Substitute rectangle objects on screen when 10 rectangles are reached? - java

I need to create a class that displays 10 rectangles on the canvas, each with a random color and position. When it reaches 11, the first rectangle is replaced with a new random color and position. 12th rect replaces the 2nd box, and so on. I am using the acm.jar for this, http://jtf.acm.org/javadoc/student/index.html.
import acm.graphics.*;
import acm.program.*;
import java.awt.Color;
import java.util.Random;
public class Rect extends GraphicsProgram
{
public void run()
{
final int width = 800;
final int height = 600;
final int boxWidth = 50;
final int maxBoxes = 10;
this.setSize(width, height);
Random random = new Random();
for(;;) {
int x = random.nextInt(width-boxWidth);
int y = random.nextInt(height-boxWidth);
Color c = new Color(random.nextInt(255), random.nextInt(255), random.nextInt(255));
GRect r = new GRect(x, y, boxWidth, boxWidth);
r.setFilled(true);
r.setLocation(x, y);
r.setFillColor(c);
this.add(r);
this.pause(100);
}
}
}
I already figured out how to make the colors random, I cant figure out how I will substitute the boxes with the old ones.
EDIT:::--------------------------------------------------------------------------------
I did manage to get it working with the help of the guys below. Here is what the new for loop looks like:
for(;;) {
int x = random.nextInt(width-boxWidth);
int y = random.nextInt(height-boxWidth);
Color c = new Color(random.nextInt(256), random.nextInt(256), random.nextInt(256));
GRect r = new GRect(boxWidth, boxWidth);
r.setFilled(true);
r.setLocation(x, y);
r.setFillColor(c);
add(r, x, y);
int n = getElementCount();
if (n>maxBoxes)
{
remove(getElement(0));
}
this.pause(100);
}
One thing I dont understand is why the remove(getElement(0)) works,, how does the element change its index once one is removed? If I have 10 elements 0-9, and I remove element(0) why does the other elements change its index?

This really looks like homework , so I won't do it for you but give some clues.
You can use the getElementCount() method to know the current number of rectangles in your frame.
Create a list of GObjects, and populate it with your rectangles as you create them.
Once you reach ten, the process becomes
remove rectangle from screen using remove(GObject gobj)
remove first element, add to end of list.
And here you are :)

You need to store the list of rectangles drawn so far. Every time you add a new rectangle, if the list is already 10 rectangles long, remove the first rectangle and add a new one. Then you need to redraw ALL rectangles every time you refresh the display, using double buffering to prevent screen flickering.

Related

How to create a new object(rectangle) everytime when the button is clicked?

