I'm teaching myself LibGdx and was following the simple game tutorial, unfortunately majority of the code is in one class. I want to refactor the code so I can use multiple textures for the rain that falls based on a random number.
I'll attach the Code for the main program and then the class I got started on.
So far everything worked except the Rain texture/img does not show on the screen.
public class GameScreen implements Screen {
public static FruitHarvest game;
protected final Texture dropImage;
//protected final Texture dropImage2;
private final Texture bucketImage;
public static Rectangle bucket;
public static Sound dropSound;
//private static Music rainMusic;
private final OrthographicCamera camera;
public static Array<Rectangle> raindrops;
private long lastDropTime;
public static int dropsGathered;
// private int random = MathUtils.random(0,1);
private Drops drop;
//Iterator<Rectangle> iterator = raindrops.iterator();
public GameScreen(final FruitHarvest game) {
this.game = game;
// load the images for the droplet and the bucket, 64x64 pixels each
dropImage = new Texture(Gdx.files.internal("droplet.png"));
//dropImage2 = new Texture(Gdx.files.internal("droplet1.png"));
bucketImage = new Texture(Gdx.files.internal("bucket.png"));
// load the drop sound effect and the rain background "music"
dropSound = Gdx.audio.newSound(Gdx.files.internal("drop.wav"));
//rainMusic = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3"));
//rainMusic.setLooping(true);
// create the camera and the SpriteBatcher
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
// create a Rectangle to logically represent the bucket
bucket = new Rectangle();
bucket.x = 800 / 2 - 64 / 2; // Center the bucket horizontally
bucket.y = 20; // Bottom left corner of the bucket is 20 pixels above the bottom screen edge;
bucket.width = 64;
bucket.height = 64;
// Create the raindrops array and spawn the first raindrop
raindrops = new Array<Rectangle>();
long delta = 0;
drop = new Drops(dropImage, 64, 64, raindrops, delta);
}
#Override
public void render(float delta) {
// clear the screen with a dark blue color. The arguments to glClearColor are the
// red, green, blue, and alpha component in the range [0,1] of the color to be
// used to clear the screen
Gdx.gl.glClearColor(0, 0, .5f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
// tell the camera to update its matrices.
camera.update();
// tell the SpriteBatch to render in the coordinate system specified by the camera.
game.batch.setProjectionMatrix(camera.combined);
// begin a new batch and draw the bucket and all drops
game.batch.begin();
game.font.draw(game.batch, "Drops collected: " + dropsGathered, 0, 480);
game.batch.draw(bucketImage, bucket.x, bucket.y, bucket.width, bucket.height);
// Draws the Items Falling
for (Rectangle raindrop : raindrops) {
game.batch.draw(dropImage, raindrop.x, raindrop.y);
}
game.batch.end();
// process user input
if (Gdx.input.isTouched()) {
Vector3 touchPos = new Vector3();
touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(touchPos);
bucket.x = touchPos.x - 64 / 2;
}
if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) bucket.x -= 200 * Gdx.graphics.getDeltaTime();
if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) bucket.x += 200 * Gdx.graphics.getDeltaTime();
// make sure the bucket stays within the screen bounds
if (bucket.x < 0) bucket.x = 0;
if (bucket.x > 800 - 64) bucket.x = 800 - 64;
// check if we need to create a new raindrop
if (TimeUtils.nanoTime() - drop.getLastDropTime() > 1000000000) {
drop.spawnRaindrop();
}
// move the raindrops, remove any that are beneath the bottom edge of the screen
// or that hit the bucket. In the later case we increase the value our drops counter
// and add a sound effect.
Iterator<Rectangle> iter = raindrops.iterator();
drop.update(delta);
// while (iter.hasNext()) {
// Rectangle raindrop = iter.next();
// raindrop.y -= 200 * Gdx.graphics.getDeltaTime();
// if (raindrop.y + 64 < 0) iter.remove();
// if (raindrop.overlaps(bucket)) {
// dropsGathered++;
// dropSound.play();
// iter.remove();
// }
// }
}
private void spawnRaindrop() {
Rectangle raindrop = new Rectangle();
raindrop.x = MathUtils.random(0, 800 - 64);
raindrop.y = 480;
raindrop.width = 64;
raindrop.height = 64;
raindrops.add(raindrop);
lastDropTime = TimeUtils.nanoTime();
}
// public void randomDrop(int value, float dropX, float dropY) {
// switch (value) {
// case 0:
// game.batch.draw(dropImage, dropX, dropY);
// break;
// case 1:
// //game.batch.draw(dropImage2, dropX, dropY);
// break;
// default:
// game.batch.draw(dropImage, dropX, dropY);
// break;
// }
// }
#Override
public void resize(int width, int height) {
}
#Override
public void show() {
// start the playback of the background music when the screen is shown
//rainMusic.play();
}
#Override
public void hide() {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void dispose() {
dropImage.dispose();
bucketImage.dispose();
dropSound.dispose();
//rainMusic.dispose();
}
}
Heres my class for the drops
public class Drops {
private Rectangle raindrop;
private int imageHeight, imageWidth, x, y;
private Array<Rectangle> raindrops;
private long lastDropTime;
private Texture dropImage = new Texture(Gdx.files.internal("droplet.png"));
Iterator<Rectangle> iter = GameScreen.raindrops.iterator();
private float runTime = 0;
public Drops(Texture img, int imageHeight, int imageWidth, Array<Rectangle> drop, float delta) {
this.imageHeight = imageHeight;
this.imageWidth = imageWidth;
this.raindrops = drop;
this.dropImage = img;
}
public void update(float delta) {
while (iter.equals(true)) {
raindrop = iter.next();
raindrop.y -= 200 * Gdx.graphics.getDeltaTime();
if (raindrop.y + 64 < 0) iter.remove();
onCollision();
}
}
public void onCollision() {
if (raindrop.overlaps(bucket)) {
GameScreen.dropsGathered++;
GameScreen.dropSound.play();
iter.remove();
}
}
public void spawnRaindrop() {
Rectangle raindrop = new Rectangle();
raindrop.x = MathUtils.random(0, 800 - 64);
raindrop.y = 480;
raindrop.width = imageWidth;
raindrop.height = imageHeight;
raindrops.add(raindrop);
lastDropTime = TimeUtils.nanoTime();
}
public long getLastDropTime() {
return lastDropTime;
}
}
By drop.spawnRaindrop(); you add drops to Array<Rectangle> raindrops; in your Drops class but for drawing you use
for (Rectangle raindrop : raindrops) {
game.batch.draw(dropImage, raindrop.x, raindrop.y);
}
Which will loop trough raindrop array list in your GameScreen which is empty.
So either draw the array list in drops or populate array list in GameScreen.
