRadius < 0) {
yPos = circleRadius;
}else{
yPos = height - circleRadius;
}
yVel *= -1;
}
if (xPos - circleRadius < 0 || xPos + circleRadius > width) {
if (xPos - circleRadius < 0) {
xPos = circleRadius;
} else {
xPos = width - circleRadius;
}
xVel *= -1;
}
xPos1 += xVel1;
yPos1 += yVel1;
if (yPos1 - circleRadius1 < 0 || yPos1 + circleRadius1 > height) {
if (yPos1 - circleRadius1 < 0) {
yPos1 = circleRadius1;
}else{
yPos1 = height - circleRadius1;
}
yVel1 *= -1;
}
if (xPos1 - circleRadius1 < 0 || xPos1 + circleRadius1 > width) {
if (xPos1 - circleRadius1 < 0) {
xPos1 = circleRadius1;
} else {
xPos1 = width - circleRadius1;
}
xVel1 *= -1;
}
}
public void surfaceCreated(SurfaceHolder holder) {
Rect surfaceFrame = holder.getSurfaceFrame();
width = surfaceFrame.width();
height = surfaceFrame.height();
xPos = width / 2;
yPos = circleRadius;
xPos1 = width / 2;
yPos1 = circleRadius1;
updateThread = new UpdateThread(this);
updateThread.setRunning(true);
updateThread.start();
}
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
}
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
updateThread.setRunning(false);
while (retry) {
try {
updateThread.join();
retry = false;
} catch (InterruptedException e) {
}
}
}
}
This is UpdateThread.java
package com.example.movements;
import android.view.SurfaceHolder;
public class UpdateThread extends Thread {
private long time;
private final int fps = 20;
private boolean toRun = false;
private MovementView movementView;
private SurfaceHolder surfaceHolder;
public UpdateThread(MovementView rMovementView) {
movementView = rMovementView;
surfaceHolder = movementView.getHolder();
}
public void setRunning(boolean run) {
toRun = run;
}
#Override
public void run() {
Canvas c;
while (toRun) {
long cTime = System.currentTimeMillis();
if ((cTime - time) <= (1000 / fps)) {
c = null;
try {
c = surfaceHolder.lockCanvas(null);
movementView.updatePhysics();
movementView.onDraw(c);
} finally {
if (c != null) {
surfaceHolder.unlockCanvasAndPost(c);
}
}
}
time = cTime;
}
}
}

To check wether they are hitting each other, you can just check if the distance between their centers is smaller than (radius*2). To make a nice deflection, you'll have to do some math that's beyond me. Here is another answer on that.
I've googled it a bit and apparantly the term used in physics for this problem is called elastic collision. I've found a nice tutorial on the subject here (especially the dynamic circle-circle collision bit). Also, here is an applet which demonstrates this. The source code for this can be found [here]

Related

Tile/grid movement in Java (2d game)

