Trying to do a simple Jump - java

I'm trying to learn how to make a 2D Game without Game Engines, anyways I already created a background scrolling right now my goal is to make my character jump. But the thing is whenever I start my app the character is spinning up and down and it will just go away to the background.
Here's my character code
public class Deer extends GameCharacter {
private Bitmap spritesheet;
private double dya;
private boolean playing;
private long startTime;
private boolean Jump;
private Animate Animation = new Animate();
public Deer(Bitmap res, int w, int h, int numFrames) {
x = 20;
y = 400;
dy = 0;
height = h;
width = w;
Bitmap[] image = new Bitmap[numFrames];
spritesheet = res;
for (int i = 0; i < image.length; i++)
{
image[i] = Bitmap.createBitmap(spritesheet, i*width, 0, width, height);
}
Animation.setFrames(image);
Animation.setDelay(10);
startTime = System.nanoTime();
}
public void setJump(boolean b){
Jump = b;
}
public void update()
{
long elapsed = (System.nanoTime()-startTime)/1000000;
if(elapsed>100)
{
}
Animation.update();
if(Jump){
dy = (int)(dya+=5.5);
}
else{
dy = (int)(dya+=5.5);
}
if(dy>14)dy = 14;
if(dy>14)dy = -14;
y += dy*2;
dy = 0;
}
public void draw(Canvas canvas)
{
canvas.drawBitmap(Animation.getImage(),x,y,null);
}
public boolean getPlaying(){return playing;}
public void setPlaying(boolean b){playing = b;}
public void resetDYA(){dya = 0;}
}
x - character's horizontal position
y - character's vertical position
dx - character's horizontal acceleration
dy - character's vertical acceleration
public boolean onTouchEvent(MotionEvent event) {
if(event.getAction()==MotionEvent.ACTION_DOWN) {
if(!deer.getPlaying()) {
deer.setPlaying(true);
}
deer.setJump(true);
return true;
}
return super.onTouchEvent(event);
}

I can't say for sure if this is the only problem because you have other suspicious code but it looks like you jump no matter what.
if(Jump){
dy = (int)(dya+=5.5);
} else {
dy = (int)(dya+=5.5);
}
If Jump is true you set the vertical acceleration. But you also set the vertical acceleration to the same value if Jump is false. You also don't show in your code where Jump is ever set to false.
Another odd bit of code is:
if(dy>14)dy = 14;
if(dy>14)dy = -14;
Here, if dy>14 you set it to 14. Then you check dy>14 immediately after. Of course, this time it's false. But because those two conditions are the same the second one will never pass since the one before it ensures it won't. The only other option is they both fail. IOW, you'll never be able to enter the second if.
All that aside, I'm not sure why you're taking this approach. You can simply rely on physics equations with constant acceleration, give an initial velocity, check for a collision with the ground (or at least the original height), and just let it run. For example:
// These are the variables you need.
int x = 200, y0 = 0, y = 0, velocity = 15;
double t = 0.0, gravity = -9.8;
// This is the statement that should run when you update the GUI.
// It is the fundamental equation for motion with constant acceleration.
// The acceleration is the gravitational constant.
y = (int) (y0 + velocity * t + .5 * gravity * t * t);
if (y < 0) {
y = y0 = 0;
//Stop jumping!
Jump = false;
} else {
// Swap the y values.
y0 = y;
// Increase the time with the frame rate.
t += frameRate;
}
// Draw the character using the y value
The best part about this is you don't need to worry about when you get to the maximum height because the equation will automatically bring you down. It also looks more natural as if the mechanics are real. Try it out.
A simple Swing example that you can play around with. Note that the values are different to deal with the way the components are drawn to the screen. Normally, you would deal with that with transformations but this will do for the task.
public class Main {
static Timer timer;
Main() {
JFrame frame = new JFrame("Hello sample");
frame.setSize(new Dimension(550, 550));
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
JPanel panel = new MyPanel();
frame.add(panel);
frame.setVisible(true);
timer = new Timer(5, (e) -> panel.repaint());
timer.start();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(Main::new);
}
class MyPanel extends JPanel {
int x = 200, y0 = 300, y = 0, w = 200, h = 200, v = -8;
double t = 0.0, gravity = 9.8;
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.RED);
y = (int) (y0 + v * t + .5 * gravity * t * t);
if (y > 300) {
y = y0 = 300;
// To prevent it from stopping comment the timer.stop() and
// uncomment the t = 0.0 statements.
//t = 0.0;
timer.stop();
} else {
y0 = y;
t += .025;
}
g.drawOval(x, y, w, h);
}
}
}

Related

How do I create a restart button that shows in the button left corner while the game is running?

Our restart button is only appearing by itself. Our two tanks disappear when we run the game. We haven't coded the function of the button, we're just trying to figure out how to make the button appear in the lower left corner
We moved the code into the game object class, but it does not change anything
This is our game object class. The button is at the bottom.
import java.awt.Graphics;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class GameObject {
// Every moving object in our game is a separate GameObject. However, since there are different types of moving objects (eg. players and
// projectiles), each with their own variables and functions, we don't want to instantiate GameObjects (otherwise, we wouldn't be able
// to distinguish between a player and a projectile). Instead, we want to create derived (also known as child) classes to implement the
// separate functionality, and instantiate the derived/child classes instead. The purpose of this GameObject "parent" class is to
// provide the derived/child classes with a set of useful functions for handling physics interactions (eg. collisions with the terrain
// or the walls of the arena) between different GameObjects (eg. player/player, player/projectile, or even projectile/projectile). Note:
// depending on the features you implement, you may not end up using all of the functions provided in this class.
// Every GameObject contains its own velocity, position, size, and mass information (necessary for moving and handling physics
// interactions). We store this information in the GameObject class instead of the derived/child classes because every type of
// GameObject has the same set of velocity, position, size, and mass variables.
public double vX; // Velocity in the x direction. Positive if moving right. Negative if moving left.
public double vY; // Velocity in the y direction. Positive if moving down. Negative if moving up. Notice how it's flipped from the usual
// coordinate system in math!
public double posX; // Position along the x direction. Ranges from 0 (left edge) to maximumX (see below).
public double posY; // Position along the y direction. Ranges from 0 (top edge) to maximumY (see below).
public int width; // Width of the bounding box of the GameObject.
public int height; // Height of the bounding box of the GameObject.
public int mass; // Used in realistic physics collision calculations. Ignore it if you don't want to implement that feature.
public double radius; // Used for circular GameObjects only.
public int maximumX; // Maximum x position for a GameObject, equal to the arena width subtracted by the game object's width.
public int maximumY; // Maximum y position for a GameObject, equal to the arena height subtracted by the game object's height.
