Delay with spawning Zombies? - java

I'm trying to spawn zombies with a second delay between each spawn but having no luck, There is no delay still even with my timer and it seems to be looping but I'm not sure what I'm doing wrong???
Anyone could help would be appreciated <3
public class Zombie extends GameObject{
Rectangle[] zombies = new Rectangle[60];
Timer timer = new Timer();
public Zombie(float x, float y, ID id, SpriteSheet ss) {
super(x, y, id, ss);
Delay();
}
public void Delay(){
timer.schedule(task, 0, 1000);
}
TimerTask task = new TimerTask(){
public void run(){
for(int i = 0; i < zombies.length; i++){
Random rand = new Random();
int result = rand.nextInt(6);
if(result == 0){
x = 1000;
y = 200;
}
if(result == 1){
x = 100;
y = 200;
}
if(result == 2){
x = 100;
y = 600;
}
if(result == 3){
x = 1000;
y = 600;
}
if(result == 4){
x = 100;
y = 900;
}
if(result == 5){
x = 1000;
y = 900;
}
zombies[i] = new Rectangle((int)x, (int)y, 32, 48);
if(i >= zombies.length){
task.cancel();
}
}
}
};
public void tick() {
}
public void render(Graphics g) {
for(int i = 0; i < zombies.length; i++){
g.setColor(Color.YELLOW);
g.fillRect((int)zombies[i].x, (int)zombies[i].y, 32, 48);
}
}
public Rectangle getBounds() {
return new Rectangle((int)x, (int)y, 32, 48);
}
}

Check out the changes below. I haven't tested this, but I think it will work. I added the spawnedZombies counter and removed your for loop. I also changed the condition that stops the timer task.
I do agree with Michael's comment that this is confusing that you have 60 zombies inside the zombie class but that is another discussion :)
Rectangle[] zombies = new Rectangle[60];
Timer timer = new Timer();
int spawnedZombies = 0;
public Zombie(float x, float y, ID id, SpriteSheet ss) {
super(x, y, id, ss);
Delay();
}
public void Delay(){
timer.schedule(task, 0, 1000);
}
TimerTask task = new TimerTask()
{
public void run()
{
Random rand = new Random();
int result = rand.nextInt(6);
if(result == 0){
x = 1000;
y = 200;
}
if(result == 1){
x = 100;
y = 200;
}
if(result == 2){
x = 100;
y = 600;
}
if(result == 3){
x = 1000;
y = 600;
}
if(result == 4){
x = 100;
y = 900;
}
if(result == 5){
x = 1000;
y = 900;
}
spawnedZombies++;
zombies[spawnedZombies - 1] = new Rectangle((int)x, (int)y, 32, 48);
if(spawnedZombies == zombies.length){
task.cancel();
}
}
};

Related

Java game a bullet killed all object on the screen

I am trying to make a plane shooting game.
I have a plane with a number of laser(maxLaser) and a number of random enemies.
When I create a single random enemy it is fine but when I make a number of enemy I have a tiny problem.
When I shot any of enemy with the bullet(laser) kills every enemies on the screen.
I guess I have a problem with two nested loops (maxLaser and maxEnemy) but I could not figure out.
This is the code I am trying to fix that calculate distance laser and enemy
public void updatehelicopter(double dt) {
helicopterSpin = getFrame(0.2, 4);
// nested loop for kill enemies
for(int l =0; l<maxHelicopter; l++){
helicopterPositionX[l] += helicopterVelocityX[l] * dt;
helicopterPositionY[l] += helicopterVelocityY[l] * dt;
// if(helicopterActive[l]==true){
for (int i = 0; i < maxLaser; i++) {
if (laserActive[i] == true) {
if (distance(laserPositionX[i], laserPositionY[i], helicopterPositionX[l], helicopterPositionY[l]) < 20* 1.2) {
// Destroy the laser
laserActive[i] = false;
helicopterActive[l]=false;
// Create an explosion
createExplosion(helicopterPositionX[i], helicopterPositionY[l]);
// Create a new random helicopter
randomhelicopter();
}
}
}
}
}
The idea is, I want to create 10 enemies and when shot one of them the program that I want to create one more simultaneously.
Here is my Laser and Enemies classes that you can imagine.
Enemy:
Image helicopters;
Image[] helicopterF = new Image[4];
Image[] helicopterR = new Image[4];
Image[] helicopterL = new Image[4];
Image helicopterImage;
// helicopter Position
double[] helicopterPositionX;
double[] helicopterPositionY;
double[] helicopterVelocityX;
double[] helicopterVelocityY;
double[] helicopterAngle;
int helicopterSpin;
boolean helicopterLeft;
boolean helicopterRight;
boolean[] helicopterActive;
int maxHelicopter;
int numhelicopter ;
public void inithelicopter() {
maxHelicopter = 10;
numhelicopter = maxHelicopter;
helicopterPositionX = new double[maxHelicopter];
helicopterPositionY = new double[maxHelicopter];
helicopterVelocityX= new double[maxHelicopter];
helicopterVelocityY= new double[maxHelicopter];
helicopterAngle = new double[maxHelicopter];
helicopterActive = new boolean[maxHelicopter];
for(int i =0; i<maxHelicopter;i++){
helicopterActive[i]=false;
}
// Load image
// helicopterPositionX= 300;
for (int i = 0; i < 4; i++) {
helicopterF[i] = subImage(helicopters, 0 + i * 300, 0, 300, 300);
}
for (int i = 0; i < 4; i++) {
helicopterR[i] = subImage(helicopters, 0 + i * 300 + 1200, 0, 300, 300);