I want to create a shape Object(in my case the object is a rectangle). Each time I click a button. Currently, I'm able to make it appear just once. The idea would be that each time I click the button, a new rectangle Object is created, additional to the old one. Therefore, if I click the button 5 times, I should have 5 rectangles.
I tried to do it with an ArrayList, but still, there is just one rectangle appearing. Does someone know how to do it!
Thank you very much in advance!
This is the main class, FYI there is also a rectangle Class(not attached)
import controlP5.*;
ControlP5 cp5;
Rectangle rect; // rect begins as null
Button rc;
ArrayList<Rectangle> rectList;
void setup(){
size(1000, 1000);
rectList = new ArrayList<Rectangle>();
cp5 = new ControlP5(this);
rc = cp5.addButton("Rectangle").
setPosition(5, 4).
setColorBackground(color(52, 55, 76));
rc.onRelease(new CallbackListener() {
public void controlEvent(CallbackEvent theEvent) {
// only create the rectangle when the button is clicked
rect = new Rectangle(100, 100, 100, 100);
}
});
}
void draw(){
background(255);
// if the rect exists, draw it on the screen
if(rect != null) {
rect.displayRect();
showRect();
}
for(int i = 0; i < rectList.size(); i++){
//((Rectangle)rectList.get(i)).update();
((Rectangle)rectList.get(i)).displayRect();
}
}
public void showRect(){
for(Rectangle r: rectList){
r.displayRect();
rect(r.getXvalue(), r.getYvalue(), r.getWvalue(), r.getHvalue());
}
}
You have a list, but you never add anything to that list. The list remains empty.
Drop the member field rect, delete this line:
Rectangle rect; // rect begins as null
When you instantiate a new Rectangle, immediately add it to the list.
rc.onRelease( new CallbackListener() {
public void controlEvent(CallbackEvent theEvent) {
// When the button is clicked, instantiate a new rectangle and remember it by adding to our list of rectangles.
rectList.add(
new Rectangle( 100, 100, 100, 100 )
);
}
});
Some chiding: This was not a good Question for Stack Overflow. You could easily have found this bug by using a debugger to step through the code. You would have seen that the list remains empty. Before posting, do your own debugging exhaustively.
You should post your Rectangle class to make it easier for others to test and help out.
As Basil pointed out (+1) you're only rendering a new rectangle for one frame when there's a click event.
The idea would be that each time I click the button, a new rectangle Object is created, additional to the old one. Therefore, if I click the button 5 times, I should have 5 rectangles.
This statement is a bit ambiguous. I get you'd like to render a rectangle per click, however in the click handler the rect has the exact same dimensions and coordinates. Even if you would make minor fixes, rendering 5 identical rectangles on top of each other will likely appear as if it's a single rectangle.
Regarding the code you posted, this stands out to me:
Rectangle rect; // rect begins as null: what is the purpose of the rect if you have this underneath: ArrayList<Rectangle> rectList; ?
showRect(); is called in draw(): it loops over rectList and not only calls displayRect() which I'd assume would render the current rect, but also re-renders the same data on the following line (rect(r.getXvalue(), r.getYvalue(), r.getWvalue(), r.getHvalue());)
underneath, there's a for loop over the same list calling displayRect() yet again. My guess is 2 out 3 calls to render rectangles are redundant. (Also the array list is typed therefore, no need to cast like this: (Rectangle)rectList.get(i)), rectList.get(i) should suffice)
The only other minor caveat I have is around naming: ideally you would want to stick to Java naming conventions in Processing. (For example getXValue() instead of getXvalue(), etc.)
Regarding the ControlP5 button you could use controlEvent() which is a bit simpler than setting a callback. Even simpler is to use this automatic variable plugging functionality. In short, if a function has the same name as a button's name it will be called automatically:
Automatic controller-event detection
ControlP5 offers a range of controllers that allow you to easily change and adjust values while your sketch is running. Each controller is identified by a unique name assigned when creating a controller. ControlP5 locates variables and functions inside your sketch and will link controllers to matching variables or functions automatically
(from controlP5 reference)
Here's a basic example that prints a message to console each time the button is clicked:
import controlP5.*;
ControlP5 cp5;
void setup() {
size(1000, 1000);
cp5 = new ControlP5(this);
cp5.addButton("rectangle").
setPosition(5, 4).
setColorBackground(color(52, 55, 76));
}
void draw(){
background(255);
}
void rectangle(){
println("rectangle button clicked");
}
(I've kept the name rectangle instead of Rectangle to keep in line with Java naming conventions. The text label is displayed in uppercase anyway)
Back to your main question, if you want to add new rectangle per button press and render them the code be as simple as:
import controlP5.*;
ControlP5 cp5;
ArrayList<Rectangle> rectList = new ArrayList<Rectangle>();
int x = 100;
int y = 100;
void setup() {
size(1000, 1000);
rectList = new ArrayList<Rectangle>();
cp5 = new ControlP5(this);
cp5.addButton("rectangle").
setPosition(5, 4).
setColorBackground(color(52, 55, 76));
}
void draw() {
background(255);
for (int i = 0; i < rectList.size(); i++) {
rectList.get(i).display();
}
}
void rectangle(){