// Constructor. All derived (ie. child) classes call this constructor in their own constructors. The resulting derived/child class
// object can then call the other functions in this class.
public GameObject(int arenaWidth, int arenaHeight, double vX, double vY, double posX, double posY, int width, int height, int mass) {
this.vX = vX;
this.vY = vY;
this.posX = posX;
this.posY = posY;
this.width = width;
this.height = height;
this.mass = mass;
this.maximumX = arenaWidth - width;
this.maximumY = arenaHeight - height;
radius = Math.min(width, height) / 2.0;
}
// Note: No need to change this function since we're going to override it in the the child classes.
public boolean move(Map map, double translateX, double translateY) {
return false;
}
// Check if the calling GameObject currently intersects with the obj GameObject.
public boolean currentlyIntersects(GameObject obj) {
return (posX + width >= obj.posX && posY + height >= obj.posY && obj.posX + obj.width >= posX && obj.posY + obj.height >= posY);
}
// Check if the calling GameObject will intersect with the obj GameObject, after both have moved according to their velocities. A note
// of caution: what might go wrong if either player moves too fast?
public boolean willIntersect(GameObject obj) {
double nextX = posX + vX;
double nextY = posY + vY;
double nextObjX = obj.posX + obj.vX;
double nextObjY = obj.posY + obj.vY;
return (nextX + width >= nextObjX && nextY + height >= nextObjY && nextObjX + obj.width >= nextX && nextObjY + obj.height >= nextY);
}
// Clip the calling GameObject to within the arena's x bounds, if it has moved outside the arena along the x direction.
public boolean xClip() {
if (posX < 0) {
posX = 0;
return true;
} else if (posX > maximumX) {
posX = maximumX;
return true;
}
return false;
}
// Clip the calling GameObject to within the arena's y bounds, if it has moved outside the arena along the y direction.
public boolean yClip() {
if (posY < 0) {
posY = 0;
return true;
} else if (posY > maximumY) {
posY = maximumY;
return true;
}
return false;
}
// If the calling GameObject will move outside the arena along either direction (after moving according to its velocity), this function
// tells you which of the four edges of the arena it hit. If the calling GameObject will stay within the bounds of the arena, this
// function returns null.
public Direction hitEdgeDirection() {
if (posX + vX < 0) {
return Direction.LEFT;
} else if (posX + vX > maximumX) {
return Direction.RIGHT;
}
if (posY + vY < 0) {
return Direction.UP;
} else if (posY + vY > maximumY) {
return Direction.DOWN;
} else {
return null;
}
}
// If the calling GameObject will intersect with the "other" GameObject (after both move according to their velocities), this function
// tells you which of the four sides of the calling GameObject that the "other" GameObject hit. If the calling GameObject will not
// intersect with the "other" GameObject, this function returns null. Note: this function is great for figuring out when and where two
// rectangles intersect, but is it a good choice for handling circle/rectangle or circle/circle intersections?
public Direction hitObjectDirection(GameObject other) {
if (this.willIntersect(other)) {
double dx = other.posX + other.width / 2.0 + other.vX - (posX + width / 2.0 + vX);
double dy = other.posY + other.height / 2.0 + other.vY - (posY + height / 2.0 + vY);
double theta = Math.acos(dx / (Math.sqrt(dx * dx + dy * dy)));
double diagTheta = Math.atan2(height / 2.0, width / 2.0);
if (theta <= diagTheta) {
return Direction.RIGHT;
} else if (theta <= Math.PI - diagTheta) {
if (dy > 0) {
return Direction.DOWN;
} else {
return Direction.UP;
}
} else {
return Direction.LEFT;
}
} else {
return null;
}
}
// Change the calling GameObject's velocity (to simulate a "bouncing" effect) based on which direction it intersected another GameObject
// or the edge of the arena. If the passed in direction is null, this function does nothing (why is this a good idea?). This function is
// best used with the hitEdgeDirection and hitObjectDirection functions above.
public void bounce(Direction d) {
if (d == null) {
return;
}
// Note: We probably should use a "switch" statement here instead. But for pedagogical purposes it's left as a simple if/else
// conditional.
if (d == Direction.UP) {
vY = Math.abs(vY);
} else if (d == Direction.DOWN) {
vY = -Math.abs(vY);
} else if (d == Direction.LEFT) {
vX = Math.abs(vX);
} else if (d == Direction.RIGHT) {
vX = -Math.abs(vX);
}
}
// TODO: (Challenge!) If you want to implement realistic sphere-sphere collisions that take into account the laws of physics, do so in
// the function below.
public boolean bounceWith(GameObject otherObj, Map map, long frames, double[] actualVelocities) {
return false;
}
// Calculate the distance from (pointX, pointY)---perhaps representing the center of a circle---to the closest point on a rectangle
// bounded by minX (left), maxX (right), minY (top), and maxY (bottom). If the point is inside the rectangle, this function returns 0.
public double pointToRectSqrDist(double minX, double maxX, double minY, double maxY, double pointX, double pointY) {
double dx = Math.max(Math.max(minX - pointX, 0), pointX - maxX);
double dy = Math.max(Math.max(minY - pointY, 0), pointY - maxY);
return dx * dx + dy * dy;
}
// Rotate the point (x, y) "degrees" degrees around (centerX, centerY) in counterclockwise fashion, and return the resulting point in an
// array of length 2. If the returned array is "result", then (result[0], result[1]) is the final point.
public double[] rotatePoint(double centerX, double centerY, double degrees, double x, double y) {
double s = Math.sin(Math.toRadians(degrees));
double c = Math.cos(Math.toRadians(degrees));
x -= centerX;
y -= centerY;
double xNew = x * c - y * s;
double yNew = x * s + y * c;
double[] result = new double[2];
result[0] = xNew + centerX;
result[1] = yNew + centerY;
return result;
}
// Note: No need to change this function since we're going to override it in the the child classes.
public void draw(Graphics g) {
}
public static void main(String []args){
JButton b= new JButton("Reset");
JFrame f = new JFrame();
f.setSize(1200,800);
f.setVisible(true);
f.getDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel p = new JPanel();
f.add(p);
p.add(b);
b.setSize(50,50);
b.setVisible(true);
b.setLocation(50, 50);
}
}
This is our arena class:
// TODO: Feel free to import any other libraries that you need.
import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
import javax.swing.*;
#SuppressWarnings("serial")
public class Arena extends JPanel {
public int arenaWidth;
public int arenaHeight;
public Player player1;
public Player player2;
Timer timer;
public static int INTERVAL = 35;
public long lastTick;
// TODO: Add other variables to keep track of the game state or other game objects (eg. the map) that will be in your game. Don't forget
// to instantiate them in reset()!
