I am having a hard time trying to figure out why the paddle is flickering when I try to draw it. I know that I could use JFrame, but I am using awt for a specific reason. Any help would be appreciated!
import java.applet.Applet;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.Color;
public class Pong extends Applet implements Runnable,KeyListener{
//applet height and width
final int WIDTH = 700;
final int HEIGHT = 500;
Thread thread;
HumanPaddle p1;
//initialize the applet
public void init(){
this.resize(WIDTH, HEIGHT);
this.addKeyListener(this);
p1 = new HumanPaddle(1);
thread = new Thread(this);
thread.start();
}
//paints the applet
public void paint(Graphics g){
g.setColor(Color.black);
g.fillRect(0,0,WIDTH,HEIGHT);
p1.draw(g);
}
//continually updated within the program
public void update(Graphics g){
paint(g);
}
public void run() {
//infinite loop with a error try and catch
for(;;){
p1.move();
repaint();
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void keyPressed(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_UP){
p1.setUpAccel(true);
}
else if(e.getKeyCode() == KeyEvent.VK_DOWN){
p1.setDownAccel(true);
}
}
public void keyReleased(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_UP){
p1.setUpAccel(false);
}
else if(e.getKeyCode() == KeyEvent.VK_DOWN){
p1.setDownAccel(false);
}
}
public void keyTyped(KeyEvent arg0) {
}
}
and the HumanPaddle class is:
import java.awt.Color;
import java.awt.Graphics;
public class HumanPaddle implements Paddle{
//declare variables
double y;
double yVel;
boolean upAccel;
boolean downAccel;
int player;
int x;
final double GRAVITY = 0.94;
public HumanPaddle(int player){
upAccel = false;
downAccel = false;
y = 210;
yVel = 0;
if(player == 1)
x = 20;
else
x = 660;
}
public void draw(Graphics g) {
g.setColor(Color.white);
g.fillRect(x, (int)y, 20, 80);
}
public void move() {
if(upAccel){
yVel -= 2;
}
else if(downAccel){
yVel += 2;
}
else if(!upAccel && !downAccel){
yVel *= GRAVITY;
}
y += yVel;
}
//setters
public void setY(double y){
this.y = y;
}
public void setYVel(double yVel){
this.yVel = yVel;
}
public void setUpAccel(boolean upAccel){
this.upAccel = upAccel;
}
public void setDownAccel(boolean downAccel){
this.downAccel = downAccel;
}
public void setPlayer(int player){
this.player = player;
}
public void setX(int x){
this.x = x;
}
//getters
public int getY(){
return (int)y;
}
public double getYVel(){
return yVel;
}
public boolean getUpAccel(){
return upAccel;
}
public boolean getDownAccel(){
return downAccel;
}
public int getPlayer(){
return player;
}
public int getX(){
return x;
}
}
If you are having this problem, the way I solved it was that I added repaint(), which calls the update method in the paint method. It has to be after when you draw in order so that the recursive loop won't leave that part out. I hope I explained that right, kinda a newby programmer!
Related
So i started to learn Java and tried to create a basic pong game using java.awt.graphics.
After finishing it i saw that it was a lot of flickering to the point when the game was unplayable.
This is my main class named "pong"(What a creative name).