I just started game-making. I did follow a tutorial on Youtube from CodeNMore, but I do not like the pixel-based movement system. I wanted to make a grid-based movement system, but I couldn't work out how can I do this.
I am not advanced enough to read some1 else code and understand how it works, that's why i ask you guys!
My tiles are 64x64, so what I do is change x value by 64. It doesn't help me because my character starts to teleport all the 64 pixels at once instead of moving smoothly pixel by pixel for 64 pixels (tile size). I tried using for-loops, timers, and thread.sleep, but it didn't really help me.
//Activate both of the movement methods.
public void move() throws InterruptedException {
if (!checkEntityCollisions(xMove, 0f)) {
moveX();
}
if (!checkEntityCollisions(0f, yMove)) {
moveY();
}
System.out.println("Pos x: " + x + "\n Pos y: " + y);
}
//MOVEMENT METHOD
public void moveX() throws InterruptedException {
timer += System.currentTimeMillis() - lastTime;
lastTime = System.currentTimeMillis();
if (xMove > 0) { // MOVING RIGHT
int tx = (int) (x + xMove + bounds.x + bounds.width) / Tile.TILEWIDTH;
//Checks for collisions
if (!collisionWithTile(tx, (int) (y + bounds.y) / Tile.TILEHEIGHT)
&& !collisionWithTile(tx, (int) (y + bounds.y + bounds.height) / Tile.TILEHEIGHT)) {
//tileSize = 64
x += tileSize;
} else {
x = tx * Tile.TILEWIDTH - bounds.x - bounds.width - 1;
}
} else if (xMove < 0) { //MOVING LEFT
int tx = (int) (x + xMove + bounds.x) / Tile.TILEWIDTH;
if (!collisionWithTile(tx, (int) (y + bounds.y) / Tile.TILEHEIGHT)
&& !collisionWithTile(tx, (int) (y + bounds.y + bounds.height) / Tile.TILEHEIGHT)) {
x -= tileSize;
} else {
x = tx * Tile.TILEWIDTH + Tile.TILEWIDTH - bounds.x;
}
}
}
//Graphics code:
private Display display;
private int width, height;
public String title;
public boolean running = false;
private Thread thread;
private BufferStrategy bs;
private Graphics g;
//STATES
private State gameState;
private State menuState;
//INPUT
private KeyManager keyManager;
//CAMERA
private GameCamera gameCamera;
//Handler
private Handler handler;
//GAME ENGINE
public Game(String title, int width, int height) {
this.height = height;
this.width = width;
this.title = title;
keyManager = new KeyManager();
}
public void init() {
display = new Display(title, width, height);
display.getFrame().addKeyListener(keyManager);
Assets.init();
gameCamera = new GameCamera(this, 0, 0);
handler = new Handler(this);
gameState = new GameState(handler);
menuState = new MenuState(handler);
State.setState(gameState);
}
public void tick() {
keyManager.tick();
if (State.getState() != null) {
State.getState().tick();
}
}
public void render() {
bs = display.getCanvas().getBufferStrategy();
if (bs == null) {
display.getCanvas().createBufferStrategy(3);
return;
}
g = bs.getDrawGraphics();
//Clear Screen
g.clearRect(0, 0, width, width);
//Draw here!
if (State.getState() != null) {
State.getState().render(g);
}
//End Drawing
bs.show();
g.dispose();
}
public void run() {
init();
int fps = 60;
double timePerTick = 1000000000 / fps;
double delta = 0;
long now;
long lastTime = System.nanoTime();
while (running) {
now = System.nanoTime();
delta += (now - lastTime) / timePerTick;
lastTime = now;
if (delta >= 1) {
tick();
render();
delta--;
}
}
stop();
}
public int getWidth() {
return width;
}
public void setWidth(int width) {
this.width = width;
}
public int getHeight() {
return height;
}
public void setHeight(int height) {
this.height = height;
}
public KeyManager getKeyManager() {
return keyManager;
}
public GameCamera getGameCamera() {
return gameCamera;
}
public synchronized void start() {
if (running) {
return;
}
running = true;
thread = new Thread(this);
thread.start();
}
public synchronized void stop() {
if (!running) {
return;
}
running = false;
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}

