I cannot figure out a way to move the balls - java

I am currently working on a 3 cushion billiards game project. I have added two balls on the table so far. I am trying to move one of the balls but I am having a hard time doing that. Should I use a timer? If so then could you tell me an effective way to use the timer on my code so I can move my balls?
Your help would be much appreciated.
Thanks in advance.
Farhan Hasan
I have tried to create a move function for the class balls. But I am not sure what I should put inside the function, I have added the xSpeed and ySpeed. The xLocation and the yLocation changes depending on the xSpeed and ySpeed.
public class Balls
{
private Color ballFillColor;
private Color ballBorderColor;
private int ballX = 0;
private int ballY = 0;
private int xSpeed = 5;
private int ySpeed = 0;
private int ballWidth = 0;
private int ballHeight = 0;
Timer t;
public boolean fillBall = false;
private static Balls ballArray[]; //Required for drawMultipleBalls
Balls(){ //Constructor
ballBorderColor = Color.black;
}
Balls(int ballX, int ballY, int ballWidth, int ballHeight, Color ballBorderColor, JFrame window){ //Constructor
// X , Y , Width, Height, Border Colour, container
this.setBallBorderColor(ballBorderColor);
this.setBallWidth(ballWidth);
this.setBallHeight(ballHeight);
this.setBallX(ballX);
this.setBallY(ballY);
this.drawBall(window);
}
//Here is the move function. I am not really sure what to do here.
public void move()
{
if(this.ballX < 1000 - this.ballWidth)
{
this.ballX += this.xSpeed;
}
try
{
Thread.sleep(1);
}
catch(Exception e)
{
}
}
//GET AND SET FUNCTIONS HERE
//HERE ARE THE FUNCTIONS WHICH ARE RESPONSIBLE FOR DRAWING MY BALLS IN JFRAME
public void drawBall(JFrame frame)
{
frame.getContentPane().add(new MyComponent());
}
public void drawMultipleBalls(JFrame frame, Balls[] balls)
{
ballArray = balls;
frame.getContentPane().add(new MyComponent2());
}
private class MyComponent extends JComponent{
public void paintComponent(Graphics g){
if (fillBall) //Fill first, and then draw outline.
{
g.setColor(ballFillColor);
g.fillOval(getBallX(),getBallY(), getBallHeight(),getBallWidth());
}
g.setColor(getBallBorderColor());
g.drawOval(getBallX(),getBallY(), getBallHeight(),getBallWidth());
}
}
private class MyComponent2 extends JComponent{
public void paintComponent(Graphics g){
for (int i = 0; i < ballArray.length; i++)
{
if (ballArray[i].fillBall) //Fill first, and then draw outline.
{
g.setColor(ballArray[i].ballFillColor);
g.fillOval(ballArray[i].getBallX(),ballArray[i].getBallY(), ballArray[i].getBallHeight(),ballArray[i].getBallWidth());
}
g.setColor(ballArray[i].getBallBorderColor());
g.drawOval(ballArray[i].getBallX(),ballArray[i].getBallY(), ballArray[i].getBallHeight(),ballArray[i].getBallWidth());
}
}
}
Hopefully, I can have two movable balls for the game, the should bounce back as the hit the edge of the screen and they should be able to slow down over time. For that, I am thinking to use a damper (I will multiply the xSpeed and ySpeed with a number less than 1, eventually it will slow down the ball)

Here is a simple example I came up with to show a ball moving and bouncing off the edges.
The direction changes based on the boundary. Left and top edges just check for 0. Bottom and right edges need to include the diameter of the ball.
The x and y increments are independent. And these amounts in conjunction with the timer can change the movement. Notice however, that to have objects bounce off of each other (as in a pool game) is more complicated due to angle of trajectories, etc. And the distances bounced will vary and slow with time based on frictional values. Everything else is documented in the Java API.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class MovementDemo extends JPanel implements ActionListener {
JFrame frame = new JFrame("Movement Demo");
int size = 500;
int x = 50;
int y = 200;
int diameter = 50;
int yinc = 2;
int xinc = 2;
int xdirection = 1;
int ydirection = 1;
public MovementDemo() {
setPreferredSize(new Dimension(size, size));
frame.add(this);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> new MovementDemo().start());
}
public void start() {
Timer timer = new Timer(100, this);
timer.setDelay(5);
timer.start();
}
public void actionPerformed(ActionEvent ae) {
if (x < 0) {
xdirection = 1;
}
else if (x > size - diameter) {
xdirection = -1;
}
if (y < 0) {
ydirection = 1;
}
else if (y > size - diameter) {
ydirection = -1;
}
x = x + xdirection * xinc;
y = y + ydirection * yinc;
repaint();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.BLUE);
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2d.fillOval(x, y, diameter, diameter);
}
}

