Switching sprites after a set amount of time - java

so I have an object, and I want to make it so that whenever a projectile collides with that object, it gradually switches its sprites, and finally disappear. How can I do that?
Here are my codes (sprites is a list of sprites that I need to set, and fireballs is a list of fireballs)
Firstly, the chunk of code that I want to fix:
for(int i = 0; i < this.fireballs.size(); i++){
if(this.brickwall.wallExist()){
if((fireballs.get(i).getX() <= this.brickwall.getX()+10 & fireballs.get(i).getX() >= this.brickwall.getX()-10) &&
(fireballs.get(i).getY() <= this.brickwall.getY()+10 & fireballs.get(i).getY() >= this.brickwall.getY()-10)){
fireballs.remove(i);
int counter = 0;
for(PImage p : sprites){
if(counter == 4){
this.brickwall.setSprite(p);
this.brickwall.draw(this);
counter = 0;
}
else{
counter++;
}
}
}
}
}
fireball is an extension of the class projectile:
public abstract class Projectile {
protected int x;
protected int y;
protected PImage sprite;
public Projectile(int x, int y){
this.x = x;
this.y = y;
}
public void draw(PApplet app) {
// The image() method is used to draw PImages onto the screen.
// The first argument is the image, the second and third arguments are coordinates
app.image(this.sprite, this.x, this.y);
}
//set sprite
public void setSprite(PImage sprite) {
this.sprite = sprite;
}
public abstract void Up();
public abstract void Down();
public abstract void Left();
public abstract void Right();
public int getX(){
return this.x;
}
public int getY(){
return this.y;
}
}
public class Fireball extends Projectile {
public char dir = 'n';
public Fireball(int x, int y) {
super(x, y);
}
public void Right() {
this.x += 4;
}
public void Left(){
this.x -= 4;
}
public void Up() {
this.y -= 4;
}
public void Down() {
this.y += 4;
}
}
brickwall is an extension to the class wall:
import processing.core.PImage;
import processing.core.PApplet;
public abstract class wall extends PApplet {
protected int x;
protected int y;
protected PImage sprite;
protected int size;
public wall(int x, int y){
this.x = x;
this.y = y;
}
public void setSprite(PImage sprite) {
this.sprite = sprite;
}
public void draw(PApplet app){
app.image(this.sprite, this.x, this.y);
}
public int getX(){
return this.x;
}
public int getY(){
return this.y;
}
public void tick(){
}
}
import processing.core.PImage;
public class brickwall extends wall {
public PImage sprite;
public int counter = 0;
protected PImage[] destroyed = new PImage[4];
public brickwall(int x, int y){
super(x, y);
}
public boolean wallExist(){
return true;
}
public void destroy(){
//erase the sprite
this.sprite = null;
}
public void tick(){
if(this.counter < 4){
this.sprite = destroyed[this.counter];
this.counter++;
}
}
}

Related

Trying To Implement Player Gravity For My Test Block for Player Class (RealtutsGml Platformer Tutorial)

I am following realTutsgml Tutorial in attempt to implement gravity for the player class which I am using a Linklist to refer to my Gameobject class.
public class Player extends GameObject {
private float width = 32, height = 64;
private float gravity = 0.05f;
public Player(float x, float y, ObjectId id) {
super(x, y, id);
}
public void tick(LinkedList<GameObject> object) {
x += velX;
y += velY;
if(falling||jumping)
{
velY += gravity;
}
}
I was able to draw the test block onto the screen which an instance was created in the game class in the init method
handler.addObject(new Player(100, 100, ObjectId.Player));
GameObject Class
public abstract class GameObject
{
protected float x, y;
protected ObjectId id;
protected float velX = 0, velY = 0;
protected boolean falling = true;
protected boolean jumping = false;
public GameObject(float x, float y, ObjectId id)
{
this.x = x;
this.y = y;
this.id = id;
}
public abstract void tick(LinkedList<GameObject> object);
public abstract void render(Graphics g);
public abstract Rectangle getBounds();
public float getX() {
return x;
}
public float getY() {
return y;
}
public void setX(float x) {
this.x = x;
}
public void setY(float y) {
this.y = y;
}
public float getvelX() {
return velX;
}
public float getvelY() {
return velY;
}
public void setvelX(float velX) {
this.velX = velX;
}
public void setvelY(float velY) {
this.velY = velY;
}
public boolean isFalling() {
return falling;
}
public void setFalling(boolean falling) {
this.falling = falling;
}
public boolean isJumping() {
return jumping;
}
public void setJumping(boolean jumping) {
this.jumping = jumping;
}
public ObjectId getId() {
return id;
}
}
I added the getters and setters to generate the return value for the jumping and falling boolean values.