package pong;
import java.applet.Applet;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class pong extends Applet implements Runnable,KeyListener {
public static void main(String[] args){}
public final int W=700,L=500;
p1 player1;
p1 player2;
ball b;
Thread thread;
public void init() {
resize(W,L);
this.addKeyListener(this);
player2 = new p1(1);
b = new ball();
thread= new Thread(this);
player1 = new p1(2);
thread.start();
}
public void paint(Graphics g){
g.setColor(Color.BLACK);
g.fillRect(0,0,W,L);
if(!(b.getX()<-10 || b.getX()>690)){
player1.draw(g);
b.draw(g);
player2.draw(g);
}else if(b.getX()<-10){
g.setColor(Color.WHITE);
g.drawString("Right Player Won!",350,250);
}else{
g.setColor(Color.WHITE);
g.drawString("Left Player Won!",350,250);
}
}
#Override
public void update(Graphics g){
paint(g);
}
public void run() {
for(;;){
player1.move();
player2.move();
b.move();
colitionchecker(1);
repaint();
try {
Thread.sleep(17);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void keyTyped(KeyEvent e) {
}
public void keyPressed(KeyEvent e) {
if(e.getKeyCode()==KeyEvent.VK_UP)
player1.setUp(true);
else if (e.getKeyCode()==KeyEvent.VK_DOWN)
player1.setDown(true);
else if(e.getKeyCode()==KeyEvent.VK_W)
player2.setUp(true);
else if(e.getKeyCode()==KeyEvent.VK_S)
player2.setDown(true);
}
public void keyReleased(KeyEvent e) {
if(e.getKeyCode()==KeyEvent.VK_UP)
player1.setUp(false);
else if (e.getKeyCode()==KeyEvent.VK_DOWN)
player1.setDown(false);
else if(e.getKeyCode()==KeyEvent.VK_W)
player2.setUp(false);
else if(e.getKeyCode()==KeyEvent.VK_S)
player2.setDown(false);
}
public void colitionchecker(int num){
if(num == 1){
if(b.getX()<50 && b.getX()>20 && b.getY()>player2.getY() &&
b.getY()>=player2.getY()-80){
b.xv=-b.xv;
}
else{
if(b.getX()<700 && b.getX()>660 && b.getY()>=player1.getY() && b.getY()<=player1.getY()+80){
b.xv=-b.xv;
}
}
}
}
}
package pong;
import java.awt.*;
public class p1 implements paddle{
final double GRAVITY = 0.94;
double y=210,yv;
boolean up,down;
int player,x;
public p1(int player){
up=false; down=false;
if(player==1)
x=20;
else
x=660;
}
#Override
public void draw(Graphics g) {
g.setColor(Color.WHITE);
g.fillRect(x, (int)y,20,80);
}
public void move() {
if (up){
yv -= 2;
}else if (down){
yv += 2;
}else if (!down && !up){
yv *= GRAVITY;
}
if(yv>=15)
yv=5;
else if(yv<=-5)
yv=-5;
y += yv;
if(y<=0)
y=0;
else if(y>=420)
y=420;
}
public void setUp(boolean up) {
this.up = up;
}
public void setDown(boolean down) {
this.down = down;
}
public int getY() {
return (int)y;
}
}
package pong;
import java.awt.*;
public class ball {
double xv, yv, x, y;
public ball(){
x = 350;
y = 250;
xv = 2;
yv = 1;
}
public int getY() {
return (int)y;
}
public int getX() {
return (int)x;
}
public void move(){
x+=xv;
y+=yv;
if(y<10)
yv=-yv;
if(y>490)
yv=-yv;
}
public void draw(Graphics g){
g.setColor(Color.WHITE);
g.fillOval((int)x-10,(int)y-10,20,20);
}
}
package pong;
import java.awt.*;
public interface paddle {
public void draw(Graphics g);
public int getY();
public void move();
}
I am really lost and any help will be much appreciated.
Thanks.
So i started to learn Java
So your first lesson is, Applets are dead - better to spend your time else where, either using Swing or JavaFX windows based UIs.
Applet is not double buffered, hence the flicker, both Swing and JavaFX, if used correctly are.
I'd also discourage you from using a Thread in this way, as most GUI frameworks are not thread safe
I'd recommend having a look at:
Creating a GUI With JFC/Swing
Getting Started with JavaFX
as a basic starting point
Swing based solution
Because I can do it quickly...
KeyListener is a poor choice which is going to haunt you, better to use the Key Bindings API, which has been designed to overcome its limitations
Things you're going to have to read up on...
