How do I restart Snake game (Java)? [closed] - java

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I'm a beginner so I used Bro Code's (a YouTuber) version of snake game. It's almost identical with minor adjustments, but I've been trying to figure out how to restart the game when I die. I've tried making a restart button and tried to make it restart with a keystroke but I've got no experience coding so I couldn't figure it out. Here's the source code:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.util.Random;
import javax.swing.JPanel;
import javax.swing.Timer;
public class GamePanel<Restart> extends JPanel implements ActionListener {
static final int SCREEN_WIDTH = 1300;
static final int SCREEN_HEIGHT = 750;
static final int UNIT_SIZE = 25;
static final int GAME_UNITS = (SCREEN_WIDTH * SCREEN_HEIGHT) / (UNIT_SIZE * UNIT_SIZE);
static final int DELAY = 85;
final int x[] = new int[GAME_UNITS];
final int y[] = new int[GAME_UNITS];
int bodyParts = 5;
int applesEaten;
int appleX;
int appleY;
char direction = 'R';
boolean running = false;
Timer timer;
Random random;
GamePanel() {
random = new Random();
this.setPreferredSize(new Dimension(SCREEN_WIDTH, SCREEN_HEIGHT));
this.setBackground(Color.black);
this.setFocusable(true);
this.addKeyListener(new MyKeyAdapter());
startGame();
}
public void startGame() {
newApple();
running = true;
timer = new Timer(DELAY, this);
timer.start();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
draw(g);
}
public void draw(Graphics g) {
if (running) {
/*
* for(int i=0;i<SCREEN_HEIGHT/UNIT_SIZE;i++) { g.drawLine(i*UNIT_SIZE, 0,
* i*UNIT_SIZE, SCREEN_HEIGHT); g.drawLine(0, i*UNIT_SIZE, SCREEN_WIDTH,
* i*UNIT_SIZE); }
*/
g.setColor(Color.red);
g.fillOval(appleX, appleY, UNIT_SIZE, UNIT_SIZE);
for (int i = 0; i < bodyParts; i++) {
if (i == 0) {
g.setColor(Color.green);
g.fillRect(x[i], y[i], UNIT_SIZE, UNIT_SIZE);
}
else {
g.setColor(new Color(45, 180, 0));
// g.setColor(new
// Color(random.nextInt(255),random.nextInt(255),random.nextInt(255)));
g.fillRect(x[i], y[i], UNIT_SIZE, UNIT_SIZE);
}
}
g.setColor(Color.red);
g.setFont(new Font("Ink Free", Font.BOLD, 40));
FontMetrics metrics = getFontMetrics(g.getFont());
g.drawString("Score: " + applesEaten,
(SCREEN_WIDTH - metrics.stringWidth("Score: " + applesEaten)) / 2,
g.getFont().getSize());
}
else {
gameOver(g);
}
}
public void newApple() {
appleX = random.nextInt((int) (SCREEN_WIDTH / UNIT_SIZE)) * UNIT_SIZE;
appleY = random.nextInt((int) (SCREEN_HEIGHT / UNIT_SIZE)) * UNIT_SIZE;
}
public void move() {
for (int i = bodyParts; i > 0; i--) {
x[i] = x[i - 1];
y[i] = y[i - 1];
}
switch (direction) {
case 'U':
y[0] = y[0] - UNIT_SIZE;
break;
case 'D':
y[0] = y[0] + UNIT_SIZE;
break;
case 'L':
x[0] = x[0] - UNIT_SIZE;
break;
case 'R':
x[0] = x[0] + UNIT_SIZE;
break;
}
}
public void checkApple() {
if ((x[0] == appleX) && (y[0] == appleY)) {
bodyParts++;
applesEaten++;
newApple();
}
}
public void checkCollisions() {
// checks if head collides with body
for (int i = bodyParts; i > 0; i--) {
if ((x[0] == x[i]) && (y[0] == y[i])) {
running = false;
}
}
// check if head touches left border
if (x[0] < 0) {
running = false;
}
// check if head touches right border
if (x[0] > SCREEN_WIDTH) {
running = false;
}
// check if head touches top border
if (y[0] < 0) {
running = false;
}
// check if head touches bottom border
if (y[0] > SCREEN_HEIGHT) {
running = false;
}
if (!running) {
timer.stop();
}
}
public void gameOver(Graphics g) {
// Score
g.setColor(Color.red);
g.setFont(new Font("Ink Free", Font.BOLD, 40));
FontMetrics metrics1 = getFontMetrics(g.getFont());
g.drawString("Score: " + applesEaten,
(SCREEN_WIDTH - metrics1.stringWidth("Score: " + applesEaten)) / 2,
g.getFont().getSize());
// Game Over text
g.setColor(Color.red);
g.setFont(new Font("Ink Free", Font.BOLD, 75));
FontMetrics metrics2 = getFontMetrics(g.getFont());
g.drawString("Game Over", (SCREEN_WIDTH - metrics2.stringWidth("Game Over")) / 2,
SCREEN_HEIGHT / 2);
}
#Override
public void actionPerformed(ActionEvent e) {
if (running) {
move();
checkApple();
checkCollisions();
}
repaint();
}
public class MyKeyAdapter extends KeyAdapter {
#Override
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_A:
if (direction != 'R') {
direction = 'L';
}
break;
case KeyEvent.VK_D:
if (direction != 'L') {
direction = 'R';
}
break;
case KeyEvent.VK_W:
if (direction != 'D') {
direction = 'U';
}
break;
case KeyEvent.VK_S:
if (direction != 'U') {
direction = 'D';
}
}
}
}
}

This is the solution, Pressing Enter will close the previous window and open a new game window. Let me know if you don't understand something so I can explain it to you!