Detecting Collision between two filled Rectangles

I'm trying to make it print out "Game over" when the Green Square(Cuboid) runs over/into the blue(CuboidKiller) one.
GAME class:
package plugin.dev.wristz;
import java.awt.Graphics;
import java.awt.Image;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.JFrame;
public class Game extends JFrame {
private static final long serialVersionUID = 294623570092988970L;
public static ArrayList<CuboidKiller> killers;
public static int h = 1024, w = 768;
public static Game game;
public static Graphics graphics, g2;
public static Image image;
public static Cuboid cuboid;
public Game(String title) {
setTitle(title);
setSize(1024, 768);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(true);
setVisible(true);
setLocationRelativeTo(null);
addKeyListener(new KeyHandler(cuboid));
g2 = getGraphics();
paint(g2);
}
public static void main(String[] args) {
cuboid = new Cuboid();
Thread cubi = new Thread(cuboid);
cubi.start();
killers = new ArrayList<CuboidKiller>();
CuboidKiller a = new CuboidKiller(new Random().nextInt(h), new Random().nextInt(w), new Random().nextInt(50) + 20);
killers.add(a);
game = new Game("Killer Cuboids");
}
#Override
public void paint(Graphics g) {
image = createImage(getWidth(), getHeight());
graphics = image.getGraphics();
paintComponent(graphics);
g.drawImage(image, 0, 0, this);
}
public void paintComponent(Graphics g) {
checkGameOver();
cuboid.draw(g);
for (CuboidKiller killer : killers)
killer.draw(g);
repaint();
}
public void checkGameOver() {
for (CuboidKiller killer : killers)
if (killer.isTouching(cuboid))
System.out.println("Game over!");
}
public int getH() {
return h;
}
public void setH(int wh) {
h = wh;
}
public int getW() {
return w;
}
public void setW(int ww) {
w = ww;
}
}
Cuboid class:
package plugin.dev.wristz;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
#SuppressWarnings("static-access")
public class Cuboid implements Runnable {
private int x, y, xDirection, zDirection;
public Cuboid() {
this.x = 799;
this.y = 755;
}
public void draw(Graphics g) {
g.setColor(Color.GREEN);
g.fillRect(x, y, 25, 25);
}
public void move() {
x += xDirection;
y += zDirection;
if (x <= 10)
x = 0 + 10;
if (y <= 35)
y = 0 + 35;
if (x >= 1024 - 35)
x = 1024 - 35;
if (y >= 768 - 35)
y = 768 - 35;
}
public void keyPressed(KeyEvent ev) {
int keyCode = ev.getKeyCode();
if (keyCode == ev.VK_LEFT) {
setXDirection(-5);
}
if (keyCode == ev.VK_RIGHT) {
setXDirection(5);
}
if (keyCode == ev.VK_UP) {
setZDirection(-5);
}
if (keyCode == ev.VK_DOWN) {
setZDirection(5);
}
}
public void keyReleased(KeyEvent ev) {
int keyCode = ev.getKeyCode();
if (keyCode == ev.VK_LEFT) {
setXDirection(0);
}
if (keyCode == ev.VK_RIGHT) {
setXDirection(0);
}
if (keyCode == ev.VK_UP) {
setZDirection(0);
}
if (keyCode == ev.VK_DOWN) {
setZDirection(0);
}
}
#Override
public void run() {
try {
while (true) {
move();
Thread.sleep(5);
}
} catch (Exception e) {
System.err.println(e.getMessage());
}
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
public int getXDirection() {
return xDirection;
}
public void setXDirection(int xDirection) {
this.xDirection = xDirection;
}
public int getZ() {
return y;
}
public void setZ(int z) {
this.y = z;
}
public int getZDirection() {
return zDirection;
}
public void setZDirection(int zDirection) {
this.zDirection = zDirection;
}
}
Cuboid Killer:
package plugin.dev.wristz;
import java.awt.Color;
import java.awt.Graphics;
import java.util.HashMap;
public class CuboidKiller {
private int x, y, radius;
private HashMap<Integer, Integer> points;
public CuboidKiller(int x, int y, int radius) {
this.points = new HashMap<Integer, Integer>();
setPoints();
this.x = x;
this.y = y;
this.radius = radius;
}
public void draw(Graphics g) {
g.setColor(Color.blue);
g.fillRect(x, y, radius, radius);
}
public void setPoints() {
this.points.put(x, y);
this.points.put(x + radius, y);
this.points.put(x + radius, y - radius);
this.points.put(x, y - radius);
}
public boolean isTouching(Cuboid cuboid) {
boolean result = true;
//int a = cuboid.getX(), b = cuboid.getZ();
result = true;
return result;
}
public int getRadius() {
return radius;
}
public void setRadius(int radius) {
this.radius = radius;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public HashMap<Integer, Integer> getPoints() {
return points;
}
public void setPoints(HashMap<Integer, Integer> points) {
this.points = points;
}
}
Well, there are two approaches. Either you write it yourself, or you just use what Java 8 provides.
This guy has a very nice explanation on how to detect collision between two rectangles: Java check if two rectangles overlap at any point
But if I were the one writing it, I would just have both classes contain a Rectangle object (http://docs.oracle.com/javase/8/docs/api/java/awt/Rectangle.html), and just call the intersects() function provided by Rectangle. :-)

