Fill Color Custom Shape Java - java

I want to fill a color inside of my custom shape
here is my code for trapezium shape
Trapezium Class
public class Trapezium implements Shape {
private GeneralPath trapezium = new GeneralPath();
public Trapezium (Point2D A, double height, double width)
{
double Ax = A.getX();
double Ay = A.getY();
double Bx = Ax + (width/6);
double By = Ay;
double Cx = Bx + (width/3);
double Cy = By + height;
double Dx = Cx - width;
double Dy = Cy;
double Ex = Dx + (width/3);
double Ey = Dy - height;
trapezium.moveTo(Ax, Ay);
trapezium.lineTo(Bx, By);
trapezium.lineTo(Cx, Cy);
trapezium.lineTo(Dx, Dy);
trapezium.lineTo(Ex, Ey);
trapezium.closePath();
}
#Override
public java.awt.Rectangle getBounds() {
return trapezium.getBounds();
}
#Override
public Rectangle2D getBounds2D() {
return trapezium.getBounds2D();
}
#Override
public boolean contains(double x, double y) {
return trapezium.contains(x, y);
}
#Override
public boolean contains(Point2D p) {
return trapezium.contains(p);
}
#Override
public boolean intersects(double x, double y, double w, double h) {
return trapezium.intersects(x, y, w, h);
}
#Override
public boolean intersects(Rectangle2D r) {
return trapezium.intersects(r);
}
#Override
public boolean contains(double x, double y, double w, double h) {
return trapezium.contains(x, y,w ,h);
}
#Override
public boolean contains(Rectangle2D r) {
return trapezium.contains(r);
}
#Override
public PathIterator getPathIterator(AffineTransform at) {
return trapezium.getPathIterator(at);
}
#Override
public PathIterator getPathIterator(AffineTransform at, double flatness) {
return trapezium.getPathIterator(at, flatness);
}
}
Here's my code when i call the trapezium class
DrawPanel Class
else if(type.get(a).equals("Trapezium"))
{
int[]coordinates=allShapes.get(a);
Point2D b= new Point2D.Double(coordinates[0], coordinates[1]);
Trapezium trapezium = new Trapezium(b,coordinates[3], coordinates[2]);
g2.setStroke(new BasicStroke(coordinates[4]));
g2.setPaint(dragColor);
g2.draw(trapezium);
}
the setPaint only colors the stroke of my shape , how do i color the inside of the shape ?
Image of my current code when executed
EDIT
I have 2 JColorChooser, 1 is for the stroke of the shape , and 2 is for the color inside the shape
if i use the
g2.setPaint(color2)
g2.fill(trapezium)
how do i get the color1 to change the color of my stroke ?

you have to simply fill the shape ^_^
Trapezium trapezium = new Trapezium(b,coordinates[3], coordinates[2]);
g2.setStroke(new BasicStroke(coordinates[4]));
g2.setPaint(dragColor);
g2.fill(trapezium); //HERE!!!!

Related

Cannot find symbols while using abstract classes

Practicing abstract classes with shapes. The goal is to get the total area of the 3 shapes using abstract classes. So far this is what I have.
I'm not sure whether I did this part right:
static double sumArea(Shape[] arr){
// Sum up the areas of all the shapes using getArea()
return arr.getArea();
}
I keep getting error saying that it doesn't find the symbol h (height), w (width), tw (top_width). Anybody know why it's not finding these symbols?
