I'm making a 2D Minecraft-like platformer game which includes a player moving across blocks, but the player/block collision isn't working.
pretty much what im trying to do is collide with blocks that are 20 y 20 I have an array list of
blocks :
public blocks block[][] = new blocks[50][50]
how do I collide with each individual block.
Please see the Player class below. If you would like to see the Block class, please let me know in the comments.
public class Player
{
public int x = 200;
public int y = 10;
public static int dir = 1;
public static int fallingSpeed = 4;
public static boolean col = false;
public Image img, img1;
public void tick()
{
collide();
if(col == false)
{
y += fallingspeed;
Comp.sy += fallingspeed;
}
}
public void collide()
{
if (x >= 0 && y >= 0 && x >= Comp.level.block.length
&& y >= Comp.level.block[0].length - 21)
col = true;
else
col = false;
}
public void render(Graphics g)
{
if(dir == 1)
{
ImageIcon i2 = new ImageIcon("res/player2.png");
img = i2.getImage();
g.drawImage(img, x - Comp.sx, y - Comp.sy, null);
}
else if (dir == 2)
{
ImageIcon i2 = new ImageIcon("res/player1.png");
img = i2.getImage();
g.drawImage(img, x - Comp.sx, y - Comp.sy, null);
}
}
}
Yes, we kinda need the Block class to make an example.
The basic idea is that you use a for loop to iterate thought every block and check if the player collides with it. You can use the Rectangle2D and Area classes to help detect the actual collision, by casting a Rectange2D object to a Area Object and using area1.intersects(area2).
Related
So, as the title reads I am trying to add offsets to my java game. I was given a tip by a friend that I need to minus the offset from where I render the tiles onto my screen.
So I created a random world generator and did the offset thing, but I ran into a problem.
My Code:
public void generateMap(Graphics g) {
block = seed.nextInt(2);
//Render Dirt
if(block == 0) {
g.drawImage(Assets.dirt, x - GameState.xOffset, y - GameState.yOffset, null);
x += 32;
}
//Render Grass
if(block == 1) {
g.drawImage(Assets.grass, x - GameState.xOffset, y - GameState.yOffset, null);
x += 32;
}
//Check Where the X is
if(x > xFinish) {
if(y < yFinish) {
x = xStart;
y += 32;
}
}
}
looks simple enough right? after I do that I create code to add one to the offset every time I loop around:
public void tick() {
xOffset += 1;
}
So after that is done I run it but it does this:
is there any simple way I can fix this so that it appears that the screen "scrolls" to the left?
Is there any simple way I can fix this...
Probably not. Games are complicated. Don't let that dissuade you.
You are generating your game world and drawing in the same methods - you don't want to do this. Separation of responsibility is very important - you don't want a whole bunch of code in one spot doing the same thing. In this case, the functionality to generate the world and the drawing code need to be split.
For the world generation, generate the game world once, and persist it to storage using whatever format you like. Keep this away from the drawing code - it has no place there.
For representing blocks in your world, consider something like this:
class Block {
public BlockType getType() {
return type;
}
public int getxPosition() {
return xPosition;
}
public int getyPosition() {
return yPosition;
}
// hashCode(), equals(), etc omitted, they should be implemented
public static enum BlockType {
Dirt(Assets.dirt),
Grass(Assets.grass);
private final BufferedImage image;
BlockType(BufferedImage image) {
this.image = image;
}
public BufferedImage getImage() {
return image;
}
}
private final BlockType type;
private final int xPosition;
private final int yPosition;
private Block(BlockType type, int xPosition, int yPosition) {
this.type = type;
this.xPosition = xPosition;
this.yPosition = yPosition;
}
public static Block getInstance(BlockType type, int xPosition, int yPosition) {
return new Block(type, xPosition, yPosition);
}
}
You can then use Block.getInstance() to generate a map once, like this:
class GameState {
private final int WORLD_SIZE = 1024;
private Block[][] _world = new Block[WORLD_SIZE][WORLD_SIZE];
private static Random seed = new Random();
public void generateMap() {
int blockTypeLength = Block.BlockType.values().length;
for (int x = 0; x < WORLD_SIZE; x++) {
for (int y = 0; y < WORLD_SIZE; y++) {
int blockType = seed.nextInt(blockTypeLength);
_world[x][y] = Block.getInstance(Block.BlockType.values()[blockType], x, y);
}
}
}
public Block[][] getMap() {
return _world; // not thread safe, shares internal state, all the usual warnings
}
This obviously isn't the only way to generate a world - you would probably generate a world and save, then load from disk in later games (unless it was a short lived game - I don't know, that's your call).