It seems in general there are a few things you need to figure out:
has the ball collided with another ball
has the ball collided with a wall
otherwise just figure out what is the ball's new position based on its velocity
Below is some sample code that stubs some of this out. You can first compare the current ball's position to all others (not including the current ball of course). If there are any equal positions, process a collision with a ball. If the ball is at the window border i.e it hit a wall, process a collision with a wall. Otherwise just calculate its new position based on its current velocity.
The process collision part is just to apply physics mechanics to whatever degree of complexity you require. One general suggested change would be to update the velocity of the balls then apply it to the position after. The specific calculations for velocity changes you could apply as needed and as you can imagine it can get pretty involved which is why I suggest using a separate method and possibly a sub class for velocity instead of managing each part of the velocity vector in the ball itself. I used the wall as an object because of this. The composition, weights, velocities etc of the object's colliding can affect the resulting collision, but how complex you want that processing to be is up to you.
Sorry I'm no physics expert but I hope this sends you in the right direction in terms of code! Also this might help with the specific calculations you might want to use:
https://www.khanacademy.org/science/physics/one-dimensional-motion/displacement-velocity-time/v/calculating-average-velocity-or-speed
public void move()
{
// check if balls are on same position not including this ball
for(Ball b: ballArray){
if (this.position == b.position && this != b){
processCollision(this, b, null);
} else{
// if the ball hasn't collided with anything process its movement based on speed
// this assumes a 1000 x 1000 window for keeping objects inside it
if(this.ballX < 1000 - this.ballWidth && this.ballY < 1000 - this.ballHeight){
this.ballX += this.xSpeed;
this.ballY += this.ySpeed;
}else {
processCollision(this, null, new Wall());
}
}
}
try
{
Thread.sleep(1);
}
catch(Exception e)
{
}
}
public void processCollision(Ball b1, Ball b2, Wall w){
// if ball hasn't collided with a wall, process a ball - ball collision
if(w == null){
// apply physics mechanics according the complexity desired for ball collisions
b1.xSpeed -= b2.xSpeed;
b1.ySpeed -= b2.ySpeed;
// ball 2 would end up slowing down
b2.xSpeed -= b1.xSpeed;
b2.ySpeed -= b1.ySpeed;
}
// if ball hasn't collided with a ball, process a ball - wall collision
if(b2 == null){
// apply physics mechanics for hitting a wall
// e.g as below: just send ball in opposite direction
b1.xSpeed = b1.xSpeed * -1;
b1.ySpeed = b1.ySpeed * -1;
}
// either way, process ball's new position based on its new speed
b1.ballX += b1.xSpeed;
b1.ballY += b1.ySpeed;
b2.ballX += b2.xSpeed;
b2.ballY += b2.ySpeed;
}