2D Graphics
How to Use Key Bindings
How to Use Swing Timers
And as an overall basic example
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private DefaultPaddle player1;
private DefaultPaddle player2;
private Ball b;
public TestPane() {
setBackground(Color.BLACK);
player1 = new DefaultPaddle(1);
player2 = new DefaultPaddle(2);
b = new Ball();
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "Player1.up.pressed", new UpAction(player1, true));
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true), "Player1.up.released", new UpAction(player1, false));
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "Player1.down.pressed", new DownAction(player1, true));
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true), "Player1.down.released", new DownAction(player1, false));
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, false), "Player2.up.pressed", new UpAction(player2, true));
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, true), "Player2.up.released", new UpAction(player2, false));
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, false), "Player2.down.pressed", new DownAction(player2, true));
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, true), "Player2.down.released", new DownAction(player2, false));
Timer timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
player1.move();
player2.move();
b.move();
// colitionchecker(1);
repaint();
}
});
timer.start();
}
protected void addKeyBinding(KeyStroke ks, String name, Action action) {
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(ks, name);
am.put(name, action);
}
public void colitionchecker(int num) {
if (num == 1) {
if (b.getX() < 50 && b.getX() > 20 && b.getY() > player2.getY()
&& b.getY() >= player2.getY() - 80) {
b.xv = -b.xv;
} else {
if (b.getX() < 700 && b.getX() > 660 && b.getY() >= player1.getY() && b.getY() <= player1.getY() + 80) {
b.xv = -b.xv;
}
}
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(700, 500);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.BLACK);
// if (!(b.getX() < -10 || b.getX() > 690)) {
player1.draw(g);
b.draw(g);
player2.draw(g);
// } else if (b.getX() < -10) {
// g.setColor(Color.WHITE);
// g.drawString("Right Player Won!", 350, 250);
// } else {
// g.setColor(Color.WHITE);
// g.drawString("Left Player Won!", 350, 250);
// }
g2d.dispose();
}
}
public class UpAction extends AbstractAction {
private DefaultPaddle paddle;
private boolean pressed;
public UpAction(DefaultPaddle paddle, boolean pressed) {
this.paddle = paddle;
this.pressed = pressed;
}
#Override
public void actionPerformed(ActionEvent e) {
System.out.println("Up " + pressed);
paddle.setUp(pressed);
}
}
public class DownAction extends AbstractAction {
private DefaultPaddle paddle;
private boolean pressed;
public DownAction(DefaultPaddle paddle, boolean pressed) {
this.paddle = paddle;
this.pressed = pressed;
}
#Override
public void actionPerformed(ActionEvent e) {
paddle.setDown(pressed);
}
}
public interface Paddle {
public void draw(Graphics g);
public int getY();
public void move();
}
public class DefaultPaddle implements Paddle {
final double GRAVITY = 0.94;
double y = 210, yv;
boolean up, down;
int player, x;
public DefaultPaddle(int player) {
up = false;
down = false;
if (player == 1) {
x = 20;
} else {
x = 660;
}
}
#Override
public void draw(Graphics g) {
g.setColor(Color.WHITE);
g.fillRect(x, (int) y, 20, 80);
}
public void move() {
if (up) {
yv -= 1;
} else if (down) {
yv += 1;
} else if (!down && !up) {
yv *= GRAVITY;
}
if (yv >= 15) {
yv = 5;
} else if (yv <= -5) {
yv = -5;
}
y += yv;
if (y <= 0) {
y = 0;
} else if (y >= 420) {
y = 420;
}
}
public void setUp(boolean up) {
this.up = up;
}
public void setDown(boolean down) {
this.down = down;
}
public int getY() {
return (int) y;
}
}
public class Ball {
double xv, yv, x, y;
public Ball() {
x = 350;
y = 250;
xv = 2;
yv = 1;
}
public int getY() {
return (int) y;
}
public int getX() {
return (int) x;
}
public void move() {
x += xv;
y += yv;
if (y < 10) {
yv = -yv;
}
if (y > 490) {
yv = -yv;
}
}
public void draw(Graphics g) {
g.setColor(Color.WHITE);
g.fillOval((int) x - 10, (int) y - 10, 20, 20);
}
}
}
I'm trying to make it print out "Game over" when the Green Square(Cuboid) runs over/into the blue(CuboidKiller) one.