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Window;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.util.Random;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public final class GamePanel<Restart> extends JPanel implements ActionListener {
JFrame frame = new JFrame();
JPanel panel = new JPanel();
static final int SCREEN_WIDTH = 1300;
static final int SCREEN_HEIGHT = 750;
static final int UNIT_SIZE = 25;
static final int GAME_UNITS = (SCREEN_WIDTH * SCREEN_HEIGHT) / (UNIT_SIZE * UNIT_SIZE);
static final int DELAY = 85;
final int x[] = new int[GAME_UNITS];
final int y[] = new int[GAME_UNITS];
int bodyParts = 5;
int applesEaten;
int appleX;
int appleY;
char direction = 'R';
boolean running = false;
Timer timer;
Random random;
public void createGUI() {
panel.add(new GamePanel());
frame.add(panel);
frame.pack();
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
}
GamePanel() {
random = new Random();
setPreferredSize(new Dimension(SCREEN_WIDTH, SCREEN_HEIGHT));
setBackground(Color.black);
setFocusable(true);
addKeyListener(new MyKeyAdapter());
startGame();
}
public void startGame() {
newApple();
running = true;
timer = new Timer(DELAY, this);
timer.start();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
draw(g);
}
public void draw(Graphics g) {
if (running) {
/*
* for(int i=0;i<SCREEN_HEIGHT/UNIT_SIZE;i++) { g.drawLine(i*UNIT_SIZE, 0,
* i*UNIT_SIZE, SCREEN_HEIGHT); g.drawLine(0, i*UNIT_SIZE, SCREEN_WIDTH,
* i*UNIT_SIZE); }
*/
g.setColor(Color.red);
g.fillOval(appleX, appleY, UNIT_SIZE, UNIT_SIZE);
for (int i = 0; i < bodyParts; i++) {
if (i == 0) {
g.setColor(Color.green);
g.fillRect(x[i], y[i], UNIT_SIZE, UNIT_SIZE);
} else {
g.setColor(new Color(45, 180, 0));
// g.setColor(new
// Color(random.nextInt(255),random.nextInt(255),random.nextInt(255)));
g.fillRect(x[i], y[i], UNIT_SIZE, UNIT_SIZE);
}
}
g.setColor(Color.red);
g.setFont(new Font("Ink Free", Font.BOLD, 40));
FontMetrics metrics = getFontMetrics(g.getFont());
g.drawString("Score: " + applesEaten,
(SCREEN_WIDTH - metrics.stringWidth("Score: " + applesEaten)) / 2,
g.getFont().getSize());
} else {
gameOver(g);
}
}
public void newApple() {
appleX = random.nextInt((int) (SCREEN_WIDTH / UNIT_SIZE)) * UNIT_SIZE;
appleY = random.nextInt((int) (SCREEN_HEIGHT / UNIT_SIZE)) * UNIT_SIZE;
}
public void move() {
for (int i = bodyParts; i > 0; i--) {
x[i] = x[i - 1];
y[i] = y[i - 1];
}
switch (direction) {
case 'U':
y[0] = y[0] - UNIT_SIZE;
break;
case 'D':
y[0] = y[0] + UNIT_SIZE;
break;
case 'L':
x[0] = x[0] - UNIT_SIZE;
break;
case 'R':
x[0] = x[0] + UNIT_SIZE;
break;
}
}
public void checkApple() {
if ((x[0] == appleX) && (y[0] == appleY)) {
bodyParts++;
applesEaten++;
newApple();
}
}
public void checkCollisions() {
// checks if head collides with body
for (int i = bodyParts; i > 0; i--) {
if ((x[0] == x[i]) && (y[0] == y[i])) {
running = false;
}
}
// check if head touches left border
if (x[0] < 0) {
running = false;
}
// check if head touches right border
if (x[0] > SCREEN_WIDTH) {
running = false;
}
// check if head touches top border
if (y[0] < 0) {
running = false;
}
// check if head touches bottom border
if (y[0] > SCREEN_HEIGHT) {
running = false;
}
if (!running) {
timer.stop();
}
}
public void gameOver(Graphics g) {
// Score
g.setColor(Color.red);
g.setFont(new Font("Ink Free", Font.BOLD, 40));
FontMetrics metrics1 = getFontMetrics(g.getFont());
g.drawString("Score: " + applesEaten,
(SCREEN_WIDTH - metrics1.stringWidth("Score: " + applesEaten)) / 2,
g.getFont().getSize());
// Game Over text
g.setColor(Color.red);
g.setFont(new Font("Ink Free", Font.BOLD, 75));
FontMetrics metrics2 = getFontMetrics(g.getFont());
g.drawString("Game Over", (SCREEN_WIDTH - metrics2.stringWidth("Game Over")) / 2,
SCREEN_HEIGHT / 2);
}
#Override
public void actionPerformed(ActionEvent e) {
if (running) {
move();
checkApple();
checkCollisions();
}
repaint();
}
public void closeRunningWindow(KeyEvent e) {
JComponent comp = (JComponent) e.getSource();
Window win = SwingUtilities.getWindowAncestor(comp);
win.dispose();
}
public void startAgain() {
EventQueue.invokeLater(() -> {
GamePanel game = new GamePanel();
game.createGUI();
});
}
public class MyKeyAdapter extends KeyAdapter {
#Override
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_A:
if (direction != 'R') {
direction = 'L';
}
break;
case KeyEvent.VK_D:
if (direction != 'L') {
direction = 'R';
}
break;
case KeyEvent.VK_W:
if (direction != 'D') {
direction = 'U';
}
break;
case KeyEvent.VK_S:
if (direction != 'U') {
direction = 'D';
}
break;
case KeyEvent.VK_ENTER:
closeRunningWindow(e);
startAgain();
break;
}
}
}
public static void main(String[] args) {
EventQueue.invokeLater(() -> {
GamePanel game = new GamePanel();
game.createGUI();
});
}
}

Related

How do I add a restart Mouse Input on the "Game Over" screen in Java

I was following a tutorial on how to create a snake game in Java, I followed it and started to add some features in it like a menu system, Game Over screen. Now on this Game Over screen, I wanted to add a restart button, I used "MouseListener" for this. I also added different states for the menu, game, GameOver.
this is my code for MouseListener:
public class MouseInput implements MouseListener {
...
// Game Over Screen
if (GamePanel.state == GamePanel.STATE.GAMEOVER) {
if (mx >= 250 && mx <= 340) {
if (my >= 350 && my <= 400) {
// to quit the game
System.exit(1);
}
}
if (mx >= 250 && mx <= 340) {
if (my >= 150 && my <= 200) {
// to restart the game
// dont know what to put here
}
}
...