Related

JAVA paint an arch with math formula

i have to do an exercise of java swing.
draw a simple circle/ball (done)
move a circle (done)
from a starting point (half of jpanel(x),0(y)) move this circle/ball that follow an arch direction and bounce when the circle touch the end of screen side (in my case the window it's only x: 0-300 y: 0-300, it's a very little windows)
when the screen end (see picture that i have linked below) continue to bounce in arch movement following the sides of screen until ball return in initial position,no need to be exactly initial position but bounce must is infinite and continuosly(sorry for my english)
https://imgur.com/jNtxeld
what's the function that i need for doing an arch movement? i can't use graphic2d or existent class in java, i need function to apply for x,y for move this ball
i know arch formula from mathematic but i don't know how apply in java in this case, i think i need a function for get all points of a arch position and then i can apply to x and y for move the ball.
help
i have this code
public class Ani2 extends JPanel implements Runnable{
private final int DELAY =105;
public Ani2(){
JFrame jf = new JFrame();
jf.setSize(300,300);
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jf.add(this);
jf.setVisible(true);
}
private Thread animator;
int x=150, y=150;
#Override
public void addNotify() {
super.addNotify();
animator = new Thread(this);
animator.start();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(red);
Graphics2D g2d = (Graphics2D)g;
g2d.fillOval(x,y, 20, 20);
g.dispose();
}
public static void main(String[] args) {
new Ani2();
}
#Override
public void run() {
long beforeTime, timeDiff, sleep;
beforeTime = System.currentTimeMillis();
while (true) {
x += 1;
y -= 1;
repaint();
timeDiff = System.currentTimeMillis() - beforeTime;
sleep = DELAY - timeDiff;
if (sleep < 0)
sleep = 2;
try {
Thread.sleep(sleep);
} catch (InterruptedException e) {
System.out.println("interrupted");
}
beforeTime = System.currentTimeMillis();
}
}
}
I'm guessing that "arch function" means physics.
Imagine your ball sitting at rest on a ledge at height h above a surface. The ball has mass m; gravity exerts a force on the ball equal to m*g in the down direction.
The equations of motion for the ball are:
F = m*a
This is a vector equation, because force, acceleration, velocity, and displacement are all vector quantities.
I can use calculus to solve for the distance the ball falls from the height after giving it a push in the positive x-direction (initial x-velocity).
The result will be a quadratic equation.

Shape increases in size instead of moving - Java (GUI applet)

I am trying to change the y position of the rectangle, however, whenever I try to, it expands/gets bigger vertically.
public class PlayerPaddle implements Paddle {
double yVelocity;
final double GRAVITY = 0.94;
//move up/down faster (if not accelerating = slow down)
boolean upAccel, downAccel;
//determines if player 1 or player 2 (on left or on right)
int player;
//position of actual paddle
int x;
double y;
Rectangle panel;
public PlayerPaddle(int player) {
upAccel = false;
downAccel = false;
y = 210; //not moving initially
yVelocity = 0;
if (player == 1) {
//left side
x = 20;
} else {
//right side
x = 660;
}
}
#Override
public void draw(Graphics g) {
//draw paddle
g.setColor(Color.WHITE);
g.fillRect(x, (int) y, 20, 80);
}
#Override
public void move() {
if (upAccel) {
yVelocity -= 2;
} else if (downAccel) {
yVelocity += 2;
} else if ((!upAccel) && (!downAccel)) {
yVelocity *= GRAVITY;
}
y += yVelocity; //changes y position of paddle
}
public void setUpAccel(boolean input) {
upAccel = input;
}
public void setDownAccel(boolean input) {
downAccel = input;
}
#Override
public int getY() {
return (int) y;
}
}
I want to know how to make the rectangle move up and down vertically. A similar question had only one answer which said that the previously painted rectangle was not being cleared and as a result is expanding. But even when I say g.clearRect(...) it still expands and does not move.
I am new to Swing and Awt but I am really committed to learning. Thanks for the help.
A similar question had only one answer which said that the previously painted rectangle was not being cleared and as a result is expanding
And that is still probably the problem here.
Somewhere, not in the code presented here, you need to invoke the draw(...) method of this class.
So in that code you need to make sure the background of the component is cleared before you draw the paddle. Since you should be overriding the paintComponent(...) method of a panel to do custom painting your code should look something like:
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
// draw the paddle
}
Read the section from the Swing tutorial on Custom Painting for more information and working examples.
I am new to Swing and Awt but I am really committed to learning.
Then keep a link to the tutorial handy for all Swing basics.

