Processing won't display game over screen - java

I have a processing game i am designing that is supposed to display a game over screen when the game is lost. Unfortuinately, the game over screen never comes up. Here is the function i have it narrowed down to:
if (lives < 1) {
background(0);
textSize(100);
text("You Lost",10,10);
delay(1000);
lives = 10;
x = (int)random(width);
y = (int)random(height / 2);
velocity = new PVector(1,random(-1.4,-0.6));
score = 0;
}
When the amount of lives goes to zero, it pauses for a second and then restarts the game.
I have tried everything i can think of, but still no luck.

So my best guess, having gotten to know the processing language 2 minutes ago is the following:
Because you set the background to black (0) the text can't be seen because it is black as well, maybe try changing the text's color to something else with the fill() method to see if that's causing the issue.
if (lives < 1) {
background(0);
textSize(100);
fill(255, 255, 255); // White text
text("You Lost",10,10);
delay(1000);
lives = 10;
...

Figured it out:
i added a piece of code at the start of my loop:
if (dflag) {
delay(2000);
dflag = false;
}
and then, i put the regular update code in an else statement after it check weather you die:
if (lives < 1) {
// for(int df = 0; df < 1000; df++) {
background(0);
textSize(100);
text("You Lost",100,100);
dflag = true;
//redraw();
lives = 10;
x = (int)random(width);
y = (int)random(height / 2);
velocity = new PVector(1,random(-1.4,-0.6));
score = 0;
} else {
textSize(13);
background(0);
stroke(255);
text(score,10,10);
String l = "";
for (int q = 0; q < lives; q++) { l += "%"; }
text(l,50,10);
strokeWeight(balld);
point(x,y);
strokeWeight(8);
line(paddlex,height - 30,paddlex + paddlew,height-30);
}

Related

Filling an area of piece of circle in square grid

I am trying to fill some particular circle areas on a square grid in Proceesing. However, I am facing some weird filling after I run my code. I used the "atan2" function to get the angle of points in the grid and apply some if conditions to limit the area. But it doesn't work. Actually, it works some way but not exactly what I want.This is the result I run the code-> enter image description here, but it should be like -> enter image description here Can someone help me to solve this, please?
(Additionally, I seized this page to detect which points are in the area I specified enter link description here.
Cell [][] cells;
int res = 10;
PVector circleCenter ;
float rad=290;
void setup() {
size(1200, 800);
cells = new Cell[width/res ][height/res];
for (int i=0; i<cells.length; i++) {
for (int j = 0; j<cells[0].length; j++) {
cells[i][j] = new Cell();
}
}
}
void draw() {
background(255);
circleCenter = new PVector(mouseX, mouseY);
display();
pushStyle();
ellipse(circleCenter.x, circleCenter.y, 20, 20);
popStyle();
//println(frameRate);
}
void display() {
for (int i=0; i<cells.length; i++) {
for (int j = 0; j<cells[0].length; j++) {
if (sq(i*res-width/2) + sq(j*res-height/2) <=sq(rad/2)) {
float angleInRad = atan2(j*res-height/2, i*res-width/2);
///
if (angleInRad<radians(-10) && angleInRad>radians(-60)) {
fill(0, 255, 0); // degrees(atan2(j*res-circleCenter.y, i*res-circleCenter.x))
}
} else {
noFill();
}
rect(i*res, j*res, res, res);
}}
class Cell {
boolean blackness=false;
Cell() {
}
}
You have not specified input data for your task. I assume we have center coordinates cx, cx, radius r, starting and ending angle sa, ea of the sector (in code -10, -60).
There is an approach to check whether vector direction lies in sector, it's robust to potential troubles with periodicity, negative values etc. At first normalize range ends, then find middle angle and half-angle
half = (ea - sa) / 2
mid = (ea + sa) / 2
coshalf = Cos(half)
Now compare that difference of angle and middle one is lower then half-angle
if Cos(angle - mid) >= coshalf then
angle lies in range sa..ea