You need to be more careful as you refactor. You left behind your original Array of drop rectangles in your screen class, and you're drawing that (which is now empty). Then in your Drops class you are referencing the iterator for the now useless array in the screen class. And you're updating that empty array in the screen's render method.
Basically, the drops need to be handled in one place, but you're handling redundant arrays of drops in two different classes and getting them all mixed up.
It's not clear to me why you even have a class called Drops that tries to handle collisions with a bucket. There's no reason to move top-level game logic into a separate class, as that just complicates the code. If you had a more complicated game, it might make sense to have separate classes for tracking and updating various aspects of the game.
Incidentally, you're leaking a texture you load in this line:
private Texture dropImage = new Texture(Gdx.files.internal("droplet.png"));
because you never dispose of it before replacing the reference with another one in the constructor. In LibGDX, any object that implements Disposable must be disposed before its reference is lost, or it will leak native memory.
The straight-forward way to allow multiple drop images:
1) Go back to your original single class with all the game logic in the screen class.
2) Load your drop images into an array for easier access.
private final Array<Texture> dropImages = new Array<Texture>(); // replaces your dropImage declaration
//...
// in constructor:
dropImages.add(new Texture(Gdx.files.internal("droplet.png")));
dropImages.add(new Texture(Gdx.files.internal("droplet1.png")));
// etc. as many variations as you like
// don't forget to dispose of them:
#Override
public void dispose() {
for (Texture dropImage : dropImages) dropImage.dispose();
bucketImage.dispose();
dropSound.dispose();
}
3) Create a class Drop that extends Rectangle and has an additional parameter for the image type. You probably also want to make these sortable by image index to avoid swapping between Textures multiple times as you draw them, which causes batch flushes since you're not using a TextureAtlas.
public class Drop extends Rectangle implements Comparable<Drop>{
public int imageIndex;
public Drop (){
super();
}
public int compareTo(Drop otherDrop) {
return (int)Math.signum(imageIndex - otherDrop.imageIndex);
}
}
4) Change your Array<Rectangle> to Array<Drop>. When you spawn a drop, also give it a random image index:
private void spawnRaindrop() {
Drop raindrop = new Drop ();
raindrop.x = MathUtils.random(0, 800 - 64);
raindrop.y = 480;
raindrop.width = 64;
raindrop.height = 64;
raindrop.imageIndex = MathUtils.random(dropImages.size); // <-- HERE
raindrops.add(raindrop);
lastDropTime = TimeUtils.nanoTime();
}
5) When drawing your drops, use the drop's imageIndex to pull the correct texture. You can sort them first to avoid swapping the Texture back and forth:
// Draws the Items Falling
raindrops.sort();
for (Drop raindrop : raindrops) {
game.batch.draw(dropImages.get(raindrop.imageIndex), raindrop.x, raindrop.y);
}
Related
I'm new to LibGDX and I'm trying to make a simple RPG game.
I've implemented a basic movement & combat system.
Now I would like to add a sidebar with inventory, character information etc. (like in Tibia).
Then I would like to add a bottom bar too.
However, I don't know how to accomplish that. I've read that adding 2nd stage could be a solution, but I don't know how implement it into my code.
screen how that supposed to look like
Here is my current code with render method:
public class Game extends ApplicationAdapter {
private final static int TURN_DURATION_IN_MILLIS = 2000;
TiledMap tiledMap;
OrthographicCamera gameCamera;
OrthographicCamera guiCamera;
private Map renderer;
Player player;
Monster rat;
private Map.Drawing playerDrawing;
private Map.Drawing ratDrawing;
private SpriteBatch sb;
BitmapFont font;
BitmapFont font2;
Stage stage;
float guiToCameraRatioX;
float guiToCameraRatioY;
long lastTurn;
#Override
public void create() {
sb = new SpriteBatch();
tiledMap = new TmxMapLoader().load("map.tmx");
renderer = new Map(tiledMap, 1 / TILE_CELL_IN_PX, sb);
gameCamera = new OrthographicCamera(NUMBER_OF_TILES_HORIZONTALLY, NUMBER_OF_TILES_VERTICALLY);
gameCamera.update();
guiCamera = new OrthographicCamera(GAME_WINDOW_WIDTH, GAME_WINDOW_HEIGHT);
guiCamera.update();
guiToCameraRatioX = guiCamera.viewportWidth / gameCamera.viewportWidth;
guiToCameraRatioY = guiCamera.viewportHeight / gameCamera.viewportHeight;
player = new Player();
playerDrawing = new Map.Drawing(true, null, player.positionX - 0.5f, player.positionY + 0.5f, player.width, player.height, gameCamera, guiCamera);
player.initHealthPointsBar();
renderer.addCreature(player);
stage = new TiledMapStage(tiledMap, player);
Gdx.input.setInputProcessor(stage);
stage.getViewport().setCamera(gameCamera);
rat = new Monster(MonsterType.RAT);
ratDrawing = new Map.Drawing(false, null, rat.positionX, rat.positionY, rat.width, rat.height, gameCamera, guiCamera);
renderer.addDrawing(ratDrawing);
renderer.addDrawing(playerDrawing);
rat.initHealthPointsBar();
renderer.addCreature(rat);
initFont();
}
private void initFont() {
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("martel.ttf"));
FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter();
parameter.size = 10;
parameter.color = new Color(0, 0.75f, 0.15f, 1);
parameter.borderWidth = 1.2f;
font = generator.generateFont(parameter);
parameter.size = 12;
parameter.color = new Color(0.8f, 0.1f, 0.1f, 1);
font2 = generator.generateFont(parameter);
generator.dispose();
}
#Override
public void render() {
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
float deltaTime = Gdx.graphics.getDeltaTime();
player.updateState(deltaTime);
rat.updateState(deltaTime);
gameCamera.position.set(player.positionX + 0.5f, player.positionY + 0.5f, 0);
gameCamera.update();
renderer.setView(gameCamera);
renderer.render();
stage.act();
playerDrawing.x = player.positionX;
playerDrawing.y = player.positionY;
ratDrawing.x = rat.positionX;
ratDrawing.y = rat.positionY;
//TODO implement real combat system
if (System.currentTimeMillis() - lastTurn >= TURN_DURATION_IN_MILLIS) {
lastTurn = System.currentTimeMillis();
if (rat.state != Creature.State.DEAD && Math.abs(rat.positionX - player.positionX) < 2 && Math.abs(rat.positionY - player.positionY) < 2) {
player.givenHit = (int) (Math.random() * rat.attack + 1) * 2 - player.defence / 2;
player.currentHealthPoints -= player.givenHit;
rat.givenHit = (int) (Math.random() * player.attack + 1) * 2 - rat.defence / 2;
rat.currentHealthPoints -= rat.givenHit;
if (rat.currentHealthPoints <= 0) {
rat.currentHealthPoints = 0;
rat.state = Creature.State.DEAD;
rat.moveDestinationX = -1;
rat.moveDestinationY = -1;
}
} else {
player.givenHit = 0;
rat.givenHit = 0;
}
}
// used solution below https://stackoverflow.com/questions/20595558/libgdx-sprite-batch-font-bad-scale-rendering
player.renderPlayer(font, font2, playerDrawing, sb, guiCamera.position.x - (gameCamera.position.x - player.positionX) * guiToCameraRatioX, guiCamera.position.y - (gameCamera.position.y - player.positionY) * guiToCameraRatioY, player.givenHit, System.currentTimeMillis() - lastTurn);
rat.renderMonster(font, font2, ratDrawing, sb, guiCamera.position.x - (gameCamera.position.x - rat.positionX) * guiToCameraRatioX, guiCamera.position.y - (gameCamera.position.y - rat.positionY) * guiToCameraRatioY, rat.givenHit, System.currentTimeMillis() - lastTurn);
}
#Override
public void dispose() { // SpriteBatches and Textures must always be disposed
sb.dispose();
}
I appreciate any help :)
You already have a guiCamera in your Game class. This one can be used to draw the sidebar (or anything else that doesn't move with the rest of the map).