GAME class:
package plugin.dev.wristz;
import java.awt.Graphics;
import java.awt.Image;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.JFrame;
public class Game extends JFrame {
private static final long serialVersionUID = 294623570092988970L;
public static ArrayList<CuboidKiller> killers;
public static int h = 1024, w = 768;
public static Game game;
public static Graphics graphics, g2;
public static Image image;
public static Cuboid cuboid;
public Game(String title) {
setTitle(title);
setSize(1024, 768);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(true);
setVisible(true);
setLocationRelativeTo(null);
addKeyListener(new KeyHandler(cuboid));
g2 = getGraphics();
paint(g2);
}
public static void main(String[] args) {
cuboid = new Cuboid();
Thread cubi = new Thread(cuboid);
cubi.start();
killers = new ArrayList<CuboidKiller>();
CuboidKiller a = new CuboidKiller(new Random().nextInt(h), new Random().nextInt(w), new Random().nextInt(50) + 20);
killers.add(a);
game = new Game("Killer Cuboids");
}
#Override
public void paint(Graphics g) {
image = createImage(getWidth(), getHeight());
graphics = image.getGraphics();
paintComponent(graphics);
g.drawImage(image, 0, 0, this);
}
public void paintComponent(Graphics g) {
checkGameOver();
cuboid.draw(g);
for (CuboidKiller killer : killers)
killer.draw(g);
repaint();
}
public void checkGameOver() {
for (CuboidKiller killer : killers)
if (killer.isTouching(cuboid))
System.out.println("Game over!");
}
public int getH() {
return h;
}
public void setH(int wh) {
h = wh;
}
public int getW() {
return w;
}
public void setW(int ww) {
w = ww;
}
}
Cuboid class:
package plugin.dev.wristz;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
#SuppressWarnings("static-access")
public class Cuboid implements Runnable {
private int x, y, xDirection, zDirection;
public Cuboid() {
this.x = 799;
this.y = 755;
}
public void draw(Graphics g) {
g.setColor(Color.GREEN);
g.fillRect(x, y, 25, 25);
}
public void move() {
x += xDirection;
y += zDirection;
if (x <= 10)
x = 0 + 10;
if (y <= 35)
y = 0 + 35;
if (x >= 1024 - 35)
x = 1024 - 35;
if (y >= 768 - 35)
y = 768 - 35;
}
public void keyPressed(KeyEvent ev) {
int keyCode = ev.getKeyCode();
if (keyCode == ev.VK_LEFT) {
setXDirection(-5);
}
if (keyCode == ev.VK_RIGHT) {
setXDirection(5);
}
if (keyCode == ev.VK_UP) {
setZDirection(-5);
}
if (keyCode == ev.VK_DOWN) {
setZDirection(5);
}
}
public void keyReleased(KeyEvent ev) {
int keyCode = ev.getKeyCode();
if (keyCode == ev.VK_LEFT) {
setXDirection(0);
}
if (keyCode == ev.VK_RIGHT) {
setXDirection(0);
}
if (keyCode == ev.VK_UP) {
setZDirection(0);
}
if (keyCode == ev.VK_DOWN) {
setZDirection(0);
}
}
#Override
public void run() {
try {
while (true) {
move();
Thread.sleep(5);
}
} catch (Exception e) {
System.err.println(e.getMessage());
}
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
public int getXDirection() {
return xDirection;
}
public void setXDirection(int xDirection) {
this.xDirection = xDirection;
}
public int getZ() {
return y;
}
public void setZ(int z) {
this.y = z;
}
public int getZDirection() {
return zDirection;
}
public void setZDirection(int zDirection) {
this.zDirection = zDirection;
}
}
Cuboid Killer:
package plugin.dev.wristz;
import java.awt.Color;
import java.awt.Graphics;
import java.util.HashMap;
public class CuboidKiller {
private int x, y, radius;
private HashMap<Integer, Integer> points;
public CuboidKiller(int x, int y, int radius) {
this.points = new HashMap<Integer, Integer>();
setPoints();
this.x = x;
this.y = y;
this.radius = radius;
}
public void draw(Graphics g) {
g.setColor(Color.blue);
g.fillRect(x, y, radius, radius);
}
public void setPoints() {
this.points.put(x, y);
this.points.put(x + radius, y);
this.points.put(x + radius, y - radius);
this.points.put(x, y - radius);
}
public boolean isTouching(Cuboid cuboid) {
boolean result = true;
//int a = cuboid.getX(), b = cuboid.getZ();
result = true;
return result;
}
public int getRadius() {
return radius;
}
public void setRadius(int radius) {
this.radius = radius;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public HashMap<Integer, Integer> getPoints() {
return points;
}
public void setPoints(HashMap<Integer, Integer> points) {
this.points = points;
}
}
Well, there are two approaches. Either you write it yourself, or you just use what Java 8 provides.