I don't know if this is relevant but this is my game panel class where the game making is (warning: a block of code):
public class GamePanel extends JPanel implements ActionListener {
static final int SCREEN_WIDTH = 600;
static final int SCREEN_HEIGHT = 600;
static final int OBJECT_SIZE = 25;
static final int GAME_UNITS = (SCREEN_WIDTH*SCREEN_HEIGHT)/OBJECT_SIZE;
static final int DELAY = 75;
final int x[] = new int[GAME_UNITS];
final int y[] = new int[GAME_UNITS];
int size = 5;
int applesEaten;
int appleX;
int appleY;
char direction = 'D';
boolean running = false;
Timer timer;
Random random;
private Menu menu;
public static enum STATE{
MENU,
GAME,
GAMEOVER
};
public static STATE state = STATE.MENU;
GamePanel() {
random = new Random();
this.setPreferredSize(new Dimension(SCREEN_WIDTH, SCREEN_HEIGHT));
this.setBackground(Color.BLACK);
this.setFocusable(true);
this.addKeyListener(new keyAdapter());
this.addMouseListener(new MouseInput());
menu = new Menu();
startGame();
}
public void startGame(){
newApple();
running = true;
timer = new Timer(DELAY,this);
timer.start();
}
public void paintComponent(Graphics g){
super.paintComponent(g);
draw(g);
}
public void draw(Graphics g) {
if (state == STATE.GAME) {//******
if (running) {
g.setColor(Color.GREEN);
g.fillOval(appleX, appleY, OBJECT_SIZE, OBJECT_SIZE);
for (int i = 0; i < size; i++) {
if (i == 0) {
g.setColor(Color.blue);
g.fillOval(x[i], y[i], OBJECT_SIZE, OBJECT_SIZE);
} else {
g.setColor(Color.CYAN);
g.fillOval(x[i], y[i], OBJECT_SIZE, OBJECT_SIZE);
}
}
g.setColor(Color.GREEN);
g.setFont(new Font("Ink Free", Font.BOLD, 35));
FontMetrics metrics = getFontMetrics(g.getFont());
g.drawString("Score: "+applesEaten, (SCREEN_WIDTH - metrics.stringWidth("Score: "+applesEaten))/2, g.getFont().getSize());
}
else {
gameOver(g);
}
} else if(state == STATE.MENU){ //*****
menu.render(g);
}
}
public void newApple(){
appleX = random.nextInt((int)(SCREEN_WIDTH/OBJECT_SIZE))*OBJECT_SIZE;
appleY = random.nextInt((int)(SCREEN_HEIGHT/OBJECT_SIZE))*OBJECT_SIZE;
}
public void movement() {
if (state == STATE.GAME) {
for (int i = size; i > 0; i--) {
x[i] = x[i - 1];
y[i] = y[i - 1];
}
switch (direction) {
case 'U':
y[0] = y[0] - OBJECT_SIZE;
break;
case 'D':
y[0] = y[0] + OBJECT_SIZE;
break;
case 'L':
x[0] = x[0] - OBJECT_SIZE;
break;
case 'R':
x[0] = x[0] + OBJECT_SIZE;
break;
}
}
}
public void checkApple() {
if (state == STATE.GAME) { //*******
if ((x[0] == appleX) && (y[0] == appleY)) {
size++;
applesEaten++;
newApple();
}
}
}
public void checkCollisions() {
if (state == STATE.GAME) { //*******
//checks if head collides with body
for (int i = size; i > 0; i--) {
if ((x[0] == x[i]) && (y[0] == y[i])) {
running = false;
}
}
//check if head touches left border
if (x[0] < 0) {
running = false;
}
//check if head touches right border
if (x[0] > SCREEN_WIDTH) {
running = false;
}
//check if head touches top border
if (y[0] < 0) {
running = false;
}
//check if head touches bottom border
if (y[0] > SCREEN_HEIGHT) {
running = false;
}
if (!running) {
timer.stop();
}
}
}
public void gameOver(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
if (!running) {
state = STATE.GAMEOVER;
Rectangle play = new Rectangle(250, 150, 100, 50);
Rectangle quit = new Rectangle(250, 350, 100, 50);
Font fnt = new Font("arial", Font.BOLD, 70);
Font fnt1 = new Font("arial", Font.BOLD, 30);
g.setFont(fnt);
g.setColor(Color.RED);
g.drawString("GAME OVER", 90, 100);
g.setFont(fnt1);
g.drawString("Play", play.x + 20, play.y + 30);
g2d.draw(play);
g.drawString("Quit", quit.x + 20, quit.y + 30);
g2d.draw(quit);
g.setColor(Color.GREEN);
g.setFont(new Font("Ink Free", Font.BOLD, 35));
FontMetrics metrics2 = getFontMetrics(g.getFont());
g.drawString("Score: " + applesEaten, (SCREEN_WIDTH - metrics2.stringWidth("Score: " + applesEaten)) / 2, g.getFont().getSize());
}
}
public void actionPerformed(ActionEvent a) {
if (running) {
movement();
checkApple();
checkCollisions();
}
repaint();
}
public class keyAdapter extends KeyAdapter{
public void keyPressed(KeyEvent e){
if(state == STATE.GAME) { //******
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT:
if (direction != 'R') {
direction = 'L';
}
break;
case KeyEvent.VK_RIGHT:
if (direction != 'L') {
direction = 'R';
}
break;
case KeyEvent.VK_UP:
if (direction != 'D') {
direction = 'U';
}
break;
case KeyEvent.VK_DOWN:
if (direction != 'U') {
direction = 'D';
}
break;
}
}
}
}
I'm sorry for the long code :( Anything helps, Thanks!
You must reset all the variables to the initial values for a new game, simplest way is to define a new method newGame(), the call this method in the MouseListener (I'm assuming that your MouseInput class is an inner class of GamePanel).
public void newGame() {
applesEaten=0;
size=INITIAL_SIZE;
newApple();
state=STATE.GAME;
running=true;
Arrays.fill(x, 0);
Arrays.fill(y, 0);
direction = 'D';
timer.start();
}
Said that, you should rethink a bit the state changes, since you set GAMEOVER when the timer is stopped, instead of stopping the timer AND set GAMEOVER immediately, you should get rid of running variable, since state should be enough for all your needs.

Brick Bracker Game with Java

I'm new to Java and trying build a brick breaker game with Java. I've searched many instructions from online to build this. I have a problem here that I can't find the solution online anymore.
When I run my code, it works fine, but when the ball hit the top of the frame, it just go through it and never come back. I want let the ball to hit the top and reflect from it. Can anyone help me to solve this problem. I've wrote three classes. Please let me know anything could be helpful!