public class TestShape{
public static void main(String args[]){
Point p = new Point(1, 1);
Shape[] arr = {
new Rectangle(p, 3, 4),
new Parallelogram(p, 5, 6, Math.PI/6.0),
new Trapezoid(p, 5, 6, 2)
};
System.out.println("SUM_AREA = " + sumArea(arr));
}
static double sumArea(Shape[] arr){
// Sum up the areas of all the shapes using getArea()
return arr.getArea();
}
}
class Point{
double x, y;
Point(){
this(0, 0);
}
Point(double x, double y){
this.x = x;
this.y = y;
}
public String toString(){
return "[" + x + ", " + y + "]";
}
}
abstract class Shape{
Shape(){
}
Shape(Point p){
this.p = p;
}
public Point getPosition(){
return p;
}
public void setPosition(Point p){
this.p = p;
}
// Abstract method
public abstract double getArea();
}
abstract class Quadrangle extends Shape{
protected double width, height;
Quadrangle(Point p, double w, double h){
this.p = p;
this.width = w;
this.height = h;
}
public double getWidth(){
return w;
}
public double getHeight(){
return h;
}
public void setWidth(double w){
this.weight = w;
}
public void setHeight(double h){
this.height = h;
}
}
class Rectangle extends Quadrangle{
Rectangle(Point p, double w, double h){
this.p = p;
this.width = w;
this.height = h;
}
public boolean isSquare(){
if(w == h){
return "Error";
}
}
#Override /** Return Area */
public double getArea(){
return w * h;
}
}
class Parallelogram extends Quadrangle{
protected double angle;
Parallelogram(Point p, double w, double h, double angle){
this.p = p;
this.weight = w;
this.height = h;
this.angle = angle;
}
public double getAngle(){
return angle;
}
public void setAngle(double a){
this.angle = a;
}
#Override /** Return Area */
public double getArea(){
return w * h;
}
}
class Trapezoid extends Quadrangle{
protected double top_width;
Trapezoid(Point p, double w, double h, double top_width){
this.p = p;
this.width = w;
this.height = h;
this.top_width = top_width;
}
public double getTopWidth(){
return top_width;
}
public void setTopWidth(double tw){
this.top_width = tw;
}
#Override /** Return Area */
public double getArea(){
return ((w + tw) / 2) * h;
}
}
The names w, tw and so on only exist as parameters. When you want to access the values you save in the constructors, you have to use the left hand side name: this.[width or whatever].
Also, rewrite sumArea to something like this:
static double sumArea(Shape[] arr){
// Sum up the areas of all the shapes using getArea()
double totalArea = 0;
for (Shape shape : arr) {
totalArea += shape.getArea();
}
return totalArea;
}

How can I turn this Hexagon script into a script that draws a house shape?

I have a script that draws a hexagon from the center of a given point. If I change the "sides" variable to 5 it draws a pentagon fine. The problem is that I want the left and right sides of the pentagon to be 90 degree angles so that the pentagon forms a house shape. How can I modify this script so that it forms a house? I was never very good at math.
public class Hexagon extends Polygon {
private static final long serialVersionUID = 1L;
public int SIDES = 6;
public Point[] points = new Point[SIDES];
private Point center = new Point(0, 0);
private int radius;
private int rotation = 90;
public Hexagon(Point center, int radius, int sides) {
SIDES = sides;
npoints = SIDES;
xpoints = new int[SIDES];
ypoints = new int[SIDES];
this.center = center;
this.radius = radius;
updatePoints();
}
public Hexagon(Point center, int radius) {
npoints = SIDES;
xpoints = new int[SIDES];
ypoints = new int[SIDES];
this.center = center;
this.radius = radius;
updatePoints();
}
public Hexagon(int x, int y, int radius) {
this(new Point(x, y), radius);
}
public int getRadius() {
return radius;
}
public void setRadius(int radius) {
this.radius = radius;
updatePoints();
}
public int getRotation() {
return rotation;
}
public void setRotation(int rotation) {
this.rotation = rotation;
updatePoints();
}
public void setCenter(Point center) {
this.center = center;
updatePoints();
}
public void setCenter(int x, int y) {
setCenter(new Point(x, y));
}
private double findAngle(double fraction) {
return fraction * Math.PI * 2 + Math.toRadians((rotation + 180) % 360);
}
private Point findPoint(double angle) {
int x = (int) (center.x + Math.cos(angle) * radius);
int y = (int) (center.y + Math.sin(angle) * radius);
return new Point(x, y);
}
protected void updatePoints() {
for (int p = 0; p < SIDES; p++) {
double angle = findAngle((double) p / SIDES);
Point point = findPoint(angle);
xpoints[p] = point.x;
ypoints[p] = point.y;
points[p] = point;
}
}
public void draw(GraphicsContext gc) {
gc.setFill(Color.RED);
gc.fillPolygon(xpoints, ypoints, SIDES);
}
}

How to fill between two Line2D.Double?

Hi I'm trying to create heart shape for my application and
I could do the hollow one and it's working good, now I need to draw it with filled method but it's created by two Arc2D.Double and two Line2D.Double so because of this just the Arc's filling and two lines not.I've tried to add these two lines in two different 'Area' and add these two areas in one but also not worked.
There is a any way to do this (filling between two lines)?Thanks advance.