}
for (int i = 0; i < 4; i++) {
helicopterL[i] = subImage(helicopters, 0 + i * 300 + 2400, 0, 300, 300);
}
// helicopterPositionY= 400;
// helicopterImage = subImage(spritesheet, 480, 0, 240, 240);
}
// Randomly position helicopter
public void randomhelicopter() {
for (int i = 0; i < numhelicopter; i++) {
// Random position
// random number between lower and upper limit for direction of items
helicopterPositionX[i] = (int) (Math.random() * (600 - 500)) + 500;
helicopterPositionY[i] = rand(-500);
// Random Velocity
helicopterVelocityX[i] = -20;
helicopterVelocityY[i] = 80;
// Random Angle
helicopterAngle[i] = 40;
}
}
// Function to update 'move' the helicopter
public void updatehelicopter(double dt) {
helicopterSpin = getFrame(0.2, 4);
//
for(int l =0; l<maxHelicopter; l++){
helicopterPositionX[l] += helicopterVelocityX[l] * dt;
helicopterPositionY[l] += helicopterVelocityY[l] * dt;
// if(helicopterActive[l]==true){
for (int i = 0; i < maxLaser; i++) {
if (laserActive[i] == true) {
if (distance(laserPositionX[i], laserPositionY[i], helicopterPositionX[l], helicopterPositionY[l]) < 20* 1.2) {
// Destroy the laser
laserActive[i] = false;
helicopterActive[l]=false;
// Create an explosion
createExplosion(helicopterPositionX[i], helicopterPositionY[l]);
// Create a new random helicopter
randomhelicopter();
}
}
}
}
}
public void drawhelicopter() {
// Save the current transform
for(int i=0; i<maxHelicopter; i++){
saveCurrentTransform();
// ranslate to the position of the helicopter
translate(helicopterPositionX[i], helicopterPositionY[i]);
// Rotate the drawing context around the angle of the helicopter
rotate(helicopterAngle[i]);
// Draw the actual helicopter
//int i = getAnimationFrame(explosionTimer, explosionDuration, 30);
drawImage(helicopterF[helicopterSpin], -30, -30, 110, 110);
// Restore last transform to undo the rotate and translate transforms
restoreLastTransform();
}
}
Laser:
Image laserImage;
double[] laserPositionX;
double[] laserPositionY;
// Laser velocity
double[] laserVelocityX;
double[] laserVelocityY;
// Laser Angle
double[] laserAngle;
// Laser active
boolean[] laserActive;
// Laser Mode
int laserMode;
double rapidFireDelay;
double rapidFireTimer;
int maxLaser, numLaser;
// NOTE: try first add 5 different level and if works then you should try make
// one laser and should cahnge only image
public void laserInit() {
maxLaser = 9;
numLaser = maxLaser;
laserMode = 0;
rapidFireDelay = 0.1;
laserPositionX = new double[maxLaser];
laserPositionY = new double[maxLaser];
laserVelocityX = new double[maxLaser];
laserVelocityY = new double[maxLaser];
laserAngle = new double[maxLaser];
laserActive = new boolean[maxLaser];
for (int i = 0; i < maxLaser; i++) {
laserActive[i] = false;
}
laserImage = subImage(laser, 1536, 0, 512, 512);
}
public void fireLaser(double x, double y, double angle) {
for (int i = 0; i < numLaser; i++) {
if (laserActive[i] == false) {
laserPositionX[i] = x;
laserPositionY[i] = y;
laserVelocityX[i] = sin(angle) * 350;
laserVelocityY[i] = -cos(angle) * 350;
laserAngle[i] = angle;
// laseractive[i] == true;
laserActive[i] = true;
break;
}
}
}
public void fireLaser() {
// NOTE: check variable of laserpower
if (laserMode == 0) {
// Normal Mode
fireLaser(airplanePositionX, airplanePositionY, airplaneAngle);
} else if (laserMode == 1) {
// Scatter Shot
int inactiveLasers = 0;
// For all lasers
for (int i = 0; i < numLaser; i++) {
// Check if laser is inactive
if (laserActive[i] == false) {
// Count number of inactive lasers
inactiveLasers++;
}
}
// Check if at least 3 lasers are free
if (inactiveLasers >= 3) {
// Fire three lasers
fireLaser(airplanePositionX, airplanePositionY, airplaneAngle - 15);
fireLaser(airplanePositionX, airplanePositionY, airplaneAngle);
fireLaser(airplanePositionX, airplanePositionY, airplaneAngle + 15);
}
} else if (laserMode == 2) {
// Rapid-Fire Mode
fireLaser(airplanePositionX, airplanePositionY, airplaneAngle + rand(20.0) - 10);
}
}
public void createLaser() {
saveCurrentTransform();
for (int i = 0; i < maxLaser; i++) {
if (laserActive[i]) {
saveCurrentTransform();
translate(laserPositionX[i], laserPositionY[i]);
rotate(laserAngle[i]);
drawImage(laserImage, -30, -30, 60, 60);
restoreLastTransform();
}
}
restoreLastTransform();
}
public void laserUpdate(double dt) {
if (laserMode == 2 && space) {
// Increment Timer
rapidFireTimer += dt;
// If Timer is greater than delay
if (rapidFireTimer > rapidFireDelay) {
// Decrement delay
rapidFireTimer -= rapidFireDelay;
// Fire laser
fireLaser();
}
}
for (int i = 0; i < maxLaser; i++) {
laserPositionX[i] += laserVelocityX[i] * dt;
laserPositionY[i] += laserVelocityY[i] * dt;
if (laserPositionX[i] < 0) {
laserActive[i] = false;
}
if (laserPositionX[i] >= width()) {
laserActive[i] = false;
}
if (laserPositionY[i] < 0) {
laserActive[i] = false;
}
}
}
I am not sure how correct I am so can I get your advise?