This is main class:
package brickBreaker;
import javax.swing.JFrame;
class Main {
public static void main(String[] args) {
JFrame obj = new JFrame();
Gameplay gamePlay = new Gameplay();
obj.setBounds(10, 10, 700, 600);
obj.setTitle("Breakout Ball");
obj.setResizable(false);
obj.setVisible(true);
obj.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
obj.add(gamePlay);
}
}
This is Gameplay class:
package brickBreaker;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.Timer;
import javax.swing.JPanel;
public class Gameplay extends JPanel implements KeyListener, ActionListener{
private boolean play = false;
private int score = 0;
private int totalBricks = 21;
private Timer timer;
private int delay = 8;
private int playerX = 310;
private int ballposX = 120;
private int ballposY = 350;
private int ballXdir = -1;
private int ballYdir = -2;
private MapGenerator map;
public Gameplay() {
map = new MapGenerator(3, 7);
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
timer = new Timer(delay, this);
timer.start();
}
public void paint(Graphics g) {
//background
g.setColor(Color.black);
g.fillRect(1, 1, 692, 592);
// drawing map
map.draw((Graphics2D) g);
// scores
g.setColor(Color.white);
g.setFont(new Font("serif", Font.BOLD, 25));
g.drawString(""+score, 590, 30);
// borders
g.setColor(Color.yellow);
g.fillRect(0, 0, 3, 592);
g.fillRect(0 , 0, 692, 3);
g.fillRect(692, 0, 3, 592);
// the paddle
g.setColor(Color.green);
g.fillRect(playerX, 550, 100, 8);
// the ball
g.setColor(Color.yellow);
g.fillOval(ballposX, ballposY, 20, 20);
if (ballposY > 570) {
play = false;
ballXdir = 0;
ballYdir = 0;
g.setColor(Color.red);
g.setFont(new Font("serif", Font.BOLD, 30));
g.drawString("Game Over, Scores: ", 190, 300);
g.setFont(new Font("serif", Font.BOLD, 20));
g.drawString("Press Enter to Restart ", 230, 350);
}
if (totalBricks <= 0) {
play = false;
ballXdir = 0;
ballYdir = 0;
g.setColor(Color.red);
g.setFont(new Font("serif", Font.BOLD, 30));
g.drawString("You Won, Scores: ", 190, 300);
g.setFont(new Font("serif", Font.BOLD, 20));
g.drawString("Press Enter to Restart ", 230, 350);
}
g.dispose();
}
#Override
public void actionPerformed (ActionEvent e) {
timer.start();
if (play) {
if (new Rectangle(ballposX, ballposY, 20, 20).intersects(new Rectangle(playerX, 550, 100, 8))) {
ballYdir = -ballYdir;
}
A: for (int i = 0; i <map.map.length; i++) {
for (int j = 0; j < map.map[0].length; j++) {
if (map.map[i][j] > 0) {
int brickX = j * map.brickWidth + 80;
int brickY = i * map.brickHeight + 50;
int brickWidth = map.brickWidth;
int brickHeight = map.brickHeight;
Rectangle rect = new Rectangle(brickX, brickY, brickWidth, brickHeight);
Rectangle ballRect = new Rectangle(ballposX, ballposY, 20, 20);
Rectangle brickRect = rect;
if (ballRect.intersects(brickRect)) {
map.setBrickValue(0, i, j);
totalBricks--;
score += 10;
if (ballposX + 19 <= brickRect.x || ballposX + 1 >= brickRect.x + brickRect.width) {
ballXdir = -ballXdir;
} else {
ballYdir = -ballYdir;
}
break A;
}
}
}
}
ballposX += ballXdir;
ballposY += ballYdir;
if (ballposX < 0) {
ballXdir = -ballXdir;
}
if (ballposY < 0) {
ballXdir = -ballYdir;
}
if (ballposX > 670) {
ballXdir = -ballXdir;
}
}
repaint();
}
#Override
public void keyReleased (KeyEvent e) {}
#Override
public void keyTyped (KeyEvent e) {}
#Override
public void keyPressed (KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_RIGHT) {
if (playerX >= 600) {
playerX = 600;
} else {
moveRight();
}
}
if(e.getKeyCode() == KeyEvent.VK_LEFT) {
if (playerX < 10) {
playerX = 10;
} else {
moveLeft();
}
}
if(e.getKeyCode() == KeyEvent.VK_ENTER) {
if (!play) {
play = true;
ballposX = 120;
ballposY = 350;
ballXdir = -1;
ballYdir = -2;
playerX = 310;
score = 0;
totalBricks = 21;
map = new MapGenerator (3, 7);
repaint();
}
}
}
public void moveRight() {
play = true;
playerX += 20;
}
public void moveLeft() {
play = true;
playerX -= 20;
}
}
This is MapGenerator class:
package brickBreaker;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Graphics2D;
public class MapGenerator {
public int map[][];
public int brickWidth;
public int brickHeight;
public MapGenerator(int row, int col) {
map = new int [row][col];
for (int i = 0; i < map.length; i++) {
for (int j = 0; j < map[0].length; j++) {
map[i][j] = 1;
}
}
brickWidth = 540/col;
brickHeight = 150/row;
}
public void draw(Graphics2D g) {
for (int i = 0; i < map.length; i++) {
for (int j = 0; j < map[0].length; j++) {
if (map[i][j] > 0) {
g.setColor(Color.white);
g.fillRect(j * brickWidth + 80, i * brickHeight + 50, brickWidth,
brickHeight);
g.setStroke(new BasicStroke(3));
g.setColor(Color.black);
g.drawRect(j * brickWidth + 80, i * brickHeight + 50, brickWidth,
brickHeight);
}
}
}
}
public void setBrickValue(int value, int row, int col) {
map[row][col] = value;
}
}
At lines 140-142, you have
if (ballposY < 0) {
ballXdir = -ballYdir;
}
You are reversing the ballXdir rather than the ballYdir when the ball hits the top. Replace with
if (ballposY < 0) {
ballYdir = -ballYdir;
}
and it will bounce off the top correctly.

How to create a simple menu for a Java Snake Game?

I want to add a simple menu to my Java Snake game which will contain three buttons (New Game, Difficulty and Quit). I have created a class for the menu and a class for the mouse input. I have used an enum to store the states of the game (MAIN_MENU, DIFFICULTY_MENU and GAME) and a variable called STATE which stores the current state.
The main problem is that although the state of the game is changed when the "New Game" button is pressed the game doesn't start. I have tried to add game state checks inside the methods that are involved in setting the gameplay and I have also tried calling those methods from the mousePressed() method of the MouseInput class but none of these worked.
I would greatly appreciate if you could give me some tips on how to solve this issue.