If this camera is already used (e.g. for a menu), you could create a new one, so it can be changed if needed (without changing the menu, or whatever it is used for).
Basically you just need to set the camera's projection matrix to you SpriteBatch (maybe better use a new SpriteBatch for this) and start drawing.
A solution could look like this:
private SpriteBatch sb2; // better use a different sprite batch here (and initialize it in your create method, just like the other one)
// ...
#Override
public void render() {
// ... other rendering stuff ...
// set the projection matrix
sb2.setProjectionMatrix(guiCamera.combined);
sb2.begin();
// draw whatever you want on your sidebar to appear
// all things you draw here will be static on the screen, because the guiCamera doesn't move with the player, but stays in it's position
// when you are ready drawing, end the SpriteBatch, so everything is actually drawn
}
sb2.end();
This is my second post on Mandelbrot fractal conversion from Java to C#.
As per my assignment, I need to Draw a mandelbrot fractal on a form, and once it is drawn, allow the user to Zoom in using the mouse, while also drawing a rectangle from the initial click point to the point where the click is released. This is the part of code which i believe is responsible for the rectangle.
private static void Swap<T>(ref T t1, ref T t2)
{
T temp = t1;
t1 = t2;
t2 = t1;
}
private void Form1_Paint(object sender, PaintEventArgs e)
{
Graphics g1 = e.Graphics;
g1.DrawImage(bitmap, 0, 0, x1, y1);
if (action)
{
//g.setColor(Color.White);
if (xe < xs)
{
Swap(ref xs, ref xe);
}
if (ye < ys)
{
Swap(ref ys, ref ye);
}
g1.DrawRectangle(Pens.White, xs, ys, (xe - xs), (ye - ys));
//g1.Dispose();
}
}
//load method here
private void Form1_Load(object sender, EventArgs e)
//while loading
{
init();
start();
}
private void Form1_MouseMove(object sender, MouseEventArgs e)
{
if (action)
{
xe = e.X;
ye = e.Y;
}
}
private void Form1_MouseDown(object sender, MouseEventArgs e)
{
action = true;
// e.consume();
if (action)
{
xs = xe = e.X;
ys = ye = e.Y;
}
}
private void Form1_MouseUp(object sender, MouseEventArgs e)
{
using (Graphics g = this.CreateGraphics())
{
Pen pen = new Pen(Color.White);
g.DrawRectangle(pen, xs, ys, Math.Abs(xs - xe), Math.Abs(ys - ye));
}
int z, w;
if (xs > xe)
{
z = xs;
xs = xe;
xe = z;
}
if (ys > ye)
{
z = ys;
ys = ye;
ye = z;
}
w = (xe - xs);
z = (ye - ys);
if ((w < 2) && (z < 2)) initvalues();
else
{
if (((float)w > (float)z * xy)) ye = (int)((float)ys + (float)w / xy);
else xe = (int)((float)xs + (float)z * xy);
xende = xstart + xzoom * (double)xe;
yende = ystart + yzoom * (double)ye;
xstart += xzoom * (double)xs;
ystart += yzoom * (double)ys;
}
xzoom = (xende - xstart) / (double)x1;
yzoom = (yende - ystart) / (double)y1;
mandelbrot();
this.Invalidate();
}
What the code does is, draw a rectangle AFTER the dragging is done, and then zoom in with the drawn rectangle still being displayed. What I needed is the rectangle to draw as the mouse is being dragged.
I referred to this question, and solution mentioned there did not help.
Java to C# conversion. How do i draw a rectangle on my bitmap?
Any help would be appreciated.
Drawing the Rectangle
First of all, it appears that the Graphics.DrawRectangle method is unable to draw a rectangle with negative widths or heights. You will therefore have to write a method that will take two points and produce a rectangle meeting the requirements (positive width and height).
private Rectangle CreateRectangle(Point pt1, Point pt2)
{
// we use this method to create the rectangle with positive width and height
int x1 = Math.Min(pt1.X, pt2.X);
int y1 = Math.Min(pt1.Y, pt2.Y);
return new Rectangle(x1, y1, Math.Abs(pt1.X - pt2.X), Math.Abs(pt1.Y - pt2.Y));
}
Second, in your event handler for the MouseDown event, record the position at which the mouse was held down.
private void Form1_MouseDown(object sender, MouseEventArgs e)
{
if (e.Button == System.Windows.Forms.MouseButtons.Left)
this.startPoint = e.Location;// record the start position
}
Next, modify your mouse move method to update the variable that holds current location of the mouse. Additionally, make it invalidate the form so that the image is redrawn (along with the rectangle).
private void Form1_MouseMove(object sender, MouseEventArgs e)
{
if (e.Button == System.Windows.Forms.MouseButtons.Left)
{
// record the current position as the end point if the left button is down
this.endPoint = e.Location;
// force a redraw
this.Invalidate();
}
}
In the form's Paint event handler, make your code call the CreateRectangle method with the start and end points of the rectangle in order to draw the rectangle on the form.
private void Form1_Paint(object sender, PaintEventArgs e)
{
// draw the cached Mandelbrot image
e.Graphics.DrawImage(mandelbrotCache, new Point(0, 0));
// draw the current rectangle
e.Graphics.DrawRectangle(rectPen, CreateRectangle(startPoint, endPoint));
}
Finally, in order to remove the rectangle when the mouse button is no longer pressed, set startPoint and endPoint to a value that gets drawn outside the image. This should be done in the MouseUp event handler.