Collision Game Errors and Timers

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

Key is unregistered when other key is pressed

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

Getting NPE in 2D Game thread

I keep getting a NPE when I run this very basic 2D game. It has something to do with the Key Events but I am not sure how to fix this. Can someone help me? It says the NPE is on this line if (_input.up.isPressed()) {
Here is the InputHandler Class
public class InputHandler implements KeyListener {
public InputHandler(Game game) {
game.addKeyListener(this);
}
public class Key {
private boolean pressed = false;
public void toggle(boolean isPressed) {
pressed = isPressed;
}
public boolean isPressed() {
return pressed;
}
}
// public List<Key> keys = new ArrayList<Key>();
public Key up = new Key();
public Key down = new Key();
public Key left = new Key();
public Key right = new Key();
public void keyPressed(KeyEvent e) {
toggleKey(e.getKeyCode(), true);
}
public void keyReleased(KeyEvent e) {
toggleKey(e.getKeyCode(), false);
}
public void keyTyped(KeyEvent e) {
}
public void toggleKey(int keyCode, boolean isPressed) {
if (keyCode == KeyEvent.VK_W) {
up.toggle(isPressed);
} else if (keyCode == KeyEvent.VK_S) {
down.toggle(isPressed);
} else if (keyCode == KeyEvent.VK_A) {
left.toggle(isPressed);
} else if (keyCode == KeyEvent.VK_D) {
right.toggle(isPressed);
}
}
}
here is the Player Class
public class Player extends Mob {
private InputHandler _input;
private int _speed;
private int _r = 10;
private int _x, _y;
public Player(int x, int y, int speed, InputHandler input) {
super("Player", x, y, 1);
_input = input;
_speed = speed;
_x = x;
_y = y;
}
public boolean hasCollided(int dx, int dy) {
return false;
}
public void update() {
int dx = 0;
int dy = 0;
if (_input.up.isPressed()) {
dy--;
} else if (_input.down.isPressed()) {
dy++;
} else if (_input.left.isPressed()) {
dx--;
} else if (_input.right.isPressed()) {
dx++;
}
if (dx != 0 || dy != 0) {
move(dx, dy);
isMoving = true;
} else {
isMoving = false;
}
if (_x < _r)
_x = _r;
if (_y < _r)
_y = _r;
if (_x > Game.WIDTH - _r)
_x = Game.WIDTH - _r;
if (_y > Game.HEIGHT - _r)
_y = Game.HEIGHT - _r;
}
public void render(Graphics2D g) {
g.setColor(Color.BLACK);
g.fillOval(x - _r, y - _r, 2 * _r, 2 * _r);
g.setStroke(new BasicStroke(3));
g.setColor(Color.GRAY);
g.drawOval(x - _r, y - _r, 2 * _r, 2 * _r);
g.setStroke(new BasicStroke(1));
}
}
here is the game class which creates the player
public class Game extends Canvas implements Runnable {
private static Game _instance;
private static final String TITLE = "ProjectG";
public static final int WIDTH = 960;
public static final int HEIGHT = WIDTH * 3 / 4;
private static final int SCALE = 1;
// to make it have a higher resolution double the width and height but half
// the scale. You are doubling the width and height but keeping the same
// window size by reducing the scale
public static final Dimension SIZE = new Dimension(WIDTH * SCALE, HEIGHT * SCALE);
private static final int UPDATE_RATE = 60;