Once you've got the world sorted out, you'd move on to a different module that would handle drawing. Assume GameState has two fields playerX and playerY that represent the player's coordinates in the game world (note: direct fields like this are bad practice, but used to simplify this example):
public void paintComponent(Graphics g) {
super.paintComponent(g);
Block[][] screen = new Block[16][16]; // declare a screen buffer to draw
// Assumes player is in the center of the screen
int screenRadiusX = GameFrame.Assets.SCREENBOUNDS_X / 2 / blockSize;
int screenRadiusY = GameFrame.Assets.SCREENBOUNDS_Y / 2 / blockSize;
for (int x = state.playerX - 8, xS = 0; x < state.playerX + 8; x++, xS++) {
for (int y = state.playerY - 8, yS = 0; y < state.playerY + 8; y++, yS++) {
screen[xS][yS] = world[x][y];
}
}
for (int x = 0; x < screen.length; x++) {
for (int y = 0; y < screen.length; y++) {
Block current = screen[x][y];
g.drawImage(current.getType().getImage(),
x * blockSize, // blockSize is the pixel dimension of
y * blockSize,
null
);
}
}
}
If this helps, then great! I'm glad I was able to help. If not, or if some ideas are still unclear, then I would consider perhaps running through a tutorial or book that walks you through making a game. Don't forget to learn the platform you're coding on during such a process.
Im having difficulty drawing a Sub Image of a Buffered Image everytime the Mouse Pointer Location equals that of the each border of the JPanel. The problem is that the BufferedImage that is equals the SubImage wont display
Here is the JPanel the initialization might not be correct Im still learning the components of Java and 2D graphics.
public class Map extends JPanel implements MouseListener, MouseMotionListener {
private final int SCR_W = 800;
private final int SCR_H = 600;
private int x;
private int y;
private int dx;
private int dy;
String dir = "C:\\imgs\\war\\";
private BufferedImage map_buffer;
public BufferedImage scr_buffer;
public void initScreen(int x, int y, int stage){
if(stage == 0){
try{ map_buffer = ImageIO.read(new File(dir + "map" + stage + ".jpg" ));
}catch(Exception error) { System.out.println("Error: cannot read tileset image.");
}
}
scr_buffer = map_buffer.getSubimage(x, y, SCR_W, SCR_H);
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
if(scr_buffer == null)
initScreen(x, y, 0);
g.drawImage(scr_buffer, 0, 0, this);
}
boolean isLeftBorder = false;
boolean isRightBorder = false;
boolean isTopBorder = false;
boolean isBottomBorder = false;
public Map(){
addMouseListener(new MouseAdapter() {
public void mouseMoved(MouseEvent e) {
/**
* Check location of mouse pointer if(specified_edge)move(scr_buffer)
*
*/
System.out.println("MouseMove: " + e.getPoint().getX() + " , " + e.getPoint().getY());
if(e.getPoint().getX() == SCR_W)isRightBorder = true;
if(e.getPoint().getY() == SCR_H)isBottomBorder = true;
if(e.getPoint().getX() == 0 && e.getPoint().getY() == SCR_H)isLeftBorder = true;
if(e.getPoint().getY() == 0 && e.getPoint().getX() == SCR_W)isTopBorder = true;
if(e.getPoint().getX() != 0 && e.getPoint().getX() != SCR_W
&& e.getPoint().getY() != 0 && e.getPoint().getY() != SCR_H){
isLeftBorder = false;
isRightBorder = false;
isTopBorder = false;
isBottomBorder = false;
}
if(isRightBorder){ x += 2; repaint(); }
if(isBottomBorder){ y -= 2; repaint(); }
if(isLeftBorder){ x -= 2; repaint();}
if(isTopBorder){ y += 2; repaint(); }
}
});
}
}
In the main I init a JFrame to contain the Panel all im getting is a error
public static void main(String[] args) {
JFrame f = new JFrame("War");
f.setSize(800, 600);
f.setLayout(null);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Map m = new Map();
f.getContentPane().add(f);
f.setVisible(true);
}
In order to detect mouse movement you should use a MosuseMotionListener, while technically MouseAdapter implements this, you need to register it with the JPanel correctly
Instead of using addMouseListener, you'll want to use addMouseMotionListener instead
I'd also be worried about the use of SRC_W and SRC_H, as you can't guarantee the size of the panel. Instead, you should be using getWidth and getHeight, which will tell you the actual size of the component
You can improve the chances of obtaining the size you want by overriding the getPreferredSize and return the size you would like. You'd then use pack on the frame to wrap the frame about it
f.getContentPane().add(f); is adding the frame to itself, it should probably be more like f.getContentPane().add(m);
f.setLayout(null); will prevent any of the child components from been sized and positioned and is best avoid, just get rid of it.