private void Form1_MouseUp(object sender, MouseEventArgs e)
{
if (e.Button == System.Windows.Forms.MouseButtons.Left)
{
// setting the point to -1,-1 makes them get drawn off the screen
startPoint = new Point(-1, -1);
endPoint = new Point(-1, -1);
// force an update so that the rectangle disappears
this.Invalidate();
}
}
Addressing the Flickering Issue
In order to stop the form from flickering while you're drawing to it, you will need to enable double buffering on the form. This is done by setting the DoubleBuffered property of the form to true. You can do this anywhere, but I prefer to do it right after the form is created, as below:
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
// this reduces the flickering
this.DoubleBuffered = true;
}
}
Complete Code:
Here is the complete code for all the steps I detailed above. You can plug in your methods in order to have a working solution.
using System;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
private Point startPoint;
private Point endPoint;
private Image mandelbrotCache;
private Pen rectPen;
public Form1()
{
InitializeComponent();
// this reduces the flickering
this.DoubleBuffered = true;
// initialize a dummy image. Cache a copy of your Mandelbrot fractal here
mandelbrotCache = new Bitmap(this.ClientSize.Width, this.ClientSize.Height);
using (var g = Graphics.FromImage(mandelbrotCache))
{
var imgRect = new Rectangle(0, 0,
mandelbrotCache.Width,
mandelbrotCache.Height);
g.FillRectangle(new HatchBrush(HatchStyle.Cross, Color.DarkBlue,
Color.LightBlue), imgRect);
}
// this is the pen to draw the rectangle with
rectPen = new Pen(Color.Red, 3);
}
private Rectangle CreateRectangle(Point pt1, Point pt2)
{
// we use this method to create a rectangle with positive width and height
int x1 = Math.Min(pt1.X, pt2.X);
int y1 = Math.Min(pt1.Y, pt2.Y);
return new Rectangle(x1, y1, Math.Abs(pt1.X - pt2.X), Math.Abs(pt1.Y - pt2.Y));
}
private void Form1_MouseDown(object sender, MouseEventArgs e)
{
if (e.Button == System.Windows.Forms.MouseButtons.Left)
this.startPoint = e.Location;// record the start position
}
private void Form1_MouseMove(object sender, MouseEventArgs e)
{
if (e.Button == System.Windows.Forms.MouseButtons.Left)
{
// record the current position as the end point if the left button is down
this.endPoint = e.Location;
// force a redraw
this.Invalidate();
}
}
private void Form1_MouseUp(object sender, MouseEventArgs e)
{
if (e.Button == System.Windows.Forms.MouseButtons.Left)
{
// setting the point to -1,-1 makes them get drawn off the screen
startPoint = new Point(-1, -1);
endPoint = new Point(-1, -1);
// force an update so that the rectangle disappears
this.Invalidate();
}
}
private void Form1_Paint(object sender, PaintEventArgs e)
{
// draw the cached Mandelbrot image
e.Graphics.DrawImage(mandelbrotCache, new Point(0, 0));
// draw the current rectangle
e.Graphics.DrawRectangle(rectPen, CreateRectangle(startPoint, endPoint));
}
}
}
Here is a screenshot of a rectangle being drawn.
Note: The left mouse button is still held down. The rectangle disappears immediately the button is released.
I am trying to make a multiple enemy array, where every 30 secods a new bullet comes from a random point. And if the bullet is clicked it should disapear and a pop like an explosion should appear. And if the bullet hits the ball then the ball pops.
so the bullet should change to a different sprite or texture. same with the ball pop.
But all that happens is the bullet if touched pops and nothing else happens. And if modified then the bullet keeps flashing as the update is way too much.
I have added COMMENTS in the code to explain more on the issues.
below is the code.
if more code is needed i will provide.
Thank you
public class GameRenderer {
private GameWorld myWorld;
private OrthographicCamera cam;
private ShapeRenderer shapeRenderer;
private SpriteBatch batcher;
// Game Objects
private Ball ball;
private ScrollHandler scroller;
private Background background;
private Bullet bullet1;
private BulletPop bPop;
private Array<Bullet> bullets;
// This is for the delay of the bullet coming one by one every 30 seconds.
/** The time of the last shot fired, we set it to the current time in nano when the object is first created */
double lastShot = TimeUtils.nanoTime();
/** Convert 30 seconds into nano seconds, so 30,000 milli = 30 seconds */
double shotFreq = TimeUtils.millisToNanos(30000);
// Game Assets
private TextureRegion bg, bPop;
private Animation bulletAnimation, ballAnimation;
private Animation ballPopAnimation;
public GameRenderer(GameWorld world) {
myWorld = world;
cam = new OrthographicCamera();
cam.setToOrtho(true, 480, 320);
batcher = new SpriteBatch();
// Attach batcher to camera
batcher.setProjectionMatrix(cam.combined);
shapeRenderer = new ShapeRenderer();
shapeRenderer.setProjectionMatrix(cam.combined);
// This is suppose to produce 10 bullets at random places on the background.
bullets = new Array<Bullet>();
Bullet bullet = null;
float bulletX = 00.0f;
float bulletY = 00.0f;
for (int i = 0; i < 10; i++) {
bulletX = MathUtils.random(-10, 10);
bulletY = MathUtils.random(-10, 10);
bullet = new Bullet(bulletX, bulletY);
AssetLoader.bullet1.flip(true, false);
AssetLoader.bullet2.flip(true, false);
bullets.add(bullet);
}
// Call helper methods to initialize instance variables
initGameObjects();
initAssets();
}
private void initGameObjects() {
ball = GameWorld.getBall();
bullet1 = myWorld.getBullet1();
bPop = myWorld.getBulletPop();
scroller = myWorld.getScroller();
}
private void initAssets() {
bg = AssetLoader.bg;
ballAnimation = AssetLoader.ballAnimation;
bullet1Animation = AssetLoader.bullet1Animation;
ballPopAnimation = AssetLoader.ballPopAnimation;
}
// This is to take the bullet away when clicked or touched.
public void onClick() {
for (int i = 0; i < bullets.size; i++) {
if (bullets.get(i).getBounds().contains(0, 0))
bullets.removeIndex(i);
}
}
private void drawBackground() {
batcher.draw(bg1, background.getX(), background.getY(), background.getWidth(), backgroundMove.getHeight());
}
public void render(float runTime) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT);
batcher.begin();
// Disable transparency
// This is good for performance when drawing images that do not require
// transparency.
batcher.disableBlending();
drawBackground();
batcher.enableBlending();
// when the bullet hits the ball, it should be disposed or taken away and a ball pop sprite/texture should be put in its place
if (bullet1.collides(ball)) {
// draws the bPop texture but the bullet does not go just keeps going around, and the bPop texture goes.