Externally some class in code:
public double distance(double x1, double y1, double x2, double y2) {
// Calculate and return the distance
return Math.sqrt(Math.pow(x2-x1, 2) + Math.pow(y2-y1, 2));
}

Transforming an Image to move diagnally

public void draw(Graphics g, Graphics g2d, double theta, int NEWY){
g.setColor(Color.orange);
int drawLocationX = character.x;
int drawLocationY = character.y-47;
double rotationRequired = Math.toRadians (theta);
double locationX = this.getWidth()/2;
double locationY = this.getHeight()/2;
AffineTransform tx = AffineTransform.getRotateInstance(rotationRequired, locationX, locationY);
AffineTransformOp op = new AffineTransformOp(tx, AffineTransformOp.TYPE_BILINEAR);
g2d.drawImage(op.filter(image, null), drawLocationX, NEWY, null);
}
public int getHeightWorld(int x){
//meant to find height of land at specified location
int highest = 0;
int checked = 0;
for(int c = panel.HEIGHT-1; c >= 0; c--){
if(this.inColRange(x)&& this.inRowRange(c))
if(LandList[c][x] == 2){
highest = c;
checked++;
}
}
return (1000 - highest);
}
public double getAngleWorldT1(){
//meant to find angle tank needs to be rotated at
int g = this.getHeightWorld(tank1.getNEWX());
int h = this.getHeightWorld((tank1.getWidth()+ tank1.getNEWX()));
double trythis = this.NewEquation();
int newg = tank1.getWidth()+ tank1.getNEWX();
int newh = tank2.getWidth()+ tank2.getNEWX();
double newery = (trythis*newg);
double newery2 = (trythis*tank1.getNEWX());
double newval = newery - newery2;
double u = 5;
double width = tank1.getWidth();
if(Math.abs(h-g) > tank1.getWidth()){
u = width/(g-h);
}
else{
u = (g-h)/width;
}
double p = 57.6846779*Math.asin(Math.toRadians(u));
return p;
}
public double NewEquation(){
int dividethis = 0;
int subtractthis = 0;
int numnegative = 0;
for(int what = 0; what < tank1.getWidth(); what++){
if(Math.abs(this.getHeightWorld(what)-this.getHeightWorld(what-1)) < 2){
dividethis += this.getHeightWorld(what);
if(this.getHeightWorld(what)-this.getHeightWorld(what-1) < 0){
numnegative++;
}
}
else{
subtractthis++;
}
}
dividethis = dividethis/(tank1.getWidth()-subtractthis);
if((numnegative - tank1.getWidth()) > tank1.getWidth()/2){
dividethis = dividethis*-1;
}
return dividethis;
}
public void draw(Graphics g) {
//MOVE TO DIFF METHOD
int newy = this.getHeightWorld(tank1.getNEWX()) - tank1.getHeight();
int newy2 = this.getHeightWorld(tank2.getNEWX()) - tank2.getHeight();
if( LandList[newy][tank1.getNEWX()] == 2){
while (LandList[newy][tank1.getNEWX()] == 2){
newy--;
// System.out.println("FIRST HERE");
// System.out.println(newy);
}
// System.out.println("FIRST");
}
if( LandList[newy+1][tank1.getNEWX()] != 2){
while (LandList[newy+1][tank1.getNEWX()] != 2){
newy++;
// System.out.println("SECOND HERE");
}
// System.out.println("SECOND");
}
//System.out.println("YESSSSS" +Math.toDegrees(this.getAngleWorldT1()) );
tank1.draw(g, g, Math.toDegrees(this.getAngleWorldT1()), newy - tank1.getHeight()-50);
tank2.draw(g, g, Math.toDegrees(this.getAngleWorldT2()), newy2 - tank2.getHeight());
// System.out.println("2");
for(int x = 0; x < platforms.size(); x++){
platforms.get(x).draw(g);
}
}
}
(Sorry for the messy code.)
These are two classes I am using to design a tank shooter game. In this portion, I am attempting to make the image rotate according to the land it is over(to appear traveling uphill or downhill) and I don't want any piece inside of the land. "LandList" is a 2D array that has a value of 2 if there is land and 1 if there is no land. Two issues is A) rotating at incorrect heights and not rotating at all points
B)Image cuts off at a certain height
Thank you for your help.
BOTH CLASSES IN FULL
public class World {
Land[][] land;
List<Land> platforms = new ArrayList<Land>();
private GraphicsPanel panel;
int[][] LandList = new int[800][1500];
private int delay = 30;
private Timer timer;
private Random r;
Tank tank1;
Tank tank2;
public World(GraphicsPanel marioPanel) {
panel = marioPanel;
land = new Land[panel.WIDTH][panel.HEIGHT-500-3];
setUpWorld();
setUpTimer();
}
private void setUpWorld() {
for(int r = 0; r < panel.WIDTH; r++){
for(int c = 0; c < panel.HEIGHT; c++){
LandList[c][r] = 1;
}
}
//tank not displaying
//a lot of stuff copied over
tank1 = new Tank(25,442,100,60,1);
tank2 = new Tank(700,442,100,60,2);
r = new Random();
int w = 0;
int n = 0;
for(int x = 0; x < panel.WIDTH; x+=5){
if(x > 0 && x < panel.WIDTH/6 +1){
//for(int y = (int) (500+(-(100*Math.random())*((x%2)+1))); y < panel.HEIGHT; y+=5){
for(int y = 500; y < panel.HEIGHT; y+=5){
Land creating = new Land(x, y, 5, 5);
platforms.add(creating);
for(int r = 0; r < 5; r++){
for(int c = 0; c < 5; c++){
if(inRowRange(x+r) && inColRange(y+c))
LandList[y+r][x+c] = 2;
}
}
}
}
if(x > panel.WIDTH/6 && x < 2*panel.WIDTH/6 +1){
//for(int y = (int) (500+(-(100*Math.random())*((x%2)+1))); y < panel.HEIGHT; y+=5){
for(int y = 500+ 4*w; y < panel.HEIGHT; y+=5){
Land creating = new Land(x, y, 5, 5);
platforms.add(creating);
for(int r = 0; r < 5; r++){
for(int c = 0; c < 5; c++){
if(inRowRange(y+r) && inColRange(x+c))
LandList[y+r][x+c] = 2;
}
}
}
w--;
}
if(x > 2*panel.WIDTH/6 && x < 3*panel.WIDTH/6 +1){
//for(int y = (int) (500+(-(100*Math.random())*((x%2)+1))); y < panel.HEIGHT; y+=5){
for(int y = 500+ 4*w; y < panel.HEIGHT; y+=5){
Land creating = new Land(x, y, 5, 5);
platforms.add(creating);
for(int r = 0; r < 5; r++){
for(int c = 0; c < 5; c++){
if(inRowRange(y+r) && inColRange(x+c))
LandList[y+r][x+c] = 2;
}
}
}
w++;
}
if(x > 3*panel.WIDTH/6 && x < 4*panel.WIDTH/6 +1){
//for(int y = (int) (500+(-(100*Math.random())*((x%2)+1))); y < panel.HEIGHT; y+=5){
for(int y = 500+ 4*n; y < panel.HEIGHT; y+=5){
Land creating = new Land(x, y, 5, 5);
platforms.add(creating);
for(int r = 0; r < 5; r++){
for(int c = 0; c < 5; c++){
if(inRowRange(y+r) && inColRange(x+c))
LandList[y+r][x+c] = 2;
}
}
}
n--;
}
if(x > 4*panel.WIDTH/6 && x < 5*panel.WIDTH/6 +1){
//for(int y = (int) (500+(-(100*Math.random())*((x%2)+1))); y < panel.HEIGHT; y+=5){
for(int y = 500+ 4*n; y < panel.HEIGHT; y+=5){
Land creating = new Land(x, y, 5, 5);
platforms.add(creating);
for(int r = 0; r < 5; r++){
for(int c = 0; c < 5; c++){
if(inRowRange(y+r) && inColRange(x+c))
LandList[y+r][x+c] = 2;
}
}
}
n++;
}
if(x > 5*panel.WIDTH/6){
//for(int y = (int) (500+(-(100*Math.random())*((x%2)+1))); y < panel.HEIGHT; y+=5){
for(int y = 500; y < panel.HEIGHT; y+=5){
Land creating = new Land(x, y, 5, 5);
platforms.add(creating);
for(int r = 0; r < 5; r++){
for(int c = 0; c < 5; c++){
if(inRowRange(y+r) && inColRange(x+c))
LandList[y+r][x+c] = 2;
// System.out.println(LandList[x+r][y+c]);
}
}
}
}
// else{
// for(int y = 500; y < panel.HEIGHT; y+=5){
// Land creating = new Land(x, y, 5, 5);
// platforms.add(creating);
// }
//
// }
}
for(int r = 0; r < panel.WIDTH; r++){
for(int c = 0; c < panel.HEIGHT; c++){
//System.out.println(LandList[r][c]);
}
}
for(int checked = 0; checked < panel.WIDTH; checked++){
System.out.println(this.getHeightWorld(checked));
}
// System.out.println(LandList);
}
private boolean inColRange(int i) {
// TODO Auto-generated method stub
return i>=0 && i<LandList[0].length;
}
private boolean inRowRange(int i) {
// TODO Auto-generated method stub
return i>=0 && i<LandList.length;
}
private void setUpTimer() {
timer = new Timer(delay, new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
// what should happen each time the timer goes off?