Java awt Why can I only remove most recent addition to Linked List

I'm creating a space shooter game in Java awt for my college computer science project.
The enemies that I have spawn every 3 seconds via a timer and are added to a LinkedList, and a for loop renders them all.
In the class I have for my player's bullet object, there are if statements to check whether the laser comes into the bounds of an enemy, and if they are all true it removes the enemy from the LinkedList.
However, only the most recent addition to the LinkedList is being removed; the bullet passes through the others and nothing happens. This is my first time making a game, and the first time I've ever used a LinkedList, so excuse any misunderstandings.
The controller class controls the enemies, the Laser class is the bullet and the Enemy class is the Enemy object. There's also a player, Main and GUI class.
import java.awt.*;
import java.util.LinkedList;
import java.util.Timer;
import java.util.TimerTask;
public class Controller
{
private LinkedList<Enemy> e = new LinkedList<Enemy>();
Enemy tempEnemy, tempEnemy2
;
Main main;
int refreshSpawn = 3000; //move timer refresh rate
int xpos;
int width;
int ypos;
int height;
Timer spawnTimer = new Timer();
public Controller(Main main)
{
this.main = main;
spawn();
}
public void spawn()
{
spawnTimer.schedule(new TimerTask()
{
public void run() //run method and timer
{
addEnemy(new Enemy(main, (int)(Math.random()*4+2)));
}
}, 0, refreshSpawn);
}
public void render(Graphics g)
{
for(int i = 0; i < e.size(); i++)
{
tempEnemy = e.get(i);
xpos = tempEnemy.getX();
width = tempEnemy.getXsize();
ypos = tempEnemy.getY();
height = tempEnemy.getYsize();
tempEnemy.render(g);
}
}
public void update()
{
for(int i = 0; i < e.size(); i++)
{
tempEnemy2 = e.get(i);
tempEnemy2.move();
}
}
public void addEnemy(Enemy enemy)
{
e.add(enemy);
System.out.println(e.size());
//spawn();
}
public void removeEnemy()
{
e.remove(tempEnemy);
}
public int getX()
{
return xpos;
}
public int getY()
{
return ypos;
}
public int getXsize()
{
return width;
}
public int getYsize()
{
return height;
}
public Enemy getEnemy()
{
return tempEnemy;
}
}
import java.awt.*;
public class Enemy
{
Image ship; //image of enemy ship
int x, y; //ship position
int speed;
public Enemy(Main main, int speed) //constructing enemy
{
this.speed = speed;
ship = main.getImage(main.getDocumentBase(), "enemyShip"+(int)(Math.random()*6+1)+".png"); //picture for enemy ship
x = (int)(Math.random()*900+1); //enemy has a starting position at a random x point
y = -100; //start ship slightly off screen so it doesn't suddenly appear
}
public void move()
{
y += speed;
if(y > 600)
{
y = -100;
x = (int)(Math.random()*900);
}
}
public void render(Graphics g)
{
g.drawImage(ship, x, y, null);
}
public int getX()
{
return x;
}
public int getY()
{
return y;
}
public int getXsize()
{
return ship.getWidth(null);
}
public int getYsize()
{
return ship.getHeight(null);
}
}
import java.awt.*;
public class Laser
{
Image img; //image of laser
int laserSpeed = 10; //speed of laser
int x, y; //position of laser
int xSize, ySize; //size of laser
Controller cont;
GUI gui;
public Laser(Image img, int x, int y, Controller cont, GUI gui) //constructing laser
{
this.cont = cont;
this.img = img; //setting laser image
this.gui = gui;
xSize = x; //size of laser
ySize = y; //size of laser
}
public void shoot(int x, int y, int shipSize)
{
this.x = x + (shipSize/2) - (xSize/2);
this.y = y;
}
public void move()
{
y -= laserSpeed;
if(x <= cont.getX() + cont.getXsize() && x + xSize >= cont.getX() - cont.getXsize())
{
if(y <= cont.getY() + cont.getYsize() && y > 0)
{
remove();
cont.removeEnemy();
gui.scoreUp(5);
}
}
}
public int getX()
{
return x;
}
public int getY()
{
return y;
}
public int getXSize()
{
return xSize;
}
public int getYSize()
{
return ySize;
}
public Image getImage()
{
return img;
}
public void remove()
{
y = -ySize;
x = -100;
}
}
From what I can tell, tempEnemy is assigned to the last element in the LinkedList by the render method. This means that when you call removeEnemy it is removing the last rendered object (likely the last object you added).
What you should be doing is telling the Controller which Enemy it should be using, it has absolutely no idea what your intentions are when you call it...

How to handle the collision between two arraylist objects?