batcher.draw(AssetLoader.bPop, 195, 273);
}
batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight());
// this is where i am trying to make the bullets come one by one, and if removed via the onClick() then bPop animation
// should play but does not???
if(TimeUtils.nanoTime() - lastShot > shotFreq){
// Create your stuff
for (int i = 0; i < bullets.size; i++) {
bullets.get(i);
batcher.draw(AssetLoader.bullet1Animation.getKeyFrame(runTime), bullet1.getX(), bullet1.getY(), bullet1.getOriginX(), bullet1.getOriginY(), bullet1.getWidth(), bullet1.getHeight(), 1.0f, 1.0f, bullet1.getRotation());
if (bullets.removeValue(bullet1, false)) {
batcher.draw(AssetLoader.ballPopAnimation.getKeyFrame(runTime), bPop1.getX(), bPop1.getY(), bPop1.getWidth(), bPop1.getHeight());
}
}
/* Very important to set the last shot to now, or it will mess up and go full auto */
lastShot = TimeUtils.nanoTime();
}
// End SpriteBatch
batcher.end();
}
}
Thank you
Hmm...why are you drawing graphics from inside of the if where you are adding new bullets? This way all you draw will be drown only one frame per 30 seconds. Inside that if you should only add/remove objects and draw them outside, all the time. No drawing inside that if!
In addition to MilanG's answer
The bullets.get(i); line does nothing.. You'll want to store the returned Bullet into a variable, for which it seems you created the bullet1 var.
Also, you really shouldn't add elements to or remove elements from an array while looping through it. Consider using a second array for elements to be added/removed and use that to alter the main array or use an iterator.
[edit]
In this particular case you could also do something like this, though it would only work for one bullet per click
int index = -1;
for (int i = 0; i < bullets.size; i++) {
if (bullets.get(i).getBounds().contains(0, 0)) {
index = i;
break;
}
}
if(index > -1) bullets.removeIndex(index);
It also seems your .contains() should be passed the clicked position instead of 0,0?
Backstory:
I'm trying to draw as many squares the the screen as possible using a single draw call. I'm using a custom glsl vertex shader that is specialized for 2D drawing, and that is supposed to be pulling position data for the vertices of the squares from a samplerBuffer. Since I don't need to worry about rotating or scaling the squares all I should need to do is load the position data into a buffer, bind a texture to that buffer, and then use the sampler to get each vertex's position in the shader. In order to get an index into the texture I store each elements index as the z-component of the vertices.
Everything seems to work really well for a thousand or so squares, but after that I start to get weird blinking. It sort of seems like it's not drawing all of the squares every draw step, or possibly not using all of the positions so that many of the squares are overlapping.
The weird thing is, that if I use drawElements instead of drawElementsMulti, the blinking goes away (but of course then all the squares are drawn as one single object, which I don't want)
One question I have is if my position data is limited to the max texture size, or the max texture buffer size. And if I am limited to the much smaller max texture size, how do I get around it? There's got to be a reason all of that texture buffer space is there, but I obviously don't get how to properly use it.
I'm also thinking maybe glMultiDrawElements is doing something I'm not accounting for with the sampler somehow. Idk, I'm really lost at this point, and yet..it works perfectly for smaller numbers of squares, so I must be doing something right.
[EDIT] Code had changed to reflect suggestions below (and for readability), but the problem persists.
Ok, so here's some code. First the vertex shader:
uniform mat3 projection;
attribute vec3 vertex;
uniform samplerBuffer positionSampler;
attribute vec4 vertex_color;
varying vec4 color;
float positionFetch(int index)
{
// I've tried texelFetch here as well, same effect
float value = texelFetchBuffer(positionSampler, index).r;
return value;
}
void main(void)
{
color = vec4(1, 1, 1, 1);
// use the z-component of the vertex to look up the position of this instance in the texture
vec3 real_position = vec3(vertex.x + positionFetch(int(vertex.z)*2), vertex.y + positionFetch(int(vertex.z)*2+1), 1);
gl_Position = vec4(projection * real_position, 1);
}
And now my GLRenderer, sorry there is so much code, I just really want to make sure there's enough info here to get an answer. This has really been driving me nuts, and examples for java seem to be hard to come by (maybe this code will help someone else on their quest):
public class GLRenderer extends GLCanvas implements GLEventListener, WindowListener
{
private static final long serialVersionUID = -8513201172428486833L;
private static final int bytesPerFloat = Float.SIZE / Byte.SIZE;
private static final int bytesPerShort = Short.SIZE / Byte.SIZE;
public float viewWidth, viewHeight;
public float screenWidth, screenHeight;
private FPSAnimator animator;
private boolean didInit = false;
JFrame the_frame;
SquareGeometry geometry;
// Thought power of 2 might be required, doesn't seem to make a difference
private static final int NUM_THINGS = 2*2*2*2*2*2*2*2*2*2*2*2*2*2;
float[] position = new float[NUM_THINGS*2];
// Shader attributes
private int shaderProgram, projectionAttribute, vertexAttribute, positionAttribute;
public static void main(String[] args)
{
new GLRenderer();
}
public GLRenderer()
{
// setup OpenGL Version 2
super(new GLCapabilities(GLProfile.get(GLProfile.GL2)));
addGLEventListener(this);
setSize(1800, 1000);
the_frame = new JFrame("Hello World");
the_frame.getContentPane().add(this);
the_frame.setSize(the_frame.getContentPane().getPreferredSize());
the_frame.setVisible(true);
the_frame.addWindowListener(this);
animator = new FPSAnimator(this, 60);
animator.start();
}
// Called by the drivers when the gl context is first made available