panel.repaint();
moveStuff();
checkHitBoxes();
//System.out.println(mario.getY());
}
});
timer.start();
}
protected void checkHitBoxes() {
}
protected void moveStuff() {
tank1.move();
panel.repaint();
}
public int getHeightWorld(int x){
//meant to find height of land at specified location
int highest = 0;
int checked = 0;
for(int c = panel.HEIGHT-1; c >= 0; c--){
if(this.inColRange(x)&& this.inRowRange(c))
if(LandList[c][x] == 2){
highest = c;
checked++;
}
}
return (1000 - highest);
}
public double getAngleWorldT1(){
//meant to find angle tank needs to be rotated at
int g = this.getHeightWorld(tank1.getNEWX());
int h = this.getHeightWorld((tank1.getWidth()+ tank1.getNEWX()));
double trythis = this.NewEquation();
int newg = tank1.getWidth()+ tank1.getNEWX();
int newh = tank2.getWidth()+ tank2.getNEWX();
double newery = (trythis*newg);
double newery2 = (trythis*tank1.getNEWX());
double newval = newery - newery2;
double u = 5;
double width = tank1.getWidth();
if(Math.abs(h-g) > tank1.getWidth()){
u = width/(g-h);
}
else{
u = (g-h)/width;
}
double p = 57.6846779*Math.asin(Math.toRadians(u));
return p;
}
public double getAngleWorldT2(){
int a = this.getHeightWorld(tank2.getNEWX());
int s = this.getHeightWorld((tank2.getWidth() + tank2.getNEWX() + 100) );
// a = 100;
// s = 700;
int o = (a-s)/tank2.getWidth();
//System.out.println(o);
double p = -57.6846779*(Math.asin(Math.toRadians(o)));
//System.out.println(p);
return p;
}
public double NewEquation(){
int dividethis = 0;
int subtractthis = 0;
int numnegative = 0;
for(int what = 0; what < tank1.getWidth(); what++){
if(Math.abs(this.getHeightWorld(what)-this.getHeightWorld(what-1)) < 2){
dividethis += this.getHeightWorld(what);
if(this.getHeightWorld(what)-this.getHeightWorld(what-1) < 0){
numnegative++;
}
}
else{
subtractthis++;
}
}
dividethis = dividethis/(tank1.getWidth()-subtractthis);
if((numnegative - tank1.getWidth()) > tank1.getWidth()/2){
dividethis = dividethis*-1;
}
return dividethis;
}
public void draw(Graphics g) {
//MOVE TO DIFF METHOD
int newy = this.getHeightWorld(tank1.getNEWX()) - tank1.getHeight();
int newy2 = this.getHeightWorld(tank2.getNEWX()) - tank2.getHeight();
if( LandList[newy][tank1.getNEWX()] == 2){
while (LandList[newy][tank1.getNEWX()] == 2){
newy--;
// System.out.println("FIRST HERE");
// System.out.println(newy);
}
// System.out.println("FIRST");
}
if( LandList[newy+1][tank1.getNEWX()] != 2){
while (LandList[newy+1][tank1.getNEWX()] != 2){
newy++;
// System.out.println("SECOND HERE");
}
// System.out.println("SECOND");
}
//System.out.println("YESSSSS" +Math.toDegrees(this.getAngleWorldT1()) );
tank1.draw(g, g, Math.toDegrees(this.getAngleWorldT1()), newy - tank1.getHeight()-50);
tank2.draw(g, g, Math.toDegrees(this.getAngleWorldT2()), newy2 - tank2.getHeight());
// System.out.println("2");
for(int x = 0; x < platforms.size(); x++){
platforms.get(x).draw(g);
}
}
}
public class Tank extends Moveable{
private boolean moveRight,moveLeft;
private String direction = "NONE";
private int dx =5;
//graphics
BufferedImage image = null;
private URL file;
private Rectangle character;
private Rectangle hitBox;
JLabel label = new JLabel();
private int NEWX;
public Tank(int x, int y, int w, int h, int color){
character = new Rectangle(x,y,w,h);
this.create(null,x,y,w,h);
NEWX = character.x;
BufferedImage img =null;
if(color == 1){
// file= getClass().getResource("pictures\\green_tank1");
try {
img = ImageIO.read(new File("green_tank1.png"));
image = img;
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
else{
// file = getClass().getResource("pictures\\blue_tank1");
try {
img = ImageIO.read(new File("blue_tank1.png"));
image = img;
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
public void draw(Graphics g, Graphics g2d, double theta, int NEWY){
g.setColor(Color.orange);
int drawLocationX = character.x;
int drawLocationY = character.y-47;
double rotationRequired = Math.toRadians (theta);
double locationX = this.getWidth()/2;
double locationY = this.getHeight()/2;
AffineTransform tx = AffineTransform.getRotateInstance(rotationRequired, locationX, locationY);
AffineTransformOp op = new AffineTransformOp(tx, AffineTransformOp.TYPE_BILINEAR);
g2d.drawImage(op.filter(image, null), drawLocationX, NEWY, null);
//System.out.println("This is new X " + NEWX);
// label.setVisible(true);
// label.isOpaque();
// label.setBounds(character.x, character.y, character.width, character.height);
// label.repaint();
//g.drawImage(image, 0, 0, null);
// int centerx = character.x + character.width/2;
// int centery = character.y + character.height/2;
//
// int point1 = (int) (centerx + (character.width/2)*Math.cos(Math.toRadians(theta)) - (character.height/2)* Math.sin(Math.toRadians(theta)));
// int point2 = (int) (centery + (character.height/2)*Math.cos(Math.toRadians(theta))+(character.width/2)*Math.sin(Math.toRadians(theta)));
// int point3 =(int) (centerx - (character.width/2)*Math.cos(Math.toRadians(theta)) + (character.height/2)* Math.sin(Math.toRadians(theta)));
// int point4 = (int) (centery - (character.height/2)*Math.cos(Math.toRadians(theta))-(character.width/2)*Math.sin(Math.toRadians(theta)));
// //System.out.println(theta);
// g.drawImage(image, point1,point2,point3,point4, null);
//// System.out.println("3");
// Rotation information
// AffineTransform tx = AffineTransform.getRotateInstance(Math.toRadians (theta), character.x, character.y);