private static final int RENDER_RATE = 60;
private JFrame _frame;
private Thread _thread;
private boolean _running = false;
private int _tps = 0;
private int _fps = 0;
private int _totalTicks = 0;
private BufferedImage image;
private Graphics2D g;
public InputHandler input;
private Player player;
public Game() {
_instance = this;
setPreferredSize(SIZE);
setMinimumSize(SIZE);
setMaximumSize(SIZE);
_frame = new JFrame(TITLE);
_frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
_frame.setLayout(new BorderLayout());
_frame.add(_instance, BorderLayout.CENTER);
_frame.pack();
_frame.setResizable(false);
_frame.setLocationRelativeTo(null);
_frame.setVisible(true);
player = new Player(Game.WIDTH / 2, Game.HEIGHT / 2, 1, input);
}
public synchronized void start() {
_running = true;
_thread = new Thread(this, TITLE + "_main");
_thread.start();
}
public synchronized void stop() {
_running = false;
if (_thread != null) {
try {
_thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void run() {
double lastUpdateTime = System.nanoTime();
double lastRenderTime = System.nanoTime();
final int ns = 1000000000;
final double nsPerUpdate = (double) ns / UPDATE_RATE;
final double nsPerRender = (double) ns / RENDER_RATE;
final int maxUpdatesBeforeRender = 1;
int lastSecond = (int) lastUpdateTime / ns;
int tickCount = 0;
int renderCount = 0;
image = new BufferedImage(WIDTH * SCALE, HEIGHT * SCALE, BufferedImage.TYPE_INT_RGB);
g = (Graphics2D) image.getGraphics();
while (_running) {
long currTime = System.nanoTime();
int tps = 0;
while ((currTime - lastUpdateTime) > nsPerUpdate && tps < maxUpdatesBeforeRender) {
update();
tickCount++;
_totalTicks++;
tps++;
lastUpdateTime += nsPerUpdate;
}
if (currTime - lastUpdateTime > nsPerUpdate) {
lastUpdateTime = currTime - nsPerUpdate;
}
float interpolation = Math.min(1.0F, (float) ((currTime - lastUpdateTime) / nsPerUpdate));
render(interpolation);
draw();
renderCount++;
lastRenderTime = currTime;
int currSecond = (int) (lastUpdateTime / ns);
if (currSecond > lastSecond) {
_tps = tickCount;
_fps = renderCount;
tickCount = 0;
renderCount = 0;
lastSecond = currSecond;
System.out.println(_tps + " TPS " + _fps + " FPS");
}
while (currTime - lastRenderTime < nsPerRender && currTime - lastUpdateTime < nsPerUpdate) {
Thread.yield();
try {
Thread.sleep(1);
} catch (InterruptedException e) {
e.printStackTrace();
}
currTime = System.nanoTime();
}
}
}
public void update() {
player.update();
}
public void render(float interpolation) {
BufferStrategy bs = getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
}
g.setColor(Color.WHITE);
g.fillRect(0, 0, WIDTH * SCALE, HEIGHT * SCALE);
g.setColor(Color.BLACK);
g.drawString("TPS: " + _fps + " FPS: " + _fps, 10, 20);
player.render(g);
}
public void draw() {
Graphics g2 = this.getGraphics();
g2.drawImage(image, 0, 0, null);
g2.dispose();
}
public Game getGame() {
return this;
}
}
You haven't initialized input, so what you pass to
player = new Player(Game.WIDTH / 2, Game.HEIGHT / 2, 1, input);
is null. You need to initialize it before
input = new InputHandler(this);