public void init(GLAutoDrawable d)
{
final GL2 gl = d.getGL().getGL2();
IntBuffer asd = IntBuffer.allocate(1);
gl.glGetIntegerv(GL2.GL_MAX_TEXTURE_BUFFER_SIZE, asd);
System.out.println(asd.get(0));
asd = IntBuffer.allocate(1);
gl.glGetIntegerv(GL2.GL_MAX_TEXTURE_SIZE, asd);
System.out.println(asd.get(0));
shaderProgram = ShaderLoader.compileProgram(gl, "default");
gl.glLinkProgram(shaderProgram);
_getShaderAttributes(gl);
gl.glUseProgram(shaderProgram);
_checkGLCapabilities(gl);
_initGLSettings(gl);
// Calculate batch of vertex data from dirt geometry
geometry = new SquareGeometry(.1f);
geometry.buildGeometry(viewWidth, viewHeight);
geometry.finalizeGeometry(NUM_THINGS);
geometry.vertexBufferID = _generateBufferID(gl);
_loadVertexBuffer(gl, geometry);
geometry.indexBufferID = _generateBufferID(gl);
_loadIndexBuffer(gl, geometry);
geometry.positionBufferID = _generateBufferID(gl);
// initialize buffer object
int size = NUM_THINGS * 2 * bytesPerFloat;
System.out.println(size);
IntBuffer bla = IntBuffer.allocate(1);
gl.glGenTextures(1, bla);
geometry.positionTextureID = bla.get(0);
gl.glUniform1i(positionAttribute, 0);
gl.glActiveTexture(GL2.GL_TEXTURE0);
gl.glBindTexture(GL2.GL_TEXTURE_BUFFER, geometry.positionTextureID);
gl.glBindBuffer(GL2.GL_TEXTURE_BUFFER, geometry.positionBufferID);
gl.glBufferData(GL2.GL_TEXTURE_BUFFER, size, null, GL2.GL_DYNAMIC_DRAW);
gl.glTexBuffer(GL2.GL_TEXTURE_BUFFER, GL2.GL_R32F, geometry.positionBufferID);
}
private void _initGLSettings(GL2 gl)
{
gl.glClearColor(0f, 0f, 0f, 1f);
}
private void _loadIndexBuffer(GL2 gl, SquareGeometry geometry)
{
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, geometry.indexBufferID);
gl.glBufferData(GL2.GL_ELEMENT_ARRAY_BUFFER, bytesPerShort*NUM_THINGS*geometry.getNumPoints(), geometry.indexBuffer, GL2.GL_STATIC_DRAW);
}
private void _loadVertexBuffer(GL2 gl, SquareGeometry geometry)
{
int numBytes = geometry.getNumPoints() * 3 * bytesPerFloat * NUM_THINGS;
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, geometry.vertexBufferID);
gl.glBufferData(GL2.GL_ARRAY_BUFFER, numBytes, geometry.vertexBuffer, GL2.GL_STATIC_DRAW);
gl.glEnableVertexAttribArray(vertexAttribute);
gl.glVertexAttribPointer(vertexAttribute, 3, GL2.GL_FLOAT, false, 0, 0);
}
private int _generateBufferID(GL2 gl)
{
IntBuffer bufferIDBuffer = IntBuffer.allocate(1);
gl.glGenBuffers(1, bufferIDBuffer);
return bufferIDBuffer.get(0);
}
private void _checkGLCapabilities(GL2 gl)
{
// TODO: Respond to this information in a meaningful way.
boolean VBOsupported = gl.isFunctionAvailable("glGenBuffersARB") && gl.isFunctionAvailable("glBindBufferARB")
&& gl.isFunctionAvailable("glBufferDataARB") && gl.isFunctionAvailable("glDeleteBuffersARB");
System.out.println("VBO Supported: " + VBOsupported);
}
private void _getShaderAttributes(GL2 gl)
{
vertexAttribute = gl.glGetAttribLocation(shaderProgram, "vertex");
projectionAttribute = gl.glGetUniformLocation(shaderProgram, "projection");
positionAttribute = gl.glGetUniformLocation(shaderProgram, "positionSampler");
}
// Called by me on the first resize call, useful for things that can't be initialized until the screen size is known
public void viewInit(GL2 gl)
{
for(int i = 0; i < NUM_THINGS; i++)
{
position[i*2] = (float) (Math.random()*viewWidth);
position[i*2+1] = (float) (Math.random()*viewHeight);
}
gl.glUniformMatrix3fv(projectionAttribute, 1, false, Matrix.projection3f, 0);
// Load position data into a texture buffer
gl.glBindBuffer(GL2.GL_TEXTURE_BUFFER, geometry.positionBufferID);
ByteBuffer textureBuffer = gl.glMapBuffer(GL2.GL_TEXTURE_BUFFER, GL2.GL_WRITE_ONLY);
FloatBuffer textureFloatBuffer = textureBuffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
for(int i = 0; i < position.length; i++)
{
textureFloatBuffer.put(position[i]);
}
gl.glUnmapBuffer(GL2.GL_TEXTURE_BUFFER);
gl.glBindBuffer(GL2.GL_TEXTURE_BUFFER, 0);
}
public void display(GLAutoDrawable d)
{
if (!didInit || geometry.vertexBufferID == 0)
{
return;
}
//long startDrawTime = System.currentTimeMillis();
final GL2 gl = d.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
// If we were drawing any other buffers here we'd need to set this every time
// but instead we just leave them bound after initialization, saves a little render time
// No combination of these seems to fix the problem
//gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, geometry.vertexBufferID);
//gl.glVertexAttribPointer(vertexAttribute, 3, GL2.GL_FLOAT, false, 0, 0);
//gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, geometry.indexBufferID);
gl.glBindBuffer(GL2.GL_TEXTURE_BUFFER, geometry.positionBufferID);
//gl.glActiveTexture(GL2.GL_TEXTURE0);
//gl.glTexBuffer(GL2.GL_TEXTURE_BUFFER, GL2.GL_R32F, geometry.positionBufferID);
_render(gl, geometry);
// Also tried these
//gl.glFlush();
//gl.glFinish();
}
public void _render(GL2 gl, SquareGeometry geometry)
{
gl.glMultiDrawElements(geometry.drawMode, geometry.countBuffer, GL2.GL_UNSIGNED_SHORT, geometry.offsetBuffer, NUM_THINGS);
// This one works, but isn't what I want
//gl.glDrawElements(GL2.GL_LINE_LOOP, count, GL2.GL_UNSIGNED_SHORT, 0);
}
public void reshape(GLAutoDrawable d, int x, int y, int width, int height)
{
final GL2 gl = d.getGL().getGL2();
gl.glViewport(0, 0, width, height);
float ratio = (float) height / width;
screenWidth = width;
screenHeight = height;
viewWidth = 100;
viewHeight = viewWidth * ratio;
Matrix.ortho3f(0, viewWidth, 0, viewHeight);
if (!didInit)
{
viewInit(gl);
didInit = true;
}
else
{
// respond to view size changing
}
}
}
The final bit is the SquareGeometry class which holds all the bufferIDs and vertex data, but also is responsible for filling the vertex buffer correctly so that each vertex's z component can function as an index into the position texture:
public class SquareGeometry
{
public float[] vertices = null;
ShortBuffer indexBuffer;
IntBuffer countBuffer;
PointerBuffer offsetBuffer;
FloatBuffer vertexBuffer;