Whack-a-mole in Processing

I am working on a school project in Processing (Java Mode). We have a picture of how the game should look like.
So the task is to create a grid out of squares. Random squares should light up in red. If a red square is clicked, it should change colors to green and stay green.
What my code looks like at the moment:
Square[][] grid;
int cols = 20;
int rows = 20;
void setup() {
size(400, 400);
grid = new Square[cols][rows];
for (int i = 0; i < cols; i++) {
for (int j = 0; j < rows; j++) {
grid[i][j] = new Square(i*20, j*20, 20, 20);
}
}
}
void draw() {
background(0);
for (int i = 0; i < cols; i++) {
for (int j = 0; j < rows; j++) {
grid[i][j].display();
if (grid[i][j].x<mouseX && mouseX < grid[i][j].x + grid[i][j].w && grid[i][j].y<mouseY && mouseY < grid[i][j].y + grid[i][j].h && mousePressed) {
color col = color(0,204,0);
grid[i][j].update(col);
}
}
}
}
Class for squares:
class Square {
float x, y;
float w, h;
color c;
Square(float tempX, float tempY, float tempW, float tempH) {
x = tempX;
y = tempY;
w = tempW;
h = tempH;
c = color(0);
}
void display() {
stroke(0);
fill(c);
rect(x, y, w, h);
}
void update(color c) {
this.c = c;
}
}
So at the moment, every square you click turns green. I am not sure how to write the code, so that random squares change color to red and shuffle every 5 seconds.
Do you have any tips on how to proceed with the code or which thinking steps to take to be able to solve this task?
First, take your task:
So the task is to create a grid out of squares. Random squares should light up in red. If a red square is clicked, it should change colors to green and stay green.
and break it down:
create a grid out of squares: nicely done already !
Random squares should light up in red
If a red square is clicked
change colors to green and stay green
How do you use random numbers in Processing ?
The simplest method is using the random() method: you can pass two values and you'll get back a random number between those values.
Let's say you want to flip a coin so there's a (roughly) 50-50 change you get heads or tails. You could so something like:
if(random(0, 100) > 50){
println("head");
}else{
println("tails");
}
Could even be random(0.0, 1.0) > 0.5 for example, the idea is the same.
You could think of throwing a dice or a number of dices, etc.
Remember these are pseudo-random and in your own time can explore other pseudo random related methods such as randomGauss() and noise().
random() may be good enough for now, part 2 done :)
You're almost done with part 3:
if (grid[i][j].x<mouseX && mouseX < grid[i][j].x + grid[i][j].w && grid[i][j].y<mouseY && mouseY < grid[i][j].y + grid[i][j].h && mousePressed) {
but you need to also check if the clicked square is red.
Would nice to have some red squares to begin with. Let's assume color(204, 0, 0) is your red, you could simply add an additional check:
if(grid[i][j].c == color(204, 0, 0)){
println("red block clicked");
grid[i][j].c = color(0, 204, 0);
}
Which roughly turns your sketch into:
Square[][] grid;
int cols = 20;
int rows = 20;
final color RED = color(204, 0, 0);
final color GREEN = color(0, 204, 0);
void setup() {
size(400, 400);
grid = new Square[cols][rows];
for (int i = 0; i < cols; i++) {
for (int j = 0; j < rows; j++) {
grid[i][j] = new Square(i*20, j*20, 20, 20);
// roughly 50 - 50 % change a grid square will be red
if (random(0, 100) > 50) {
grid[i][j].update(RED);
}
}
}
}
void draw() {
background(0);
for (int i = 0; i < cols; i++) {
for (int j = 0; j < rows; j++) {
grid[i][j].display();
if (grid[i][j].x<mouseX && mouseX < grid[i][j].x + grid[i][j].w && grid[i][j].y<mouseY && mouseY < grid[i][j].y + grid[i][j].h && mousePressed) {
// if the square is red
if (grid[i][j].c == RED) {
// change colour to GREEN
grid[i][j].update(GREEN);
}
}
}
}
}
class Square {
float x, y;
float w, h;
color c;
Square(float tempX, float tempY, float tempW, float tempH) {
x = tempX;
y = tempY;
w = tempW;
h = tempH;
c = color(0);
}
void display() {
stroke(0);
fill(c);
rect(x, y, w, h);
}
void update(color c) {
this.c = c;
}
}
In terms of shuffling colours every 5 seconds I recommend:
for every 5 seconds you could use millis()
above there is an example of shuffling done in setup() though you might want to encapsulate a nested loop like that with the random condition in a void shuffle() function for example which you could easily call every 5 seconds.
note that this approach will reset green blocks to red, you might want an else in that condition to reset blocks to black (otherwise, with time, most will turn red), etc.
Have fun!
P.S. I tend to separate state data from representation. For example I would add a variable to keep track of each square state (e.g. OFF, INTERACTIVE, ACTIVATED), update a basic finite state machine, then render colours accordingly. What you have above is a tight coupling between the colour of a Square and it's state. For the homework you've got that's ok, but in the future, for more complex projects you might want to consider data flows through your program and how you represent it.

How to make buttons with a boolean array in Processing?