// AffineTransformOp op = new AffineTransformOp(tx, AffineTransformOp.TYPE_BILINEAR);
//
// // Drawing the rotated image at the required drawing locations
// g.drawImage(op.filter((BufferedImage) image, null), character.x, character.y, null);
// System.out.println(this.getX());
// System.out.println(this.getY());
// System.out.println(this.getWidth());
// System.out.println(this.getHeight());
// g.fillRect(this.getX(), this.getY(), this.getWidth(), this.getHeight());
// this.setBounds(this.getX(), this.getY(), this.getWidth(), this.getHeight());
//
}
public Rectangle getRect(){
return this.character;
}
public void move(){
if(moveLeft == true){
character.setBounds(character.x -2, character.y, character.width, character.height);
character.x = character.x -2;
NEWX += -2;
}
if(moveRight == true){
character.setBounds(character.x +2, character.y, character.width, character.height);
character.x = character.x +2;
NEWX += 2;
}
}
public void setDirection(String s){
this.direction = s;
String x = s.toUpperCase().substring(0, 1);
if(x.equals("L")){
//System.out.println(x);
moveLeft = true;
moveRight = false;
}
if(x.equals("R")){
moveRight = true;
moveLeft = false;
// System.out.println("im here");
}
else if(x.equals("N")){
moveRight = false;
moveLeft =false;
// System.out.println("I Got Here #2");
}
}
public String getDirection(){
return this.direction;
}
public int getNEWX(){
return this.NEWX;
}
}

JFrame won't call paint method?

So I made Pong in a applet for a project in school but I realized that I can't hand in the project without creating an HTML file, so I'm attempting to change all my code from a applet to a JFrame. It all works, but my paint method isn't being called, any help will be great. Thanks for the help but to be honest im new to programming so if someone could make the changes to my code and then explain what you did, that would be great
package pong;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
class Main extends JPanel implements Runnable, KeyListener{//whatever class holds you main method
private static final long serialVersionUID = 1L;
int width = 600;
int height = width *9/16;
int Pwidth = 10, Pheight = 50, Px = 30, Py = height / 2-Pwidth, Pv = 3;
int Ewidth = 10, Eheight = 50, Ex = width - Ewidth - 30, Ey = height / 2-Ewidth - 50;
double Ev = 2.7;
int Bwidth = 10, Bheight = 10, Bx = width / 2 + 50, By = height / 2, Bvx = 3, Bvy = 3;
int TimeD = 0;
int Ms = 0, sec = 0, min = 0;
int Pscore = 0, Escore = 0, Pwinx = 800, Pwiny = height / 2, Ewinx = 800, Ewiny = height / 2;
boolean Bleft = true, Bright = false, Bup = true, Bdown = false;
boolean Pup = false, Pdown = false;
boolean Pa = false;
String string = new String();
public static JFrame frame;//public and static so other classes can access it. Might want to use a getter and setter here
public Main(){
frame=new JFrame("Pong, A game re-made by Camron Warren");// Create new JFrame
frame.setSize(width,height);//Set the size of the window
frame.setDefaultCloseOperation(frame.EXIT_ON_CLOSE);//Make sure all processes are closed when the window is closed
frame.setLocationRelativeTo(null);//Centers window
frame.setVisible(true);//Make the window visible
Thread th = new Thread(this);
addKeyListener(this);
th.start();
}
public static void main(String[] args){
new Main();//instantiate the Main class, this has to happen
}
#Override
public void run() {
while(true){
if(Pscore >= 5){
Pwinx = 100;
Py = height / 2 - Pheight / 2;
Bx = width / 2 - Bwidth;
By = height /2 - Bheight /2;
}
if(Escore >= 5){
Ewinx = 400;
Py = height / 2-Pwidth;
Bx = width / 2 - Bwidth;
By = height /2;
}
if(Escore >= 5 && Pa == true){
Pscore = 0;
Escore = 0;
Ewinx = 800;
Ms = 0;
sec = 0;
min = 0;
}
if(Pscore >= 5 && Pa == true){
Pscore = 0;
Escore = 0;
Pwinx = 800;
Ms = 0;
sec = 0;
min = 0;
}
//ball movement class
ballMovement();
//TIME COUNTER
Ms++;
if(Ms >= 60){
sec++;
Ms = 0;
}
if(sec >= 60){
min++;
sec = 0;
}
//BALLMOVEMENT
if(Bleft == true){
Bx-=Bvx;
}
if(Bright == true){
Bx+=Bvx;
}
if(Bup == true){
By-=Bvy;
}
if(Bdown == true){
By+=Bvy;
}
//BALLHITBOX
if(By <= 0){
Bup = false;
Bdown = true;
}
if(By + Bheight >= height){
Bdown = false;
Bup = true;
}
//SCORE SYSTEM
if(Bx <= 0){
Escore++;
Bx = width / 2 - Bwidth;
By = height / 2;
}
if(Bx+Bwidth >= width){
Pscore++;
Bx = width /2 - Bwidth;
By = height / 2;
}
//PHITBOX
if(Bx+Bwidth >= Px && Bx <= Px+Pwidth && By+Bheight >= Py && By <= Py+Pheight){
System.out.println("Phit");
Bleft = false;
Bright = true;
}
//EHITBOX
if(Bx+Bwidth >= Ex && Bx <= Ex + Ewidth && By+Bheight >= Ey && By <= Ey + Eheight){
System.out.println("Ehit");
Bright = false;
Bleft = true;
}
//PMOVEMENT
if(Pup == true){
Py-=Pv;
}
if(Pdown == true){
Py+=Pv;
}
//PHITBOX/APPLETHITBOX
if(Py <= 0){
Py = 0;
}
if(Py + Pheight >= height){
Py = height - Pheight;
}
//EHITBOX/APPLETHITBOX
if(Ey <= 0){
Ey = 0;
}
if(Ey + Eheight >= height){
Ey = height - Eheight;
}
//REPAINT
repaint();
try {
Thread.sleep(17);
} catch (InterruptedException e){
e.printStackTrace();
}
}
}
public void ballMovement()
{
if(By >= Ey)
{
Ey += Ev;
}
if(By <= Ey)
{
Ey -= Ev;
}
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if(key == KeyEvent.VK_W){
Pup = true;
}
if(key == KeyEvent.VK_S){
Pdown = true;
}
if(key == KeyEvent.VK_UP){
Pup = true;
}
if(key == KeyEvent.VK_DOWN){
Pdown = true;
}
if(key == KeyEvent.VK_F1){
Pa = true;
}
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if(key == KeyEvent.VK_W){
