Image files won't load in 2D Java game - java

So I am fairly new to Java and I built this Board for a snake game using a tutorial. It seems to work fine except for the fact that the image files won't load. I haven't worked with images in Eclipse before so I don't really know what I'm doing. I tried putting the .png image files in the package but that did not help at all. I would appreciate any ideas.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Image;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Board extends JPanel implements ActionListener {
/**
*
*/
private static final long serialVersionUID = 1L;
private final int B_WIDTH = 300;
private final int B_HEIGHT = 300;
private final int DOT_SIZE = 10;
private final int ALL_DOTS = 900;
private final int RAND_POS = 29;
private final int DELAY = 140;
private final int x[] = new int[ALL_DOTS];
private final int y[] = new int[ALL_DOTS];
private int dots;
private int apple_x;
private int apple_y;
private boolean leftDirection = false;
private boolean rightDirection = true;
private boolean upDirection = false;
private boolean downDirection = false;
private boolean inGame = true;
private Timer timer;
private Image ball;
private Image apple;
private Image head;
public Board() {
addKeyListener(new TAdapter());
setBackground(Color.black);
setFocusable(true);
setPreferredSize(new Dimension(B_WIDTH, B_HEIGHT));
loadImages();
initGame();
}
private void loadImages() {
ImageIcon iid = new ImageIcon("dot.png");
ball = iid.getImage();
ImageIcon iia = new ImageIcon("apple.png");
apple = iia.getImage();
ImageIcon iih = new ImageIcon("head.png");
head = iih.getImage();
}
private void initGame() {
dots = 3;
for (int z = 0; z < dots; z++) {
x[z] = 50 - z * 10;
y[z] = 50;
}
locateApple();
timer = new Timer(DELAY, this);
timer.start();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
private void doDrawing(Graphics g) {
if (inGame) {
g.drawImage(apple, apple_x, apple_y, this);
for (int z = 0; z < dots; z++) {
if (z == 0) {
g.drawImage(head, x[z], y[z], this);
} else {
g.drawImage(ball, x[z], y[z], this);
}
}
Toolkit.getDefaultToolkit().sync();
} else {
gameOver(g);
}
}
private void gameOver (Graphics g) {
String msg = "Game Over";
Font small = new Font ("Helvetica", Font.BOLD, 14);
FontMetrics metr = getFontMetrics(small);
g.setColor(Color.white);
g.setFont(small);
g.drawString(msg, (B_WIDTH - metr.stringWidth(msg)) / 2, B_HEIGHT / 2);
}
private void checkApple(){
if ((x[0] == apple_x) && (y[0] == apple_y)) {
dots++;
locateApple();
}
}
private void move() {
for (int z = dots; z > 0; z--) {
x[z] = x[(z - 1)];
y[z] = y[(z - 1)];
}
if (leftDirection) {
x[0] -= DOT_SIZE;
}
if (rightDirection) {
x[0] += DOT_SIZE;
}
if (upDirection) {
y[0] -= DOT_SIZE;
}
if (downDirection) {
y[0] += DOT_SIZE;
}
}
private void checkCollision(){
for (int z = dots; z > 0; z--) {
if ((z > 4) && (x[0] == x[z]) && (y[0] == y[z])) {
}
}
if (y[0] >= B_HEIGHT) {
inGame = false;
}
if (y[0] < 0) {
inGame = false;
}
if (x[0] >= B_WIDTH) {
inGame = false;
}
if (x[0] < 0) {
inGame = false;
}
if(!inGame) {
timer.stop();
}
}
private void locateApple() {
int r = (int) (Math.random() * RAND_POS);
apple_x = ((r * DOT_SIZE));
r = (int) (Math.random() * RAND_POS);
apple_y = ((r * DOT_SIZE));
}
#Override
public void actionPerformed(ActionEvent e) {
if (inGame) {
checkApple();
checkCollision();
move();
}
repaint();
}
private class TAdapter extends KeyAdapter {
#Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if ((key == KeyEvent.VK_LEFT) && (!rightDirection)) {
leftDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_RIGHT) && (!leftDirection)) {
rightDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_UP) && (!downDirection)) {
upDirection = true;
rightDirection = false;
leftDirection = false;
}
if ((key == KeyEvent.VK_DOWN) && (!upDirection)) {
downDirection = true;
rightDirection = false;
leftDirection = false;
}
}
}
}

I tried putting the .png image files in the package
I would advise against putting the image files in the same package as the source files. In fact, a common hierarchy for source folders looks like this:
src/main/java
src/main/resources
src/test/java
src/test/resources
Within the src/main/java source folder, you can have your different packages for source files. Same for src/test/java, except they are test files.
In src/main/resources, you can place folders that contain all of the resource files (i18n files, images, etc.). These folders can be excluded from the build path and don't need to be source folders.
For example:
Then, you should be able to do:
public static void main(String... args) {
final ImageIcon imageIcon = new ImageIcon("src/main/resources/Desert.jpg");
}

Use ImageIO instead.
If you need an ImageIcon, create one from an image loaded through ImageIO. In this case the game isn't even using the Icon so don't bother, just use ImageIO to load a BufferedImage.
ImageIO.read() is overloaded to accept a File, InputStream or URL. So where your files need to be located depends on how you use it. Try putting your images in a specific location and use an absolute path to test:
private void loadImages() {
ball = ImageIO.read(new File("c:/img/dot.png"));
}
Once you have that working you can refer to the general documentation around File or ClassLoader.getResource() on where files will be loaded from.
I don't use Eclipse however I suspect in general you probably want to:
Put the image files into the same package as the Board class.
Use getClass().getResourceAsStream(...) to get an InputStream.
Convert the stream into an image.
Something like:
public void loadImages() {
ball = ImageIO.read(getClass().getResourceAsStream("dot.png"));
}
ImageIO also has the benefit of giving you more useful exceptions when loading fails too.