Avoid using null layouts, pixel perfect layouts are an illusion within modern ui design. There are too many factors which affect the individual size of components, none of which you can control. Swing was designed to work with layout managers at the core, discarding these will lead to no end of issues and problems that you will spend more and more time trying to rectify
This scr_buffer = map_buffer.getSubimage(x, y, SCR_W, SCR_H); is also a little dangerous, as it could be asking for more of the image then is available, you should be testing to see if x + SCR_W < image width (and same goes for the height)
I don't know if this deliberate or not, but you never reset the "border" flags, so once set, they will always be true...
addMouseMotionListener(new MouseAdapter() {
public void mouseMoved(MouseEvent e) {
/**
* Check location of mouse pointer if(specified_edge)move(scr_buffer)
*
*/
isRightBorder = false;
isBottomBorder = false;
isTopBorder = false;
isLeftBorder = false;
You may also want to have a "space" around the edge, which when the mouse enters it, it will set the border flags, for example...
if (e.getPoint().getX() >= getWidth() - 4) {
isRightBorder = true;
}
if (e.getPoint().getY() >= getHeight() - 4) {
isBottomBorder = true;
}
if (e.getPoint().getX() <= 4) {
isLeftBorder = true;
}
if (e.getPoint().getY() <= 4) {
isTopBorder = true;
}
Your logic for the vertical movement is wrong, when the mouse is within the bottom border, it should add to the y position and subtract when it's within the top border...
if (isBottomBorder) {
y += 2;
}
if (isTopBorder) {
y -= 2;
}
You need to perform some range checking after you've modified the x/y positions to make sure you're not request for a portion of the image which is not available...
if (x < 0) {
x = 0;
} else if (x + getWidth() > map_buffer.getWidth()) {
x = map_buffer.getWidth() - getWidth();
}
if (y < 0) {
y = 0;
} else if (y + getHeight() > map_buffer.getHeight()) {
y = map_buffer.getHeight() - getHeight();
}
There is a logic error within the initScreen method, src_buffer is never set to null, meaning that once it has a "sub image", it never tries to obtain a new one (also, you shouldn't be loading the map_buffer in there either).
scr_buffer = null;
repaint();
Thank you for you time and understanding.
Inside mouse moved
if (e.getPoint().getX() >= getWidth() - 4) {
isRightBorder = true; // unnecessary
scr_buffer = null;
x = x + 2;
repaint();
}
There are other questions about the topic but this one is somehow different.
Basically I have this class called "Player" that I multiply for a certain number of times. This class generates random coordinates in the canvas and the bitmaps move towards those coordinates. Now the problem is that some of them overlap with one another making it look "unrealistic".
I've tried a simple "if" statement inside the "Player" class but it doesn't work, since every instance of the class takes into count only its variables and ignores the variables of the other instances.
Here's the code:
I have this first class with another class nested:
public class MainActivity extends Activity{
Game gameView;
float k,l;
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
gameView = new Game(this);
setContentView(gameView);
}
public class Game extends SurfaceView implements Runnable {
Canvas canvas;
SurfaceHolder ourHolder;
Thread ourThread = null;
boolean isRunning = true;
Player[] player = new Player[3];
public Game(Context context) {
super(context);
ourHolder = getHolder();
ourThread = new Thread(this);
ourThread.start();
for(int i=0; player.length < i; i++){
player[i] = new Player(context);
}
}
public void run() {
while(isRunning) {
if(!ourHolder.getSurface().isValid())
continue;
canvas = ourHolder.lockCanvas();
canvas.drawRGB(200, 200, 200);
for ( int i = 0; player.length < i; i++){
player[i].draw(canvas);
player[i].move();
}
ourHolder.unlockCanvasAndPost(canvas);
}
}
}
}
And here's the player class:
public class Player {
Bitmap base;
float x = (float) (Math.random()*200);
float y = (float) (Math.random()*200);
float e = (float) (Math.random()*200);
float r = (float) (Math.random()*200);
public Player(Context context) {
super();
base = BitmapFactory.decodeResource(context.getResources(), R.drawable.ic_launcher);
}
public void draw(Canvas canvas) {
if(x > e-5 && x < e+5 && y > r-5 && y < r+5){
e = (float) (Math.random()*canvas.getWidth());
r = (float) (Math.random()*canvas.getHeight());
}
canvas.drawBitmap(base, x - base.getWidth()/2, y - base.getHeight()/2, null);
}
public void move () {
//Here's just the code that makes the bitmap move.