rectList.add(new Rectangle(x, y, 100, 100));
// increment x, y to avoid superimposed rectangles
x += 50;
y += 50;
}
class Rectangle{
private int x, y, w, h;
Rectangle(int x, int y, int w, int h){
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
void display(){
rect(x, y, w, h);
}
// currently not used
public int getX(){
return x;
}
public int getY(){
return x;
}
public int getWidth(){
return x;
}
public int getHeight(){
return x;
}
}
Rectangle rect; stands out. If this was an OOP homework assignment or exercise perhaps the intention was to have a basic drawing app functionality where the user could have a rectangle drawing tool ?
If that's the case rect could be selection rectangle which could cloned into rectList so it persists.
You could implement rectangle selection like so:
when the mouse is pressed remember the coordinates: these are the starting point of the selection
as the mouse is dragged the end point coordinates are the current mouse coordinates, hence the selection rectangle dimensions are the difference between the current mouse coordinates and the previously stored mouse coordinates
as the mouse is released, reset the selection rectangle (so it no longer displays)
Here's a basic example sketch:
Rectangle selection = new Rectangle(0, 0, 0, 0);
void setup(){
size(1000, 1000);
}
void draw(){
background(255);
selection.display();
}
void mousePressed(){
// store selection start
selection.x = mouseX;
selection.y = mouseY;
}
void mouseDragged(){
// update selection dimension as the difference between the current mouse coordinates and the previous ones (selection x, y)
selection.w = mouseX - selection.x;
selection.h = mouseY - selection.y;
}
void mouseReleased(){
selection.w = selection.h = selection.x = selection.y = 0;
}
class Rectangle{
private int x, y, w, h;
Rectangle(int x, int y, int w, int h){
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
void display(){
rect(x, y, w, h);
}
}
Resetting the Rectangle properties to 0 could be nicely encapsulated into a method:
void reset(){
x = y = w = h = 0;
}
The release handler would also be useful to add a new rectangle to rectList which has the same properties (x, y, w, h) as the selection, but before the selection is reset. something like:
void mouseReleased(){
// add a copy of the selection to rectList
rectList.add(new Rectangle(selection.x, selection.y, selection.w, selection.h));
// reset selection
selection.reset();
}
Again, the copy functionality is something that could be nicely encapsulated as a method as well:
Rectangle copy(){
return new Rectangle(x, y, w, h);
}
Putting it all together would look like this:
import controlP5.*;
ControlP5 cp5;
ArrayList<Rectangle> rectList = new ArrayList<Rectangle>();
Rectangle selection = new Rectangle(0, 0, 0, 0);
void setup() {
size(1000, 1000);
rectList = new ArrayList<Rectangle>();
cp5 = new ControlP5(this);
cp5.addButton("rectangle").
setPosition(5, 4).
setColorBackground(color(52, 55, 76));
}
void draw() {
background(255);
// draw previous rectangles (black)
stroke(0);
for (int i = 0; i < rectList.size(); i++) {
rectList.get(i).display();
}
// draw current selection (green)
stroke(0, 192, 0);
selection.display();
}
void rectangle(){
println("selected drawing tool is rectangle");
}
void mousePressed(){
// store selection start
selection.x = mouseX;
selection.y = mouseY;
}
void mouseDragged(){
// update selection dimension as the difference between the current mouse coordinates and the previous ones (selection x, y)
selection.w = mouseX - selection.x;
selection.h = mouseY - selection.y;
}
void mouseReleased(){
// add a new rectangle to the list: a copy of the selection
rectList.add(selection.copy());
// reset selection
selection.reset();
}
class Rectangle{
private int x, y, w, h;
Rectangle(int x, int y, int w, int h){
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
void display(){
rect(x, y, w, h);
}
Rectangle copy(){
return new Rectangle(x, y, w, h);
}
void reset(){
x = y = w = h = 0;
}
}
At this stage the button is a bit redundant, however it could useful in the future if other shapes are required (e.g. an Ellipse would be an obviously simple one to implement since ellipse() has the same parameters as rect(), just need to ensure ellipseMode(CORNER) is set to use the same selection x,y coordinates the rectangle does)
Hopefully this is useful. The initial code, as mentioned before looks a bit messy, as if it's put together in a haste before a deadline.
(I assume this because it reminds me of my code as a student :))
I'd recommend taking a short walk away from the computer, remembering what the task is and pen on paper breaking the task into small, clear, easy to implement subtasks. Once that is as clear as it can be, implement one subtask at a time in isolation. Initially the code may break or get messy, but eventually it will work (and it will be easier to write compared to the whole drawing program). Once that works, cleanup the code so that all unnecessary code is removed and it's easy to move the code to another sketch and run it without errors. Repeat the process for each subtask which should result in multiple minimal sketches solving one single problem. Once all parts are solved in isolation you can start putting the code together into one main sketch, however I recommend adding one subtask code as a time and testing first. When mixing code from multiple sketches conflicts/errors may arise and it will far easier to tackle merging two sketches a time than all of the subtask sketches in one go. Best of luck !