Ball stops moving after a few bounces

Ok so I have been try to get this ball to bounce naturally for a few weeks now and can't seem to get it right. The program should allow the user to input a set amount of gravity and then have the ball bounce according to that amount. It works for the first few bounces but stopping the ball is the problem. I have to deliberately set its movement to 0 or else it will endlessly bounce in place but not move on the x-axis. This issue only happens when the gravity is set to 15, other amount and things really go bad. The ball will bounce naturally but then keep rolling on x-axis forever. I've never taken a physics class so the issue is probably in the physics code. Anyone know where the issue is?
Here is the code my code-
import java.applet.Applet;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.util.Random;
import javax.swing.JOptionPane;
//key stuff
import java.awt.KeyEventDispatcher;
import java.awt.KeyboardFocusManager;
import java.awt.event.KeyEvent;
public class StartingPoint extends Applet implements Runnable{
//key press
private static boolean wPressed = false;
public static boolean isWPressed() {
synchronized (StartingPoint.class) {
return wPressed;
}
}
//for position of circle
int x = 0;
int y= 0;
//for position change
double dx = 2;
double dy = 2;
//for circle size
int rad = 11;
//image for update()
private Image i;
private Graphics gTwo;
//Physics
double grav = 15;
double engloss= .65;
double tc = .2;
double friction = .9;
#Override
public void init() {
// sets window size
setSize(800,600);
}
#Override
public void start() {
//"this" refers to the implemented run method
Thread threadOne = new Thread(this);
//this goes to run()
threadOne.start();
}
#Override
public void run() {
String input = JOptionPane.showInputDialog( "How much gravity?" );
grav= Double.parseDouble(input);
// sets frame rate
while (true){
//makes sure it doesn't go off screen x wise
//right side
if (x + dx > this.getWidth() - rad -1){
x= this.getWidth() -rad -1; //blocks it from moving past boundary
dx = -dx; //Reveres it
}
//left side
else if (x + dx < 1 + rad){
x= 1+rad; //ball bounces from the center so it adjusts for this by adding one and rad to pad out the radius of the ball plus one pixel.
dx = -dx; //Inverters its movement so it will bounce
}
//makes the ball move
else{
x += dx; // if its not hitting anything it keeps adding dx to x so it will move.
}
//friction
if(y == this.getHeight()-rad -1){
dx *= friction; //every time the ball hits the bottom dx is decreased by 10% by multiplying by .9
//Keeps it from micro bouncing for ever
if (Math.abs(dy) < 4){ // if the speed of y (dy) is less than .4 it is set to 0
dy= 0;
}
/**if (Math.abs(dx) < .00000000000000000001){ // if the speed of x (dx) is less than .00000000000000000001 it is set to 0, this value doesn't seem to matter
dx = 0;
}**/
}
//makes sure it doesn't go off screen y wise
//down
if (y > this.getHeight() - rad -0){ // TODO Check how getHieght is measured.
y= this.getHeight() -rad -0;
//makes ball loose speed.
dy *= engloss;
dy = -dy;
}
else {
//velocity
// tc makes grav smaller. Total of which is added to dy. To increase velocity as the ball goes down.
dy += grav *tc;
//gravity
//new dy is decreased by tc + .5 multiplied by gravity and tc squared. This makes the ball bounce lower every time based on its speed
y += dy*tc + .5*grav*tc*tc;
}
//frame rate
repaint();
try {
Thread.sleep(17);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
//end frame rate
}
#Override
public void stop() {
}
#Override
public void destroy() {
}
#Override
public void update(Graphics g) {
//keeps it from flickering... don't know how though
if(i == null){
i = createImage(this.getSize().width, this.getSize().height);
gTwo = i.getGraphics();
}
gTwo.setColor(getBackground());
gTwo.fillRect(0, 0, this.getSize().width, this.getSize().height);
gTwo.setColor(getForeground());
paint(gTwo);
g.drawImage(i, 0, 0, this);
//do some thing with setDoubleBuffered
}
#Override
public void paint(Graphics g) {
g.setColor(Color.BLUE);
g.fillOval(x-rad, y-rad, rad*2, rad*2);
}
}