Related

Snake in Java is not building or growing properly

I'm trying to make snake in Java, I have gotten everything with it to work, but when I try to run the program, the Snake isn't in one long string, but in many different spaced out parts. I've tried searching through every like of code and couldn't identify where anything went wrong.
Here is what I have
Board.Java
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.Timer;
import javax.swing.JPanel;
public class Board extends JPanel implements ActionListener {
private final int B_WIDTH = 300;
private final int B_HEIGHT= 300;
private final int DOT_SIZE = 10;
private final int ALL_DOTS = 900;
private final int RANDOM_POS = 29;
private final int DELAY = 140;
private final int x[] = new int[ALL_DOTS];
private final int y[] = new int[ALL_DOTS];
private int dots;
private int apple_x;
private int apple_y;
private boolean left = false;
private boolean right = true;
private boolean up = false;
private boolean down = false;
private boolean ingame = true;
private Timer timer;
public Board() {
CreateBoard();
}
private void CreateBoard() {
addKeyListener(new TAdapter());
setBackground(Color.black);
setFocusable(true);
setPreferredSize(new Dimension(B_WIDTH,B_HEIGHT));
StartGame();
}
private void StartGame() {
dots = 3;
for (int z = 0; z < dots; z++) {
x[z] = 50 - z * 10;
y[z] = 50;
}
LocateApple();
timer = new Timer(DELAY, this);
timer.start();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
private void doDrawing(Graphics g) {
if (ingame) {
g.setColor(Color.red);
g.fillRect(apple_x, apple_y, DOT_SIZE, DOT_SIZE);
for (int z = 0; z < dots; z++) {
g.setColor(Color.green);
g.fillRect(x[z], y[z], DOT_SIZE, DOT_SIZE);
}
} else {
gameOver(g);
}
}
private void gameOver(Graphics g) {
String msg = "Game Over";
Font small = new Font("Helvetica", Font.BOLD, 14);
FontMetrics metr = getFontMetrics(small);
g.setColor(Color.white);
g.setFont(small);
g.drawString(msg, (B_WIDTH - metr.stringWidth(msg)) / 2, B_HEIGHT / 2);
}
private void CheckApple() {
if ((x[0] == apple_x) && (y[0] == apple_y)) {
dots++;
LocateApple();
}
}
private void move() {
for (int z = dots; z > 0; z--) {
x[z] = x[(z - 1)];
y[z] = y[(z - 1)];
if(left) {
x[0] -= DOT_SIZE;
}
if(right) {
x[0] += DOT_SIZE;
}
if(up) {
y[0] -= DOT_SIZE;
}
if(down) {
y[0] += DOT_SIZE;
}
}
}
private void CheckCollision() {
for (int z = dots; z > 0; z--) {
if((z > 4) && (x[0] == x[z]) && (y[0] == y[z])) {
ingame = false;
}
}
if (x[0] >= B_WIDTH) {
ingame = false;
}
if (x[0] < 0) {
ingame = false;
}
if (y[0] >= B_HEIGHT) {
ingame = false;
}
if (y[0] < 0) {
ingame = false;
}
if (!ingame) {
timer.stop();
}
}
private void LocateApple() {
int r = (int) (Math.random() * RANDOM_POS);
apple_x = ((r * DOT_SIZE));
r = (int) (Math.random() * RANDOM_POS);
apple_y = ((r * DOT_SIZE));
}
#Override
public void actionPerformed(ActionEvent e) {
if (ingame) {
CheckApple();
CheckCollision();
move();
}
repaint();
}
private class TAdapter extends KeyAdapter {
#Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if ((key == KeyEvent.VK_LEFT) && (right == false)) {
left = true;
up = false;
down = false;
}
if ((key == KeyEvent.VK_RIGHT) && (left == false)) {
right = true;
up = false;
down = false;
}
if ((key == KeyEvent.VK_UP) && (down == false)) {
up = true;
left = false;
right = false;
}
if ((key == KeyEvent.VK_DOWN) && (up == false)) {
down = true;
left = false;
right = false;
}
}
}
}
Game.Java (main class)
import javax.swing.JFrame;
import java.awt.EventQueue;
public class Game extends JFrame {
public Game() {
StartUI();
}
private void StartUI() {
add(new Board());
setResizable(false);
pack();
setTitle("Snake");
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String[] args) {
EventQueue.invokeLater(() -> {
JFrame ex = new Game();
ex.setVisible(true);
});
}
}
When I try to run the code it behaves very strangely and I can't identify the problem.
Can anyone find what is causing it and what to do to fix it?
It's easier to see what's going wrong with a correct indentation of the move method:
private void move() {
for (int z = dots; z > 0; z--) {
x[z] = x[(z - 1)];
y[z] = y[(z - 1)];
if(left) {
x[0] -= DOT_SIZE;
}
if(right) {
x[0] += DOT_SIZE;
}
if(up) {
y[0] -= DOT_SIZE;
}
if(down) {
y[0] += DOT_SIZE;
}
}
}
The head move (x[0], y[0]) is inside the for loop, making it done several times per move.
You should better move all the body parts first, then move the head.
private void move() {
// 1) Move the body
for (int z = dots; z > 0; z--) {
x[z] = x[z - 1];
y[z] = y[z - 1];
}
// 2) Move the head
if (left) {
x[0] -= DOT_SIZE;
}
if (right) {
x[0] += DOT_SIZE;
}
if (up) {
y[0] -= DOT_SIZE;
}
if (down) {
y[0] += DOT_SIZE;
}
}