Here's my code:
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
public class SnakeGame extends JFrame{
public SnakeGame() {
initGUI();
}
public void initGUI() {
add(new GamePlay());
setResizable(false);
pack();
setTitle("The Snake");
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String[] args) {
EventQueue.invokeLater(() -> {
JFrame frame = new SnakeGame();
frame.setVisible(true);
});
}
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.*;
public class GamePlay extends JPanel implements ActionListener {
public static final int HEIGHT = 600;
public static final int WIDTH = 600;
private final int TOTAL_DOTS = 3600;
private final int DOT_SIZE = 10;
private final int RAND_POSITION = 29;
//private final int DELAY = 140;
private final int[] X = new int[TOTAL_DOTS];// the dots on X axis
private final int[] Y = new int[TOTAL_DOTS];//the dots on Y axis
private int dots;
private int apple_X;
private int apple_Y;
private int score = 0;
private int DELAY = 140;
private boolean leftDirection = false;
private boolean rightDirection = true;
private boolean upDirection = false;
private boolean downDirection = false;
private boolean inGame = true;
private Timer timer;
private Image bodyPart;
private Image snakeHead;
private Image apple;
private Menu menu;
public static GameState STATE = GameState.MAIN_MENU;//current game state(it changes when menu buttons are pressed)
public static enum GameState{
MAIN_MENU,
DIFFICULTY_MENU,
GAME
}
public GamePlay() {
setGamePlay();
}
public void setGamePlay() {
addKeyListener(new KeyboardEvent());
addMouseListener(new MouseInput());
setBackground(Color.BLACK);
setFocusable(true);
setPreferredSize(new Dimension(WIDTH, HEIGHT));
if(STATE == GameState.GAME) {
loadImages();
startGame();
}
}
private void loadImages() {
ImageIcon img2 = new ImageIcon("src/images/dot.png");
bodyPart = img2.getImage();
ImageIcon img1 = new ImageIcon("src/images/head.png");
snakeHead = img1.getImage();
ImageIcon img3 = new ImageIcon("src/images/apple.png");
apple = img3.getImage();
}
//setting the starting snake length and the apple position on the board
public void startGame() {
dots = 3;
for(int i = 0 ; i < dots; i++) {
X[i] = 50 - i * 10;
Y[i] = 50;
}
locateApple();
timer = new Timer(DELAY,this);
//timer.start();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if(STATE == GameState.GAME) {
draw(g);
}else if(STATE == GameState.MAIN_MENU) {
new Menu().displayMainMenu(g);
}else if(STATE == GameState.DIFFICULTY_MENU) {
new Menu().displayDifficultyMenu(g);
}
System.out.println("End of paint component method");
}
public void draw(Graphics g) {
scoreDisplay(g);
if(inGame) {
g.drawImage(apple, apple_X, apple_Y,this);
for(int i = 0 ; i < dots; i++) {
if(i == 0) {
g.drawImage(snakeHead,X[i], Y[i], this);
}else {
g.drawImage(bodyPart, X[i], Y[i], this);
}
}
Toolkit.getDefaultToolkit().sync();
}else {
gameOver(g);
}
}
public void gameOver(Graphics g) {
String msg = "Game Over!";
String msg2 = "Score: " + score + " " + "Length: " + dots;
Font small = new Font("Comic Sans",Font.BOLD,14 );
FontMetrics messageSize = getFontMetrics(small);
g.setColor(Color.WHITE);
g.setFont(small);
g.drawString(msg, (WIDTH - messageSize.stringWidth(msg)) / 2, HEIGHT / 2);
g.drawString(msg2, (WIDTH - messageSize.stringWidth(msg2)) / 2, (HEIGHT / 2) + 20);
restartMessageDisplay(g);
}
public void scoreDisplay(Graphics g) {
String gameScore = "Score: " + score;
String snakeLength = "Snake length: " + dots;
Font small = new Font("Arial", Font.BOLD, 14);
g.setColor(Color.WHITE);
g.setFont(small);
g.drawString(gameScore,480, 20);
g.drawString(snakeLength, 480, 40);
}
public void restartMessageDisplay(Graphics g) {
String restartMessage = " Press Enter to restart";
Font small = new Font("Arial", Font.BOLD, 14);
FontMetrics metrics = getFontMetrics(small);
g.drawString(restartMessage, (WIDTH - metrics.stringWidth(restartMessage)) / 2, (HEIGHT / 2) + 40);
}
private void checkApple() {
if((X[0] == apple_X) && (Y[0] == apple_Y)) {
dots++;
locateApple();
score += 5;//score update
DELAY -= 5;// speed increase when snake eats the apple
if(DELAY >= 40) {
timer.setDelay(DELAY);
}
}
}
//snake move logic
private void move() {
for(int i = dots; i > 0; i--) {
X[i] = X[(i-1)];
Y[i] = Y[(i-1)];
}
if(leftDirection) {
X[0] -= DOT_SIZE;
}
if(rightDirection) {
X[0] += DOT_SIZE;
}
if(upDirection) {
Y[0] -= DOT_SIZE;
}
if(downDirection) {
Y[0] += DOT_SIZE;
}
}
//checking for collision with the walls or the snake itself
private void checkCollision() {
for(int i = dots; i > 0; i--) {
if((i > 4) && (X[0] == X[i]) && (Y[0] == Y[i])) {
inGame = false;
}
}
if(X[0] < 0) {
inGame = false;
}
if(X[0] > WIDTH) {
inGame = false;
}
if(Y[0] < 0) {
inGame = false;
}
if(Y[0] > HEIGHT) {
inGame = false;
}
if(!inGame) {
timer.stop();
}
}
//setting apple position on the board
public void locateApple() {
int random = (int) (Math.random() * RAND_POSITION);
apple_X = random * DOT_SIZE;
random = (int) (Math.random()* RAND_POSITION);
apple_Y = random * DOT_SIZE;
}
#Override
public void actionPerformed(ActionEvent e) {
if(inGame) {
checkApple();
checkCollision();
move();
}
repaint();
}
private class KeyboardEvent extends KeyAdapter {
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if((keyCode == KeyEvent.VK_LEFT) && (!rightDirection)) {
leftDirection = true;
upDirection = false;
downDirection = false;
}
if((keyCode == KeyEvent.VK_RIGHT) && (!leftDirection)) {
rightDirection = true;
upDirection = false;
downDirection = false;
}
if((keyCode == KeyEvent.VK_UP) && (!downDirection)) {
upDirection = true;
leftDirection = false;
rightDirection = false;
}
if((keyCode == KeyEvent.VK_DOWN) && (!upDirection)) {
downDirection = true;
leftDirection = false;
rightDirection = false;
}
if(keyCode == KeyEvent.VK_PAUSE) {
timer.stop();
}
if(keyCode == KeyEvent.VK_SPACE) {
timer.start();
}
//game restart
if(keyCode == KeyEvent.VK_ENTER) {
if(!inGame) {
inGame = true;
leftDirection = false;
rightDirection = true;
upDirection = false;
downDirection = false;
score = 0;
DELAY = 140;
setGamePlay();