I have a problem with my code here. I want to make a game with thow ball on each side of screen, on ball being controlled by the user and the other one by the computer. Both ball shoot to each other, and if the bullets intersects one with another, i need to make something happen. I managed to do some thing here, and I have two class, one for the player bullets, and the other one for the enemies bullets, and the bullets are created trough arraylists. All works fin until now, but if I try ti make them collision with each other,it doesnt work at all. I've tried a lot of things but none of it worked, and I would really appreciate if someone could help me.
That is the Player Projectile class:
import java.awt.Rectangle;
public class Projectiles {
private int x, y, speedX;
private boolean visible;
private int width = 10;
private int height = 10;
private Rectangle r;
public Projectiles(){
}
public Projectiles(int startX, int startY) {
x = startX;
y = startY;
speedX = 1;
visible = true;
r = new Rectangle(0, 0, 0, 0);
}
public void update(){
x += speedX;
r.setBounds(x, y, width, height);
if (x > 800){
visible = false;
r = null;
}
if (x < 800){
checkCollision();
}
}
private void checkCollision() {
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getSpeedX() {
return speedX;
}
public boolean isVisible() {
return visible;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public void setSpeedX(int speedX) {
this.speedX = speedX;
}
public void setVisible(boolean visible) {
this.visible = visible;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public void setWidth(int width) {
this.width = width;
}
public void setHeight(int height) {
this.height = height;
}
public Rectangle getR() {
return r;
}
public void setR(Rectangle r) {
this.r = r;
}
}
And this one is the Enemy_Projectile class:
import java.awt.Rectangle;
public class Enemy_Projectiles {
private int x, y, speedX;
private boolean visible;
private int width = 30;
private int height = 20;
public static Rectangle r;
Projectiles p1;
public Enemy_Projectiles(int startX, int startY) {
x = startX;
y = startY;
speedX = 1;
visible = true;
r = new Rectangle(0, 0, 0, 0);
}
public void update() {
x -= speedX;
r.setBounds(x, y, width, height);
if (x < 0) {
visible = false;
r = null;
}
if (x > 0){
checkCollision();
}
}
private void checkCollision() {
if(r.intersects(p1.getR())){
visible = false;
System.out.println("Coliziune!!");
}
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getSpeedX() {
return speedX;
}
public boolean isVisible() {
return visible;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public void setSpeedX(int speedX) {
this.speedX = speedX;
}
public void setVisible(boolean visible) {
this.visible = visible;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public void setWidth(int width) {
this.width = width;
}
public void setHeight(int height) {
this.height = height;
}
}
Do not check intersection after the frame has been drawn. Let's say you have a slow computer and your bullets intersect, but they have moved out of intersection in one frame.
You need to apply high school physics/geometry. Calculate where the bullet will be well before you render it. Then, calculate where the ball will be, and construct a line segment for each from where they are now, to where they will be on the next frame. Check if these segments intersect. Then you will have a fool-proof method of checking for intersection.
This method is similar to how physics and intersections between objects are handled inside of a game engine like Unity.