My codes : Class Heart
`public class HeartShape {
private ArrayList<Shape> shapes;
public HeartShape() {
}
public ArrayList<Shape> Heart(double x, double y, double HEART_RADIUS) {
shapes = new ArrayList<>();
double r = HEART_RADIUS;
double root2 = Math.sqrt(2);
double cx = x;
double cy = y;
double dx = r / root2;
double heights = 3 * dx + r;
double top = cy - heights / 2;
double bottom = cy + heights / 2;
Shape s = new Arc2D.Double(cx - dx - r, top, 2 * r, 2 * r, 45, 180, Arc2D.OPEN);
shapes.add(s);
s = new Arc2D.Double(cx + dx - r, top, 2 * r, 2 * r, -45, 180, Arc2D.OPEN);
shapes.add(s);
s = new Line2D.Double(cx, bottom, cx - 2 * dx, bottom - 2 * dx);
shapes.add(s);
s = new Line2D.Double(cx, bottom, cx + 2 * dx, bottom - 2 * dx);
shapes.add(s);
if (shapes != null) {
return shapes;
} else {
return null;
}
}
public void drawHeart(Graphics2D g2d, boolean isFilled) {
if (isFilled == true) {
shapes.forEach((ss) -> {
g2d.fill(ss);
});
} else {
shapes.forEach((ss) -> {
g2d.draw(ss);
});
}
}`
And DrawinTest :
public class DrawinTest extends JPanel{
private int HEART_RADIUS;
private Point startpoint;
private int x, y, width, height;
private HeartShape heartShape = new HeartShape();
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
new DrawinTest();
}
public DrawinTest() {
JFrame f = new JFrame("Test Area");
f.setPreferredSize(new Dimension(600, 500));
f.setLocationRelativeTo(null);
f.setLayout(new BorderLayout(0, 1));
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.addMouseListener(new MyMouseListener());
this.addMouseMotionListener(new MyMouseListener());
this.setBackground(Color.WHITE);
f.setContentPane(this);
f.setVisible(true);
f.pack();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D)g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setStroke(new BasicStroke(3));
g2d.setColor(Color.RED);
if(heartShape != null) {
heartShape.Heart(x, y, HEART_RADIUS);
heartShape.drawHeart(g2d, false);
}
g2d.dispose();
}
class MyMouseListener implements MouseListener,MouseMotionListener {
#Override
public void mouseClicked(MouseEvent e) {}
#Override
public void mousePressed(MouseEvent e) {
startpoint = new Point(e.getPoint());
}
#Override
public void mouseReleased(MouseEvent e) {}
#Override
public void mouseEntered(MouseEvent e) {}
#Override
public void mouseExited(MouseEvent e) {}
#Override
public void mouseDragged(MouseEvent e) {
x = Math.min(startpoint.x, e.getX());
y = Math.min(startpoint.y, e.getY());
width = Math.abs(startpoint.x - e.getX());
height = Math.abs(startpoint.y - e.getY());
HEART_RADIUS = Math.min(width, height);
repaint();
}
#Override
public void mouseMoved(MouseEvent e) {}
}
}
So far its looking like this :
The Shapes API has a number of really interesting APIs, one of my favorites is Path2D
Basically, what it allows you to do is append other Shapes, making it very useful in this situation.
public class HeartShape {
private Shape shape;
public HeartShape() {
}
public Shape Heart(double x, double y, double HEART_RADIUS) {
double r = HEART_RADIUS;
double root2 = Math.sqrt(2);
double cx = x;
double cy = y;
double dx = r / root2;
double heights = 3 * dx + r;
double top = cy - heights / 2;
double bottom = cy + heights / 2;
Path2D base = new Path2D.Double();
Shape s = new Arc2D.Double(cx - dx - r, top, 2 * r, 2 * r, 45, 180, Arc2D.OPEN);
base.append(s, false);
s = new Line2D.Double(cx, bottom, cx - 2 * dx, bottom - 2 * dx);
base.append(s, true);
s = new Line2D.Double(cx, bottom, cx + 2 * dx, bottom - 2 * dx);
base.append(s, true);
s = new Arc2D.Double(cx + dx - r, top, 2 * r, 2 * r, -45, 180, Arc2D.OPEN);
base.append(s, true);
base.closePath();
shape = base;
return base;
}
public void drawHeart(Graphics2D g2d, boolean isFilled) {
System.out.println("...");
if (isFilled) {
g2d.fill(shape);
} else {
g2d.draw(shape);
}
}
}
As shown in this example, you don't need to re-create the shape when you want to change it's size, you can simply create an instance of it at a "default" size and use a AffineTransform to resize it, much easier ;)
I think that instead of using an arrayList of shapes you should use a GenericPath and append each individual shape to it with GenericPath.append(). One you're done add the pieces of the heart use GenericPath.closePath() to make it a close it up so that it can be filled. Then you should be able to use the new GenericPath object as the path to be drawn with g2d.draw

Multiple balls - Bouncing balls - Java

I am wring the bouncing ball program in java. And I Now have one bouncing ball, I would like to have at least five bouncing balls. I have tried a few ways to do it, however, I only end up with one ball or error.