repaint();
}
}
}
}
}
import java.awt.*;
import javax.swing.*;
public class Menu {
public Rectangle newGameButton;
public Rectangle gameDifficultyButton;
public Rectangle quitButton;
public Rectangle easyDifficultyButton;
public Rectangle mediumDifficultyButton;
public Rectangle hardDifficultyButton;
public Button button1;
public Menu() {
int buttonWidth = 150;
int buttonHeight = 50;
newGameButton = new Rectangle((GamePlay.WIDTH - buttonWidth) / 2, (GamePlay.HEIGHT / 2) - 50, buttonWidth, buttonHeight);
gameDifficultyButton = new Rectangle((GamePlay.WIDTH - buttonWidth) / 2, (GamePlay.HEIGHT / 2) + 50, buttonWidth, buttonHeight);
quitButton = new Rectangle((GamePlay.WIDTH - buttonWidth) / 2, (GamePlay.HEIGHT / 2) + 150, buttonWidth, buttonHeight);
easyDifficultyButton = new Rectangle((GamePlay.WIDTH - buttonWidth) / 2, (GamePlay.HEIGHT / 2) - 50, buttonWidth, buttonHeight);
mediumDifficultyButton = new Rectangle((GamePlay.WIDTH - buttonWidth) / 2, (GamePlay.HEIGHT / 2) + 50, buttonWidth, buttonHeight);
hardDifficultyButton = new Rectangle((GamePlay.WIDTH - buttonWidth) / 2, (GamePlay.HEIGHT / 2) + 150, buttonWidth, buttonHeight);
}
public void displayMainMenu(Graphics g) {
Graphics2D buttonGraphics =(Graphics2D) g;
String title = "THE SNAKE GAME";
Font font = new Font("Arial", Font.BOLD, 50);
FontMetrics size = g.getFontMetrics(font);
g.setFont(font);
g.setColor(Color.WHITE);
g.drawString(title,(GamePlay.WIDTH-size.stringWidth(title)) / 2, (GamePlay.HEIGHT / 2) - 130);
Font buttonFont = new Font("Arial", Font.BOLD, 28);
g.setFont(buttonFont);
g.drawString("New Game",newGameButton.x + 2, newGameButton.y + 35);
buttonGraphics.draw(newGameButton);
g.drawString("Difficulty",gameDifficultyButton.x + 15,gameDifficultyButton.y + 35);
buttonGraphics.draw(gameDifficultyButton);
g.drawString("Quit", quitButton.x + 45, quitButton.y + 35);
buttonGraphics.draw(quitButton);
}
public void displayDifficultyMenu(Graphics g) {
Graphics2D difficultyMenuGraphics = (Graphics2D) g;
String title = "Difficulty level";
Font difficultyMenuTitleFont = new Font("Arial", Font.BOLD,40);
FontMetrics size = g.getFontMetrics(difficultyMenuTitleFont);
g.setFont(difficultyMenuTitleFont);
g.setColor(Color.WHITE);
g.drawString(title, (GamePlay.WIDTH - size.stringWidth(title)) / 2, (GamePlay.HEIGHT / 2) - 100);
Font difficultyButtonFont = new Font("Arial", Font.BOLD, 28);
g.setFont(difficultyButtonFont);
g.drawString("Easy", easyDifficultyButton.x + 40 , easyDifficultyButton.y + 35);
difficultyMenuGraphics.draw(easyDifficultyButton);
g.drawString("Medium",mediumDifficultyButton.x + 20, mediumDifficultyButton.y + 35);
difficultyMenuGraphics.draw(mediumDifficultyButton);
g.drawString("Hard", hardDifficultyButton.x + 40, hardDifficultyButton.y + 35);
difficultyMenuGraphics.draw(hardDifficultyButton);
}
}
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.lang.Thread.State;
public class MouseInput extends MouseAdapter {
public Rectangle newGameButton;
public Rectangle gameDifficultyButton;
public Rectangle quitButton;
public Rectangle easyDifficultyButton;
public Rectangle mediumDifficultyButton;
public Rectangle hardDifficultyButton;
Graphics g;
public void mousePressed(MouseEvent e) {
int mouseX = e.getX();
int mouseY = e.getY();
//NewGame button
if(mouseX >= (GamePlay.WIDTH - 150) / 2 && mouseX <= ((GamePlay.WIDTH - 150) / 2) + 150) {
if(mouseY >= (GamePlay.HEIGHT / 2) - 50 && mouseY <= (GamePlay.HEIGHT/ 2)) {
GamePlay.STATE = GamePlay.GameState.GAME;
System.out.println(GamePlay.STATE);
}
}
//Difficulty button
if(mouseX >= (GamePlay.WIDTH - 150) / 2 && mouseX <= ((GamePlay.WIDTH - 150)/ 2 ) + 150) {
if(mouseY >= (GamePlay.HEIGHT / 2) + 50 && mouseY <= (GamePlay.HEIGHT/ 2) + 100) {
GamePlay.STATE = GamePlay.STATE.DIFFICULTY_MENU;
System.out.println("Game state = " + GamePlay.STATE)
}
}
//Quit button
if(mouseX >= (GamePlay.WIDTH - 150) / 2 && mouseX <= ((GamePlay.WIDTH - 150)/ 2 ) + 150) {
if(mouseY >= (GamePlay.HEIGHT / 2) + 150 && mouseY <= (GamePlay.HEIGHT/ 2) + 200) {
System.exit(0);
}
}
}
}

Trying to Fill a Rectangle Object with a JPEG in Java

I am working on a class project to recreate a Flappy Bird clone on PC. I have this code so far (below) however I would like to replace the red rectangle "bird" with a JPEG of a penguin. Any ideas on how to go about this? I have researched online but cannot seem to get it right; I have never done 2D graphic work in Java. Thank you!
package flappyBird;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.Timer;
public class FlappyBird implements ActionListener, MouseListener,
KeyListener
{
public static FlappyBird flappyBird;
public final int WIDTH = 800, HEIGHT = 800;
public Renderer renderer;
public Rectangle bird;
public ArrayList<Rectangle> columns;
public int ticks, yMotion, score;
public boolean gameOver, started;
public Random rand;
public FlappyBird()
{
JFrame jframe = new JFrame();
Timer timer = new Timer(20, this);
renderer = new Renderer();
rand = new Random();
jframe.add(renderer);
jframe.setTitle("Flappy Bird");
jframe.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jframe.setSize(WIDTH, HEIGHT);
jframe.addMouseListener(this);
jframe.addKeyListener(this);
jframe.setResizable(false);
jframe.setVisible(true);
bird = new Rectangle(WIDTH / 2 - 10, HEIGHT / 2 - 10, 20, 20);
columns = new ArrayList<Rectangle>();
addColumn(true);
addColumn(true);
addColumn(true);
addColumn(true);
timer.start();
}
public void addColumn(boolean start)
{
int space = 300;
int width = 100;
int height = 50 + rand.nextInt(300);
if (start)
{
columns.add(new Rectangle(WIDTH + width + columns.size() * 300, HEIGHT - height - 120, width, height));
columns.add(new Rectangle(WIDTH + width + (columns.size() - 1) * 300, 0, width, HEIGHT - height - space));
}
else
{
columns.add(new Rectangle(columns.get(columns.size() - 1).x + 600, HEIGHT - height - 120, width, height));
columns.add(new Rectangle(columns.get(columns.size() - 1).x, 0, width, HEIGHT - height - space));
}
}
//Column Color
public void paintColumn(Graphics g, Rectangle column)