}
}
As you may have seen, the variables "e" and "r" create random values every time the bitmap's coordinates (x and y) get closer to them, and then the "x" and "y" variables increase or decrease their values in order to match the "e" and "r" coordinates.
Now what I want is for the variables "x" and "y" to interact with the variables "x" and "y" of the other instances so that they don't overlap. Is there a way to do that?
Thank you very much.
In your Player class, either make X and Y public (not recommended) or create accessors to them:
public void setX(float x) {
this.x = x;
}
and
public int getX() {
return x;
}
Now, in your run() method, you can do something like this (borrowing from code you already have):
for ( int i = 0; player.length < i; i++){
player[i].draw(canvas);
player[i].move();
}
...
for (int i = 0; i < player.length - 1; i++) {
if (player[i].getX() > player[i + 1].getX() - 5 &&
player[i].getX() < player[i + 1].getX() + 5 &&
player[i].getY() > player[i + 1].getY() - 5 &&
player[i].getY() < player[i + 1].getY() + 5) {
// Do your update here!
// You may need to create other methods...or you can just
// create random X & Y for the player.
}
This is a really simple approach. Keep in mind, if you have many players, you could move one onto another player, so you might want to test again once you move the player to ensure it is clear.
I have a project to have a red dot inside the first box of a maze i randomly generated and the dot is supposed to follow its way through the boxes and find the end of the maze. Now if it hits a dead end, its supposed to go back to where its path started and not go back down that path, that leads to a dead end. i made it so each box represents the #1, this way when the red dot travels over the box, it increments by 1, so it can realize where its been. its always supposed to go to the lowest number possible so it can never go back to the dead ends its already been to. i am able to reach the end of the maze but i come into 2 problems.
the method i wrote that does all this work is the solve() function. I cant understand why 2 things happen...
1st thing is that when the red dot comes to a branch of dead ends, sometimes itll just go to one dead end, to a different dead end , back to the same dead end.. traveling to the same 'numbers' when im trying to have it only go towards the boxes that have 1's or just the lower numbers.
2nd thing is that once it inevitably reaches the end of the maze.. the red dot goes into the green area, where i specifically say in the while loop, it can not be in a green box.
if M[y][x] = 0, its a green box and if its = 1 its a black box. anything higher than 1 will also be inside the box.
your help is highly appreciated as ive been stuck on this problem for hours and cant seem to find out the problem.
the problem persists in the solve() method
import java.awt.*;
import java.awt.event.*;
import java.awt.Graphics;
import javax.swing.*;
public class mazedfs extends JFrame implements KeyListener
{
/* default values: */
private static int bh = 16; // height of a graphical block
private static int bw = 16; // width of a graphical block
private int mh = 41; // height and width of maze
private int mw = 51;
private int ah, aw; // height and width of graphical maze
private int yoff = 40; // init y-cord of maze
private Graphics g;
private int dtime = 40; // 40 ms delay time
byte[][] M; // the array for the maze
public static final int SOUTH = 0;
public static final int EAST = 1;
public static final int NORTH = 2;
public static final int WEST = 3;
public static boolean showvalue = true; // affects drawblock
// args determine block size, maze height, and maze width
public mazedfs(int bh0, int mh0, int mw0)
{
bh = bw = bh0; mh = mh0; mw = mw0;
ah = bh*mh;
aw = bw*mw;
M = new byte[mh][mw]; // initialize maze (all 0's - walls).
this.setBounds(0,0,aw+10,10+ah+yoff);
this.setVisible(true);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
try{Thread.sleep(500);} catch(Exception e) {} // Synch with system
this.addKeyListener(this);
g = getGraphics(); //g.setColor(Color.red);
setup();
}
public void paint(Graphics g) {} // override automatic repaint
public void setup()
{
g.setColor(Color.green);
g.fill3DRect(0,yoff,aw,ah,true); // fill raised rectangle
g.setColor(Color.black);
// showStatus("Generating maze...");
digout(mh-2,mw-2); // start digging!