This guy has a very nice explanation on how to detect collision between two rectangles: Java check if two rectangles overlap at any point
But if I were the one writing it, I would just have both classes contain a Rectangle object (http://docs.oracle.com/javase/8/docs/api/java/awt/Rectangle.html), and just call the intersects() function provided by Rectangle. :-)
I am trying to write a game in which a character moves around and jumps from block to block in order to get to the end. But the problem I'm facing is that my KeyPressed method won't run. I've tried putting a System.out.println("Hi"); in the method to see if it even starts running. But the "Hi" never showed up. This is my code.
import java.applet.Applet;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class Driver extends Applet implements KeyListener
{
private int X = 0;
private int Y = 250;
private int sizeX = 25;
private int sizeY = 25;
private boolean start=false;
public int getX()
{
return X;
}
public void setX(int x)
{
X = x;
}
public int getY()
{
return Y;
}
public void setY(int y)
{
Y = y;
}
public int getsizeY()
{
return sizeY;
}
public void setsizeY(int sizey)
{
sizeY = sizey;
}
public int getsizeX()
{
return sizeX;
}
public void setsizeX(int sizex)
{
sizeX = sizex;
}
public void init()
{
this.addKeyListener(this);
setSize(300, 300);
setFocusable(false);
requestFocus();
}
public void paint(Graphics g)
{
init();
map map1 = new map();
g.setColor(Color.WHITE);
g.fillRect(0, 0, 300, 300);
g.setColor(Color.black);
map1.paint(g);
g.fillRect(X, Y, sizeX, sizeY);
start=true;
}
public void keyTyped(KeyEvent e)
{
}
public void keyReleased(KeyEvent e)
{
}
public void keyPressed(KeyEvent e)
{
if(start)
{
System.out.println("Hi");
if(e.getKeyChar() == 'w')
{
System.out.println("Hi");
setY(getY()-1);
}
if(e.getKeyChar() == 'd')
{
setX(getX()+1);
}
if(e.getKeyChar() == 'a')
{
setX(getX()-1);
}
if(e.getKeyChar() == 's')
{
setY(getY()+1);
}
repaint();
}
}
}
I am still learning how to code so please don't be mean, but if you could help that would be great!
I'm trying to create a rectangle that can freely move around the screen whilst also rotating so that it faces a circle or certain point.
My current state makes the object move in a very bizarre fashion and can't seem to fix it.