// Constructor. Called inside Game.java for setting up the Arena on game start.
public Arena() {
// Create a timer that calls the tick() function every INTERVAL milliseconds. Every call of the tick() function is a "frame".
timer = new Timer(INTERVAL, new ActionListener() {
public void actionPerformed(ActionEvent e) {
tick();
}
});
lastTick = System.currentTimeMillis();
timer.start();
setFocusable(true);
// TODO: To recognize key presses, you need to fill in the following.
addKeyListener(new KeyAdapter() {
public void keyPressed(KeyEvent butthole) {
if (butthole.getKeyCode() == KeyEvent.VK_W) {
player1.isWPressed = true;
}
if (butthole.getKeyCode() == KeyEvent.VK_S) {
player1.isSPressed = true;
}
if (butthole.getKeyCode() == KeyEvent.VK_A) {
player1.isAPressed = true;
}
if (butthole.getKeyCode() == KeyEvent.VK_D) {
player1.isDPressed = true;
}
if (butthole.getKeyCode() == KeyEvent.VK_SPACE) {
player1.isSpacePressed = true;
}
if (butthole.getKeyCode() == KeyEvent.VK_UP) {
player2.isUpPressed = true;
}
if (butthole.getKeyCode() == KeyEvent.VK_DOWN) {
player2.isDownPressed = true;
}
if (butthole.getKeyCode() == KeyEvent.VK_LEFT) {
player2.isLeftPressed = true;
}
if (butthole.getKeyCode() == KeyEvent.VK_RIGHT) {
player2.isRightPressed = true;
}
if (butthole.getKeyCode() == KeyEvent.VK_ENTER) {
player2.isEnterPressed = true;
}
}
public void keyReleased(KeyEvent butthole) {
if (butthole.getKeyCode() == KeyEvent.VK_W) {
player1.isWPressed = false;
}
if (butthole.getKeyCode() == KeyEvent.VK_S) {
player1.isSPressed = false;
}
if (butthole.getKeyCode() == KeyEvent.VK_A) {
player1.isAPressed = false;
}
if (butthole.getKeyCode() == KeyEvent.VK_D) {
player1.isDPressed = false;
}
if (butthole.getKeyCode() == KeyEvent.VK_SPACE) {
player1.isSpacePressed = false;
}
if (butthole.getKeyCode() == KeyEvent.VK_UP) {
player2.isUpPressed = false;
}
if (butthole.getKeyCode() == KeyEvent.VK_DOWN) {
player2.isDownPressed = false;
}
if (butthole.getKeyCode() == KeyEvent.VK_LEFT) {
player2.isLeftPressed = false;
}
if (butthole.getKeyCode() == KeyEvent.VK_RIGHT) {
player2.isRightPressed = false;
}
if (butthole.getKeyCode() == KeyEvent.VK_ENTER) {
player2.isEnterPressed = false;
}
}
});
}
// Resets the game to its initial state.
public void reset() {
this.removeAll();
this.setBackground(Color.WHITE);
this.setOpaque(true);
Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
arenaWidth = (int) screenSize.getWidth();
arenaHeight = (int) screenSize.getHeight();
player1 = new Player(arenaWidth, arenaHeight, 100, 100, 1);
player2 = new Player(arenaWidth, arenaHeight, arenaWidth - Player.INIT_SIZE - 100, arenaHeight - Player.INIT_SIZE - 100, 2);
requestFocusInWindow();
}
// Function called once per "frame".
void tick() {
// While tick() should be called once every INTERVAL amount of time, there's no guarantee of that, particularly if you have a lot
// of background apps running. Thus, we need to calculate the time difference (timeDelta) between every two calls of the tick()
// function. Note: 1 divided by this difference is commonly known as the "frames per second", or fps.
long currentTime = System.currentTimeMillis();
long timeDelta = (currentTime - lastTick)/35;
lastTick = currentTime;
if ((player1.isWPressed && player1.isSPressed) ||
(!player1.isWPressed && !player1.isSPressed)) {
player1.vX = 0;
player1.vY = 0;
} else if (player1.isWPressed) {
//System.out.println("Up");
player1.vX = Math.cos(player1.RotationDegree*Math.PI/180)*player1.speed * timeDelta;
player1.vY = Math.sin(player1.RotationDegree*Math.PI/180)*player1.speed * timeDelta;
//player1.posY -= player1.speed*timeDelta;
// MOVE FORWARD
} else if (player1.isSPressed) {
//System.out.println("Down");
player1.vX = -Math.cos(player1.RotationDegree*Math.PI/180)*player1.speed * timeDelta;
player1.vY = -Math.sin(player1.RotationDegree*Math.PI/180)*player1.speed * timeDelta;
//player1.posY += player1.speed*timeDelta;
// MOVE BACKWARD;
}
if (player1.isAPressed) {
//System.out.println("Left");
player1.RotationDegree -= player1.rotateSpeed* timeDelta;
// MOVE BACKWARD;
}
if (player1.isDPressed) {
//System.out.parintln("Right");
player1.RotationDegree += player1.rotateSpeed* timeDelta;
// MOVE BACKWARD;
}
if(player1.RotationDegree > 360) {
player1.RotationDegree -= 360;
}
else if(player1.RotationDegree < 0) {
player1.RotationDegree += 360;
}
player1.move(null, player1.vX, player1.vY);
if ((player2.isUpPressed && player2.isDownPressed) ||
(!player2.isUpPressed && !player2.isDownPressed)) {
player2.vX = 0;
player2.vY = 0; }
else if (player2.isUpPressed) {
//System.out.println("Up");
player2.vX = Math.cos(player2.RotationDegree*Math.PI/180)*player2.speed* timeDelta;
player2.vY = Math.sin(player2.RotationDegree*Math.PI/180)*player2.speed* timeDelta;
//player2.posY -= player2.speed*timeDelta;
// MOVE FORWARD
}
else if (player2.isDownPressed) {
//System.out.println("Down");
player2.vX = -Math.cos(player2.RotationDegree*Math.PI/180)*player2.speed * timeDelta;
player2.vY = -Math.sin(player2.RotationDegree*Math.PI/180)*player2.speed * timeDelta;
//player2.posY += player2.speed*timeDelta;
// MOVE BACKWARD;
}
if (player2.isLeftPressed) {
//System.out.println("Left");
player2.RotationDegree -= player2.rotateSpeed*timeDelta;
// MOVE BACKWARD;
}
if (player2.isRightPressed) {
//System.out.println("Right");
player2.RotationDegree += player2.rotateSpeed*timeDelta;
// MOVE BACKWARD;
}
if(player2.RotationDegree > 360) {
player2.RotationDegree -= 360;
}
else if(player2.RotationDegree < 0) {
player2.RotationDegree += 360;
}
player2.move(null, player2.vX, player2.vY);
player1.currentReload -= timeDelta;
if (player1.currentReload <= 0)
;
{
if (player1.isSpacePressed) {
// create bullet and fire
BasicWeapon newBullet = new BasicWeapon(arenaWidth, arenaHeight, player1.posX + player1.radius, player1.posY + player1.radius, player1);
player1.bullets.add(newBullet);
player1.currentReload = player1.MaxReload;
}
}
ArrayList<PlayerProjectile> bulletsToDelete1 = new ArrayList<PlayerProjectile>();
for (int i = 0; i < player1.bullets.size(); i++) {
PlayerProjectile bulletToChange = player1.bullets.get(i);
bulletsToDelete1.add(bulletToChange);
}
player1.bullets.removeAll(bulletsToDelete1);
// TODO: Update the game state each frame. This can be broken into the following steps:
// Step 1: Handle the keys pressed during the last frame by both players and calculate their resulting velocities/orientations.