Java Game Dev: Checking if player is in-between two y coords

I'm making a game with Slick2D. When a player get's under a window with an enemy in it, they can shoot, and points will be added. I have every mechanic completed besides the shooting one. Here is my "plan" on how it'll work.
When the player gets below the window(which the program picks up on via y coordinate) and fires, points will be added to a counter.
How can I get my program to realize that the player is indeed below a window?
Thanks, and here's my PlayState code.
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Input;
import org.newdawn.slick.state.BasicGameState;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.state.StateBasedGame;
import org.newdawn.slick.Image;
import org.newdawn.slick.state.transition.FadeInTransition;
import org.newdawn.slick.state.transition.FadeOutTransition;
import java.util.Random;
import java.util.TimerTask;
import java.util.Timer;
public class PlayState extends BasicGameState{
int stateID = -1;
int w = SwegBoi.WIDTH;
int h = SwegBoi.HEIGHT;
static int enemylocation;
float s = SwegBoi.SCALE;
Image playbackground;
Image swegboiplayer;
Image quit;
Image enemy1;
Image enemy2;
float playery;
int score = 0;
final static Random ran = new Random();
static Timer tm = new Timer();
static long startTime = System.currentTimeMillis();
public static void main(String args){
}
public PlayState(int stateID){
this.stateID = stateID;
}
#Override
public void init(GameContainer gc, StateBasedGame sbg)
throws SlickException {
swegboiplayer = new Image("resources/swegboibackgun.png");
playbackground = new Image("resources/playstatebackground.png");
quit = new Image("resources/mainmenuquit.png");
enemy1 = new Image("resources/enemy1.png");
enemy2 = new Image("resources/enemy1.png");
tm.schedule(new TimerTask() {
#Override
public void run() {
enemylocation = ran.nextInt(4) + 1;
}
}, 1, 2000);
}
#Override
public void render(GameContainer gc, StateBasedGame sbg, Graphics g)
throws SlickException {
playbackground.setFilter(Image.FILTER_NEAREST);
playbackground.draw(0, 0, s*10);
quit.draw((w-175*s),5 *s,s/2);
if(enemylocation==1){
enemy1.setFilter(Image.FILTER_NEAREST);
enemy1.draw(200,170,s*10);
}
if(enemylocation==2){
enemy1.setFilter(Image.FILTER_NEAREST);
enemy1.draw(200,360,s*10);
}
if(enemylocation==3){
enemy1.setFilter(Image.FILTER_NEAREST);
enemy1.draw(950,170,s*10);
}
if(enemylocation==4){
enemy1.setFilter(Image.FILTER_NEAREST);
enemy1.draw(950,360,s*10);
}
swegboiplayer.setFilter(Image.FILTER_NEAREST);
swegboiplayer.draw((w*s)/2-(playery*s), 450*s, s*5);