{
g.setColor(new Color (112,128,144));
g.fillRect(column.x, column.y, column.width, column.height);
}
public void jump()
{
if (gameOver)
{
//Creates Bird
bird = new Rectangle(WIDTH / 2 - 10, HEIGHT / 2 - 10, 20, 20);
columns.clear();
yMotion = 0;
score = 0;
addColumn(true);
addColumn(true);
addColumn(true);
addColumn(true);
gameOver = false;
}
if (!started)
{
started = true;
}
else if (!gameOver)
{
if (yMotion > 0)
{
yMotion = 0;
}
yMotion -= 10;
}
}
#Override
public void actionPerformed(ActionEvent e)
{
int speed = 10;
ticks++;
if (started)
{
for (int i = 0; i < columns.size(); i++)
{
Rectangle column = columns.get(i);
column.x -= speed;
}
if (ticks % 2 == 0 && yMotion < 15)
{
yMotion += 2;
}
for (int i = 0; i < columns.size(); i++)
{
Rectangle column = columns.get(i);
if (column.x + column.width < 0)
{
columns.remove(column);
if (column.y == 0)
{
addColumn(false);
}
}
}
bird.y += yMotion;
for (Rectangle column : columns)
{
if (column.y == 0 && bird.x + bird.width / 2 > column.x + column.width / 2 - 10 && bird.x + bird.width / 2 < column.x + column.width / 2 + 10)
{
score++;
}
if (column.intersects(bird))
{
gameOver = true;
if (bird.x <= column.x)
{
bird.x = column.x - bird.width;
}
else
{
if (column.y != 0)
{
bird.y = column.y - bird.height;
}
else if (bird.y < column.height)
{
bird.y = column.height;
}
}
}
}
if (bird.y > HEIGHT - 120 || bird.y < 0)
{
gameOver = true;
}
if (bird.y + yMotion >= HEIGHT - 120)
{
bird.y = HEIGHT - 120 - bird.height;
gameOver = true;
}
}
renderer.repaint();
}
public void repaint(Graphics g)
{
//Background
g.setColor(new Color (176,224,230));
g.fillRect(0, 0, WIDTH, HEIGHT);
//Ground under bar
g.setColor(new Color (0,139,139));
g.fillRect(0, HEIGHT - 120, WIDTH, 120);
//Bar above ground
g.setColor(new Color(100,149,237));
g.fillRect(0, HEIGHT - 120, WIDTH, 20);
//Cube color
g.setColor(Color.red);
g.fillRect(bird.x, bird.y, bird.width, bird.height);
for (Rectangle column : columns)
{
paintColumn(g, column);
}
g.setColor(Color.white);
g.setFont(new Font("Arial", 1, 100));
if (!started)
{
g.drawString("Dare to try?", 75, HEIGHT / 2 - 50);
}
if (gameOver)
{
g.drawString("You died!", 100, HEIGHT / 2 - 50);
}
if (!gameOver && started)
{
g.drawString(String.valueOf(score), WIDTH / 2 - 25, 100);
}
}
public static void main(String[] args)
{
flappyBird = new FlappyBird();
}
#Override
public void mouseClicked(MouseEvent e)
{
jump();
}
#Override
public void keyReleased(KeyEvent e)
{
if (e.getKeyCode() == KeyEvent.VK_SPACE)
{
jump();
}
}
#Override
public void mousePressed(MouseEvent e)
{
}
#Override
public void mouseReleased(MouseEvent e)
{
}
#Override
public void mouseEntered(MouseEvent e)
{
}
#Override
public void mouseExited(MouseEvent e)
{
}
#Override
public void keyTyped(KeyEvent e)
{
}
#Override
public void keyPressed(KeyEvent e)
{
}
}
You can use the drawImage() Method of the Graphics object:
g.drawImage(yourImage,xPos,yPos,null);

Problem with KeyListener and jframe

I've got problem with JFrame and KeyListerner in Tetris game. I've got two frames - one with Start Button and second with Board. In the second frame I want to control shapes from keyboard, but when I click start I can't do that. When I disactivate first frame - everything is ok. I know I have to focus on second frame and I tried do that, but with no effect. Could someone help me?
First frame:
package tetris;
import java.awt.BorderLayout;
import java.awt.Component;
import java.awt.Container;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class Tetris implements ActionListener {
public Tetris() {
initComponents();
}
Component contentPane;
JLabel statusbar = new JLabel(" 0");
JLabel name = new JLabel("Tetris");
JButton startbut = new JButton("Start");
JFrame window = new JFrame();
JPanel panelStart = new JPanel();
JPanel game = new JPanel();
int nameSize=24;
Font fontName = new Font("Dialog", Font.BOLD, nameSize);
BorderLayout borderLayout = new BorderLayout();
Board board = new Board(this);
public void initComponents() {
window.setBounds(500,200,200,400);
window.setTitle("Tetris");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setVisible(true);
window.add(panelStart);
window.add(game);
panelStart.setLayout (null);
panelStart.setVisible(true);
window.setContentPane(panelStart);
name.setSize(70,25);
name.setLocation(53,10);
name.setFont(fontName);
panelStart.add(name);
startbut.setSize(70,25);
startbut.setLocation(50,80);
panelStart.add(startbut);
startbut.addActionListener(this);
}
public void initGame() {
game.setLayout (borderLayout);
panelStart.setVisible(false);
window.remove(panelStart);
game.setVisible(true);
window.setContentPane(game);
game.setFocusable(true);
statusbar = new JLabel(" 0");
game.add(statusbar, BorderLayout.SOUTH);
game.add(board);
board.start();
}
public JLabel getStatusBar() {
return statusbar;
}
#Override
public void actionPerformed(ActionEvent e) {
// TODO Auto-generated method stub
if(e.getSource() == startbut)
{
initGame();
}
}
}
Board code:
package tetris;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
import tetris.Shape.Tetrominoes;
public class Board extends JPanel implements ActionListener {
final int BoardWidth = 10;
final int BoardHeight = 22;
Timer timer;
boolean isFallingFinished = false;
boolean isStarted = false;
boolean isPaused = false;
int numLinesRemoved = 0;
int curX = 0;
int curY = 0;
JLabel statusbar;
Shape curPiece;
Tetrominoes[] board;
public Board(Tetris parent) {
// setFocusable(true);
curPiece = new Shape();
timer = new Timer(400, this);
timer.start();
statusbar = parent.getStatusBar();
board = new Tetrominoes[BoardWidth * BoardHeight];
KeyListener keyListener = new TAdapter();
addKeyListener(keyListener);
repaint();
clearBoard();
}
public void actionPerformed(ActionEvent e) {
if (isFallingFinished) {
isFallingFinished = false;
newPiece();
} else {
oneLineDown();
}
}
int squareWidth() { return (int) getSize().getWidth() / BoardWidth; }
int squareHeight() { return (int) getSize().getHeight() / BoardHeight; }
Tetrominoes shapeAt(int x, int y) { return board[(y * BoardWidth) + x]; }