Brick positions, in Breakout game, using an array in Java

I have been working on a Java project for Uni, the classic arcade game Breakout, and so far have managed to create the bat and ball objects and they work as intended. I'd like to implement the brick wall using an array as making each brick its own object will result in inefficient code, but my experience with Java doesn't extend to Arrays and I understand, unlike Python, they are tricky to get working.
I'd like the bricks to be given different positions based on x and y parameters already established.
Here is the Model class where I'd like to add the array;
public class Model
{
// First, a collection of useful values for calculating sizes and layouts etc.
public int B = 6; // Border round the edge of the panel
public int M = 40; // Height of menu bar space at the top
public int BALL_SIZE = 30; // Ball side
public int BRICK_WIDTH = 50; // Brick size
public int BRICK_HEIGHT = 30;
public int BAT_MOVE = 5; // Distance to move bat on each keypress
public int BALL_MOVE = 3; // Units to move the ball on each step
public int HIT_BRICK = 50; // Score for hitting a brick
public int HIT_BOTTOM = -200; // Score (penalty) for hitting the bottom of the screen
View view;
Controller controller;
public GameObj ball; // The ball
public ArrayList<GameObj> bricks; // The bricks
public GameObj bat; // The bat
public int score = 0; // The score
// variables that control the game
public boolean gameRunning = true; // Set false to stop the game
public boolean fast = false; // Set true to make the ball go faster
// initialisation parameters for the model
public int width; // Width of game
public int height; // Height of game
// CONSTRUCTOR - needs to know how big the window will be
public Model( int w, int h )
{
Debug.trace("Model::<constructor>");
width = w;
height = h;
}
// Initialise the game - reset the score and create the game objects
public void initialiseGame()
{
score = 0;
ball = new GameObj(width/2, height/2, BALL_SIZE, BALL_SIZE, Color.RED );
bat = new GameObj(width/2, height - BRICK_HEIGHT*3/2, BRICK_WIDTH*3,
BRICK_HEIGHT/4, Color.GRAY);
bricks = new ArrayList<>();
// ***HERE***
}
And here is the corresponding code I'd like added to View class to draw the bricks in the GUI;
public void drawPicture()
{
// the ball movement is runnng 'i the background' so we have
// add the following line to make sure
synchronized( Model.class ) // Make thread safe (because the bal
{
GraphicsContext gc = canvas.getGraphicsContext2D();
// clear the canvas to redraw
gc.setFill( Color.WHITE );
gc.fillRect( 0, 0, width, height );
// update score
infoText.setText("BreakOut: Score = " + score);
// draw the bat and ball
displayGameObj( gc, ball ); // Display the Ball
displayGameObj( gc, bat ); // Display the Bat
// ***HERE***
}
}
The .jar project file in its current state can be viewed here.
On a side note, there is a slight bug with the bat, it does not stop when it hits either side, not sure what's the best way to go about making it stay within the parameters of the window.
Thanks in advance!!
You already have your ArrayList of bricks. Create a function to convert a row/column co-ordinate into an index for your array. Say you have a grid 3x4 (3 rows, 4 columns):
0 |_|_|B|_|
1 |_|_|_|_|
2 |_|_|_|_|
0 1 2 3
Your ArrayList would be of size 12 (3x4).
private int translateCoordToIndex(int row, int col) {
return row * TOTAL_COLS + col
}
So for the brick at row=0,col=2 in the diagram its position comes out as (0*4)+2 = 2 which means index 2 in your ArrayList bricks.get(2)
You can even just change the ArrayList into a general array of GameObj GameObj[]
Alternatively you can use a 2d array of GameObj to represent a grid of bricks.
GameObj[][] bricks = new GameObj[rows][cols] This way you can access the exact brick using its row and column position - e.g. bricks[0][0] for the first brick.
Both approaches are pretty much the same.