// Step 2: Move the players and detect/handle player/player collisions and player/terrain collisions.
// Step 3: Decide whether a bullet should be fired for each player and create new bullet(s) if so. Also, handle reload mechanics.
// Step 4: Move all bullets via their calculated velocities (up to bullet range). Handle bullet/player & bullet/terrain collisions.
// Step 5: Decide whether the game has ended. If so, stop the timer and print a message to the screen indicating who's the winner.
// Note: If you implement other features (eg. weapon swapping, damage counters...etc.), you might also need to add more steps above.
// Update the display: this function calls paintComponent as part of its execution.
repaint(); }
// TODO: Draw all of the objects in your game.
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
//AffineTransform at = AffineTransoform.getTranslateInstance();
player1.draw(g);
player2.draw(g);
}
// Returns the dimensions of the Arena (for properly resizing the JPanel on the screen).
#Override
public Dimension getPreferredSize() {
return new Dimension(arenaWidth, arenaHeight);
}
}
THIS IS OUR PLAYER CLASS
// TODO: Feel free to import any other libraries that you need.
//import java.*;
import java.awt.*;
import java.util.ArrayList;
//import javax.swing.*;
//import java.awt.event.*;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Player extends GameObject {
public static void main(String []args){
}
// TODO: Set these values as you see fit. However, which variables should you not set as negative numbers? Which variables should you
// not set as zero? Which v'ariables should you not set as a very large positive number? Why?
public static final int INIT_SIZE = 30;
public static final int INIT_MASS = 0;
public static final int INIT_DAMAGE = 0;
public static final double INIT_SPEED = 10;
public static final double INIT_ROTATE_SPEED = 10;
public static final int INIT_HEALTH = 100;
// Member variables of the player that you can change over the course of the game.
public int damage = INIT_DAMAGE;
public double speed = INIT_SPEED;
public double rotateSpeed = INIT_ROTATE_SPEED;
public int health = INIT_HEALTH;
public double orientation = 0;
public int id;
// TODO: You may need to set up extra variables to store the projectiles fired by this player, the reload status/time of this player,
// the key press/release status of this player, and any other player-related features you decide to implement. Make sure to update the
// constructor appropriately as well!
long currentReload = 0;
long MaxReload = BasicWeapon.INIT_RELOAD;
ArrayList<PlayerProjectile> bullets = new ArrayList<PlayerProjectile>();
double RotationDegree = 0;
boolean isWPressed = false;
boolean isSPressed = false;
boolean isAPressed = false;
boolean isDPressed = false;
boolean isSpacePressed = false;
boolean isEnterPressed = false;
boolean isUpPressed = false;
boolean isDownPressed = false;
boolean isLeftPressed = false;
boolean isRightPressed = false;
boolean isLeftCLickPressed = false;
// Constructor that calls the super (ie. parent) class's constructor and instantiates any other player-specific variables.
public Player(int arenaWidth, int arenaHeight, double startPosX, double startPosY, int id) {
super(arenaWidth, arenaHeight, 0, 0, startPosX, startPosY, INIT_SIZE, INIT_SIZE, INIT_MASS);
this.id = id;
}
// TODO: This function should move the player and handle any player-terrain interactions.
#Override
public boolean move(Map map, double translateX, double translateY) {
posX += translateX;
posY += translateY;
xClip();
yClip();
return false;
}
//UPDATE PLAYER POSTION HERE
//}
public void draw(Graphics g) {
// TODO: Draw the barrel(s) for the player here
double xChords[] = new double[4];
double YChords[] = new double[4];
xChords[0] = posX + 0.6 * width;
xChords[1] = posX + 0.6 * width;
xChords[2] = posX + 1.5 * width;
xChords[3] = posX + 1.5 * width;
YChords[0] = posY + 0.4 * height;
YChords[1] = posY + 0.5 * height;
YChords[2] = posY + 0.5 * height;
YChords[3] = posY + 0.4 * height;
double[] point0 = rotatePoint(posX + 0.5 * width, posY + 0.5 * height, RotationDegree, xChords[0], YChords[0]);
double[] point1 = rotatePoint(posX + 0.5 * width, posY + 0.5 * height, RotationDegree, xChords[1], YChords[1]);
double[] point2 = rotatePoint(posX + 0.5 * width, posY + 0.5 * height, RotationDegree, xChords[2], YChords[2]);
double[] point3 = rotatePoint(posX + 0.5 * width, posY + 0.5 * height, RotationDegree, xChords[3], YChords[3]);
int rotatedPointsX[] = new int[4];
int rotatedPointsY[] = new int[4];
rotatedPointsX[0] = (int)Math.round(point0[0]);
rotatedPointsX[1] = (int)Math.round(point1[0]);
rotatedPointsX[2] = (int)Math.round(point2[0]);
rotatedPointsX[3] = (int)Math.round(point3[0]);
rotatedPointsY[0] = (int)Math.round(point0[1]);
rotatedPointsY[1] = (int)Math.round(point1[1]);
rotatedPointsY[2] = (int)Math.round(point2[1]);
rotatedPointsY[3] = (int)Math.round(point3[1]);
g.drawPolygon(rotatedPointsX, rotatedPointsY, 4);
g.setColor(Color.BLACK);
g.fillPolygon(rotatedPointsX, rotatedPointsY, 4);
if (id == 1) {
g.setColor(new Color(255, 215, 0));
} else if (id == 2) {
g.setColor(Color.RED);
}
// Body
g.fillOval((int) posX, (int) posY, width, height);
g.setColor(Color.BLACK);
g.drawOval((int) posX, (int) posY, width, height);
// TODO: Draw the health bar for the player here.