Java Multithread

After making changes based on user suggestions I have taken the following code a few steps further by introducing single/double click recognition. Why are the balls being created in the top left corner and not where the mouse is clicked?
BouncingBalls.java
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public class BouncingBalls extends JPanel implements MouseListener {
protected List<RandomBall> randomBalls = new ArrayList<RandomBall>(20);
protected List<VerticalBall> verticalBalls = new ArrayList<VerticalBall>(20);
private Container container;
private DrawCanvas canvas;
private Boolean doubleClick = false;
private final Integer waitTime = (Integer) Toolkit.getDefaultToolkit()
.getDesktopProperty("awt.multiClickInterval");
private static int canvasWidth = 500;
private static int canvasHeight = 500;
public static final int UPDATE_RATE = 30;
int count = 0;
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
public BouncingBalls(int width, int height) {
canvasWidth = width;
canvasHeight = height;
container = new Container();
canvas = new DrawCanvas();
this.setLayout(new BorderLayout());
this.add(canvas, BorderLayout.CENTER);
this.addMouseListener(this);
start();
}
public void start() {
Thread t = new Thread() {
public void run() {
while (true) {
update();
repaint();
try {
Thread.sleep(1000 / UPDATE_RATE);
} catch (InterruptedException e) {
}
}
}
};
t.start();
}
public void update() {
for (RandomBall ball : randomBalls) {
ball.ballBounce(container);
}
for (VerticalBall ball : verticalBalls) {
ball.verticalBounce(container);
}
}
class DrawCanvas extends JPanel {
public void paintComponent(Graphics g) {
super.paintComponent(g);
container.draw(g);
for (RandomBall ball : randomBalls) {
ball.draw(g);
}
for (VerticalBall ball : verticalBalls) {
ball.draw(g);
}
}
public Dimension getPreferredSize() {
return (new Dimension(canvasWidth, canvasHeight));
}
}
public static void main(String[] args) {
javax.swing.SwingUtilities.invokeLater(new Runnable() {
public void run() {
JFrame f = new JFrame("Stack Answer 2");
f.setDefaultCloseOperation(f.EXIT_ON_CLOSE);
f.setContentPane(new BouncingBalls(canvasHeight, canvasWidth));
f.pack();
f.setVisible(true);
}
});
}
#Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mousePressed(MouseEvent e) {
if (e.getClickCount() >= 2) {
doubleClick = true;
verticalBalls.add(new VerticalBall(getX(), getY(), canvasWidth, canvasHeight));
System.out.println("double click");
} else {
Timer timer = new Timer(waitTime, new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (doubleClick) {
/* we are the first click of a double click */
doubleClick = false;
} else {
count++;
randomBalls.add(new RandomBall(getX(), getY(), canvasWidth, canvasHeight));
/* the second click never happened */
System.out.println("single click");
}
}
});
timer.setRepeats(false);
timer.start();
}
}
#Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
}
RandomBall.java
import java.awt.Color;
import java.awt.Graphics;
public class RandomBall {
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
private int x;
private int y;
private int canvasWidth = 500;
private int canvasHeight = 500;
private boolean leftRight;
private boolean upDown;
private int deltaX;
private int deltaY;
private int radius = 20;
private int red = random(255);
private int green = random(255);
private int blue = random(255);
RandomBall(int x, int y, int width, int height) {
this(x, y, width, height, false, false);
}
RandomBall(int x, int y, int width, int height, boolean leftRight, boolean upDown) {
this.x = x;
this.y = y;
this.canvasWidth = width;
this.canvasHeight = height;
this.leftRight = leftRight;
this.upDown = upDown;
updateDelta();
}
public void draw(Graphics g) {
g.setColor(new Color(red, green, blue));
g.fillOval((int) (x - radius), (int) (y - radius), (int) (2 * radius),
(int) (2 * radius));
}
private void updateDelta() {
final int minimumMovement = 5;
final int maxExtra = 10;
deltaY = minimumMovement + (int) (Math.random() * maxExtra);
deltaX = minimumMovement + (int) (Math.random() * maxExtra);
}
public void ballBounce(Container container) {
// controls horizontal ball motion
if (leftRight) {
x += deltaX;
if (x >= getWidth()) {
leftRight = false;
updateDelta();
}
} else {
x += -deltaX;
if (x <= 0) {
leftRight = true;
updateDelta();
}
}
// controls vertical ball motion
if (upDown) {
y += deltaY;
if (y >= getHeight()) {
upDown = false;
updateDelta();
}
} else {
y += -deltaY;
if (y <= 0) {
upDown = true;
updateDelta();
}