Multiple classes in processing

I'm making a game where you're controlling a square, and objects will spawn in random places, which you have to pick up to get points, while also having to dodge big squares going from side to side. Right now I have 2 classes (one for enemies - big squares -, and one for the hero), I haven't done the point system yet with the spawning objects, but that's not what I'm trying to do now.
So my problem right now is that I don't really know how to make the person lose the game/a life when you touch the "enemies" with your hero. I would know how to do it without classes, but I'd like to know how to do it when they are in separate classes.
If someone could explain with code and comments how this would be done, it would help me out a lot :) (I read something about 'extends' for classes but I'm not sure if this is what I should use or not).
Here's a screenshot of what my game looks like at the moment, just to better illustrate it:
Here's the main code page:
Hero myHero = new Hero(400,480,5);
Enemies myEnemies = new Enemies(50,50,10);
Enemies myEnemies2 = new Enemies(50,350,15);
Enemies myEnemies3 = new Enemies(50,650,12);
void setup() {
size(900,800);
frameRate(30);
smooth();
}
void draw() {
background(0);
myHero.keyPressed();
myEnemies.enemyDisplay();
myEnemies.enemyMove();
myEnemies2.enemyDisplay();
myEnemies2.enemyMove();
myEnemies3.enemyDisplay();
myEnemies3.enemyMove();
}
Class 1:
class Enemies {
float xpos, ypos, speed;
Enemies(float x, float y, float s) {
xpos = x;
ypos = y;
speed = s;
}
void enemyDisplay() {
rect(xpos, ypos, 100, 100);
}
void enemyMove() {
xpos += speed;
if((xpos > width - 100) || (xpos < 0)) {
speed *= -1;
}
}
}
Class 2:
class Hero {
float xpos_, ypos_, speed_;
Hero(float x, float y, float s) {
xpos_ = x;
ypos_ = y;
speed_ = s;
}
void keyPressed() {
if (key == CODED) {
if (keyCode == UP) {
ypos_ -= speed_;
}
if (keyCode == DOWN) {
ypos_ += speed_;
}
if (keyCode == LEFT) {
xpos_ -= speed_;
}
if (keyCode == RIGHT) {
xpos_ += speed_;
}
}
rect(xpos_,ypos_,30,30);
}
}
I believe the question you are asking involves basic collision detection and object interactions.
I would first make the Enemies a List and create it / add elements during the setup() call:
List<Enemies> enemies = new List<Enemies>();
enemies.add(new Enemies(50,50,10));
This allows you to store all of your Enemies under one object. So your draw() method would look something like:
void draw(){
background(0);
myHero.keyPressed();
for(Enemies enemy : enemies)
{
enemy.enemyDisplay();
enemy.enemyMove();
if (hero.isCollidingWith(enemy)) // collision method defined in the hero object, but you could define it in the Enemies class as well, it doesn't really matter
{
hero.removeHealth(); // method defined in hero that removes health
}
}
}
This method would be in one of your classes:
public boolean isColliding(Enemies enemy)
{
// check the x and y coordinates of each object
}
I hope this helps to point you in the right direction.
you need to figure out collision detection and when your objects collide with each other, something basic like:
class Enemy
{
//...
public boolean isColliding(Hero hero)
{
//figure out the distance between two objects, if its less than their size, they are colliding..
//...
}
//...
}
then you need a part of your Game Loop that checks if anything is colliding with your hero, pickups, walls, etc...
It seems the first part you need help with is collision detection. The short answer I would give that will almost undoubtedly lead you to more questions is to look at the Area class (specifically Area.intersect). You might also want to look at the classes I've put together for displaying & managing areas in this project here
There are several problems here that touch on both application design as well as conventions. These should be addressed first before trying to tackle the collision detection problem.
The Enemies class only represents a single enemy, so the name of the class should reflect that. Additionally, prefixing the method names with "enemy" is redundant and can be removed. Other changes have been commented in the revised class below.
public class Enemy {
// Instead of hard-coding in the width and height of an enemy, allow the
// instantiating code to specify the enemy's size. This will allow you
// to have different size enemies and prevents you from having "magic numbers"
// in your code.
private float xpos, ypos, width, height, speed;
public Enemy(float x, float y, float s, float w, float h) {
xpos = x;
ypos = y;
width = w;
height = h;
speed = s;
}
/* These getters will be used for collision detection later */
public float getX() {
return xpos;
}
public float getY() {
return ypos;
}
public float getWidth() {
return width;
}
public float getHeight() {