Java Draw not moving snake

I am trying to create a snake clone just as a practice. ive drawn the snake and added the movement patterns but the snake eats on it self when I press any key to move. but its not moving. the array retracts the reactacles on the starting point and does nothing.
here is my snake class I have removed my comments as they where more than the code and the posting system was not allowing me to post
Edit
If you need anything from the other classes please let me know. but I think my error is somewhere in here
EDIT 2
Added the entire code, you can just copy paste in inside a new project and you will reproduce my error.
public class Snake {
List<Point> sPoints;
int xDir,yDir;
boolean isMoving,addTail;
final int sSize = 20, startX = 150 , startY = 150;
public Snake(){
sPoints = new ArrayList<Point>();
xDir = 0;
yDir = 0;
isMoving = false;
addTail = false;
sPoints.add(new Point(startX,startY));
for(int i=1; i<sSize; i++) {
sPoints.add(new Point(startX - i * 4,startY));
}
}
public void draw(Graphics g){
g.setColor(Color.white);
for(Point p : sPoints) {
g.fillRect(p.getX(),p.getY(),4,4);
}
}
public void move(){
if (isMoving) {
Point temp = sPoints.get(0);
Point last = sPoints.get(sPoints.size() - 1);
Point newstart = new Point(temp.getX() + xDir * 4, temp.getY() + yDir * 4);
for (int i = sPoints.size() - 1; i >= 1; i--) {
sPoints.set(i, sPoints.get(i - 1));
}
sPoints.set(0, newstart);
}
}
public int getxDir() {
return xDir;
}
public void setxDir(int x) {
this.xDir = xDir;
}
public int getyDir() {
return yDir;
}
public void setyDir(int y) {
this.yDir = yDir;
}
public int getX(){
return sPoints.get(0).getX();
}
public int getY(){
return sPoints.get(0).getY();
}
public boolean isMoving() {
return isMoving;
}
public void setIsMoving(boolean b) {
isMoving = b;
}
}
The following is the point class. just some getters setters for the points ,for those i used the IntelliJ to auto generate them.. (again i removed comments )
public class Point {
private int x,y;
public Point() {
x = 0;
y = 0;
}
public Point(int x, int y) {
this.x =x;
this.y =y;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
}
and finally my main class called game.
in here what I do is create my applet give it background color. create my threat for the runnable. and also add the movement patterns for up/right/down/left...
and use several classes to update my drawing patterns so it can simulate movement by updating each of state of my rect list.
import java.applet.Applet;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class Game extends Applet implements Runnable, KeyListener {
//setting up double buffering.
Graphics graphics;
Image img;
Thread thread;
Snake snake;
public void init() {
//setting the size of our Applet
this.resize(400,400);
//we gonna create the image just the same size as our applet.
img = createImage(400,400);
//this represents our offscreen image that we will draw
graphics = img.getGraphics();
this.addKeyListener(this);
snake = new Snake();
thread = new Thread(this);
thread.start();
}
public void paint(Graphics g) {
//Setting the background of our applet to black
graphics.setColor(Color.black);
//Fill rectangle 0 , 0 (starts from) for top left corner and then 400,400 to fill our entire background to black
graphics.fillRect(0,0,400,400);
snake.draw(graphics);
//painting the entire image
g.drawImage(img,0,0,null);
}
//Update will call on Paint(g)
public void update(Graphics g){
paint(g);
}
//Repaint will call on Paint(g)
public void repaint(Graphics g){
paint(g);
}
public void run() {
//infinite loop
for(;;) {
snake.move();
//drawing snake
this.repaint();
//Creating a time delay
try {
Thread.sleep(40);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void keyTyped(KeyEvent keyEvent) {
}
public void keyPressed(KeyEvent keyEvent) {
if(!snake.isMoving()){ //this will allow the snake to start moving, but will disable LEFT for just the 1st move
if(keyEvent.getKeyCode() == KeyEvent.VK_UP || keyEvent.getKeyCode() == KeyEvent.VK_RIGHT ||
keyEvent.getKeyCode() == KeyEvent.VK_DOWN ) {
snake.setIsMoving(true);
}
}
//setting up Key mapping so when the user presses UP,RIGHT,DOWN,LEFT. the Snake will move accordingly
if(keyEvent.getKeyCode() == KeyEvent.VK_UP) {
if (snake.getyDir() != 1) {
snake.setyDir(-1);
snake.setxDir(0);
}
}
if(keyEvent.getKeyCode() == KeyEvent.VK_RIGHT) {
if (snake.getxDir() != -1) {
snake.setxDir(1);
snake.setyDir(0);
}
}
if(keyEvent.getKeyCode() == KeyEvent.VK_DOWN) {
if (snake.getyDir() != -1) {
snake.setyDir(1);
snake.setxDir(0);
}
}
if(keyEvent.getKeyCode() == KeyEvent.VK_LEFT) {
if (snake.getxDir() != 1) {
snake.setxDir(-1);
snake.setyDir(0);
}
}
}
public void keyReleased(KeyEvent keyEvent) {