}
}
public void verticalBounce(Container container) {
// controls vertical ball motion
if (upDown) {
y += deltaY;
if (y >= getHeight()) {
upDown = false;
updateDelta();
}
} else {
y += -deltaY;
if (y <= 0) {
upDown = true;
updateDelta();
}
}
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getWidth() {
return canvasWidth;
}
public int getHeight() {
return canvasHeight;
}
}
VerticalBall.java
import java.awt.Color;
import java.awt.Graphics;
public class VerticalBall {
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
private int x;
private int y;
private int canvasWidth = 500;
private int canvasHeight = 500;
private boolean upDown;
private int deltaY;
private int radius = 20;
private int red = random(255);
private int green = random(255);
private int blue = random(255);
VerticalBall(int x, int y, int width, int height) {
this(x, y, width, height, false);
}
VerticalBall(int x, int y, int width, int height, boolean upDown) {
this.x = x;
this.y = y;
this.canvasWidth = width;
this.canvasHeight = height;
this.upDown = upDown;
updateDelta();
}
public void draw(Graphics g) {
g.setColor(new Color(red, green, blue));
g.fillOval((int) (x - radius), (int) (y - radius), (int) (2 * radius),
(int) (2 * radius));
}
private void updateDelta() {
final int minimumMovement = 5;
final int maxExtra = 10;
deltaY = minimumMovement + (int) (Math.random() * maxExtra);
}
public void verticalBounce(Container container) {
// controls vertical ball motion
if (upDown) {
y += deltaY;
if (y >= getHeight()) {
upDown = false;
updateDelta();
}
} else {
y += -deltaY;
if (y <= 0) {
upDown = true;
updateDelta();
}
}
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getWidth() {
return canvasWidth;
}
public int getHeight() {
return canvasHeight;
}
}
Container.java
import java.awt.Color;
import java.awt.Graphics;
public class Container {
private static final int HEIGHT = 500;
private static final int WIDTH = 500;
private static final Color COLOR = Color.WHITE;
public void draw(Graphics g) {
g.setColor(COLOR);
g.fillRect(0, 0, WIDTH, HEIGHT);
}
}
Change your move method in the Ball class with this one (your conditions are not corrects) :
public void move(Container container) {
if (leftRight) {
x += deltaX;
if (x >= canvasWidth) {
leftRight = false;
updateDelta();
}
} else {
x += -deltaX;
if (x <= 0) {
leftRight = true;
updateDelta();
}
}
if (upDown) {
y += deltaY;
upDown = !(y >= (canvasHeight));
if (y >= (canvasHeight)) {
upDown = false;
updateDelta();
}
} else {
y += -deltaY;
if (y <= 0) {
upDown = true;
updateDelta();
}
}
}
I run it and it works
Your movement logic is overly complicated for simply moving a ball, you should think about conservation of momentum if you want it to bounce off the walls.
The problem is
x >= (Ball.this.getWidth() - canvasWidth / 2)` and `y >= (Ball.this.getHeight() - canvasHeight / 2)
You are creating balls using the first constructor
balls.add(new Ball(x, y, canvasWidth, canvasHeight));
So you are just checking if x>=0 and y>=0, it will keep bouncing around with +- deltax/deltay positions.
A simpler way of making it bounce off walls would be
public void move(Container container) {
if(x>=canvasWidth || x<=0){
deltaX = -1*deltaX;
}
if(y>=canvasHeight || y<=0){
deltaY = -1*deltaY;
}
x+= deltaX;
y+= deltaY;
}
change
public void move(Container container) {
if (leftRight) {
x += deltaX;
if (x >= (Ball.this.getWidth() - canvasWidth / 2)) {
leftRight = false;
updateDelta();
}
} else {
x += -deltaX;
if (x <= 0) {
leftRight = true;
updateDelta();
}
}
if (upDown) {
y += deltaY;
upDown = !(y >= (Ball.this.getHeight() - canvasHeight / 2));
if (y >= (Ball.this.getHeight() - canvasHeight / 2)) {
upDown = false;
updateDelta();
}
} else {
y += -deltaY;
if (y <= 0) {
upDown = true;
updateDelta();
}
}
}
to
public void move(Container container) {
if (leftRight) {
x += deltaX;
if (x >= getWidth()) {
leftRight = false;
updateDelta();
}
} else {
x += -deltaX;
if (x <= 0) {
leftRight = true;
updateDelta();
}
}
if (upDown) {
y += deltaY;
if (y >= getHeight()) {
upDown = false;
updateDelta();
}
} else {
y += -deltaY;
if (y <= 0) {
upDown = true;
updateDelta();
}
}
}
It's because you're using Ball.this.getWidth() and getHeight()...which are set to the canvas height in the constructor. If you use the radius instead, it works. For example:
if ( x >= ( canvasWidth - radius ) )
{
leftRight = false;
updateDelta();
}
And:
if ( y >= ( canvasHeight - radius ) )
{
upDown = false;
updateDelta();
}

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