}
}
Only the button appears, and player1 and player2 don't.
I think what you are trying to achieve is something like :
public static void main(String []args){
JButton button= new JButton("Reset");
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel();
panel.add(button);
frame.add(panel, BorderLayout.NORTH);
frame.add(new Arena(), BorderLayout.CENTER);
frame.pack();
frame.setVisible(true);
}
For future question please do not post so much code. See: don't just copy in your entire program!

Block Collision Code Troubleshooting

I'm finishing up a coding assignment that requires me to set an array of blocks in motion, bouncing off of the window and each other, but unfortunately I'm totally lost as to where to go next. Any help would be appreciated (still getting the hang of coding, so I'm looking for all the help possible). Specifically, I need the rectangles to appear first, and then troubleshoot movement, and finally help with collision detection.
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Driver implements ActionListener
{
private JFrame window;
private Timer timer;
private ChaseBlock[] blocks = new ChaseBlock[15];
// constants for graphics
private final int windowSize = 500;
private final int blockSize = 20;
/**
* Simple initiating main().
*
* #param args Not used.
*/
public static void main( String[] args )
{
Driver d = new Driver();
d.createWindow();
}
/**
* Set up the basic graphical objects.
*/
private void createWindow()
{
// create the window
window = new JFrame( "The Great Chase" );
window.setVisible( true );
window.setLayout( null );
window.getContentPane().setBackground( Color.white );
window.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
window.setLocation( 50, 50 );
window.setSize(
windowSize + window.getInsets().left + window.getInsets().right,
windowSize + window.getInsets().top + window.getInsets().bottom );
window.setResizable( false );
window.repaint();
timer = new Timer(10, this);
timer.start();
blocks[1].setBackground(Color.blue);
window.repaint();
addBlocks();
}
private void addBlocks() {
for (int i = 0; i < blocks.length; i++) {
int x = i * blockSize + 10 * (i +1);
blocks[i] = new ChaseBlock(x, windowSize / x - blockSize / 2, blockSize, windowSize);
}
for (int i = 0; i < blocks.length; i++) {
window.add(blocks[i]);
}
}
private void animate() {
for (int i = 0; i < blocks.length; i++) {
blocks[i].move();
for (int b1 = 0; b1 < blocks.length; b1++)
for (int b2 = 0; b2 < blocks.length; b2++)
if (b1 != b2)
blocks[b1].checkCollision(blocks[b2]);
}
}
public void actionPerformed (ActionEvent e) {
animate();
}
}
This is the driver class that we use, with a Rectangle class also. Near to the bottom, the goal is to add the rectangles and make them move. My problem here is that the rectangles do not show up whatsoever or move.
import java.awt.Color;
public class ChaseBlock extends Rectangle {
private int dX, dY;
private int windowWidth = 500;
private int windowHeight = 500;
public ChaseBlock(int x, int y, int w, int h) {
super(x, y, w, h );
if (Math.random() < 0.5) {
dX = -1;
dY = -1;
setBackground(Color.green);
} else
dX = 1;
dY = 1;
setBackground(Color.blue);
}
public void move() {
setLocation(getX(), getY() + 5);
if(getX() < 0 || getY() + getWidth() >= windowWidth) {
dX = dX * -1;
}
if (getY() < 0 || getY() + getHeight() >= windowHeight) {
dY = dY * -1;
}
}
public void checkCollision(ChaseBlock blocks) {
boolean up = false;
boolean down = false;
boolean left = false;
boolean right = false;
boolean hit = false;
}
}
This is my class to define the movement and everything else. My problems here are that I need to use the checkCollision method to manage the collisions between the blocks themselves and the window, and in addition set colors for all the blocks.
First of all, the first condition for collision checks with window edges is incorrect. It should be
if(getX() < 0 || getX() + getWidth() >= windowWidth)
To detect collisions between two Axis Aligned Bounding Boxes (which is what you have as Rectangles), you just have to check whether the first's min and max points (x,y and x+h, y+h) are inside the second as follows:
if(a.x + a.h < b.x or a.x > b.x + b.h) return false;
if(a.y + a.h < b.y or a.y > b.y + b.h) return false;
return true;
If you want to find out which face (or which direction) the collision takes place on, you'll have to use the more long and slightly more complicated Separating Axis Theorem.

java bounceBall mouse escape

I have a problem.
I am a beginner with java, and succeeded up to this point. Add bubbles with random sizes.
Now I need to make the bubbles escaping mouse when he gets near them.
Can anyone give me a hint how?
Thank you.
public class BounceBall extends JFrame {
private ShapePanel drawPanel;
private Vector<NewBall> Balls;
private JTextField message;
// set up interface
public BounceBall() {
super("MultiThreading");
drawPanel = new ShapePanel(400, 345);
message = new JTextField();
message.setEditable(false);
Balls = new Vector<NewBall>();
add(drawPanel, BorderLayout.NORTH);
add(message, BorderLayout.SOUTH);
setSize(400, 400);
setVisible(true);
}
public static void main(String args[]) {
BounceBall application = new BounceBall();
application.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
}
private class NewBall extends Thread {
private Ellipse2D.Double thisBall;
private boolean ballStarted;
private int size, speed; // characteristics
private int deltax, deltay; // of the ball
public NewBall() {
ballStarted = true;
size = 10 + (int) (Math.random() * 60);
speed = 10 + (int) (Math.random() * 100);
int startx = (int) (Math.random() * 300);
int starty = (int) (Math.random() * 300);
deltax = -10 + (int) (Math.random() * 21);
deltay = -10 + (int) (Math.random() * 21);
if ((deltax == 0) && (deltay == 0)) {
deltax = 1;
}
thisBall = new Ellipse2D.Double(startx, starty, size, size);
}
public void draw(Graphics2D g2d) {
if (thisBall != null) {
g2d.setColor(Color.BLUE);
g2d.fill(thisBall);
}
}
public void run() {
while (ballStarted) // Keeps ball moving
{
try {
Thread.sleep(speed);
} catch (InterruptedException e) {
System.out.println("Woke up prematurely");
}
// calculate new position and move ball
int oldx = (int) thisBall.getX();
int oldy = (int) thisBall.getY();
int newx = oldx + deltax;
if (newx + size > drawPanel.getWidth() || newx < 0) {
deltax = -deltax;
}
int newy = oldy + deltay;
if (newy + size > drawPanel.getHeight() || newy < 0) {
deltay = -deltay;
}
thisBall.setFrame(newx, newy, size, size);
drawPanel.repaint();
}
}
}
private class ShapePanel extends JPanel {
private int prefwid, prefht;
public ShapePanel(int pwid, int pht) {
prefwid = pwid;
prefht = pht;
// add ball when mouse is clicked
addMouseListener(
new MouseAdapter() {
public void mouseClicked(MouseEvent e) {
NewBall nextBall = new NewBall();
Balls.addElement(nextBall);
nextBall.start();
message.setText("Number of Balls: " + Balls.size());
}
});
}
public Dimension getPreferredSize() {
return new Dimension(prefwid, prefht);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
for (int i = 0; i < Balls.size(); i++) {
(Balls.elementAt(i)).draw(g2d);
}
}
}
}
You should not have a Thread for each individual ball, this will not scale well, the more balls you add, the more threads you add. At some point, the amount of work it takes to manage the threads will exceed the benefit for using multiple threads...