Determine touch/click of 4 Polygons from a Rectangle using libgdx

I'm currently working with libgdx, and am trying to get 4 equal Polygons from a Rectangle:
Rectangle myRect = Rectangle(0, 0, 171, 171);
I am looking to determine the 4 Polygons that represent each side of the Rectangle
This is my first day working with this engine, and I am a bit rusty on my geometry, so I'm looking for any help I can get. Essentialy, I'm going to use these Polygons to determine whether a specified X,Y pair is within them.
Thanks for the help.
You could find the mid point of the rectangle fairly easily, just average the height and width. From there you could manually construct a polygon, jumping from corner to corner to midpoint. You would lose some precision due to rounding, but you can use getX() and getWidth() if you need double precision.
public Polygon[] findTris(Rectangle rectangle){
//Creating a list of the x points of the rectangle, ordered clockwise.
new int[] xpoints = new int[5];
xpoints[0] = rectangle.x;
xpoints[1] = rectangle.x+rectangle.width;
xpoints[2] = rectangle.x+rectangle.width;
xpoints[3] = rectangle.x;
xpoints[4] = rectangle.x;
//Doing the same for y points.
int[] ypoints = new int[5];
ypoints[0] = rectangle.y;
ypoints[1] = rectangle.y;
ypoints[2] = rectangle.y+rectangle.height;
ypoints[3] = rectangle.y+rectangle.height;
ypoints[4] = rectangle.y;
//Finding the midpoint.
int midx = (rectangle.x+rectangle.width)/2;
int midy = (rectangle.y+rectangle.height)/2;
//Creating an array to hold the polygons.
Polygon[] polys = new Polygon[4];
//Creating the polygons.
for(int i = 0; i < 4; i++){
int[] triXPoints = {xpoints[i], xpoints[i+1], midx};
int[] triYPoints = {ypoints[i], ypoints[i+1], midy};
polys[i] = Polygon(xpoints,ypoints,3);
}
return polys;
}
Now that will work fine, but if all you are trying to do is find the mouse position in a square, you can use mouse maps. A mouse map is an image with distinctly different colors in each region that you want to be able to recognize the mouse in. You would store the map as a BufferedImage and whenever you needed to find the region the mouse was in, you can get the color of the buffered image at the appropriate position on the BufferedImage.
Here is the idea:
http://i.stack.imgur.com/iFPsl.png

Java Lines Confusion

I am having a problem with my java code. I'm trying to make it so the top left quadrant produces a set number of lines input by a user through JOption Pane which are in random colors and in random positions. The programs builds successfully but it does not produce the number of lines the user input, nor does it set a random color (This it at the very bottom of my code). Can someone please explain how to fix this problem? Thanks very much.
Edit: fixed the curve braces but still will not work.
Edit: Everything works now except the random colors
import javax.swing.*; //for JFrame
import java.awt.*; //for Graphics and Container
import java.util.Random;
import javax.swing.JOptionPane;
// other import statements here
public class RandomGraphics
{
// constants are used to draw the grid, and for you to put shapes in the grid
public static final int MIDX = 400;
public static final int MIDY = 300;
public static final int MAXX = 799;
public static final int MAXY = 599;
public static final int COLOR = (int) (Math.random() * 256);
// make another constant for the color value that will
// be used to generate a random color
public static void main( String[] args )throws InterruptedException
{
//*** This next section sets up the graphics window.
//*** You are not required to understand it
Container contentPane;
Graphics g;
JFrame win = new JFrame("Random Graphics");
win.setSize(825,650);
win.setLocation(0,0);
win.setVisible(true);
win.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
contentPane = win.getContentPane();
contentPane.setBackground(Color.white);
g = contentPane.getGraphics();
Thread.sleep(50);
//*** done setting up graphics window
// Draws Grid - DO NOT CHANGE
// After you use JOptionPane to get the number of lines, you can move this
// section of code to just after that, so the lines will not disappear
g.drawRect(0,0,MAXX+1,MAXY+1);
g.drawLine(0,MIDY,MAXX,MIDY); // horizontal line
g.drawLine(MIDX,0,MIDX,MAXY); // vertical line
// Create Random object
Random r = new Random();
// Top left quadrant:
// Use a JOptionPane to ask the user to enter the number of lines 1 to 100.
int count = 0;
do
{
String morelines = JOptionPane.showInputDialog("Enter a number of lines between 1 to 100");
count = Integer.parseInt(morelines);
}
while(count > 100 || count < 1);
for(int i = 1; i >= count; i++)
{
g.setColor(new Color (r.nextInt(COLOR), r.nextInt(COLOR), r.nextInt(COLOR)));
g.drawLine(r.nextInt(MIDX), r.nextInt(MIDY), r.nextInt(MIDX), r.nextInt(MIDY));
}
g = contentPane.getGraphics();
Graphics objects are not persistent, the programmer needs to draw the GUI to them when asked to do so. For tips, see the Performing Custom Painting Lesson of the tutorial.
Beside the 'always include curly braces around loops advice', note..
for(int i = 1; i >= count; i++)
Should be..
for(int i = 1; i <= count; i++)
But don't ignore the advice about custom painting. The app. will not render reliably until that is fixed.
for(int i = 1; i >= count; i++)
g.setColor(new Color (r.nextInt(COLOR), r.nextInt(COLOR), r.nextInt(COLOR)));
g.drawLine(r.nextInt(MIDX), r.nextInt(MIDY), r.nextInt(MIDX), r.nextInt(MIDY));
Looking at your indenting, it looks like you want g.setColor(...) and g.drawLine(...) to be inside your for loop. You need to enclose them in curly braces {}, otherwise only the statement immediately following your for loop will be inside the loop.