Pup = false;
}
if(key == KeyEvent.VK_S){
Pdown = false;
}
if(key == KeyEvent.VK_UP){
Pup = false;
}
if(key == KeyEvent.VK_DOWN){
Pdown = false;
}
if(key == KeyEvent.VK_F1){
Pa = false;
}
}
#Override
public void keyTyped(KeyEvent arg0) {}
#SuppressWarnings("deprecation")
public void update(Graphics g) {
Graphics offgc;
Image offscreen = null;
Dimension d = size();
offscreen = createImage(d.width, d.height);
offgc = offscreen.getGraphics();
offgc.setColor(getBackground());
offgc.fillRect(0, 0, d.width, d.height);
offgc.setColor(getForeground());
paint(offgc);
g.drawImage(offscreen, 0, 0, this);
}
#Override
public void paint(Graphics g){
g.setColor(Color.green);
g.fillRect(Px, Py, Pwidth, Pheight);
g.setColor(Color.RED);
g.fillRect(Ex, Ey, Ewidth, Eheight);
g.setColor(Color.BLACK);
g.fillOval(Bx, By, Bwidth, Bheight);
g.setColor(Color.BLACK);
g.drawRect(0, 0, width - 1, height - 1);
g.drawString("Score: " + Pscore, 20, 20);
g.drawString("Score " + Escore , width - 60, 20);
g.drawString("Time played: " + min + ": " + sec, width / 2 - 50, 20);
g.setColor(Color.BLACK);
g.fillRect(width / 2, height, 1, height);
g.setColor(Color.BLACK);
g.drawLine(width / 2, 0, width / 2, height);
g.setColor(Color.BLACK);
g.drawString("Pong: a game re-made by Camron Warren", 10, height - 10);
g.drawString("Congrat's, you win!", Pwinx, Pwiny);
g.drawString("Press F1 to play again!", Pwinx, Pwiny + 10);
g.drawString("Enemy win's", Ewinx, Ewiny);
g.drawString("Press F1 to play again!", Ewinx, Ewiny + 10);
}
}

Why collision algorithm in my applet game does not work properly ?

This is my game project. It's very simple version of "Flappy Bird" and I have some serious problems with how the collisions algorithm works. I wrote 2 separate code fragments for collision, for wall1 and wall2. The problem begins when the ball is trying to go through a hole because somehow the program is detecting a collision with a wall. I'm almost positive that the collision algorithm was written correctly because I have been checking it all day.
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.util.Random;
import java.util.Timer;
import java.util.logging.Level;
import java.util.logging.Logger;
public class Game extends Applet implements KeyListener, Runnable {
Image bground;
Random generator = new Random();
int r1;
int wall1x;
int wall1y;
int wall1long;
int wall2x;
int wall2y;
int wall2long;
Timer timer;
private Image i;
private Graphics doubleG;
int r2;
int blok_x1 = 800;
int blok_y1;
int blok_x = 800;
int blok_y = 0;
int blok_x_v = 2;
int ballX = 20;
int ballY = 20;
int dx = 0;
int dyclimb = 1;
int dyrise = 1;
double gravity = 3;
double jumptime = 0;
int FPS = 100;
public int tab[];
public boolean grounded = true, up = false;
boolean OVER = false;
#Override
public void init() {
bground = getImage(getCodeBase(), "12.png");
this.setSize(600, 400);
tab = new int[100];
for (int t = 0; t < 100; t++) {
tab[t] = generator.nextInt(380) + 1;
}
addKeyListener(this);
}
#Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
ballX -= 10;
}
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
ballX += 10;
}
if (e.getKeyCode() == KeyEvent.VK_UP) {
ballY -= 10;
up = true;
}
if (e.getKeyCode() == KeyEvent.VK_DOWN) {
ballY += 10;
}
}
#Override
public void paint(Graphics g) {
g.drawImage(bground, 0, 0, this);
if (OVER == false) {
for (int i = 0; i < 100; i++) {
g.setColor(Color.green);
wall1x = blok_x + i * 400;
wall1y = blok_y;
wall1long = tab[i];
g.fillRect(wall1x, wall1y, 20, wall1long);
g.setColor(Color.green);
wall2x = blok_x1 + i * 400;
wall2y = tab[i] + 60;
wall2long = 400 - tab[i];
g.fillRect(wall2x, wall2y, 20, wall2long);
g.setColor(Color.green);
}
g.setColor(Color.red);
g.fillOval(ballX, ballY, 20, 20);
} else {
g.drawString("GAME OVER", 300, 300);
}
}
#Override
public void update(Graphics g) {
if (i == null) {
g.setColor(Color.green);
i = createImage(this.getSize().width, this.getSize().height);
doubleG = i.getGraphics();
g.setColor(Color.green);
}
doubleG.setColor(getBackground());
g.setColor(Color.green);
doubleG.fillRect(0, 0, this.getSize().width, this.getSize().height);
doubleG.setColor(getForeground());
g.setColor(Color.green);
paint(doubleG);
g.drawImage(i, 0, 0, this);
}
#Override
public void run() {
int time = 10;
while (true) {
if (up == true) {
ballY -= dyclimb;
time--;
} else {
ballY += dyrise;
}
if (time == 0) {
time = 10;
up = false;
}
blok_x--;
blok_x1--;
if (ballX > 600 || ballX < 0 || ballY > 400 || ballY < 0) {
OVER = true;
}
for (int i = 0; i < 100; i++) { // collision algorithm
wall1x = blok_x + i * 400;
wall1y = blok_y;
wall1long = tab[i];
if (ballX + 20 >= wall1x && ballX <= wall1x + 20 && ballY <= wall1y + wall1long && ballY >= wall1x - 20) { //wall1
OVER = true;
}
}
for (int i = 0; i < 100; i++) {
wall2x = blok_x1 + i * 400;
wall2y = tab[i] + 60;
wall2long = 400 - tab[i];
if (ballX + 20 >= wall2x && ballX <= wall2x + 20 && ballY <= wall2y + wall2long && ballY >= wall2x - 20) { //wall2
OVER = true;
}
}
repaint();
try {
Thread.sleep(17);
} catch (InterruptedException ex) {
Logger.getLogger(NewApplet.class.getName()).log(Level.SEVERE, null, ex);
}
}
}
#Override
public void start() {
Thread thread = new Thread(this);
thread.start();
}
#Override
public void keyTyped(KeyEvent e) {
}
#Override
public void keyReleased(KeyEvent e) {
}
}
Use Rectangle class. There's a method called Intersect or Intersection or something like that.