Also, I doubt if your need 1000fps...something like 25fps should be more than sufficient for your simple purposes. This will give the system some breathing room and allow other threads within the system time to execute.
Lets start with a simple concept of a Ball. The Ball knows where it is and which direction it is moving it, it also knows how to paint itself, for example...
public class Ball {
private int x;
private int y;
private int deltaX;
private int deltaY;
private int dimeter;
private Ellipse2D ball;
private Color color;
public Ball(Color color, Dimension bounds) {
this.color = color;
Random rnd = new Random();
dimeter = 5 + rnd.nextInt(15);
x = rnd.nextInt(bounds.width - dimeter);
y = rnd.nextInt(bounds.height - dimeter);
if (x < 0) {
x = 0;
}
if (y < 0) {
y = 0;
}
int maxSpeed = 10;
do {
deltaX = rnd.nextInt(maxSpeed) - (maxSpeed / 2);
} while (deltaX == 0);
do {
deltaY = rnd.nextInt(maxSpeed) - (maxSpeed / 2);
} while (deltaY == 0);
ball = new Ellipse2D.Float(0, 0, dimeter, dimeter);
}
public void update(Dimension bounds) {
x += deltaX;
y += deltaY;
if (x < 0) {
x = 0;
deltaX *= -1;
} else if (x + dimeter > bounds.width) {
x = bounds.width - dimeter;
deltaX *= -1;
}
if (y < 0) {
y = 0;
deltaY *= -1;
} else if (y + dimeter > bounds.height) {
y = bounds.height - dimeter;
deltaY *= -1;
}
}
public void paint(Graphics2D g2d) {
g2d.translate(x, y);
g2d.setColor(color);
g2d.fill(ball);
g2d.translate(-x, -y);
}
}
Next, we need somewhere for the balls to move within, some kind of BallPit for example...
public class BallPit extends JPanel {
private List<Ball> balls;
public BallPit() {
balls = new ArrayList<>(25);
balls.add(new Ball(Color.RED, getPreferredSize()));
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
for (Ball ball : balls) {
ball.update(getSize());
}
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_DITHERING, RenderingHints.VALUE_DITHER_ENABLE);
g2d.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, RenderingHints.VALUE_FRACTIONALMETRICS_ON);
g2d.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2d.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_PURE);
for (Ball ball : balls) {
ball.paint(g2d);
}
g2d.dispose();
}
}
This maintains a list of balls, tells them when the need to update and when the need to paint. This example uses a simple javax.swing.Timer, which acts as the central timer which updates the balls and schedules the repaints.
The reason for this is takes care of synchronisation between the updates and the paints, meaning that the balls won't be updating while they are been painted. This is achieved because javax.swing.Timer triggers it's callbacks within the context of the EDT.
See Concurrency in Swing and How to use Swing Timers for more details.
Okay, so that fixes the threading issues, but what about the mouse avoidance...
That's a little more complicated...
What we need to is add a MouseMoitionListener to the BillPit and record the last position of the mouse.
public class BallPit extends JPanel {
//...
private Point mousePoint;
//...
public BallPit() {
//...
MouseAdapter handler = new MouseAdapter() {
#Override
public void mouseMoved(MouseEvent e) {
mousePoint = e.getPoint();
}
#Override
public void mouseExited(MouseEvent e) {
mousePoint = null;
}
};
addMouseListener(handler);
addMouseMotionListener(handler);
//...
The reason for including mouseExit is to ensure that balls don't try and move away from a phantom mouse cursor...
Next, we need to update Ball to have an "area of effect", this is the area around the ball that will trigger a change in movement if the mouse cursor moves within it's range...
public class Ball {
//...
private final Ellipse2D.Float areaOfEffect;
public Ball(Color color, Dimension bounds) {
//...
areaOfEffect = new Ellipse2D.Float(-10, -10, dimeter + 20, dimeter + 20);
}
Now, I also add some additional painting for debug reasons...
public void paint(Graphics2D g2d) {
g2d.translate(x, y);
g2d.setColor(new Color(0, 0, 192, 32));
g2d.fill(areaOfEffect);
g2d.setColor(color);
g2d.fill(ball);
g2d.translate(-x, -y);
}
Next, we need to modify the Ball's update method to accept the mousePoint value...
public void update(Dimension bounds, Point mousePoint) {
PathIterator pathIterator = areaOfEffect.getPathIterator(AffineTransform.getTranslateInstance(x, y));
GeneralPath path = new GeneralPath();
path.append(pathIterator, true);
if (mousePoint != null && path.contains(mousePoint)) {
// Determine which axis is closes to the cursor...
int xDistance = Math.abs(x + (dimeter / 2) - mousePoint.x);
int yDistance = Math.abs(y + (dimeter / 2) - mousePoint.y);
if (xDistance < yDistance) {
// If x is closer, the change the delatX
if (x + (dimeter / 2) < mousePoint.x) {
if (deltaX > 0) {
deltaX *= -1;
}
} else {
if (deltaX > 0) {
deltaX *= -1;
}
}
} else {
// If y is closer, the change the deltaY
if (y + (dimeter / 2) < mousePoint.y) {
if (deltaY > 0) {
deltaY *= -1;
}
} else {
if (deltaY > 0) {
deltaY *= -1;
}
}
}
}
//...Rest of previous method code...
}
Basically, what this is trying to do is determine which axis is closer to the mouse point and in which direction the ball should try and move...it's a little "basic", but gives the basic premise...
Lastly, we need to update the "update" loop in the javax.swing.Timer to supply the additional parameter
for (Ball ball : balls) {
ball.update(getSize(), mousePoint);
}
I'm going to answer this, but I'm very close to issuing a close vote because it doesn't show what you've done so far to attempt this. I would not be surprised if others are closer to the edge than I am on this. At the same time, you've clearly shown your progress before you reached this point, so I'll give you the benefit of the doubt. In the future, I would strongly advise making an attempt and then posting a question that pertains to the specific problem you're having while making that attempt.
You need two things:
The current location of the mouse
A range check and reversal of direction if too close.