// digout exit
M[mh-1][mw-2] = M[mh-2][mw-1] = 1;
drawblock(mh-2,mw-1);
solve(); // this is the function you will write for parts 1 and 2
play(); // for part 3
}
public static void main(String[] args)
{
int blocksize = bh, mheight = 41, mwidth = 41; // need to be odd
if (args.length==3)
{
mheight=Integer.parseInt(args[0]);
mwidth=Integer.parseInt(args[1]);
blocksize=Integer.parseInt(args[2]);
}
mazedfs W = new mazedfs(blocksize,mheight,mwidth);
}
public void drawblock(int y, int x)
{
g.setColor(Color.black);
g.fillRect(x*bw,yoff+(y*bh),bw,bh);
g.setColor(Color.yellow);
// following line displays value of M[y][x] in the graphical maze:
if (showvalue)
g.drawString(""+M[y][x],(x*bw)+(bw/2-4),yoff+(y*bh)+(bh/2+6));
}
void drawdot(int y, int x)
{
g.setColor(Color.red);
g.fillOval(x*bw,yoff+(y*bh),bw,bh);
try{Thread.sleep(dtime);} catch(Exception e) {}
}
/////////////////////////////////////////////////////////////////////
/* function to generate random maze */
public void digout(int y, int x)
{
M[y][x] = 1; // digout maze at coordinate y,x
drawblock(y,x); // change graphical display to reflect space dug out
int dir = (int)(Math.random()*4);
for (int i=0;i<4;i++){
int [] DX = {0,0,2,-2};
int [] DY = {-2,2,0,0};
int newx = x + DX[dir];
int newy = y + DY[dir];
if(newx>=0 && newx<mw && newy>=0 && newy<mh && M[newy][newx]==0)
{
M[y+DY[dir]/2][x+DX[dir]/2] = 1;
drawblock(y+DY[dir]/2,x+DX[dir]/2);
digout(newy,newx);
}
dir = (dir + 1)%4;}
} // digout
public void solve() // This is the method i need help with.
{
int x=1, y=1;
drawdot(y,x);
while(y!=mh-1 || x!=mw-1 && M[y][x]!=0){
int min = 0x7fffffff;
int DX = 0;
int DY = 0;
if (y-1>0 && min>M[y-1][x] && M[y-1][x]!=0){
min = M[y-1][x];
DX = 0;
DY = -1;
}//ifNORTH
if (y+1>0 && min>M[y+1][x] && M[y+1][x]!=0){
min = M[y+1][x];
DY = 1;
DX = 0;
}//ifSOUTH
if (x-1>0 && min>M[y][x-1] && M[y][x-1]!=0){
min = M[y][x-1];
DX = -1;
DY = 0;
}//ifWEST
if (x+1>0 && min>M[y][x+1] && M[y][x+1]!=0){
min = M[y][x+1];
DX = 1;
DY = 0;
}//ifEAST
M[y][x]++;
drawblock(y,x);
x = x+DX;
y = y+DY;
drawdot(y,x);
}//while
// modify this function to move the dot to the end of the maze. That
// is, when the dot reaches y==mh-2, x==mw-2
} // solve
///////////////////////////////////////////////////////////////
/// For part three (save a copy of part 2 version first!), you
// need to implement the KeyListener interface.
public void play() // for part 3
{
// code to setup game
}
// for part 3 you may also define some other instance vars outside of
// the play function.
// for KeyListener interface
public void keyReleased(KeyEvent e) {}
public void keyTyped(KeyEvent e) {}
public void keyPressed(KeyEvent e) // change this one
{
int key = e.getKeyCode(); // code for key pressed
System.out.println("YOU JUST PRESSED KEY "+key);
}
} // mazedfs
////////////
// define additional classes (stack) you may need here.
The issue causing the second problem you are facing (dot moving to green box) lies in the while loop conditiony!=mh-1 || x!=mw-1 && M[y][x]!=0 . The condition evaluates to y!=mh-1 ||(x!=mw-1 && M[y][x]!=0) since && has higher precedence over the || and || just needs one of its operand to be true. In your case, y!=mh-1 is still ture at the end of maze. Hence the loop continues and the dot moves into green area. To fix the issue modify the condition as (y!=mh-1 || x!=mw-1) && M[y][x]!=0. Hope this helps.
I'm working on a Mario game and am in need of assistance and suggestions on how to go about creating hit detection for a tilemap.
Currently, the player has the ability to walk/jump through the blocks.
I added in a fixed detection to the ground for now which I am hoping to replace with regular hit detection.
I understand that there are four sides to each block and the player. Only some blocks need hit detection and some things you might need to know is that the player stays at 300px(middle of screen) 98% of the time.