}
}
Here is some opinion I have reading your code.
The reason your snake won't move is because your snake.setyDir() and
snake.setxDir() didn't take the input to overwrite xDir and yDir. They are assigning to itself.
There is a Point2D class ready for you in JDK
When moving the snake, you just need to remove the tail and add one
more block before the head. You can keep the body tight (according
to my common knowledge to snake).
Consider a L shape snake on the left, the bottom end is the head and it is currently heading right. To move the snake, remove the tail (green block) and add one more to the head according to its direction (red block). It final state become the snake on the right. LinkedList suit the needs.
If using two int (xDir and yDir) to control the snake direction
is confusing, you can help your self by creating a enum. Those -1,
0, 1 with x and y may confuse you.
Declare constant instead of magic number. e.g. the width of block 4,
image size 400
Is Snake.addTail unnecessary?
Attribute should has accessibility modifier
End result:
Game.java
import java.applet.Applet;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.Arrays;
public class Game extends Applet implements Runnable, KeyListener {
private final int GAMEBOARD_WIDTH = 400;
// setting up double buffering.
private Graphics graphics;
private Image img;
private Thread thread;
private Snake snake;
public void init() {
// setting the size of our Applet
this.resize(GAMEBOARD_WIDTH, GAMEBOARD_WIDTH);
// we gonna create the image just the same size as our applet.
img = createImage(GAMEBOARD_WIDTH, GAMEBOARD_WIDTH);
// this represents our offscreen image that we will draw
graphics = img.getGraphics();
this.addKeyListener(this);
snake = new Snake();
thread = new Thread(this);
thread.start();
}
public void paint(Graphics g) {
// Setting the background of our applet to black
graphics.setColor(Color.BLACK);
// Fill rectangle 0 , 0 (starts from) for top left corner and then 400,400 to
// fill our entire background to black
graphics.fillRect(0, 0, GAMEBOARD_WIDTH, GAMEBOARD_WIDTH);
snake.draw(graphics);
// painting the entire image
g.drawImage(img, 0, 0, null);
}
// Update will call on Paint(g)
public void update(Graphics g) {
paint(g);
}
// Repaint will call on Paint(g)
public void repaint(Graphics g) {
paint(g);
}
public void run() {
// infinite loop
for (;;) {
snake.move();
// drawing snake
this.repaint();
// Creating a time delay
try {
Thread.sleep(40);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void keyTyped(KeyEvent keyEvent) {
}
public void keyPressed(KeyEvent keyEvent) {
int keyCode = keyEvent.getKeyCode();
if (!snake.isMoving()) {
// this will allow the snake to start moving, but will disable LEFT for just the
// 1st move
if (matchKey(keyCode, KeyEvent.VK_UP, KeyEvent.VK_RIGHT, KeyEvent.VK_DOWN)) {
snake.setIsMoving(true);
}
}
// setting up Key mapping so when the user presses UP,RIGHT,DOWN,LEFT. the Snake
// will move accordingly
if (matchKey(keyCode, KeyEvent.VK_UP)) {
snake.setDirection(Direction.UP);
}
if (matchKey(keyCode, KeyEvent.VK_RIGHT)) {
snake.setDirection(Direction.RIGHT);
}
if (matchKey(keyCode, KeyEvent.VK_DOWN)) {
snake.setDirection(Direction.DOWN);
}
if (matchKey(keyCode, KeyEvent.VK_LEFT)) {
snake.setDirection(Direction.LEFT);
}
}
// return true if targetKey contains the provided keyCode
private boolean matchKey(int keyCode, int... targetKey) {
return Arrays.stream(targetKey).anyMatch(i -> i == keyCode);
}
public void keyReleased(KeyEvent keyEvent) {
}
}
Snake.java
import java.awt.Color;
import java.awt.Graphics;
import java.awt.geom.Point2D;
import java.util.LinkedList;
public class Snake {
private final int sSize = 20, startX = 150, startY = 150;
private final int BLOCK_WIDTH = 4;
private LinkedList<Point2D.Float> sPoints;
private boolean isMoving;
private Direction direction;
public Snake() {
sPoints = new LinkedList<Point2D.Float>();
isMoving = false;
sPoints.add(new Point2D.Float(startX, startY));
for (int i = 1; i < sSize; i++) {
sPoints.add(new Point2D.Float(startX - i * BLOCK_WIDTH, startY));
}
}
public void draw(Graphics g) {
g.setColor(Color.white);
for (Point2D p : sPoints) {
g.fillRect((int) p.getX(), (int) p.getY(), BLOCK_WIDTH, BLOCK_WIDTH);
}
}
public void move() {
if (isMoving) {
sPoints.removeLast();
steer(sPoints.getFirst());
}
}
private void steer(Point2D head) {
Point2D.Float newHead = new Point2D.Float();
switch (this.getDirection()) {
case UP:
newHead.setLocation(head.getX(), head.getY() - BLOCK_WIDTH);
break;
case DOWN:
newHead.setLocation(head.getX(), head.getY() + BLOCK_WIDTH);
break;
case LEFT:
newHead.setLocation(head.getX() - BLOCK_WIDTH, head.getY());
break;