g.drawString("Alpha V0.1",6,6);
}
#Override
public void update(GameContainer gc, StateBasedGame sbg, int delta)
throws SlickException {
Input input = gc.getInput();
if(input.isKeyDown(Input.KEY_LEFT)){playery += 17;}
if(input.isKeyDown(Input.KEY_RIGHT)){playery -= 17;}
int mouseX = input.getMouseX();
int mouseY = input.getMouseY();
if(mouseHover(mouseX,mouseY,(w-175*s),5*s,quit.getHeight()/2,quit.getWidth()) == true){
if(input.isMousePressed(0)){
sbg.enterState(SwegBoi.MAINMENUSTATE,new FadeOutTransition(), new FadeInTransition());
}
quit = new Image("resources/mainmenuquithover.png");
}else{
quit = new Image("resources/mainmenuquit.png");
}}
#Override
public int getID() {
return stateID;
}
public boolean mouseHover(int mouseX, int mouseY, float x, float y, float height, float width){
if((mouseX >= x && mouseX <= x + width && mouseY >= y && mouseY <= y + height)){
return true;
}else{
return false;
}
}}
Something like this should work. Every time you move, check if you are in a range of an enemy x position and determine if shooting should be enabled or disabled. Define some kind of range for each enemies X position.
private void checkShootStatus()
{
// Calculate image bounds X Position + width
float swegboiplayerEndBound = swegboiplayer.getX() + swegboiplayer.getWidth();
float enemyEndBound = enemy.getX() + enemy.getWidth();
// Check enemy 1
if (swegboiplayerEndBound > enemy.getX() && swegboiplayer.getX() < enemyEndBound)
{
canShoot = true;
}
else
{
canShoot = false;
}
}
Since you cannot get the x location of an image, create a wrapper class to track the x/y positions of the player and enemy.
public class Player extends Image
{
private String image;
private float x = 0;
private float y = 0;
public Player(String image) throws SlickException
{
super(image);
this.setImage(image);
}
public float getY()
{
return y;
}
public void setY(float y)
{
this.y = y;
}
public String getImage()
{
return image;
}
public void setImage(String image)
{
this.image = image;
}
public float getX()
{
return x;
}
public void setX(float x)
{
this.x = x;
}
}
Enemy
public class Enemy extends Image
{
private String image;
private int x;
private int y;
public Enemy(String image) throws SlickException
{
super(image);
this.setImage(image);
}
public int getY()
{
return y;
}
public void setY(int y)
{
this.y = y;
}
public String getImage()
{
return image;
}
public void setImage(String image)
{
this.image = image;
}
public int getX()
{
return x;
}
public void setX(int x)
{
this.x = x;
}
}

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