The only thing that moves is the map
The map is rendered from a .txt file and is rendered like so:
for(int y=0;y<map.length;y++) {
for(int x=0;x<map[y].length;x++) {
int index = map[y][x];
int yOffset = 0;
if(index>(tileSheet.getWidth() / Engine.TILE_WIDTH) -1) {
yOffset++;
index = index - (tileSheet.getWidth() / Engine.TILE_WIDTH);
}
g.drawImage(tileSheet,
((x * Engine.TILE_WIDTH)*scale)+position,
((y * Engine.TILE_HEIGHT)*scale),
(((x * Engine.TILE_WIDTH) + Engine.TILE_WIDTH )*scale)+position,
(((y * Engine.TILE_HEIGHT) + Engine.TILE_HEIGHT)*scale),
index * Engine.TILE_WIDTH,
yOffset * Engine.TILE_HEIGHT,
(index * Engine.TILE_WIDTH) + Engine.TILE_WIDTH,
(yOffset * Engine.TILE_HEIGHT) + Engine.TILE_HEIGHT,
null
);
}
}
//This code is actually longer(included file later on)
Colour hit detection is too slow and inconsistent for multi coloured tiles
Since the map is moving I suppose I need to move the hit detection boxes with it. As for selecting the boxes that it should detect might be difficult. Maybe it would be a better idea to make the code NOT hit detect certain tiles.
My attempts have ended in obfuscation of code. Can anyone suggest the easiest way to implement the hit detection? (keep in mind I have jumping).
The important codes are listed below:
Board.java(The panel where everything is drawn)
package EvilMario; //Include this class in the EvilMario game package
import java.awt.*; //Imported to allow use of Image
import java.awt.event.*; //Imported to allow use of ActionListener
import javax.swing.*; //Import swing
public class Board extends JPanel implements ActionListener { //Class Board
private TileLayer l; //Instance of TileLayer class
private Menu m; //Instance of menu class
private Player p; //Instance of player class
Timer time; //A timer
public static enum STATE {MENU,GAME}; //The game states
public static STATE State = STATE.MENU; //Set the first state to menu
//END
//GLOBAL
//DECLARATIONS
public Board() {
l = TileLayer.FromFile("D:/ICS3U1/EvilMario/map.txt"); //Tile map data from .txt file
this.addMouseListener(new MouseInput()); //Listen for mouse input
this.addKeyListener(new AL()); //Listen for key input
p = new Player(); //Start running Player class
m = new Menu(); //Start running Menu class
setFocusable(true); //Allows movement
time = new Timer(20,this); //Timer set to update "this" class every 20 milliseconds(Approximately 50fps)
time.start(); //Actually start the timer
}
public void actionPerformed(ActionEvent e) {
p.move(); //Call the move method from the player class
repaint(); //Repaint
}
public void paintComponent(Graphics g) { //Graphics method
super.paintComponent(g); //Super hero?
Graphics2D g2d = (Graphics2D) g; //Cast 2D graphics
if(State==STATE.GAME) {
if(p.distanceTraveled<300)l.DrawLayer(g,0);else l.DrawLayer(g, -(p.distanceTraveled-300)); //Draw the tile map
g2d.drawImage(p.getImage(), p.getX(), p.getY(), 48, 48, null); //Draw the player
if(p.distanceTraveled==3488) System.out.println("You have won the game!"); //Draw the end game screen
} else {
m.render(g); //Render the menu
}
}
private class AL extends KeyAdapter { //Action Listener extends key adapter
public void keyPressed(KeyEvent e) { //On key press
p.keyPressed(e); //Send whatever key was pressed TO the keyPressed method in the player class
}
public void keyReleased(KeyEvent e) { //On key release
p.keyReleased(e); //Send whatever key was released TO the keyReleased method in the player class
}
}
}
Player.java(player logic)
package EvilMario; //Include this class in the EvilMario game package
import java.awt.Image;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
public class Player {
int x, dx, y, distanceTraveled; //x coordinate,change in x coordinate,y coordinate,1st rep bg,2nd rep bg,dist traveled
Image player; //The player variable
ImageIcon walk_L_anim = new ImageIcon("D:/ICS3U1/EvilMario/images/animatedMario/walk_L_anim.gif");
ImageIcon walk_L_idle = new ImageIcon("D:/ICS3U1/EvilMario/images/animatedMario/walk_L_idle.png");
ImageIcon walk_R_anim = new ImageIcon("D:/ICS3U1/EvilMario/images/animatedMario/walk_R_anim.gif");
ImageIcon walk_R_idle = new ImageIcon("D:/ICS3U1/EvilMario/images/animatedMario/walk_R_idle.png");
ImageIcon jump_L_anim = new ImageIcon("D:/ICS3U1/EvilMario/images/animatedMario/jump_L_anim.gif");
ImageIcon jump_L_idle = new ImageIcon("D:/ICS3U1/EvilMario/images/animatedMario/jump_L_idle.png");
ImageIcon jump_R_anim = new ImageIcon("D:/ICS3U1/EvilMario/images/animatedMario/jump_R_anim.gif");
ImageIcon jump_R_idle = new ImageIcon("D:/ICS3U1/EvilMario/images/animatedMario/jump_R_idle.png");
boolean holdingLeft = false;