The location of the mouse can be achieved by adding two variables (x and y) and, every time the mouse is moved (so add a mouse event listener to your JPanel or something) update those variables with the new location.
Then, you can do a range check (think Pythagorean theorem) on each bubble to make sure they're far enough away. If the bubble is too close, you'll want to check where that bubble would end up if it carried on its current course, as well as where it would end up if it changed X direction, Y direction, or both. Pick the one that ends up being furthest away and set the deltax and deltay to those, and let the calculation carry on as normal.
It sounds like a lot, but those are the two basic components you need to achieve this.

Why is java application running smoother when moving mouse over it? Video included

I'm working with tutorial from this site - "Fixed timestep" section.
Here's the code - http://pastebin.com/QaHgcLaR
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class GameLoopTest extends JFrame implements ActionListener
{
private GamePanel gamePanel = new GamePanel();
private JButton startButton = new JButton("Start");
private JButton quitButton = new JButton("Quit");
private JButton pauseButton = new JButton("Pause");
private boolean running = false;
private boolean paused = false;
private int fps = 60;
private int frameCount = 0;
public GameLoopTest()
{
super("Fixed Timestep Game Loop Test");
Container cp = getContentPane();
cp.setLayout(new BorderLayout());
JPanel p = new JPanel();
p.setLayout(new GridLayout(1,2));
p.add(startButton);
p.add(pauseButton);
p.add(quitButton);
cp.add(gamePanel, BorderLayout.CENTER);
cp.add(p, BorderLayout.SOUTH);
setSize(500, 500);
startButton.addActionListener(this);
quitButton.addActionListener(this);
pauseButton.addActionListener(this);
}
public static void main(String[] args)
{
GameLoopTest glt = new GameLoopTest();
glt.setVisible(true);
}
public void actionPerformed(ActionEvent e)
{
Object s = e.getSource();
if (s == startButton)
{
running = !running;
if (running)
{
startButton.setText("Stop");
runGameLoop();
}
else
{
startButton.setText("Start");
}
}
else if (s == pauseButton)
{
paused = !paused;
if (paused)
{
pauseButton.setText("Unpause");
}
else
{
pauseButton.setText("Pause");
}
}
else if (s == quitButton)
{
System.exit(0);
}
}
//Starts a new thread and runs the game loop in it.
public void runGameLoop()
{
Thread loop = new Thread()
{
public void run()
{
gameLoop();
}
};
loop.start();
}
//Only run this in another Thread!
private void gameLoop()
{
//This value would probably be stored elsewhere.
final double GAME_HERTZ = 30.0;
//Calculate how many ns each frame should take for our target game hertz.
final double TIME_BETWEEN_UPDATES = 1000000000 / GAME_HERTZ;
//At the very most we will update the game this many times before a new render.
//If you're worried about visual hitches more than perfect timing, set this to 1.
final int MAX_UPDATES_BEFORE_RENDER = 5;
//We will need the last update time.
double lastUpdateTime = System.nanoTime();
//Store the last time we rendered.
double lastRenderTime = System.nanoTime();
//If we are able to get as high as this FPS, don't render again.
final double TARGET_FPS = 60;
final double TARGET_TIME_BETWEEN_RENDERS = 1000000000 / TARGET_FPS;
//Simple way of finding FPS.
int lastSecondTime = (int) (lastUpdateTime / 1000000000);
while (running)
{
double now = System.nanoTime();
int updateCount = 0;
if (!paused)
{
//Do as many game updates as we need to, potentially playing catchup.
while( now - lastUpdateTime > TIME_BETWEEN_UPDATES && updateCount < MAX_UPDATES_BEFORE_RENDER )
{
updateGame();
lastUpdateTime += TIME_BETWEEN_UPDATES;
updateCount++;
}
//If for some reason an update takes forever, we don't want to do an insane number of catchups.
//If you were doing some sort of game that needed to keep EXACT time, you would get rid of this.
if ( now - lastUpdateTime > TIME_BETWEEN_UPDATES)
{
lastUpdateTime = now - TIME_BETWEEN_UPDATES;
}
//Render. To do so, we need to calculate interpolation for a smooth render.
float interpolation = Math.min(1.0f, (float) ((now - lastUpdateTime) / TIME_BETWEEN_UPDATES) );
drawGame(interpolation);
lastRenderTime = now;
//Update the frames we got.
int thisSecond = (int) (lastUpdateTime / 1000000000);
if (thisSecond > lastSecondTime)
{
System.out.println("NEW SECOND " + thisSecond + " " + frameCount);
fps = frameCount;
frameCount = 0;
lastSecondTime = thisSecond;
}
//Yield until it has been at least the target time between renders. This saves the CPU from hogging.
while ( now - lastRenderTime < TARGET_TIME_BETWEEN_RENDERS && now - lastUpdateTime < TIME_BETWEEN_UPDATES)
{
Thread.yield();
//This stops the app from consuming all your CPU. It makes this slightly less accurate, but is worth it.
//You can remove this line and it will still work (better), your CPU just climbs on certain OSes.
//FYI on some OS's this can cause pretty bad stuttering. Scroll down and have a look at different peoples' solutions to this.
try {Thread.sleep(1);} catch(Exception e) {}
now = System.nanoTime();
}
}
}
}
private void updateGame()
{
gamePanel.update();
}
private void drawGame(float interpolation)
{
gamePanel.setInterpolation(interpolation);
gamePanel.repaint();
}
private class GamePanel extends JPanel
{
float interpolation;
float ballX, ballY, lastBallX, lastBallY;
int ballWidth, ballHeight;
float ballXVel, ballYVel;
float ballSpeed;
int lastDrawX, lastDrawY;
public GamePanel()
{
ballX = lastBallX = 100;
ballY = lastBallY = 100;
ballWidth = 25;
ballHeight = 25;
ballSpeed = 25;
ballXVel = (float) Math.random() * ballSpeed*2 - ballSpeed;
ballYVel = (float) Math.random() * ballSpeed*2 - ballSpeed;
}
public void setInterpolation(float interp)
{
interpolation = interp;
}
public void update()
{
lastBallX = ballX;
lastBallY = ballY;
ballX += ballXVel;
ballY += ballYVel;
if (ballX + ballWidth/2 >= getWidth())
{
ballXVel *= -1;
ballX = getWidth() - ballWidth/2;
ballYVel = (float) Math.random() * ballSpeed*2 - ballSpeed;
}
else if (ballX - ballWidth/2 <= 0)
{
ballXVel *= -1;
ballX = ballWidth/2;
}
if (ballY + ballHeight/2 >= getHeight())
{
ballYVel *= -1;
ballY = getHeight() - ballHeight/2;
ballXVel = (float) Math.random() * ballSpeed*2 - ballSpeed;
}
else if (ballY - ballHeight/2 <= 0)
{
ballYVel *= -1;
ballY = ballHeight/2;
}
}
public void paintComponent(Graphics g)
{
//BS way of clearing out the old rectangle to save CPU.