case RIGHT:
newHead.setLocation(head.getX() + BLOCK_WIDTH, head.getY());
break;
}
this.sPoints.addFirst(newHead);
}
public int getX() {
return (int) sPoints.get(0).getX();
}
public int getY() {
return (int) sPoints.get(0).getY();
}
public boolean isMoving() {
return isMoving;
}
public void setIsMoving(boolean b) {
isMoving = b;
}
public Direction getDirection() {
return direction;
}
public void setDirection(Direction d) {
if (this.getDirection() == null) {
this.direction = d;
} else if (!this.getDirection().isOpposite(d)) {
this.direction = d;
}
}
}
Direction.java
public enum Direction {
UP(-1), DOWN(1), LEFT(-2), RIGHT(2);
int vector;
Direction(int i) {
this.vector = i;
}
public boolean isOpposite(Direction d) {
return this.vector + d.vector == 0;
}
}
Snack.java
import java.awt.EventQueue;
import javax.swing.JFrame;
public class Snake extends JFrame {
public Snake() {
initUI();
}
private void initUI() {
add(new Board());
setResizable(false);
pack();
setTitle("Snake");
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String[] args) {
EventQueue.invokeLater(() -> {
JFrame ex = new Snake();
ex.setVisible(true);
});
}
}
Board.java
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Board extends JPanel implements ActionListener {
private final int B_WIDTH = 300;
private final int B_HEIGHT = 300;
private final int DOT_SIZE = 10;
private final int ALL_DOTS = 900;
private final int RAND_POS = 29;
private final int DELAY = 140;
private final int x\[\] = new int\[ALL_DOTS\];
private final int y\[\] = new int\[ALL_DOTS\];
private int dots;
private int apple_x;
private int apple_y;
private boolean leftDirection = false;
private boolean rightDirection = true;
private boolean upDirection = false;
private boolean downDirection = false;
private boolean inGame = true;
private Timer timer;
private Image ball;
private Image apple;
private Image head;
public Board() {
initBoard();
}
private void initBoard() {
addKeyListener(new TAdapter());
setBackground(Color.black);
setFocusable(true);
setPreferredSize(new Dimension(B_WIDTH, B_HEIGHT));
loadImages();
initGame();
}
private void loadImages() {
ImageIcon iid = new ImageIcon("src/resources/dot.png");
ball = iid.getImage();
ImageIcon iia = new ImageIcon("src/resources/apple.png");
apple = iia.getImage();
ImageIcon iih = new ImageIcon("src/resources/head.png");
head = iih.getImage();
}
private void initGame() {
dots = 3;
for (int z = 0; z < dots; z++) {
x\[z\] = 50 - z * 10;
y\[z\] = 50;
}
locateApple();
timer = new Timer(DELAY, this);
timer.start();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
private void doDrawing(Graphics g) {
if (inGame) {
g.drawImage(apple, apple_x, apple_y, this);
for (int z = 0; z < dots; z++) {
if (z == 0) {
g.drawImage(head, x\[z\], y\[z\], this);
} else {
g.drawImage(ball, x\[z\], y\[z\], this);
}
}
Toolkit.getDefaultToolkit().sync();
} else {
gameOver(g);
}
}
private void gameOver(Graphics g) {
String msg = "Game Over";
Font small = new Font("Helvetica", Font.BOLD, 14);
FontMetrics metr = getFontMetrics(small);
g.setColor(Color.white);
g.setFont(small);
g.drawString(msg, (B_WIDTH - metr.stringWidth(msg)) / 2, B_HEIGHT / 2);
}
private void checkApple() {
if ((x\[0\] == apple_x) && (y\[0\] == apple_y)) {
dots++;
locateApple();
}
}
private void move() {
for (int z = dots; z > 0; z--) {
x\[z\] = x\[(z - 1)\];
y\[z\] = y\[(z - 1)\];
}
if (leftDirection) {
x\[0\] -= DOT_SIZE;
}
if (rightDirection) {
x\[0\] += DOT_SIZE;
}
if (upDirection) {
y\[0\] -= DOT_SIZE;
}
if (downDirection) {
y\[0\] += DOT_SIZE;
}
}
private void checkCollision() {
for (int z = dots; z > 0; z--) {
if ((z > 4) && (x\[0\] == x\[z\]) && (y\[0\] == y\[z\])) {
inGame = false;
}
}
if (y\[0\] >= B_HEIGHT) {
inGame = false;
}
if (y\[0\] < 0) {
inGame = false;
}
if (x\[0\] >= B_WIDTH) {
inGame = false;
}
if (x\[0\] < 0) {
inGame = false;
}
if (!inGame) {
timer.stop();
}
}
private void locateApple() {
int r = (int) (Math.random() * RAND_POS);
apple_x = ((r * DOT_SIZE));
r = (int) (Math.random() * RAND_POS);
apple_y = ((r * DOT_SIZE));
}
#Override
public void actionPerformed(ActionEvent e) {
if (inGame) {
checkApple();
checkCollision();
move();
}
repaint();
}
private class TAdapter extends KeyAdapter {
#Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if ((key == KeyEvent.VK_LEFT) && (!rightDirection)) {
leftDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_RIGHT) && (!leftDirection)) {
rightDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_UP) && (!downDirection)) {
upDirection = true;
rightDirection = false;
leftDirection = false;
}
if ((key == KeyEvent.VK_DOWN) && (!upDirection)) {
downDirection = true;
rightDirection = false;
leftDirection = false;
}
}
}
}