import javax.swing.JFrame;
public class Start {
public static void main(String[] args) {
JFrame f = new JFrame();
f.setTitle("Minigame");
f.setContentPane(new Panel());
f.setSize(1000, 1000);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setVisible(true);
}
}
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Panel extends JPanel implements ActionListener, KeyListener{
private Timer timer;
private Graphics2D g2d;
private Planet planet;
private Player player;
private double rotation=0;
private int dx=0;
private int dy=0;
public Panel(){
setFocusable(true);
requestFocus();
planet = new Planet(100,100,100);
player = new Player(200,200,20,50);
}
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
g2d=(Graphics2D)g;
g2d.fillOval(planet.getX(), planet.getY(), planet.getRadius(), planet.getRadius());
g2d.setColor(Color.BLUE);
g2d.rotate(rotation,planet.centerX(),planet.centerY());
g2d.fillRect(player.getX(), player.getY(), player.getWidth(),player.getHeight());
g2d.dispose();
}
#Override
public void actionPerformed(ActionEvent e) {
rotation=Math.atan2(player.centerX()-planet.centerX(), player.centerY()-planet.centerY());
player.x+=dx;
player.y+=dy;
repaint();
}
#Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT) {
dx = -5;
}
if (key == KeyEvent.VK_RIGHT) {
dx = 5;
}
if (key == KeyEvent.VK_UP) {
dy = -5;
}
if (key == KeyEvent.VK_DOWN) {
dy = 5;
}
}
#Override
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT) {
if (dx==-5)
dx = 0;
}
if (key == KeyEvent.VK_RIGHT) {
if (dx==5)
dx = 0;
}
if (key == KeyEvent.VK_UP) {
if (dy==-5)
dy = 0;
}
if (key == KeyEvent.VK_DOWN) {
if (dy==5)
dy = 0;
}
}
#Override
public void addNotify(){
super.addNotify();
timer=new Timer(10,this);
timer.start();
addKeyListener(this);
}
#Override
public void keyTyped(KeyEvent arg0) {
}
}
public class Planet{
public int x;
public int y;
private int radius;
public Planet(int x,int y,int radius){
this.x=x;
this.y=y;
this.radius=radius;
}
public int getX(){
return x;
}
public int getY(){
return y;
}
public int getRadius(){
return radius;
}
public int centerX(){
return x+(radius/2);
}
public int centerY(){
return y+(radius/2);
}
}
public class Player {
public int x;
public int y;
private int width;
private int height;
public Player(int x,int y,int width,int height){
this.x=x;
this.y=y;
this.width=width;
this.height=height;
}
public int getX(){
return x;
}
public int getY(){
return y;
}
public int getHeight(){
return height;
}
public int getWidth(){
return width;
}
public int centerX(){
return x+(width/2);
}
public int centerY(){
return y+(height/2);
}
}
This is working for me. I changed the sign of the angle, and the way that the player is drawn.
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
g2d=(Graphics2D)g;
// Draw planet
g2d.fillOval(planet.getX(), planet.getY(), planet.getRadius(), planet.getRadius());
// Draw player
g2d.setColor(Color.BLUE);
g2d.rotate(rotation, player.centerX(), player.centerY());
Rectangle rect = new Rectangle(player.centerX()-(player.getWidth()/2), player.centerY()-(player.getHeight()/2), player.getWidth(),player.getHeight());
g2d.draw(rect);
g2d.dispose();
}
#Override
public void actionPerformed(ActionEvent e) {
rotation=Math.atan2(+player.centerX()-planet.centerX(), - player.centerY()+planet.centerY());
player.x+=dx;
player.y+=dy;
repaint();
}
I haven't checked the calculation of the rotation, but I think fillOval should use twice the radius to draw the planet:
g2d.fillOval(planet.getX(), planet.getY(), planet.getRadius()*2, planet.getRadius()*2);
Hello everyone I am trying to make a game where the user plays as some kind of character, and trys to collect coins while avoiding monsters that spawn. My program compiles with no error, but nothing is showing up when I run the applet. This could be because of the order of extension I have everything in but I am not sure. Any help would be greatly appreciated (this is for a final school project for my intro to Java class). Here is the code, I know it is long but it all pertains to the question at hand:
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
import java.util.*;
public class Sprite extends JApplet
{
Image image;
int x, y;
boolean isVisible;
public Sprite()
{
isVisible = false;
image = null;
}
public Sprite(Image i)
{
isVisible = true;
image = i;
x = 10;
y = 10;
}
public void setImage(Image img)
{
image = img;
isVisible = true;
}
public void setLocation(int _x, int _y)
{
x = _x;
y = _y;
}
public Rectangle getDimensions()
{
return new Rectangle(x, y, image.getWidth(null), image.getHeight(null));
}
public boolean intersects(Sprite s)
{
return getDimensions().intersects(s.getDimensions());
}
public void setVisible(boolean vis)
{
isVisible = vis;
}
public void paintComponent(Graphics g)
{
if(isVisible)
{
g.drawImage(image, x, y, null);
}
}
}
class Coins extends Sprite
{
int amount;
public Coins(int amt)
{
amount = amt;
}
public int getAmount()
{
return amount;
}
public void setAmount(int amt)
{
amount = amt;
}
}
class AnimateSprite extends Sprite
{
int speed = 5;
int directionX = 1, directionY = 1;
int healthPoints = 100;
final boolean DEAD = false;
final boolean ALIVE = true;
public void moveUp()
{
y -= speed;
}
public void moveDown()
{
y += speed;
}
public void moveLeft()
{
x -= speed;
}
public void moveRight()
{
x += speed;
}
public int getHealthPoints()
{
return healthPoints;
}
public void setHealthPoints(int hp)
{
healthPoints = hp;
}
public boolean hit(int amt)
{
healthPoints -= amt;
if(healthPoints < 0)
return DEAD;
else
return ALIVE;
}
}
class Game extends AnimateSprite implements Runnable, KeyListener
{
AnimateSprite user;
AnimateSprite monster, troll;
Coins ten, twenty;
Thread thread;
Random r;
public void init()
{
r = new Random();
user = new AnimateSprite();
user.setImage(getImage(getCodeBase(), "player.gif"));
monster = new AnimateSprite();
monster.setImage(getImage(getCodeBase(), "monster.gif"));
troll = new AnimateSprite();
troll.setImage(getImage(getCodeBase(), "monster.gif"));
troll.setLocation(350, 350);
setupCoins();
setFocusable(true);
addKeyListener(this);
thread = new Thread(this);
thread.start();
}
public void setupCoins()
{
ten = new Coins(10);
twenty = new Coins(20);
ten.setLocation(400, 350);
twenty.setLocation(450, 50);
ten.setImage(getImage(getCodeBase(), "coins.gif"));
twenty.setImage(getImage(getCodeBase(), "coins.gif"));
}
public void keyPressed(KeyEvent ke) //Event handling
{
int key = ke.getKeyCode();
if(key == KeyEvent.VK_UP)
user.moveUp();
else if(key == KeyEvent.VK_DOWN)
user.moveDown();
else if(key == KeyEvent.VK_LEFT)
user.moveLeft();
else if(key == KeyEvent.VK_RIGHT)
user.moveRight();
}
public void keyReleased(KeyEvent ke) {}
public void keyTyped(KeyEvent ke) {}
public void update(Graphics g) {paint(g);}
public void paint(Graphics g)
{
g.clearRect(0, 0, this.getWidth(), this.getHeight());
ten.paintComponent(g);
twenty.paintComponent(g);
monster.setLocation(r.nextInt(10) - 5 + monster.x, r.nextInt(10 - 5 + monster.y));
monster.paintComponent(g);
user.paintComponent(g);
if(user.intersects(monster))
{
g.setFont(new Font("Serif", Font.BOLD, 26));
g.drawString("YOU HAVE DIED, YOU LOSE!", 20, 100); //Prints this when you lose
thread.interrupt(); //Stopping the thread if you die
}
}
public void run()
{
try //Try catch
{
while(true) //Only does this while when the boolean is true
{
repaint();
Thread.sleep(10); //Thread sleeps
}
} catch(Exception e) {} //Exception handling
}
}
Your order of inheritance seems odd, but its not whats causing the problem. Take a look at this website: http://www.dreamincode.net/forums/topic/28410-application-to-japplet-and-reverse/
Java Applets need to have init(), start(), stop(), and destroy(). You will need to put these methods in your Sprite class for the Applet to function.