public int vertexBufferID = 0;
public int indexBufferID = 0;
public int positionBufferID = 0;
public int positionTextureID = 0;
public int drawMode;
protected float width = 0;
protected float height = 0;
public SquareGeometry(float size)
{
width = size;
height = size;
}
public void buildGeometry(float viewWidth, float viewHeight)
{
vertices = new float[4 * 2];
vertices[0] = -width/2;
vertices[1] = -height/2;
vertices[2] = -width/2;
vertices[3] = height/2;
vertices[4] = width/2;
vertices[5] = height/2;
vertices[6] = width/2;
vertices[7] = -height/2;
drawMode = GL2.GL_POLYGON;
}
public void finalizeGeometry(int numInstances)
{
if(vertices == null) return;
int num_vertices = this.getNumPoints();
int total_num_vertices = numInstances * num_vertices;
// initialize vertex Buffer (# of coordinate values * 4 bytes per float)
ByteBuffer vbb = ByteBuffer.allocateDirect(total_num_vertices * 3 * Float.SIZE);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
for(int i = 0; i < numInstances; i++)
{
for(int v = 0; v < num_vertices; v++)
{
int vertex_index = v * 2;
vertexBuffer.put(vertices[vertex_index]);
vertexBuffer.put(vertices[vertex_index+1]);
vertexBuffer.put(i);
}
}
vertexBuffer.rewind();
// Create the indices
vbb = ByteBuffer.allocateDirect(total_num_vertices * Short.SIZE);
vbb.order(ByteOrder.nativeOrder());
indexBuffer = vbb.asShortBuffer();
for(int i = 0; i < total_num_vertices; i++)
{
indexBuffer.put((short) (i));
}
indexBuffer.rewind();
// Create the counts
vbb = ByteBuffer.allocateDirect(numInstances * Integer.SIZE);
vbb.order(ByteOrder.nativeOrder());
countBuffer = vbb.asIntBuffer();
for(int i = 0; i < numInstances; i++)
{
countBuffer.put(num_vertices);
}
countBuffer.rewind();
// create the offsets
offsetBuffer = PointerBuffer.allocateDirect(numInstances);
for(int i = 0; i < numInstances; i++)
{
offsetBuffer.put(num_vertices*i*2);
}
offsetBuffer.rewind();
}
public int getNumPoints()
{
return vertices.length/2;
}
}
Ok first things first, you are not setting gl_Color in the shader maybe that can be the issue here and you only lucky with small numbers. It is a varying, but do you also have fragment shader that picks up the value?
At no point do you ensure that NUM_THINGS*2 < GL_MAX_TEXTURE_SIZE. I don't know how FloatBuffer.put reacts; being Java probably / hopefully an exception.
Also you bind the positionBufferID buffer, then unbind it but never rebind it.
You create positionTextureID but never put any data there. This also what you put into the sampler positionSampler and try to access.
Yea well lots of issues but my gut tells me the last one may be the real issue here.
Alright, I've got it solved, though I'm still really not clear on what the original problem was. I fixed it by simplifying the drawing to use drawArrays instead of drawElements or multiDrawElements. I'm really not sure why I thought I needed them, as I really don't in this case. I'm pretty sure I was messing up a few things with the indexes and offsets.
Furthermore, as far as the proper way to bind the texture buffer, neither the code I have above, nor example found at the link I posted in a comment are correct at all.
If anyone is interested in the correct way to use the texture buffer like this I just did a pretty extensive write-up on it here http://zebadiah.me/?p=44. Thanks all for the help.
I keep getting this error when I compile and run my Java program using the ACM library
Exception in thread "Thread-3" java.lang.NullPointerException
at SpaceTravel.getBlackHoleDistance(SpaceTravel.java:148)
at SpaceTravel.gameOverBlackHole(SpaceTravel.java:132)
at BlackHole.oneTimeStep(BlackHole.java:84)
at BlackHole.run(BlackHole.java:45)
at java.lang.Thread.run(Unknown Source)
This is the game class:
import acm.graphics.*;
import acm.program.*;
import acm.util.*;
import java.awt.*;
public class SpaceTravel extends GraphicsProgram {
// specify the size of the window
public static int APPLICATION_WIDTH = 1280;
public static int APPLICATION_HEIGHT = 600;
// class constants
private static final double
PLANET_SIZE = 80,
BLACK_HOLE_SIZE = 100,
STAR_SIZE = 2;
// instance variables
private GOval ice, fire, iron;
private GPoint lastPoint;
private boolean isDragging = false;
private GLabel gameOverText, goal, win;
private BlackHole blackhole1, blackhole2;
private RandomGenerator rand = new RandomGenerator();
// init method, draw the graphics objects
public void init() {
setBackground(Color.BLACK);
// call the randomly colored stars method
drawStars();
// call 1 instance of BlackHole class
blackhole1 = new BlackHole(BLACK_HOLE_SIZE, 5, 2, this);
add(blackhole1, APPLICATION_WIDTH-400, APPLICATION_HEIGHT/2 );
new Thread(blackhole1).start();
// call 1 instance of BlackHole class, but name it differently
blackhole2 = new BlackHole(BLACK_HOLE_SIZE, 3, -4, this);
add(blackhole2, APPLICATION_WIDTH-200, APPLICATION_HEIGHT/2 );
new Thread(blackhole2).start();
// draw fire planet
fire = drawCircleCentered(100, 400, PLANET_SIZE);
add(fire);
fire.setFilled(true);
fire.setColor(Color.RED);
// draw ice planet
ice = drawCircleCentered(100, 100, PLANET_SIZE);
add(ice);
ice.setFilled(true);
ice.setColor(Color.BLUE);
// draw iron planet
iron = drawCircleCentered(100, 250, PLANET_SIZE);
add(iron);
iron.setFilled(true);
Color grey = new Color(34, 34, 34);
iron.setColor(grey);
// game over text
gameOverText = new GLabel ("GAME OVER", APPLICATION_WIDTH/2 - 250, APPLICATION_HEIGHT/2);
gameOverText.setColor(Color.RED);
gameOverText.setFont(new Font("DEFAULT_FONT", Font.BOLD, 90));
// goal text
goal = new GLabel ("GOAL", APPLICATION_WIDTH-150, APPLICATION_HEIGHT/2);
goal.setColor(Color.RED);
goal.setFont(new Font("DEFAULT_FONT", Font.BOLD, 20));
add(goal);
// win text
win = new GLabel ("WINRAR IS YOU!", APPLICATION_WIDTH/2 - 350, APPLICATION_HEIGHT/2);
win.setColor(Color.RED);
win.setFont(new Font("DEFAULT_FONT", Font.BOLD, 90));
}
// checker method if the ice and fire plantes touch, call the game over method below.