I'm following a course in programming in the Java-based environment "Processing". One assignment is to write a program that displays 3 buttons (black). When the button is clicked, that button should change to another colour (grey). We are required to use a boolean[] array. My code is as follows:
boolean[] button = new boolean[3];
void setup(){
size(300,300);
button[0] = false;
button[1] = false;
button[2] = false;
}
void draw(){
int x = (width/(button.length+1));
int y = height/2;
int ellipseSize = 50;
int radius = ellipseSize/2;
background(255);
noStroke();
fill(0);
for(int i = 1; i <= button.length; i++){
ellipse(i*x, y, ellipseSize, ellipseSize);
}
}
//shifting array values upon mouse pressing
void mousePressed(){
int x = (width/(button.length+1));
int y = height/2;
int ellipseSize = 50;
int radius = ellipseSize/2;
for(int i = 1; i <= button.length; i++){
button[i] = !button[i];
if (mouseX > i*x-radius && mouseX < i*x+radius && mouseY > y-radius && mouseY < y+radius){
if (button[i]){
fill(150);
}
}
else {
fill(0);
}
ellipse(i*x, y, ellipseSize, ellipseSize);
}
}
I get an error saying "ArrayIndexOutOfBoundsException: 3". Can someone help?
You get the error ArrayIndexOutOfBoundsException: 3 because you have tried to access to an illegal index. In Java and in most programming languages arrays start at 0.
So, in your for loop you need to change i <= button.length to i < button.length
As few people mentioned arrays in most programming languages start at index 0 and last index is at button.length - 1 so you need to change for loop or button[i] call.
But to finish your buttons you will need to understand more about processing. Your draw function is called repeatedly (depending on you fps) and you always clear the sketch with background function. Then you set fill color to black and draw three circles. If you change fill inside mouse event it might sometimes work (if you click at the same moment as circle is drawn) but it is very bad approach.
You will need to set fill according to your button array within draw function:
for(int i = 1; i <= button.length; i++){ //good boundaries for drawing but not for array
if(button[i-1]) { //for array you need correct index
fill(0);
}else{
fill(150);
}
ellipse(i*x, y, ellipseSize, ellipseSize);
}
And of course change the mouse event to just check if button was clicked and store this information inside button array for next drwing.
for(int i = 1; i <= button.length; i++){ //your old boundaries
if (mouseX > i*x-radius && mouseX < i*x+radius && mouseY > y-radius && mouseY < y+radius){
button[i-1] = !button[i-1]; //updated index
}
}
Change
i <= button.length
to
i < button.length
If the length of the array is 3 then button[2] is the last element.

How can I effectively implement collision for a 2D game?