Say you have one object moving. Make a Rectangle to match the object in position(basically an invisible cover for the object).
Do the same things with another object.
When both are to collide, use the intersection method to check on the collision by using the rectangles.
These might help
http://docs.oracle.com/javase/7/docs/api/java/awt/Rectangle.html
Java method to find the rectangle that is the intersection of two rectangles using only left bottom point, width and height?
java.awt.Rectangle. intersection()

Restarting millis in processing error

Having a massive problem with this piece of code. I'm working with Java in processing.
I've created a game where users must guide a character away from objects.
All the objects, health system and score system are based on mills().
Once the game ends we need to reset millis(), resetting the objects, score and health system.
I have searched implemented advice from friends and previously asked questions on here but the advice differs very slightly. I'm assuming it's something that I can't see.
I would really appreciate your help with this, I only ever use this site as a last resort not just when I'm feeling lazy.
//these are used to set the times which the games increases difficulty
//int timeDelay = 30000;
int delayOne = 2000;
int delayTwo = 5000;
int delayThree = 80000;
int delayFour = 90000;
int display = 2000;
//for collisions
float[] xpos = new float[6];
float[] ypos = new float[6];
//timer counts how many millis() each game lasts for
int timeStamp = 5000;
int timer;
int timer2 = millis() - timer;
//always at zero
//outputting score at the end of a game
int score;
int start;
//trying to get lives working
boolean lost = false;
//variable to store & output gale force when giving score
int Gale = 0;
//Changing length rectangle
float rX = 350.0;
float x1 = 20;
float y1 = 20;
float w1 = 100;
float h1 = 30;
//DECLARE OBJECTS JELLY CLASS
Jelly myObject;
Jelly myObject1;
Jelly myObject2;
Jelly myObject3;
//GENTLEMAN CLASS
gentleMan mygentleMan;
//LOLLY CLASS
Lolly myCow;
Lolly myCow1;
//PImages
PImage loader;
PImage bg;
PImage uh;
PImage bg1;
PImage bolt;
PImage over;
void setup()
{
bg=loadImage("backy1.png");
bg1 = loadImage("backy.png");
over = loadImage("over.png");
PFont L = loadFont("Lobster1.3-48.vlw");
textFont( L, 16);
size(400, 600);
smooth();
//begin = millis();
imageMode(CENTER);
//INITIALISE
myObject = new Jelly(320, 500);
myObject1 = new Jelly(150, 200);
// myObject2 = new Jelly(550, 500);
//myObject3 = new Jelly(300, 100);
mygentleMan = new gentleMan(200, 300);
//myObject.run();
//myObject1.run();
//myObject2.run();
myCow = new Lolly(400, 250);
myCow1 = new Lolly(150, 350);
timer = millis();
}
void draw()
{
start = 0;
//because we have image mode set to center for collisions
//we have to divide the height & width of the screen by 2 for hte image to fit
image(bg, 200, 300);
if (millis() >= start + delayOne)
{
image(bg1, 200, 300);
}
//CALL FUNCTIONALITY
myObject.run();
myObject.put_in_array(0);
myObject1.run(); // this one is going top to bottom
myObject1.put_in_array(1);
// myObject2.run();
//myObject2.put_in_array(2);
// myObject3.run();
//myObject3.put_in_array(3);
myCow.run();
myCow.put_in_array(4);
myCow1.run();
myCow1.put_in_array(5);
mygentleMan.run();
//health bar
fill(161, 221, 16);
noStroke();
rect(10, 24, rX, 10);
if(rX <= 100)
{
fill(221, 59, 16);
rect(10, 24, rX, 10);
}
else
if(rX <= 200)
{
fill(221, 137, 16);
rect(10, 24, rX, 10);
}
if(rX == 5.0)
{
lost = true;
noLoop();
// lives = lives - 1;
image(over, width/2, height/3);
fill(255);
text("Your Score Is: " + timer, width/2.7, height/2);
text("Gale Force Is; " + Gale, width/2.7, height/1.8);
score = timer;
}
//For Loop detecting collisions between mygentleMan & objects
for (int i=0; i < 6; i++) {
if (xpos[i] > 150 && xpos[i] < 250 && ypos[i] > (mygentleMan.y-58) && ypos[i] < (mygentleMan.y+58))
{
// text("collision", 200, 300);
bolt = loadImage("bolt.png");
image(bolt, xpos[i], ypos[i]);
rX = rX - 1;
}
//outputting score on screen # at all times
fill(255);
text("Score: " + timer, 320, 20);
}
//timer which will be score counter essentially
timer = millis();
//text(timer, 20, 20);
//moving the man up the screen if button is pressed, if not he levitates downward
if (keyPressed)
{
mygentleMan.y -= mygentleMan.moveY;
mygentleMan.moveY += 0.4;
}
else
{
mygentleMan.y += mygentleMan.moveY;
mygentleMan.moveY += 0.2;
}
fill(255);
text("Health", 20, 20);
if(mousePressed)
{
if(timer2 > timeStamp)
{
println("tit");
mygentleMan.y = height/2;
loop();
}
}
}
//class for first objects that move into the screen
class Jelly
{
//GLOBAL VARIABLES
float x = 0;
float y = 0;
float speedX = 1.8;
float speedY = 1.8;
float speedX2 = 2.1;
float speedY2 = 2.1;
float speedX3 = 2.2;
float speedY3 = 2.2;
PImage jelly = loadImage("jelly.png");
PImage hat = loadImage("hat.png");
PImage gale = loadImage("g1.png");
PImage force = loadImage("force.png");
PImage news = loadImage("news.png");
//CONSTRUCTOR
Jelly(float _x, float _y)
{
x = _x;
y = _y;
}
//FUNCTIONS
void run()
{
display();
move();
bounce();