My "Snake" app. is not displaying fully even though there are no compilation errors

I'm trying to create a version of the snake game but it is not working correctly. What it is doing now is displaying a black screen without any of the components in the paintComponent section. Occasionally it displays my "Game Over" message after a while so something is working but the snake and food are not displaying.
I've tried for hours to look for any logic error but have not been able to find any. If anyone would be able to guide me on what I am doing wrong, I would be very grateful.
Below is my code that sets up the board and underneath that is my main class that runs the program. I put the entire code just in case you wanted to run it on your own devices but the important pieces of code have 2 stars surrounding them. Any advice or suggestions would be greatly appreciated.
public class Board2 extends JPanel implements ActionListener{
private int bWidth = 500;
private int bHeight = 500;
private int segmentSize = 10;
private int bodyMax = 2500;
private int randomPos = 29;
private int delay = 140;
private int x[] = new int[bodyMax];
private int y[] = new int[bodyMax];
private int bodySize, foodX, foodY;
private boolean leftDirection = false;
private boolean rightDirection = true;
private boolean upDirection = false;
private boolean downDirection = false;
private boolean inGame = true;
private Timer timer;
private Image head;
private Image food;
private Image body;
Board2(){
addKeyListener(new changeDirection());
setBackground(Color.BLACK);
setPreferredSize(new Dimension(bWidth, bHeight));
loadImages();
init();
}
**private void loadImages(){
ImageIcon headImage = new ImageIcon("Square-Freemason-Symbols-300x300.png");
head = headImage.getImage();
ImageIcon foodImage = new ImageIcon("Square-Freemason-Symbols-300x300.png");
food = foodImage.getImage();
ImageIcon bodyImage = new ImageIcon("Flat1.jpg");
body = bodyImage.getImage();
}**
private void init(){
bodySize = 3;
for(int z = 0; z < bodySize; z++){
x[z] = 50 - z * 10;
y[z] = 50;
}
findFood();
timer = new Timer(delay, this);
timer.start();
}
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
doDrawing(g);
}
**private void doDrawing(Graphics g){
if(inGame){
g.drawImage(food, foodX, foodY, this);
for(int z = 0; z < bodySize; z++){
if(z == 0){
g.drawImage(head, x[z], y[z], this);
} else {
g.drawImage(body, x[z], y[z], this);
}
}
Toolkit.getDefaultToolkit().sync();
} else {
gameOver(g);
}
}**
private void gameOver(Graphics g){
String msg = "Game Over";
Font small = new Font("Helvetiva", Font.BOLD, 14);
FontMetrics metr = getFontMetrics(small);
g.setColor(Color.WHITE);
g.setFont(small);
g.drawString(msg, (bWidth - metr.stringWidth(msg)/2), bHeight/2);
}
private void findFood(){
int r = (int) Math.random() * randomPos;
foodX = r * segmentSize;
int s = (int) Math.random() * randomPos;
foodY = s * segmentSize;
}
private void checkFood(){
if(x[0] == foodX && y[0] == foodY){
bodySize += 3;
findFood();
}
}
private void checkCollision(){
for(int z = bodySize; z > 0; z--){
if(z > 4 && x[0] == x[z] && y[0] == y[z]){
inGame = false;
}
}
if(x[0] > bWidth){
inGame = false;
}
if(x[0] < 0){
inGame = false;
}
if(y[0] >bHeight){
inGame = false;
}
if(y[0] < 0){
inGame = false;
}
}
private void Move(){
for(int z = bodySize; z > 0; z--){
x[z] = x[z - 1];
y[z] = y[z - 1];
}
if(leftDirection){
x[0] -= segmentSize;
}
if(rightDirection){
x[0] += segmentSize;
}
if(upDirection){
y[0] -= segmentSize;
}
if(downDirection){
y[0] += segmentSize;
}
}
public void actionPerformed(ActionEvent e){
if(inGame){
checkFood();
checkCollision();
Move();
}
}
public class changeDirection extends KeyAdapter{
public void keyPressed(KeyEvent e){
int key = e.getKeyCode();
if(key == KeyEvent.VK_LEFT && !rightDirection){
leftDirection = true;
upDirection = false;
downDirection = false;
}
if(key == KeyEvent.VK_RIGHT && !leftDirection){
rightDirection = true;
upDirection = false;
downDirection = false;
}
if(key == KeyEvent.VK_UP && !downDirection){
upDirection = true;
leftDirection = false;
rightDirection = false;
}
if(key == KeyEvent.VK_DOWN && !upDirection){
downDirection = true;
leftDirection = false;
rightDirection = false;
}
}
}
}
Here is the main class:
public class SnakeV2 extends JFrame{
SnakeV2(){
add(new Board2());
setResizable(false);
pack();
setTitle("SnakeV2");
setLocationRelativeTo(null);
setDefaultCloseOperation(EXIT_ON_CLOSE);
}
public static void main(String[] args){
EventQueue.invokeLater(new Runnable(){
#Override
public void run(){
JFrame ex = new SnakeV2();
ex.setVisible(true);
}
});
}
}