return height;
}
// I've changed `display` to `draw` to be consistent with the method name in
// your main `draw` method.
public void draw() {
rect(xpos, ypos, width, height);
}
// This method now accepts a screenWidth parameter so that the enemy can know
// when they've collided with the left or right wall of the screen without
// having to rely on an global variable.
public void move(int screenWidth) {
xpos += speed;
if ((xpos > screenWidth - width) || (xpos < 0)) {
speed *= -1;
}
}
}
I mention the "magic numbers" in one of the comments above. See this wikipedia article for more on that.
The Hero class contains property names that have an underscore postfix. This ranges from unconventional to inconsistent with respect to all of your other property names in your other classes. The original keyPressed() method mixes the logic for both drawing and moving. These two things have been separated and the methods named like those of the Enemy class for consistency.
public class Hero {
private float xpos, ypos, width, height, speed;
public Hero(float x, float y, float s, float w, float h) {
xpos = x;
ypos = y;
width = w;
height = h;
speed = s;
}
// Change this method name to draw for consistency with the Enemy class
public void draw() {
// Key press functionality has been moved to the `move` method for consistency
// with the Enemy class.
rect(xpos, ypos, WIDTH, HEIGHT);
}
// This method uses the variables key, keyCoded, UP, DOWN, LEFT, and RIGHT. You
// did not include any import statements with your code, so they may be coming
// from there; however, if they are globals, you should pass them to this method
// as arguments whenever you call it.
public void move() {
// If this condition isn't satisfied, return immediately. This prevents
// unnecessary nesting and work below.
if (key != CODED) {
return;
}
if (keyCode == UP) {
ypos -= speed;
}
// Use `else if` here and below to prevent multiple unnecessary
// comparisons of keyCode.
else if (keyCode == DOWN) {
ypos += speed;
}
else if (keyCode == LEFT) {
xpos -= speed;
}
else if (keyCode == RIGHT) {
xpos += speed;
}
}
public boolean isColliding(Enemy enemy) {
// Collision detection is easy since all of your game entities (the hero and
// the enemies) are all rectangles and axis-aligned (not rotated). You can
// use a method known as "bounding box intersection."
return (Math.abs(enemy.getX() - xpos) * 2 < (enemy.getWidth() + width))
&& (Math.abs(enemy.getY() - ypos) * 2 < (enemy.getHeight() + height));
}
}
For more on bounding box intersection, see this gamedev stackexchange question.
Now that your classes are in order, its time to address your main code. We'll need to update the method names and, as #James T suggested, you should make a list of enemies instead of creating a new independent object for each enemy. This will make it easier for you to add or remove enemies in the future and to be able to process all enemies with one block of code without repeating yourself.
// Use constants to remove magic numbers.
private static final int SCREEN_WIDTH = 900;
private static final int SCREEN_HEIGHT = 800;
private Hero myHero = new Hero(400, 480, 30, 30, 5);
private List<Enemy> enemies = new ArrayList<Enemy>();
void setup() {
size(SCREEN_WIDTH, SCREEN_HEIGHT);
frameRate(30);
smooth();
enemies.add(new Enemy(50, 50, 100, 100, 10));
enemies.add(new Enemy(50, 350, 100, 100, 15));
enemies.add(new Enemy(50, 650, 100, 100, 12));
}
void draw() {
hasCollision = false;
background(0);
// I've changed the order of draw->move to move->draw. If you draw first, then
// move, then detect collisions, it will appear to your user that your hero has
// not yet collided with an enemy even though you act as they have (e.g.: they
// will not see the collision until the next time you draw the scene).
myHero.move();
myHero.draw();
for (Enemy enemy : enemies) {
enemy.move();
enemy.draw(SCREEN_WIDTH);
if (!hasCollision && myHero.isColliding(enemy)) {
hasCollision = true;
}
}
if (hasCollision) {
// Handle enemy collision here
}
}
You'll notice that I've also added accessibility modifiers to everything. While it is technically valid to exclude them and use the defaults, it makes your code more readable to include them because it is more obvious. When you're first starting out, the more obvious the better.
Alright got it to work thanks to all you helpful wonderful people!
I did this:
public boolean isColliding(Enemies h){
float distance = dist(x,y,h.x,h.y);
if(distance<100){
return true;
}else{
return false;
}
}
and in my draw(){ I have
if(myHero.isColliding(myEnemies)){
println("You lost!");
}
I had a very similar 'fix' earlier, but the reason I got an error was because I had Hero h instead of Enemies h in the 'if' function, so it was just a very dumb error that I overlooked :P