Do you have any suggestions on how to proceed? This in the piece of code used for the one ball, is it possible to rewrite this piece of code to get multiple balls in a neat way?
import javafx.scene.shape.Rectangle;
public class World {
private final double width, height;
private Ball[] balls;
private final Rectangle pad;
public World(double width, double height) {
this.width = width;
this.height = height;
balls = new Ball[1];
balls[0] = new Ball(10, 10);
balls[0].setVelocity(75.0, 100.0);
pad = new Rectangle(width / 2, 0.9 * height,
width / 8, height / 32);
}
public void move(long elapsedTimeNs) {
balls[0].move(elapsedTimeNs);
constrainBall(balls[0]);
checkForCollisionWithPad(balls[0]);
}
public Ball[] getBalls() {
return (Ball[]) balls.clone();
}
public Rectangle getPad() {
return pad;
}
public void setPadX(double x) {
if (x > width) {
x = width;
}
if (x < 0) {
x = 0;
}
pad.setX(x);
}
private void constrainBall(Ball ball) {
double x = ball.getX(), y = ball.getY();
double dx = ball.getDx(), dy = ball.getDy();
double radius = ball.getRadius();
if (x < radius) {
dx = Math.abs(dx);
} else if (x > width - radius) {
dx = -Math.abs(dx);
}
if (y < radius) {
dy = Math.abs(dy);
} else if (y > height - radius) {
dy = -Math.abs(dy);
}
ball.setVelocity(dx, dy);
}
private void checkForCollisionWithPad(Ball ball) {
if (ball.intersectsArea(
pad.getX(), pad.getY(), pad.getWidth(), pad.getHeight())) {
double dx = ball.getDx();
// set dy negative, i.e. moving "up"
double newDy = -Math.abs(ball.getDy());
ball.setVelocity(dx, newDy);
}
}
}
Main
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import static javafx.application.Application.launch;
import javafx.event.EventHandler;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.control.Alert;
import javafx.scene.input.MouseEvent;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
public class Bounce extends Application {
private World world;
private Canvas canvas;
private AnimationTimer timer;
protected class BounceTimer extends AnimationTimer {
private long previousNs = 0;
#Override
public void handle(long nowNs) {
if (previousNs == 0) {
previousNs = nowNs;
}
world.move(nowNs - previousNs);
previousNs = nowNs;
GraphicsContext gc = canvas.getGraphicsContext2D();
gc.setFill(Color.WHITESMOKE);
gc.fillRect(0, 0, canvas.getWidth(), canvas.getHeight());
Rectangle pad = world.getPad();
gc.setFill(Color.BLACK);
double x = pad.getX(), y = pad.getY(),
w = pad.getWidth(), h = pad.getHeight();
gc.fillRoundRect(x, y, w, h, h, h);
for (Ball b : world.getBalls()) {
b.paint(gc);
}
}
}
#Override
public void start(Stage stage) {
Group root = new Group();
Scene scene = new Scene(root, 300, 300, Color.WHITESMOKE);
canvas = new Canvas(scene.getWidth(), scene.getHeight());
root.getChildren().add(canvas);
stage.setTitle("Bounce");
stage.setScene(scene);
stage.setResizable(false);
stage.sizeToScene();
stage.show();
world = new World(canvas.getWidth(), canvas.getHeight());
timer = new BounceTimer();
timer.start();
canvas.addEventHandler(MouseEvent.MOUSE_DRAGGED,
new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent me) {
world.setPadX(me.getX());
}
});
}
public static void main(String[] args) {
launch(args);
}
private void showAlert(String message) {
alert.setHeaderText("");
alert.setTitle("Alert!");
alert.setContentText(message);
alert.show();
}
private final Alert alert = new Alert(Alert.AlertType.INFORMATION);
}
Ball
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.paint.Color;
public class Ball {
public static final double BILLION = 1_000_000_000.0;
private double x, y; // position of the balls center
private double dx, dy; // velocity measured in pixels/second
private double radius;
private Color color;
public Ball(double x0, double y0) {
x = x0;
y = y0;
radius = 10;
color = Color.MAGENTA;
}
public Ball(double x0, double y0, double rad, Color col) {