How to add a Main Menu interface in a java game program? [closed]

Closed. This question needs debugging details. It is not currently accepting answers.
Edit the question to include desired behavior, a specific problem or error, and the shortest code necessary to reproduce the problem. This will help others answer the question.
Closed 8 years ago.
Improve this question
I am trying to make a main menu in my java game program and I tried many different ways but all of them failed. Can someone help doing it? I want the simplest. Thank you btw. Here's my source code
Snake.java
public class Snake extends JFrame {
public Snake() {
add(new Board());
setResizable(false);
pack();
setTitle("Snake");
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame ex = new Snake();
ex.setVisible(true);
}
});
}
}
Board.java
public class Board extends JPanel implements ActionListener {
private final int B_WIDTH = 300;
private final int B_HEIGHT = 300;
private final int DOT_SIZE = 10;
private final int ALL_DOTS = 900;
private final int RAND_POS = 29;
private final int DELAY = 140;
private final int x[] = new int[ALL_DOTS];
private final int y[] = new int[ALL_DOTS];
private int dots;
private int apple_x;
private int apple_y;
private boolean leftDirection = false;
private boolean rightDirection = true;
private boolean upDirection = false;
private boolean downDirection = false;
private boolean inGame = true;
private Timer timer;
private Image ball;
private Image apple;
private Image head;
public Board() {
addKeyListener(new TAdapter());
setBackground(Color.black);
setFocusable(true);
setPreferredSize(new Dimension(B_WIDTH, B_HEIGHT));
loadImages();
initGame();
}
private void loadImages() {
ImageIcon iid = new ImageIcon("dot.png");
ball = iid.getImage();
ImageIcon iia = new ImageIcon("apple.png");
apple = iia.getImage();
ImageIcon iih = new ImageIcon("head.png");
head = iih.getImage();
}
private void initGame() {
dots = 3;
for (int z = 0; z < dots; z++) {
x[z] = 50 - z * 10;
y[z] = 50;
}
locateApple();
timer = new Timer(DELAY, this);
timer.start();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
private void doDrawing(Graphics g) {
if (inGame) {
g.drawImage(apple, apple_x, apple_y, this);
for (int z = 0; z < dots; z++) {
if (z == 0) {
g.drawImage(head, x[z], y[z], this);
} else {
g.drawImage(ball, x[z], y[z], this);
}
}
Toolkit.getDefaultToolkit().sync();
} else {
gameOver(g);
}
}
private void gameOver(Graphics g) {
String msg = "Game Over. Thank you for playing ";
Font small = new Font("Helvetica", Font.BOLD, 14);
FontMetrics metr = getFontMetrics(small);
g.setColor(Color.white);
g.setFont(small);
g.drawString(msg, (B_WIDTH - metr.stringWidth(msg)) / 2, B_HEIGHT / 2);
}
private void checkApple() {
if ((x[0] == apple_x) && (y[0] == apple_y)) {
dots++;
locateApple();
}
}
private void move() {
for (int z = dots; z > 0; z--) {
x[z] = x[(z - 1)];
y[z] = y[(z - 1)];
}
if (leftDirection) {
x[0] -= DOT_SIZE;
}
if (rightDirection) {
x[0] += DOT_SIZE;
}
if (upDirection) {
y[0] -= DOT_SIZE;
}
if (downDirection) {
y[0] += DOT_SIZE;
}
}
private void checkCollision() {
for (int z = dots; z > 0; z--) {
if ((z > 4) && (x[0] == x[z]) && (y[0] == y[z])) {
inGame = false;
}
}
if (y[0] >= B_HEIGHT) {
inGame = false;
}
if (y[0] < 0) {
inGame = false;
}
if (x[0] >= B_WIDTH) {
inGame = false;
}
if (x[0] < 0) {
inGame = false;
}
if(!inGame) {
timer.stop();
}
}
private void locateApple() {
int r = (int) (Math.random() * RAND_POS);
apple_x = ((r * DOT_SIZE));
r = (int) (Math.random() * RAND_POS);
apple_y = ((r * DOT_SIZE));
}
#Override
public void actionPerformed(ActionEvent e) {
if (inGame) {
checkApple();
checkCollision();
move();
}
repaint();
}
private class TAdapter extends KeyAdapter {
#Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if ((key == KeyEvent.VK_LEFT) && (!rightDirection)) {
leftDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_RIGHT) && (!leftDirection)) {
rightDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_UP) && (!downDirection)) {
upDirection = true;
rightDirection = false;
leftDirection = false;
}
if ((key == KeyEvent.VK_DOWN) && (!upDirection)) {
downDirection = true;
rightDirection = false;
leftDirection = false;
}
}
}
}
The simplest and more common way is adding a top Menu. As you are using AWT, I strongly recommend you to use MenuBar - java.awt.MenuBar
public class MenuBar
extends MenuComponent
implements MenuContainer, Accessible
In this site you have a complete example