private void checkFireIce(GOval fire, GOval ice) {
if(getDistance(fire, ice) < PLANET_SIZE ) {
gameOver(fire);
}
}
// checker method for when fire planet gets to the goal text, call the game winning method below
private void checkPlanetsGoal() {
if(fire.getBounds().intersects(goal.getBounds())) {
winGame();
}
}
// start dragging if the ball is pressed
public void mousePressed(GPoint point) {
if (ice.contains(point)) {
isDragging = true;
lastPoint = point;
}
}
// move the ball when it is dragged, and call checking methods for game winning or game over conditions
public void mouseDragged(GPoint point) {
checkFireIce(fire, ice);
checkPlanetsGoal();
if (isDragging) {
ice.move(point.getX()-lastPoint.getX(),
point.getY()-lastPoint.getY());
lastPoint = point;
// bump the planets
bump(ice, iron);
bump(iron, fire);
}
}
// checking method for if any of the planets have touched an instance of black hole
public void gameOverBlackHole(BlackHole blackhole) {
double a = getBlackHoleDistance(fire, blackhole);
double b = getBlackHoleDistance(ice, blackhole);
double c = getBlackHoleDistance(iron, blackhole);
if(a < BLACK_HOLE_SIZE/2 + PLANET_SIZE/2) {
gameOver(fire);
}
if(b < BLACK_HOLE_SIZE/2 + PLANET_SIZE/2) {
gameOver(ice);
}
if(c < BLACK_HOLE_SIZE/2 + PLANET_SIZE/2) {
gameOver(iron);
}
}
// get distance between a black hole instance and a planet
private double getBlackHoleDistance(GOval planet, BlackHole blackhole) {
return GMath.distance(planet.getX()+PLANET_SIZE/2, planet.getY()+PLANET_SIZE/2,
blackhole.getX(), blackhole.getY());
}
// bump helper method, calculates how much to move a tangent planet by when it is being bumped by another
private void bump(GOval planet1, GOval planet2) {
double offset = PLANET_SIZE+1.5 - getDistance(planet1, planet2);
if (offset > 0) {
planet2.move(offset*(planet2.getX()-planet1.getX())/PLANET_SIZE,
offset*(planet2.getY()-planet1.getY())/PLANET_SIZE);
}
}
// a helper method, compute the distance between the centers of the balls
private double getDistance(GOval planet1, GOval planet2) {
return GMath.distance(planet1.getX()+PLANET_SIZE/2, planet1.getY()+PLANET_SIZE/2,
planet2.getX()+PLANET_SIZE/2, planet2.getY()+PLANET_SIZE/2);
}
// a helper method, draw a circle centered at the given location
private GOval drawCircleCentered(double centerX, double centerY, double size) {
return new GOval(centerX-size/2, centerY-size/2, size, size);
}
// a helper method, draw randomly colored stars
private void drawStars() {
for (int i = 0; i < 1000; i++) {
GOval star = drawCircleCentered(rand.nextDouble(0, APPLICATION_WIDTH), rand.nextDouble(0, APPLICATION_HEIGHT), STAR_SIZE);
add(star);
star.setFilled(true);
star.setColor(rand.nextColor());
}
}
// helper method to switch dragging off when mouse is released from window
public void mouseReleased(GPoint point) {
isDragging = false;
}
// helper method to switch dragging off, remove the planet that touched the goal, and display game over text
public void gameOver(GOval planet) {
isDragging = false;
remove(planet);
add(gameOverText);
}
// helper method to switch dragging off, remove planets, and display win text
private void winGame() {
isDragging = false;
add(win);
remove(fire);
remove(ice);
remove(iron);
remove(goal);
}
}
And this is the class that creates blackholes which can end the game.
// import libraries
import acm.program.*;
import acm.graphics.*;
import acm.util.*;
import java.awt.*;
import java.util.*;
public class BlackHole extends GCompound implements Runnable {
// instance variables
private double size, xSpeed, ySpeed;
private SpaceTravel game;
private boolean stopHammerTime = false;
// constructor for BlackHole
public BlackHole(double size, double xSpeed, double ySpeed, SpaceTravel game) {
// save the parameters size, xSpeed, ySpeed, centerX, centerY, and game
this.size = size;
this.xSpeed = xSpeed;
this.ySpeed = ySpeed;
this.game = game;
// call method drawBlackhole
drawBlackhole(0, 0, size, 3, 40);
}
// run method, move the black hole until it hits a planet || stopHammerTime = true
public void run() {
while(!stopHammerTime) {
oneTimeStep();
}
}
// helper method, creates a black hole
private void drawBlackhole(double centerX, double centerY, double size, double gap, int layers) {
for (int i = 0; i < layers; i++) {
// this gradient color will lighten each time the for loop completes
Color gradient = new Color(0 + 5*i, 0 + 5*i, 0 + 5*i);
GOval ring = drawCircleCentered(centerX, centerY, size-gap*2*i);
add(ring);
ring.setFilled(true);
ring.setColor(gradient);
}
}
// a helper method, draw a circle centered at the given location
private GOval drawCircleCentered(double centerX, double centerY, double size) {
return new GOval(centerX-size/2, centerY-size/2, size, size);
}
// a helper method, move the blackHole in oneTimeStep
private void oneTimeStep() {
double x = getX();
double y = getY();
// if the black hole hits the left or the right wall, reverse the x-speed
if (x < size/2 || x+size/2 > game.getWidth()) xSpeed = -xSpeed;
// if the black hole hits the top or the bottom wall, reverse the y-speed
if (y < size/2 || y+size/2 > game.getHeight()) ySpeed = -ySpeed;
// move the black hole by a small interval, incorporating changes from if statements
move(xSpeed, ySpeed);
// check if a planet has touched a blackhole
game.gameOverBlackHole(this);
// delay
pause(20);
}
}
I'm pretty sure that I have the calling of the classes correct, but for some reason, the blackhole2 that is called just crashes.
Exception in thread "Thread-3" java.lang.NullPointerException
It is NullPointerException happened while executing thread "Thread-3"
At line 148 in SpaceTravel.java file.
It seems while Thread-3 executing, line 148 is trying to do some operation on null reference, which results in NullPointerException.
The code that apparently crashes looks like this:
return GMath.distance(planet.getX()+PLANET_SIZE/2, planet.getY()+PLANET_SIZE/2,
blackhole.getX(), blackhole.getY());
Most likely either planet or blackhole parameter is null. Use debugger or println() to figure out which one. This piece of code is called from three places:
double a = getBlackHoleDistance(fire, blackhole);
double b = getBlackHoleDistance(ice, blackhole);
double c = getBlackHoleDistance(iron, blackhole);
Your line numbers are a bit off but I dare to say it's the first line, so either fire or blackhole is null.
A Quick Analysis:
gameOverBlackHole method gets called form BlackHole class this is causing problems because remove happens inside that method. If remove happens while one thread is executing then there will NPE
This a can be a example of what might go wrong if you share state of object between multiple threads