x = x0;
y = y0;
radius = rad;
color = col;
}
Ball(int i, int i0, Color BLUEVIOLET) {
throw new UnsupportedOperationException("Not supported yet.");
}
public void setColor(Color col) { // setColor
color = col; }
public double getX() {
return x;
}
public double getY() {
return y;
}
public void setX(double newX) {
x = newX;
}
public void setY(double newY) {
y = newY;
}
public double getRadius() {
return radius;
}
public double getDx() {
return dx;
}
public double getDy() {
return dy;
}
public void setVelocity(double newDx, double newDy) {
dx = newDx;
dy = newDy;
}
public void moveTo(double newX, double newY) {
x = newX;
y = newY;
}
public void move(long elapsedTimeNs) {
x += dx * elapsedTimeNs / BILLION;
y += dy * elapsedTimeNs / BILLION;
}
public void paint(GraphicsContext gc) {
gc.setFill(color);
// arguments to fillOval: see the javadoc for GraphicsContext
gc.fillOval(x - radius, y - radius, radius * 2, radius * 2);
}
public boolean intersectsArea(
double rectX, double rectY,
double rectWidth, double rectHeight) {
double closestX = clamp(x, rectX, rectX + rectWidth);
double closestY = clamp(y, rectY, rectY + rectHeight);
double distanceX = x - closestX;
double distanceY = y - closestY;
return (distanceX * distanceX) + (distanceY * distanceY)
< (radius * radius);
}
private double clamp(double value, double lower, double upper) {
if (value < lower) {
return lower;
}
if (value > upper) {
return upper;
}
return value;
}
}
As Stormblessed said, you are only targeting one ball in your move method.
You should do:
public void move(Ball ball, long elapsedTimeNs) {
ball.move(elapsedTimeNs);
constrainBall(ball);
checkForCollisionWithPad(ball);
}
Edit: Since you want the handler method to accept only the elapsedTimeNs argument, do:
public void move(long elapsedTimeNs) {
for (Ball ball : balls) {
ball.move(elapsedTimeNs);
constrainBall(ball);
checkForCollisionWithPad(ball);
}
}
Edit 2: You should probably have a method that creates a new ball, for convenience:
public Ball newBall(double x, double y, double velocity1, double velocity2) {
Ball tmp = new Ball(x, y);
tmp.setVelocity(velocity1, velocity2);
balls.add(tmp);
return tmp;
}
Edit 3: The reason it throws an error is that you designated balls to have only one index position by using balls = new Ball[1]. You should use an ArrayList (java.util.ArrayList) instead, like so:
import java.util.ArrayList;
ArrayList<Ball> balls = new ArrayList<>;
You should now use balls.add and balls.get instead of = and []. References have been updated accordingly.

Wrong coordinates for different objects

In short:
I create Polygon object with a help of this method:
public static float[][] getPolygonArrays(float cx, float cy, float R, int sides) {
float[] x = new float[sides];
float[] y = new float[sides];
double thetaInc = 2 * Math.PI / sides;
double theta = (sides % 2 == 0) ? thetaInc : -Math.PI / 2;
for (int j = 0; j < sides; j++) {
x[j] = (float) (cx + R * Math.cos(theta));
y[j] = (float) (cy + R * Math.sin(theta));
theta += thetaInc;
}
return new float[][]{x, y};
}
and merge it to one dimension array with:
public static float[] mergeCoordinates(float[][] vertices) throws Exception {
if (vertices.length != 2 || vertices[0].length != vertices[1].length) throw new Exception("No valid data");
ArrayList<Float> mergedArrayList = new ArrayList<Float>();
float[] mergedArray = new float[vertices[0].length * 2];
for(int i = 0; i < vertices[0].length; i++) {
mergedArrayList.add(vertices[0][i]);
mergedArrayList.add(vertices[1][i]);
}
int i = 0;
for (Float f : mergedArrayList) {
mergedArray[i++] = (f != null ? f : Float.NaN);
}
return mergedArray;
}
I use 0 as value for X and Y for all newly created Polygons (named in code as Platform). And result of method mergeCoordinates i pass to method setVertices of Polygon object.