image(force, 330, 550);
if (millis() >= start + delayOne)
{
display();
moveFast();
bounceFast();
image(gale, 280, 560);
Gale = 1;
if (start + delayOne + display >= millis())
{
image(news, 200, 300);
}
}
if (millis() >= start +delayTwo)
{
display();
moveFaster();
bounceFaster();
image(gale, 310, 560);
Gale = 2;
if (start + delayTwo + display >= millis())
{
image(news, 200, 300);
}
}
}
void bounce()
{
if ( x > width)
{
speedX = speedX * -1; //multiply by -1 to make it bounce
}
if ( x < 0)
{
speedX = speedX * -1;
}
if ( y > height)
{
speedY = speedY * -1;
}
if ( y < 0)
{
speedY = speedY * -1;
}
}
void bounceFast()
{
if ( x > width)
{
speedX2 = speedX2 * -1; //multiply by -1 to make it bounce
}
if ( x < 0)
{
speedX2 = speedX2 * -1;
}
if ( y > height)
{
speedY2 = speedY2 * -1;
}
if ( y < 0)
{
speedY2 = speedY2 * -1;
}
}
void bounceFaster()
{
if ( x > width)
{
speedX3 = speedX3 * -1; //multiply by -1 to make it bounce
}
if ( x < 0)
{
speedX3 = speedX3 * -1;
}
if ( y > height)
{
speedY3 = speedY3 * -1;
}
if ( y < 0)
{
speedY3 = speedY3 * -1;
}
}
void move()
{
x = x + speedX;
y = y + speedY;
}
void moveFast()
{
x = x + speedX2;
y = y + speedY2;
}
void moveFaster()
{
x = x + speedX3;
y = y + speedY3;
}
void put_in_array(int a)
{
xpos[a] = x;
ypos[a] = y;
}
void display()
{
image(hat, x, y);
}
}
//class for gentleman that floats
class gentleMan
{
//GLOBAL VARIABLES
float y = 400;
float x = 400;
float moveY;
//PImage umbrella;
PImage umbrella = loadImage("dafuq.png");
PImage over = loadImage("over.png");
//CONSTRCUTOR --- PIECES OF INFO PROVDE TO BUILD CLASS -- INTIIALIZE VARIBALE
gentleMan(float _x, float _y)
{
y = _y;
x = _x;
moveY = 2;
}
//FUNCTIONS
void run()
{
display();
keyReleased();
bounce();
// collision();
}
void display()
{
image(umbrella, x, y);
}
void keyReleased()
{
mygentleMan.moveY = 4;
}
void bounce()
{
if ( y < 0)
{
y = 0;
}
if (y > height)
{
//score = millis();
lost = true;
noLoop();
// lives = lives - 1;
image(over, width/2, height/3);
text("Your Score Is: " + timer, width/2.7, height/2);
text("Gale Force Is; " + Gale, width/2.7, height/1.8);
}
}
}
class Lolly
{
//GLOBAL VARIABLES
float x = 0;
float y = 0;
float speedX = 2;
float speedY = 2;
float speedX1 = 2.1;
float speedY1 = 2.1;
float speedX2 = 2.3;
float speedY2 = 2.3;
PImage cow = loadImage("cow.png");
//CONSTRUCTOR
Lolly(float _x, float _y)
{
x = _x;
y = _y;
}
//FUNCTIONS
void run()
{
// display();
//move();
//bounce();
if (millis() >= start + delayThree)
{
display();
moveFast();
bounceFast();
}
if (millis() >= start +delayFour)
{
display();
moveFaster();
bounceFaster();
}
}
void put_in_array(int a)
{
xpos[a] = x;
ypos[a] = y;
}
void bounce()
{
if ( x > width)
{
speedX = speedX * -1; //multiply by -1 to make it bounce
}
if ( x < 0)
{
speedX = speedX * -1;
}
if ( y > height)
{
speedY = speedY * -1;
}
if ( y < 0)
{
speedY = speedY * -1;
}
}
void bounceFast()
{
if ( x > width)
{
speedX1 = speedX1 * -1; //multiply by -1 to make it bounce
}
if ( x < 0)
{
speedX1 = speedX1 * -1;
}
if ( y > height)
{
speedY1 = speedY1 * -1;
}
if ( y < 0)
{
speedY1 = speedY1 * -1;
}
}
void bounceFaster()
{
if ( x > width)
{
speedX2 = speedX2 * -1; //multiply by -1 to make it bounce
}
if ( x < 0)
{
speedX2 = speedX2 * -1;
}
if ( y > height)
{
speedY2 = speedY2 * -1;
}
if ( y < 0)
{
speedY2 = speedY2 * -1;
}
}
void move()
{
x = x + speedX;
y = y + speedY;
}
void moveFast()
{
x = x + speedX1;
y = y + speedY1;
}
void moveFaster()
{
x = x + speedX2;
y = y + speedY2;
}
void display()
{
image(cow, x, y);
}
}//end of cow class
void mousePressed()
{
}
Your question is not at all clear, but it sounds like you should be able to wrap System.currentTimeMillis() in an object that maintains a starting point and returns the offset. Something like
public class Millis
{
long start;
public Millis() { this.reset(); }
public void reset() { this.start = System.currentTimeMillis(); }
public long getMillis() { return System.currentTimeMillis() - start; }
}
You create an instance of this class at startup
Millis timer = new Millis();
then call reset() to set it back to zero at the beginning of each game. Everywhere in your code you currently have millis() you would have timer.getMillis()
Use a custom timer class
class Timer {
int savedTime; // When Timer started
int totalTime; // How long Timer should last
Timer(int tempTotalTime) {
totalTime = tempTotalTime;
}
// Starting the timer
void start() {
// When the timer starts it stores the current time in milliseconds.
savedTime = millis();
}
// The function isFinished() returns true if 5,000 ms have passed.
// The work of the timer is farmed out to this method.
boolean isFinished() {
// Check how much time has passed
int passedTime = millis()- savedTime;
if (passedTime > totalTime) {
return true;
} else {
return false;
}
}
}//end class
Then to call
firstTimer = new Timer(50000);
And then in the draw to check
if (firstTimer.isFinished()) {
//do sopemthing
//then restart timer
firstTimer.start();
}
else
{
// do soemthing else for the rest of the time....
}

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