I just started a new 2D game using Java, LWJGL, and Slick Util but I can't seem to figure out a good way to make collision detection.
If I wanted to, it would be easy to detect collision between 2 entities with the Rectangle intersect method, but it can only check the collision with a certain area you specify.
I have thought that I could make a list of every entity and its coordinates as its created and then run the intersect method through the list, but then it would check for collision with every entity on the entire map for every time the game updated and I think that would be too inefficient.
Does anyone know a more efficient way to create collision detection? If there was some way i could check if there was an entity at every point the character moved that would probably be the best.
If I have not enough information or I made this sound too confusing please tell me and I can try to clarify things. Also as a side question, what are the benefits of using slick util or slick 2D over one another. Thanks for the help!
The usual way to solve this is a scene graph, a hierarchical system of the objects of the game world.
You might want to look at this and this.
Shortened: you logically group your objects under nodes and assign the nodes a bounding rectangle that encompasses all its sub-nodes and leaves(objects). Everything is grouped again under one main node to access the tree. Now you can test a object for collision with a node, usually starting from the main node. If you get a hit you check its sub-nodes and leaves.
This will take some time to implement but can cut down on CPU usage if the tree structure/grouping is done right. It has also the benefit that you can implement local transforms which makes moving objects relative to each other easier.
Because I hate "The usual way", I made an array of all the coordinates and then checked if a single point hit the coordinate.
Here is a slight modification of my code to demonstrate (It is in 3D):
for (CannonBall can : GameServer.ballss){ //Go through all cannonballs
if (can.owner != cl){ //Can.owner is the ship, cl is the player the cannonball is being checked with to see if colliding.
int distancex = (int) (can.x - cl.z);
int distancez = (int) (can.z - cl.x);
final int distancey = (int) (can.y - cl.y);
double xRot = Math.cos(Math.toRadians(cl.rotation)) * (distancex - 0) - Math.sin(Math.toRadians(cl.rotation)) * (distancez - 0) + 0;
double zRot = Math.sin(Math.toRadians(cl.rotation)) * (distancex - 0) - Math.cos(Math.toRadians(cl.rotation)) * (distancez - 0) + 0;
distancex = (int) xRot;
distancez = (int) zRot;
try{
if (true){ //Skip different coordinates for different ships for demonstration purposes
i = GameServer.coords[GameServer.DELTA + distancex][GameServer.DELTA + distancez][GameServer.DELTA + (distancey)];
}
if (i == 1){
if (can.owner != cl){
remcan.add(can);
if (can.type == 0){
double damage = (100 + Math.random()*25);
if (cl.type == 1){
damage/=2;
}
if (cl.type == 2){
damage*=2;
}
cl.damage-=damage;
}
if (can.type == 1){
double damage = (Math.random() * 500);
if (cl.type == 1){
damage/=2;
}
if (cl.type == 2){
damage*=2;
}
cl.damage-=damage;
}else{
double damage = (100 + Math.random()*25);
if (cl.type == 1){
damage/=2;
}
if (cl.type == 2){
damage*=2;
}
cl.damage-=damage;
}
crash = true;
if (cl.damage < 1){
if (!cl.sinking){
cl.sinking = true;
}
}
}
}
}catch (Exception e){
e.printStackTrace();
}
}
GameServer.coords is an int[][][], which is given coordinates like so:
public static int[][][] coords;
public void CollisionSetup(){
try{
File f = new File("res/coords.txt");
String coords = readTextFile(f.getAbsolutePath());
for (int i = 0; i < coords.length();){
int i1 = i;
for (; i1 < coords.length(); i1++){
if (String.valueOf(coords.charAt(i1)).contains(",")){
break;
}
}
String x = coords.substring(i, i1).replace(",", "");
i = i1;
i1 = i + 1;
for (; i1 < coords.length(); i1++){
if (String.valueOf(coords.charAt(i1)).contains(",")){
break;
}
}
String y = coords.substring(i, i1).replace(",", "");;
i = i1;
i1 = i + 1;
for (; i1 < coords.length(); i1++){
if (String.valueOf(coords.charAt(i1)).contains(",")){
break;
}
}
String z = coords.substring(i, i1).replace(",", "");;
i = i1 + 1;
//buildx.append(String.valueOf(coords.charAt(i)));
////System.out.println(x);
////System.out.println(y);
////System.out.println(z);
//x = String.valueOf((int)Double.parseDouble(x));
//y = String.valueOf((int)Double.parseDouble(y));
//z = String.valueOf((int)Double.parseDouble(z));
double sx = Double.valueOf(x);
double sy = Double.valueOf(y);
double sz = Double.valueOf(z);
javax.vecmath.Vector3f cor = new javax.vecmath.Vector3f(Float.parseFloat(x), Float.parseFloat(y), Float.parseFloat(z));
//if (!arr.contains(cor)){
if (cor.y > 0)
arr.add(new javax.vecmath.Vector3f(cor));
if (!ship.contains(new Vector3f((int) sx, (int) sy, (int) sz)))
ship.add(new Vector3f((int) sx, (int) sy, (int) sz));
Float.parseFloat(z)));
}
}
public void setUpPhysics() {
//coords = new int[20][20];
coords = new int[80][80][80];
coords1 = new int[80][80];
//coords[-5 + DELTA][7 + DELTA] = 11;
for (javax.vecmath.Vector3f vec : arr){
coords[DELTA+(int) vec.x][DELTA+(int) vec.z][DELTA + (int) vec.y] = 1; //This is line 124
coords1[DELTA+(int) vec.x][DELTA+(int) vec.z] = 1;
}
}
Though it has limitations on collision interaction, it works for cannonballs colliding with a ship and checking the front of a ship to see if it has hit another ship. Also, it uses barely any CPU.
No idea on the opinions of other programmers on such a method.

Unable to use my method with Slick library

So I made a java game with jumping some time ago and I used this method for all the moving:
double height = 0, speed = 4;
public static final double gravity = 9.81;
double x = 25;
int a;
int y = (int) (500-(height*100));
boolean left = false, right = false, up = false;
public void the_jump() {
long previous = 0, start = 0;
while(true){
start = System.nanoTime();
if(previous != 0 && up){
double delta = start - previous;
height = (height + (delta/1000000000) * speed);
speed -= (delta/1000000000) * gravity;
y = (int) (500-(height * 100));
}
if(left){
x-= 3;
}
if(right){
x+= 3;
}
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
if(height < 0){
height = 0;
speed = 4;
up = false;
}
previous = start;
}
}
Now It was okay when I did it all with just JComponents and such, but now when I want to implement it in a Slick enviroment, it fails.
The problem is in the while(true){} loop. If I change it against for(int i = 0; i < 1; i++) loop, then moving left and right will work. But this will not work for the jumping. I could increase the i < 1 to i < 5 and then the jump will work, but at the cost of a lot of performance.
So how would people implement this in slick? Right now I am calling the the_jump(); out in my public void update(GameContainer gc, int t) throws SlickException method, and if I use the while loop, the game will crash.
Slick already loop on update(GameContainer gc, int delta), you have to put all the code located in your while loop into the update method.
Moreover, you get the delta time between two update as parameter, and so not have to calculate it.
Feel free to ask me more question ;)
Off Topic, do you know if Slick2d is still maintain ? I switch to libGDX a few month ago, and I really advice you to test it, it's soooo fun :)

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