After this step i do setPosition with x = Gdx.graphics.getWidth()/2 and y = Gdx.graphics.getHeight()/2. Polygons are positioned good, right on the game screen center.
Than i create a new one Polygon, which must use origin coordinates from first Polygon object, this new polygon i named Figure. To set origin coordinates i use method setOrigin of Polygon class, and use X and Y of Platform Polygon object.
When i run method rotate of Platform Polygon object i also rotate Figure Polygon object, and Figure must rotate around origin point, center of Platform. But it does not.
Figure do rotation around bottom right corner.
For example:
my screen size is 640 x 480. Center point will be 320 x 240. This is X and Y of Platform Polygon object, i checked it with getX and getY of Polygon. I create Figure at 0,0, do setPosition(320, 200) (this is preferred orbit distance for figure to platform). And Figure positioned also good.
I run setOrigin(320, 240) for Figure Polygon Object.
I run rotate for Figure object. And it somehow think that right bottom corner have coordinates x = 320 and y = 240 and do rotation around this point.
Any could help me to solve this problem?
More details on problem you can find below(details, images, gifs, schemes and also sources).
More detailed part starts here
i'm trying to understand how coordinate system in libgdx work, cause i have a problem with positioning objects in game world.
I created simple application, with one big Red Polygon object(Platform in code),
10 White Triangle Polygons(Sector in code) which are included into big polygon object and inherits it's behavior(such like rotate, moveTo and etc).
Than i added inside each Sector one Green Polyline(Direction in code) from first vertice of Sector Polygon to midle point of the opposite side to first point.
This is technical line and i will use it's vertices(coordinates of two points) to move small Red Polygon Object(Figure in code), from center to oposite side to center point of Sector.
When i click on Stage and click coordinates are inside Platform i rotate it to the left or to the right(depends on where click was made). On rotate all Sectors and technical lines are rotated correctly.
http://i.imgur.com/s5xaI8j.gif
(670Kb)
As you can see on gif, figures rotates around theire's center point. I found that Polygon class has method setOrigin(float x, float y) and in annotation to this method said next:
/** Sets the origin point to which all of the polygon's local vertices
are relative to. */
So i tried to use this method, set origin X of Figure as center X of Platform and origin Y as center Y of Platform, and tried to rotate Platform.
http://i.imgur.com/pXpTuQi.gif
(1.06Mb)
As you can see, Figure polygon think that his origin coordinates are at right bottom corner. And Figure do rotation around right bottom corner.
I changed origin to next values: x = 50 and y = 50, here is a result:
http://i.imgur.com/Iajb9sN.gif
(640Kb)
I cannot get why it behave like that. What should i change in my logic?
I have not much classes in my project. I removed all imports and getters/setter to reduce amount of lines.
If it is necessary i could provide entire project.
GameScreen code:
public class GameScreen extends DefaultScreen {
private final GameWorld world;
private final GameRenderer renderer;
public GameScreen() {
world = new GameWorld();
renderer = new GameRenderer(world);
}
#Override
public void render(float delta) {
world.update(delta);
renderer.render();
}
#Override
public void resize(int width, int height) {
world.resize(width, height);
}
}
GameWorld code:
public class GameWorld {
private ArrayList < Platform > platforms = new ArrayList < Platform > ();
private OrthographicCamera camera;
private Stage stage;
private Array < Figure > activeFigures;
private Pool < Figure > figuresPool;
private long lastFigureTime = TimeUtils.nanoTime();
public GameWorld() {
setCamera(new OrthographicCamera());
getCamera().setToOrtho(true, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
setStage(new Stage());
getStage().setViewport(new ScreenViewport(getCamera()));
initializePools();