boolean holdingRight = false;
static boolean jumping = false;
static boolean falling = false;
static int jumpingTime = 350;
public Player() {
player = walk_R_idle.getImage(); //Give the player the image
x = 75; //The original x position of the player
y = 277; //The original y position of the player
distanceTraveled = 75; //Original distance traveled
}
public void move() {
if(x>=0 && x<=300) { //If the player is within the moving area
x = x+dx; //The x position is updated to become itself+the amount you moved
}
if(x<0) //If the player has reached he very left side of the screen(0px)
x=0; //Move him up a pixel so he can move again
if(x>300) //If the player has reached the center of the screen(300px)
x=300; //Move him down a pixel so he can move again
distanceTraveled=distanceTraveled+dx; //Calculate distanceTraveled
if(distanceTraveled<0) //Make sure distanceTraveled isn't a negative
distanceTraveled=0; //Make sure distanceTraveled isn't a negative
if(distanceTraveled>=300) //Keep player at center position once past 300 mario meters
x=300; //Keep player at center position once past 300 mario meters
if(holdingLeft && !holdingRight) {
if(distanceTraveled<300)dx=-5; else dx=-4;
if(jumping && !falling) {
player = jump_L_anim.getImage();
y-=8;
} else {
player = walk_L_anim.getImage();
if(y<277)
y+=8;
}
} else if(holdingRight && !holdingLeft) {
if(distanceTraveled<300)dx=5; else dx=4;
if(jumping && !falling) {
player = jump_R_anim.getImage();
y-=8;
} else {
player = walk_R_anim.getImage();
if(y<277)
y+=8;
}
} else if(!holdingRight && !holdingLeft) {
dx = 0;
if(jumping && !falling) {
player = jump_R_anim.getImage();
y-=8;
} else {
if(y<277)
y+=8;
}
}
if(y==277) {
falling = false;
}
System.out.println("LEFT: "+holdingLeft+" JUMP: "+jumping+" RIGHT: "+holdingRight+" FALLING: "+falling+" Y: "+y);
}
public int getX() { return x; } //This method will return the x. Is used by other classes
public int getY() { return y; } //This method will return the y. Is used by other classes
public Image getImage() { return player; } //This method will return the player. Is used by other classes
public void keyPressed(KeyEvent e) { //Called from the board class, the argument is whatever key was pressed
int key = e.getKeyCode(); //The key originally sent from the board class
if(key == KeyEvent.VK_LEFT && !holdingLeft)
holdingLeft = true;
if(key == KeyEvent.VK_RIGHT && !holdingRight)
holdingRight = true;
if(key == KeyEvent.VK_UP && !jumping && !falling)
new Thread(new JumpThread(this)).start();
}
public void keyReleased(KeyEvent e) { //Called from the board class, the argument is whatever key was released
int key = e.getKeyCode(); //The key originally sent from the board class
if(key == KeyEvent.VK_LEFT) { //If the left or right key was released
dx = 0; //Stop moving
holdingLeft = false;
player = walk_L_idle.getImage();
}
if(key == KeyEvent.VK_RIGHT) {
dx = 0;
holdingRight = false;
player = walk_R_idle.getImage();
}
}
}
TileLayer.java (Rendering of the tile layer)(Probably most important part relating to the question)
package EvilMario; //Include this class in the EvilMario game package
import java.awt.Graphics; //
public class TileLayer {
private int[][] map; //2D array
private BufferedImage tileSheet; //The tile sheet
public TileLayer(int[][] existingMap) { //
map = new int[existingMap.length][existingMap[0].length]; //map initialized
for(int y=0;y<map.length;y++) { //Loop through all boxes
for(int x=0;x<map[y].length;y++) { //Loop through all boxes
map[y][x] = existingMap[y][x]; //Update the map
}
}
tileSheet = LoadTileSheet("D:/ICS3U1/EvilMario/images/tilemap.gif"); //Load the tilesheet
}
public TileLayer(int width, int height) {
map = new int[height][width];
}
public static TileLayer FromFile(String fileName) {
TileLayer layer = null;
ArrayList<ArrayList<Integer>> tempLayout = new ArrayList<>();
try (BufferedReader br = new BufferedReader(new FileReader(fileName))) {
String currentLine;
while((currentLine = br.readLine()) !=null) {
if(currentLine.isEmpty())
continue;
ArrayList<Integer> row = new ArrayList<>();
String[] values = currentLine.trim().split(" ");
for(String string: values) {
if(!string.isEmpty()) {
int id = Integer.parseInt(string);
row.add(id);
}
}
tempLayout.add(row);
}
} catch(IOException e) {
System.out.println("ERROR");
}
int width = tempLayout.get(0).size();
int height = tempLayout.size();
layer = new TileLayer(width,height);
for(int y=0;y<height;y++) {
for(int x=0;x<width;x++) {
layer.map[y][x] = tempLayout.get(y).get(x);
}
}
layer.tileSheet = layer.LoadTileSheet("D:/ICS3U1/EvilMario/images/tilemap.gif");
return layer;
}