drawing random circles, storing their coorindates in an array

This is what I want to accomplish for homework: Design and implement a program that draws circles, with the radius and location of each circle determined at random. If a circle does not overlap with any other circle, draw that circle in black. If a circle overlaps one or more circles, draw it in cyan. Use an array to store a representation of each circle, then determine the color of each circle. Two circles overlap if the distance between their center points is less than the sum of their radii.
I am really close, but I just cannot figure out how to use the sqrt formula in order to compare the radii of the circles that overlap and then to redraw that circle in cyan. I've tried to figure this out in two other posts here: drawing random circles, storing their coorindates in an array and here: draw random circles, first storing the points in an array. I got some pointers, so can anyone give me specific pointers to figure out how to make my for loop use the Math.sqrt function properly in order to compare the radii and then redraw an overlapping circle in cyan? Thank you very much.
UPDATE: I have gotten the Math.sqrt forumla working, but I can't figure out how to structure my for loop in order to only make the circle that overlaps be filled in. I tried to do this using a nested for loop with a boolean in it, but that is making all of the circles fill in. Thank you for your recommendations so far.
Here is the code that I have so far:
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import java.awt.*;
import java.awt.event.*;
import java.math.*;
public class RandomCircles extends JPanel
{
private int[] sizeArray = new int [5]; // radius of each circle
private int[] xArray = new int [5]; //array to store x coordinates of circles
private int[] yArray = new int [5]; //array to store y coordinates of circles
private int x1, x2, y1, y2;
private boolean overlap = false;
public RandomCircles()
{
Random r = new Random();
for (int i = 0; i<xArray.length; i++){
//random numbers from 1 to 20;
xArray[i] = r.nextInt(200) + 1;
}
for (int i = 0; i<yArray.length; i++){
yArray[i] = r.nextInt(200) + 1;
}
for (int i = 0; i<sizeArray.length; i++){
sizeArray[i] = r.nextInt(100) +1;
}
setBackground (Color.blue);
setPreferredSize (new Dimension(300, 200));
}
// generates all of the circles stored in the array.
public void paintComponent (Graphics page)
{
super.paintComponent(page);
for (int i = 0 ;i<xArray.length; i++) //this is an iterator that draws the circles and checks for overlapping radii
for (int j = 0 ;j<xArray.length; j++)
{
//boolean overlap = false;
//is supposed to compare radii of circles to check if they overlap
{
if (Math.sqrt((xArray[i]-xArray[j])*(xArray[i]-xArray[j])+(yArray[i]-yArray[j])*(yArray[i]-yArray[j])) >sizeArray[i]-sizeArray[j]);
boolean overlap = true;
page.fillOval(xArray[i], yArray[i], sizeArray[i], sizeArray[i]);
page.setColor (Color.cyan);
repaint();
} //draws the circles that are stored in the array
page.drawOval(xArray[i], yArray[i], sizeArray[i], sizeArray[i]);//outer for loop
}
}
public static void main (String[] args)
{
JFrame frame = new JFrame ("Circles");
frame.setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add (new RandomCircles());
frame.pack();
frame.setVisible(true);
}
}
//Math.sqrt((x1-x2)*(x1-x2)-(y1-y2)*(y1-y2)), go back and read chapter 7
should be
Math.sqrt((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2))
(You need to take the square root of the sum of the squared X and Y distances, not the difference.)
Update:
There are a couple of problems with the overlap detection. Two circles overlap if
the sum of their radii is greater than the distance between their centers, but
you're taking the difference of the radii and checking if it's less than the
distance between the centers.
Also, you should skip the overlap check whenever i == j (since every circle overlaps
with itself; you're only interested in overlaps between different circles).

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