createPlatforms();
getStage().addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
float degrees = Config.PLATFORM_ROTATE_DEGREES;
if (x <= Gdx.graphics.getWidth() / 2) {
degrees *= -1;
}
int i = getPlatforms().size();
while (i-- > 0) {
Platform platform = getPlatforms().get(i);
if (!platform.isLocked() && platform.isRotatable() && platform.getShape().getPolygon().contains(x, y)) {
platform.addAction(Actions.rotateBy(degrees, 1, Interpolation.bounceOut));
break;
}
}
return true;
}
});
Gdx.input.setInputProcessor(getStage());
}
private void initializePools() {
setActiveFigures(new Array < Figure > ());
setFiguresPool(new Pool < Figure > () {#Override
protected Figure newObject() {
return new Figure();
}
});
}
private void createPlatforms() {
float max = Gdx.graphics.getHeight() / (Gdx.graphics.getWidth() / (Gdx.graphics.getWidth() / 2));
float x = Gdx.graphics.getWidth() / 2;
float y = Gdx.graphics.getHeight() / 2;
float sides = 10f;
Color color = Color.RED;
createPlatform(x, y, max * Config.THIRD_PLATFORM_RADIUS_MULTIPLIER, sides, color, true, false, false, null);
}
private Platform createPlatform(float x, float y, float radius, float sides, Color color, boolean rotatable, boolean locked, boolean isEmpty, Platform relatedTo) {
Platform platform = new Platform(0, 0, radius, sides, color, isEmpty, this);
platform.moveTo(x, y);
platform.setRotatable(rotatable);
platform.setLocked(locked);
getPlatforms().add(platform);
getStage().addActor(platform);
if (relatedTo != null) {
relatedTo.addRelation(platform);
}
return platform;
}
private Figure createFigure(float x, float y) {
Figure figure = getFiguresPool().obtain();
figure.init(this, 0, 0, 10f, 4f, Color.DARK_GRAY);
figure.moveTo(x, y);
getActiveFigures().add(figure);
getStage().addActor(figure);
return figure;
}
public void spawnFigure() {
if (getActiveFigures().size >= 10) return;
if (TimeUtils.nanoTime() - getLastFigureTime() <= 2000000000) return;
Platform platform = null;
for (Platform p: getPlatforms()) {
if (!p.isEmpty()) {
platform = p;
break;
}
}
if (platform == null) {
setLastFigureTime(TimeUtils.nanoTime());
return;
}
Sector sector = platform.getSectors().get(MathUtils.random(platform.getSectors().size() - 1));
float x = platform.getX();
float y = platform.getY();
Figure figure = createFigure(x, y);
figure.origin(x, y);
x = sector.getDirection().getTransformedVertices()[2];
y = sector.getDirection().getTransformedVertices()[3];
figure.addAction(Actions.moveTo(x, y, 1));
setLastFigureTime(TimeUtils.nanoTime());
}
public void update(float delta) {
updatePlatforms(delta);
updateFigures(delta);
spawnFigure();
}
private void updatePlatforms(float delta) {
for (Platform platform: getPlatforms()) {
platform.update(delta);
}
}
private void updateFigures(float delta) {
Figure figure;
int figures = getActiveFigures().size;
for (int i = figures; --i >= 0;) {
figure = getActiveFigures().get(i);
if (figure.isAlive() == false) {
getActiveFigures().removeIndex(i);
getFiguresPool().free(figure);
} else {
figure.update(delta);
}
}
}
public void resize(int width, int height) {
getCamera().setToOrtho(true, width, height);
getStage().getViewport().update(width, height, true);
for (Platform platform: getPlatforms()) {
platform.resize(true, width, height);
}
for (Figure figure: getActiveFigures()) {
figure.resize(true, width, height);
}
}
}
GameRenderer code:
public class GameRenderer {
private ShapeRenderer shapeRenderer;
private GameWorld world;
private SpriteBatch spriteBatch;
public GameRenderer(GameWorld world) {
setWorld(world);
setShapeRenderer(new ShapeRenderer());
getShapeRenderer().setProjectionMatrix(getWorld().getCamera().combined);
setSpriteBatch(new SpriteBatch());
getSpriteBatch().setProjectionMatrix(getWorld().getCamera().combined);
}
public void render() {
Gdx.gl.glClearColor(0f, 0.2f, 0.4f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
getWorld().getCamera().update();
getSpriteBatch().setProjectionMatrix(getWorld().getCamera().combined);
getShapeRenderer().setProjectionMatrix(getWorld().getCamera().combined);
getWorld().getStage().act(Gdx.graphics.getDeltaTime());