public void start()
{
if (isPaused)
return;
isStarted = true;
isFallingFinished = false;
numLinesRemoved = 0;
clearBoard();
newPiece();
timer.start();
}
private void pause()
{
if (!isStarted)
return;
isPaused = !isPaused;
if (isPaused) {
timer.stop();
statusbar.setText("paused");
} else {
timer.start();
statusbar.setText(String.valueOf(numLinesRemoved));
}
repaint();
}
public void paint(Graphics g)
{
super.paint(g);
Dimension size = getSize();
int boardTop = (int) size.getHeight() - BoardHeight * squareHeight();
for (int i = 0; i < BoardHeight; ++i) {
for (int j = 0; j < BoardWidth; ++j) {
Tetrominoes shape = shapeAt(j, BoardHeight - i - 1);
if (shape != Tetrominoes.NoShape)
drawSquare(g, 0 + j * squareWidth(),
boardTop + i * squareHeight(), shape);
}
}
if (curPiece.getShape() != Tetrominoes.NoShape) {
for (int i = 0; i < 4; ++i) {
int x = curX + curPiece.x(i);
int y = curY - curPiece.y(i);
drawSquare(g, 0 + x * squareWidth(),
boardTop + (BoardHeight - y - 1) * squareHeight(),
curPiece.getShape());
}
}
}
private void dropDown()
{
int newY = curY;
while (newY > 0) {
if (!tryMove(curPiece, curX, newY - 1))
break;
--newY;
}
pieceDropped();
}
private void oneLineDown()
{
if (!tryMove(curPiece, curX, curY - 1))
pieceDropped();
}
private void clearBoard()
{
for (int i = 0; i < BoardHeight * BoardWidth; ++i)
board[i] = Tetrominoes.NoShape;
}
private void pieceDropped()
{
for (int i = 0; i < 4; ++i) {
int x = curX + curPiece.x(i);
int y = curY - curPiece.y(i);
board[(y * BoardWidth) + x] = curPiece.getShape();
}
removeFullLines();
if (!isFallingFinished)
newPiece();
}
private void newPiece()
{
curPiece.setRandomShape();
curX = BoardWidth / 2 + 1;
curY = BoardHeight - 1 + curPiece.minY();
if (!tryMove(curPiece, curX, curY)) {
curPiece.setShape(Tetrominoes.NoShape);
timer.stop();
isStarted = false;
statusbar.setText("game over");
}
}
private boolean tryMove(Shape newPiece, int newX, int newY)
{
for (int i = 0; i < 4; ++i) {
int x = newX + newPiece.x(i);
int y = newY - newPiece.y(i);
if (x < 0 || x >= BoardWidth || y < 0 || y >= BoardHeight)
return false;
if (shapeAt(x, y) != Tetrominoes.NoShape)
return false;
}
curPiece = newPiece;
curX = newX;
curY = newY;
repaint();
return true;
}
private void removeFullLines()
{
int numFullLines = 0;
for (int i = BoardHeight - 1; i >= 0; --i) {
boolean lineIsFull = true;
for (int j = 0; j < BoardWidth; ++j) {
if (shapeAt(j, i) == Tetrominoes.NoShape) {
lineIsFull = false;
break;
}
}
if (lineIsFull) {
++numFullLines;
for (int k = i; k < BoardHeight - 1; ++k) {
for (int j = 0; j < BoardWidth; ++j)
board[(k * BoardWidth) + j] = shapeAt(j, k + 1);
}
}
}
if (numFullLines > 0) {
numLinesRemoved += numFullLines;
statusbar.setText(String.valueOf(numLinesRemoved));
isFallingFinished = true;
curPiece.setShape(Tetrominoes.NoShape);
repaint();
}
}
private void drawSquare(Graphics g, int x, int y, Tetrominoes shape)
{
Color colors[] = { new Color(0, 0, 0), new Color(204, 102, 102),
new Color(102, 204, 102), new Color(102, 102, 204),
new Color(204, 204, 102), new Color(204, 102, 204),
new Color(102, 204, 204), new Color(218, 170, 0)
};
Color color = colors[shape.ordinal()];
g.setColor(color);
g.fillRect(x + 1, y + 1, squareWidth() - 2, squareHeight() - 2);
g.setColor(color.brighter());
g.drawLine(x, y + squareHeight() - 1, x, y);
g.drawLine(x, y, x + squareWidth() - 1, y);
g.setColor(color.darker());
g.drawLine(x + 1, y + squareHeight() - 1,
x + squareWidth() - 1, y + squareHeight() - 1);
g.drawLine(x + squareWidth() - 1, y + squareHeight() - 1,
x + squareWidth() - 1, y + 1);
}
public boolean isFocusable() {
return true;
}
public class TAdapter implements KeyListener {
public void keyTyped(KeyEvent e) {
}
public void keyPressed(KeyEvent e) {
if (!isStarted || curPiece.getShape() == Tetrominoes.NoShape) {
return;
}
int keycode = e.getKeyCode();
if (keycode == 'p' || keycode == 'P') {
pause();
return;
}
if (isPaused)
return;
switch (keycode) {
case KeyEvent.VK_LEFT:
tryMove(curPiece, curX - 1, curY);
break;
case KeyEvent.VK_RIGHT:
tryMove(curPiece, curX + 1, curY);
break;
case KeyEvent.VK_DOWN:
tryMove(curPiece.rotateRight(), curX, curY);
break;
case KeyEvent.VK_UP:
tryMove(curPiece.rotateLeft(), curX, curY);
break;
case KeyEvent.VK_SPACE:
dropDown();
break;
case 'd':
oneLineDown();
break;
case 'D':
oneLineDown();
break;
}
}
#Override
public void keyReleased(KeyEvent arg0) {
// TODO Auto-generated method stub
}
}
}
Your code is to large for me to want to dig through, but what you want to do is possible.
Either way, I would suggest you move to one frame and possibly use a CardLayout or another GUI item to hide and show components because having the user change screens when the game starts is a strange UI. It will be more user friendly to just have it all in one frame. And this might fix your current issue.
Same here, the code is too large to dig. However if you are facing problems in setting the focus try frame.requestFocus();
First, a JPanel that wants to grab focus has to be focusable or focus traversable.
You should consider overriding isFocusTraversable to return true.
In your panel class :
#Override
public boolean isFocusTraversable()
{
return true;
}//met
This means your component can have focus.
Second, if you want your jpanel to* actually have the focus*, you can call his method
panel.requestFocus();
you should do that at the beginning of the game, right after the pack/setVisible( true ); and at the end of every actionlistener that will make it loose focus (typically buttons'actionlisteners).
Regards,
Stéphane
Instead of using a KeyListener you should be using Key Bindings.
keyListener was not working for me in Frame. Later I found out that the problem was that my key controls were going to the Button that I had added in the Frame. When I removed the Button, The key control went back to the frame and keyEvents were working.
But I have not found a way to use keyEvents even after keeping the Button in Frame!

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