Bouncing Cube Program from The Office

I'm writing a program taken from the TV show, THE OFFICE, when they're sitting in the conference room and watching the bouncing DVD logo on the screen try to hit the corner. The square is supposed to change color when it hits an edge.
However, I'm running into a few issues.
Issue one: The Square sometimes bounces off an edge. Other times it sinks, and I can't figure out why.
Issue two: I'm not sure how to change the color of the square when it hits the edge.
Issue three: I'm trying to learn how to make a JFRAME fullscreen. And not just fullscreen on my screen but on anyone's.
THE CODE HAS BEEN POSTED TO AN ONLINE IDE FOR EASIER READING. That can be found HERE
Otherwise if you're too busy for that link. Here it is posted below.
import java.util.Random;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class BouncingMischievousSquare extends JPanel implements ActionListener {
private static final int SQUARE_SIZE = 40;
private static final int SPEED_OF_SQUARE = 6;
private int xPosit, yPosit;
private int xSpeed, ySpeed;
BouncingMischievousSquare(){
//speed direction
xSpeed = SPEED_OF_SQUARE;
ySpeed = -SPEED_OF_SQUARE;
//a timer for repaint
//http://docs.oracle.com/javase/tutorial/uiswing/misc/timer.html
Timer timer = new Timer(100, this);
timer.start();
}
public void actionPerformed(ActionEvent e){
//Screensize
int width = getWidth();
int height = getHeight();
xPosit += xSpeed;
yPosit += ySpeed;
//test xAxis
if(xPosit < 0){
xPosit = 0;
xSpeed = SPEED_OF_SQUARE;
}
else if(xPosit > width - SQUARE_SIZE){
xPosit = width - SQUARE_SIZE;
xSpeed = -SPEED_OF_SQUARE;
}
if(yPosit < 0){
yPosit = 0;
ySpeed = SPEED_OF_SQUARE;
}
else if(yPosit > height - SQUARE_SIZE){
xPosit = height - SQUARE_SIZE;
xSpeed = -SPEED_OF_SQUARE;
}
//ask the computer gods to redraw the square
repaint();
}
public void paintComponent(Graphics g){
super.paintComponent(g);
g.fillRect(xPosit, yPosit, SQUARE_SIZE, SQUARE_SIZE );
}
}
MAIN CLASS
import javax.swing.*;
public class MischievousMain {
public static void main(String[] args) {
JFrame frame = new JFrame("Bouncing Cube");
frame.setSize(500, 500);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// mischievous square input
frame.add(new BouncingMischievousSquare());
frame.setVisible(true);
}
}
Anyways, Thanks for taking the time to read through my code. It's appreciated. I'm really interested in different ways to go about this.
Issue one: The Square sometimes bounces off an edge. Other times it
sinks, and I can't figure out why.
You'll hate yourself for this, but
} else if (yPosit > height - SQUARE_SIZE) {
xPosit = height - SQUARE_SIZE;
xSpeed = -SPEED_OF_SQUARE;
}
Should be...
} else if (yPosit > height - SQUARE_SIZE) {
yPosit = height - SQUARE_SIZE;
ySpeed = -SPEED_OF_SQUARE;
}
You were using xPosyit and xSpeed instead of yPosyit and ySpeed...
Issue two: I'm not sure how to change the color of the square when it
hits the edge.
Basically, whenever you detect a edge collision and change direction, simple change the panel's foreground color to something else...
This might require you to have a list of colors from which you can randomly pick or simply randomly generate the color
Then in your paintComponent method, simple use g.setColor(getForeground()) before you fill the rect...
...ps...
To make life easier, you could just write a method that either generates a random color or sets the foreground to a random color, for example...
protected void randomiseColor() {
int red = (int) (Math.round(Math.random() * 255));
int green = (int) (Math.round(Math.random() * 255));
int blue = (int) (Math.round(Math.random() * 255));
setForeground(new Color(red, green, blue));
}
Issue three: I'm trying to learn how to make a JFRAME fullscreen. And
not just fullscreen on my screen but on anyone's.
Take a look at Full-Screen Exclusive Mode API

Categories

Resources