g.setColor(getBackground());
g.fillRect(lastDrawX-1, lastDrawY-1, ballWidth+2, ballHeight+2);
g.fillRect(5, 0, 75, 30);
g.setColor(Color.RED);
int drawX = (int) ((ballX - lastBallX) * interpolation + lastBallX - ballWidth/2);
int drawY = (int) ((ballY - lastBallY) * interpolation + lastBallY - ballHeight/2);
g.fillOval(drawX, drawY, ballWidth, ballHeight);
lastDrawX = drawX;
lastDrawY = drawY;
g.setColor(Color.BLACK);
g.drawString("FPS: " + fps, 5, 10);
frameCount++;
}
}
private class Ball
{
float x, y, lastX, lastY;
int width, height;
float xVelocity, yVelocity;
float speed;
public Ball()
{
width = (int) (Math.random() * 50 + 10);
height = (int) (Math.random() * 50 + 10);
x = (float) (Math.random() * (gamePanel.getWidth() - width) + width/2);
y = (float) (Math.random() * (gamePanel.getHeight() - height) + height/2);
lastX = x;
lastY = y;
xVelocity = (float) Math.random() * speed*2 - speed;
yVelocity = (float) Math.random() * speed*2 - speed;
}
public void update()
{
lastX = x;
lastY = y;
x += xVelocity;
y += yVelocity;
if (x + width/2 >= gamePanel.getWidth())
{
xVelocity *= -1;
x = gamePanel.getWidth() - width/2;
yVelocity = (float) Math.random() * speed*2 - speed;
}
else if (x - width/2 <= 0)
{
xVelocity *= -1;
x = width/2;
}
if (y + height/2 >= gamePanel.getHeight())
{
yVelocity *= -1;
y = gamePanel.getHeight() - height/2;
xVelocity = (float) Math.random() * speed*2 - speed;
}
else if (y - height/2 <= 0)
{
yVelocity *= -1;
y = height/2;
}
}
public void draw(Graphics g)
{
}
}
}
After run this code, the ball has kind of lag, but there is still 60 FPS. After I move mouse over application's window and move it in random directions, the ball is moving smoothly. It happens even if window application isn't focused! What's wrong? Can it be fixed?
I'm using Ubuntu 13.04 with Oracle JDK7.
I've found that it happens with every application. Similar things happens even in LWJGL application, but effect of the "lag" is much less than in swing application.
17 sec video showing my problem
http://www.youtube.com/watch?v=J8SBjKncgRw
I had same problem under Kubuntu 13.04
I googled something which works for me: http://www.java-gaming.org/index.php?topic=19224.0
The basic idea is to put Toolkit.getDefaultToolkit().sync(); after drawing something. In your code it should be after drawGame(interpolation);.
The explanation seems to be that the window system manages the update intervals, so it is not Java's fault and only occures with some window mangers.
The repaints should be triggered from a Swing based Timer, which ensures that GUI updates are called on the EDT. See Concurrency in Swing for more details.
This appears to be a bug in the VM since Java 6. I had the same problem and found an ugly, but simple workaround: Create a Robot object and let it press a key or position the mouse in each cycle. The animation will then run smoothly. Example:
final Robot robot = new Robot();
javax.swing.Timer timer = new javax.swing.Timer(initialDelay, new ActionListener()
{
public void actionPerformed(ActionEvent e)
{
// update your image...
robot.keyPress(62);
}
});
See also: Java animation stutters when not moving mouse cursor
You could invoke setIgnoreRepaint(true) and use a BufferStrategy for drawing that particular component instead. A BufferStrategy allows you to perform the drawing whenever you want. You can also invoke paintComponent methods inside your drawing method.

Circular Movement Image in JAVA

I want an circular movement of an image in JAVA, i thought I have the solution but it doesn't work and i'm a bit clueless now.
For calculating the points it needs to go im using pythagoras to calculate the height (point B).
if it does one round im satisfied but more rounds would be cool.
The image size is around 500 x 300 pixels.
Here's my code :
package vogel;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.image.*;
import java.io.*;
import javax.imageio.*;
import javax.swing.*;
public class Vogel extends Component {
private int x;
private int r;
private int b;
BufferedImage img;
public vogel() {
try {
img = ImageIO.read(new File("F:/JAVA/workspace/School/src/vogel/vogel.png"));
} catch (IOException e) {
}
r = 60;
x = 10;
}
#Override
public void paint(Graphics g) {
for(int i = -x; i <= x; i++) {
b = (int)Math.sqrt(r^2 - i^2);
g.drawImage(img, x, b, this);
}
}
public static void main(String[] args) {
JFrame f = new JFrame("Vogel");
f.setSize(1000,1000);
f.add(new Vogel());
f.setVisible(true);
for (int number = 1; number <= 1500000; number++) {
f.repaint();
try {
Thread.sleep(50);
} catch (InterruptedException e) {}
}
}
}
Using your loop in the paint(Graphics) method, it draws 21 birds with one repaint.
You should do it with an angle stored in an object variable and use the Math.sin() and Math.cos() function calculate the x and y position. The angle should be increased with every repaint().
To add:
// To control the radius of moving
private final double MAX_X = 200;
private final double MAX_Y = 200;
private double angle = 0;
#Override
public void paint(Graphics g) {
// increase angle (should be a double value)
angle += 0.1;
// rotate around P(0/0), assuming that 0° is vector (1/0)
int x = (int) (Math.cos(angle) * MAX_X);
int y = (int) (Math.sin(angle) * MAX_Y);
// move P to center of JFrame (width and height = 1000)
x += 500;
y += 500;
// image is 500x300, calc upper left corner
x -= 250;
y -= 150;
// draw
g.drawImage(img, x, y, null);
}
To remove:
private double x, b, r;
So this is the code, try it.
Addition to Sibbo's code to convert angle to rads
private double angle = 0.1;
#Override
public void paint(Graphics g) {
// increase angle (should be a double value
double random = angle * 2.0 * Math.PI/360.0; //this will convert it to rads
// rotate around P(0/0)
int x = (int) (Math.cos(random) * MAX_X);
int y = (int) (Math.sin(random) * MAX_Y);
// move P to center of JFrame (width and height = 1000)
x += 500;
y += 500;
// image is 500x300, calc upper left corner
x -= 250;
y -= 150;
angle++
// draw
g.drawImage(img, x, y, null);
}

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