public BufferedImage LoadTileSheet(String fileName) {
BufferedImage img = null;
try {
img = ImageIO.read(new File(fileName));
} catch(Exception e) {
System.out.println("Could not load image");
}
return img;
}
int scale = 2;
public void DrawLayer(Graphics g, int position) {
for(int y=0;y<map.length;y++) {
for(int x=0;x<map[y].length;x++) {
int index = map[y][x];
int yOffset = 0;
if(index>(tileSheet.getWidth() / Engine.TILE_WIDTH) -1) {
yOffset++;
index = index - (tileSheet.getWidth() / Engine.TILE_WIDTH);
}
g.drawImage(tileSheet,
((x * Engine.TILE_WIDTH)*scale)+position,
((y * Engine.TILE_HEIGHT)*scale),
(((x * Engine.TILE_WIDTH) + Engine.TILE_WIDTH )*scale)+position,
(((y * Engine.TILE_HEIGHT) + Engine.TILE_HEIGHT)*scale),
index * Engine.TILE_WIDTH,
yOffset * Engine.TILE_HEIGHT,
(index * Engine.TILE_WIDTH) + Engine.TILE_WIDTH,
(yOffset * Engine.TILE_HEIGHT) + Engine.TILE_HEIGHT,
null
);
}
}
}
}
Engine.java (Not as important)(Simple variables for tile sizes)
package EvilMario;
public class Engine {
public static final int TILE_WIDTH = 16;
public static final int TILE_HEIGHT = 16;
}
If you need other pieces of code, just ask for them. I am not asking you to give me a specific answer to the question but simply a method that would work with my following code.
A specific answer would be nice though :)
I also believe the answer to this question will be useful to others because this method was explained in a popular java 2d game tutorial video(They never showed hit detection).
Methods I tried:
Creating a new java file called HitDetectionLayer with the exact code in TileLayer.java that stored positions in arrays. It failed :(
Ok, I'm not entirely sure what you are doing, if you throw up some images it would be more clear.
At any rate, 'hit detection' aka collision detection is a very complex topic, but it depends on what you want to do. If you want everything to be boxes or circles, then it is quite easy. If however you want things to rotate or you want collision for complex shapes it becomes extreme difficult.
Most games use circles or spheres for collision. You put the majority of your graphics (it may not fit perfectly either leaving part of your images in or out of the circle but that's life). Now lets say you have your mario sprite and one of those turtles. Well, you have circles around them both and once the circles touch you trigger your event.
The math for this is very easy because circles are by definition a perimeter around a constant length. Look at this:
You probably already know this, and it may seem obvious, but if you think about it this is what a circle really is: a consistent length in every fathomable direction. The directions are measured in degrees and from there you move on to trigonometry but you don't need that. What you need is coordinance aka vectors. So look at this:
All you need to determine circle collision is the distance between the circles. No matter what angle the circles collide from it does not matter because the distances from the circle's centre are consistent all the way around. Even if the circles are different sizes, it doesn't matter, just account for the radii difference.
Too compute all of this, you would write a method like this:
public boolean testDistanceBetween( float radius1, float radius2,
float x1, float x2, float y1, float y2 ){
double distanceBetween = Math.sqrt((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2));
if(distanceBetween < (radius1+radius2) ){
return true;
}
return false;
}
The moral of the story is that circles are just good that way. If you want to do rectangle collision you take the bottom-left and top right point and you test if other rectangles are in between those points. This should be pretty straight forward, each point is a vector, each rectangle has 4 points. If any of the 4 points of one rectangle are between points on the other rectangle, there is collision.
You can use this system to handle ground and walls also. For example, if ground is at Y=300, then if your sprite's y coordinance are == 300, you suspend your gravity.
The main thing I wanted to explain is that if you intend to have rotating rectangles or polygons and you want to detect collision on them... good luck. It can be done yes, but you should understand you are implementing complex physics, especially when/if you implement gravity.
So my answer is cautionary: there is NO easy way to detect collision of rotating rectangles or polygons. Circles and static rectangles are the limits. If you really want to do rotating rectangles/polygons get a physics engine. Box2d is pretty good and has a Java version Jbox2d.