snake game score

This snake game code. I want to add the system score in this game. So that each time the snake eating his score would be increased. But if the snake does not get food score will not increase.
How do I go about displaying the current score?
this is :
import java.awt.Color;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Board extends JPanel implements ActionListener {
private final int WIDTH = 300;
private final int HEIGHT = 300;
private final int DOT_SIZE = 10;
private final int ALL_DOTS = 900;
private final int RAND_POS = 29;
private final int DELAY = 140;
private int x[] = new int[ALL_DOTS];
private int y[] = new int[ALL_DOTS];
private int dots;
private int apple_x;
private int apple_y;
private boolean left = false;
private boolean right = true;
private boolean up = false;
private boolean down = false;
private boolean inGame = true;
private Timer timer;
private Image ball;
private Image apple;
private Image head;
public Board() {
addKeyListener(new TAdapter());
setBackground(Color.black);
ImageIcon iid = new ImageIcon(this.getClass().getResource("dot.png"));
ball = iid.getImage();
ImageIcon iia = new ImageIcon(this.getClass().getResource("apple.png"));
apple = iia.getImage();
ImageIcon iih = new ImageIcon(this.getClass().getResource("head.png"));
head = iih.getImage();
setFocusable(true);
initGame();
}
public void initGame() {
dots = 3;
for (int z = 0; z < dots; z++) {
x[z] = 50 - z*10;
y[z] = 50;
}
locateApple();
timer = new Timer(DELAY, this);
timer.start();
}
public void paint(Graphics g) {
super.paint(g);
if (inGame) {
g.drawImage(apple, apple_x, apple_y, this);
for (int z = 0; z < dots; z++) {
if (z == 0)
g.drawImage(head, x[z], y[z], this);
else g.drawImage(ball, x[z], y[z], this);
}
Toolkit.getDefaultToolkit().sync();
g.dispose();
} else {
gameOver(g);
}
}
public void gameOver(Graphics g) {
String msg = "Game Over";
Font small = new Font("Helvetica", Font.BOLD, 14);
FontMetrics metr = this.getFontMetrics(small);
g.setColor(Color.white);
g.setFont(small);
g.drawString(msg, (WIDTH - metr.stringWidth(msg)) / 2,
HEIGHT / 2);
}
public void checkApple() {
if ((x[0] == apple_x) && (y[0] == apple_y)) {
dots++;
locateApple();
}
}
public void move() {
for (int z = dots; z > 0; z--) {
x[z] = x[(z - 1)];
y[z] = y[(z - 1)];
}
if (left) {
x[0] -= DOT_SIZE;
}
if (right) {
x[0] += DOT_SIZE;
}
if (up) {
y[0] -= DOT_SIZE;
}
if (down) {
y[0] += DOT_SIZE;
}
}
public void checkCollision() {
for (int z = dots; z > 0; z--) {
if ((z > 4) && (x[0] == x[z]) && (y[0] == y[z])) {
inGame = false;
}
}
if (y[0] > HEIGHT) {
inGame = false;
}
if (y[0] < 0) {
inGame = false;
}
if (x[0] > WIDTH) {
inGame = false;
}
if (x[0] < 0) {
inGame = false;
}
}
public void locateApple() {
int r = (int) (Math.random() * RAND_POS);
apple_x = ((r * DOT_SIZE));
r = (int) (Math.random() * RAND_POS);
apple_y = ((r * DOT_SIZE));
}
public void actionPerformed(ActionEvent e) {
if (inGame) {
checkApple();
checkCollision();
move();
}
repaint();
}
private class TAdapter extends KeyAdapter {
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if ((key == KeyEvent.VK_LEFT) && (!right)) {
left = true;
up = false;
down = false;
}
if ((key == KeyEvent.VK_RIGHT) && (!left)) {
right = true;
up = false;
down = false;
}
if ((key == KeyEvent.VK_UP) && (!down)) {
up = true;
right = false;
left = false;
}
if ((key == KeyEvent.VK_DOWN) && (!up)) {
down = true;
right = false;
left = false;
}
}
}
You need two things:
1) Code to add the score - you should check after the move to see whether the snake's head is at the same coordinates as the apple, if so add to the score.
2) Create a JLabel to store the value of the player's score. On each timer invoked ActionPerformed, update the text of this JLabel. You won't need to worry about Multi-threading, the action event handlers invoked by the Timer are handled in a separate thread.

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