getWorld().getStage().draw();
renderGameObjects();
}
private void renderGameObjects() {
renderPlatforms();
renderFigures();
}
private void renderFigures() {
getShapeRenderer().begin(ShapeRenderer.ShapeType.Line);
for (Figure figure: getWorld().getActiveFigures()) {
figure.render(getSpriteBatch(), getShapeRenderer());
}
getShapeRenderer().end();
}
private void renderPlatforms() {
getShapeRenderer().begin(ShapeRenderer.ShapeType.Line);
for (Platform platform: world.getPlatforms()) {
platform.render(getSpriteBatch(), getShapeRenderer());
}
getShapeRenderer().end();
}
}
Platform code:
public class Platform extends GameObject {
private ArrayList < Sector > sectors = new ArrayList < Sector > ();
private ArrayList < Platform > relations = new ArrayList < Platform > ();
private boolean rotatable = true;
private boolean locked = false;
private void initialize(float cx, float cy, float radius, float sides, Color color) {
setPosition(cx, cy);
setRadius(radius);
setShape(ShapeType.POLYGON.getInstance(new float[] {
cx, cy, radius, sides
}, color));
}
public Platform(float cx, float cy, float radius, float sides, Color color, boolean isEmpty, GameWorld gameWorld) {
setGameWorld(gameWorld);
initialize(cx, cy, radius, sides, color);
setEmpty(isEmpty);
if (!isEmpty()) {
generateSectors();
}
}
private void generateSectors() {
float[] vertices = getShape().getVertices();
for (int i = 0; i < vertices.length; i += 2) {
try {
Color color = Color.WHITE;
if (i + 3 > vertices.length) {
getSectors().add(new Sector(new float[] {
getX(), getY(), vertices[i], vertices[i + 1], vertices[0], vertices[1]
}, color, this, i / 2));
} else {
getSectors().add(new Sector(new float[] {
getX(), getY(), vertices[i], vertices[i + 1], vertices[i + 2], vertices[i + 3]
}, color, this, i / 2));
}
} catch (Exception e) {
e.printStackTrace();
}
}
}
public void rotateBy(float degrees) {
setRotation(degrees);
getShape().rotate(degrees);
for (Sector sector: getSectors()) {
sector.rotate(degrees);
}
for (Platform platform: getRelations()) {
platform.rotateBy(degrees);
}
for (Figure figure: getGameWorld().getActiveFigures()) {
figure.rotate(degrees);
}
}
#Override
public void moveTo(float x, float y) {
super.moveTo(x, y);
getShape().moveTo(x, y);
for (Sector sector: getSectors()) {
sector.moveTo(x, y);
}
for (Platform platform: getRelations()) {
platform.moveTo(x, y);
}
}
public void addRelation(Platform platform) {
if (platform.equals(this)) return;
getRelations().add(platform);
}
#Override
public void update(float delta) {
for (Sector sector: getSectors()) {
sector.update(delta);
}
}
#Override
public void dispose() {
for (Sector sector: getSectors()) {
sector.dispose();
}
}
#Override
public void render(SpriteBatch spriteBatch, ShapeRenderer shapeRenderer) {
render(spriteBatch);
if (Config.DEBUG_LAYOUTS) render(shapeRenderer);
for (Sector sector: getSectors()) {
sector.render(spriteBatch, shapeRenderer);
}
}
private void render(ShapeRenderer shapeRenderer) {
shapeRenderer.setColor(getShape().getColor());
shapeRenderer.polygon(getShape().getVertices());
}
public void resize(boolean reposition, int width, int height) {
if (reposition) {
moveTo(width / 2, height / 2);
}
}
}
Sector code:
public class Sector extends GameObject {
private Polyline direction;
private float[] vertices;
private Platform platform;
private int sectorId;
public Sector(float[] vertices, Color color, Platform platform, int sectorId) throws Exception {
setSectorId(sectorId);
setVertices(vertices);
initialize(vertices, color, platform);
}
private void createDirection() {
float[] vertices = getShape().getPolygon().getVertices();
float x1 = vertices[0];
float y1 = vertices[1];
float x2 = (vertices[2]+vertices[4])/2;
float y2 = (vertices[3]+vertices[5])/2;
setDirection(new Polyline(new float[]{ x1, y1, x2, y2 }));
}
public Sector(float[] vertices, Color color, boolean isEmpty) throws Exception {
initialize(vertices, color);
setEmpty(isEmpty);
}
private void initialize(float[] vertices, Color color) throws Exception {
if (vertices.length != 6) {
throw new Exception("Sector constructor expects 6 vertices");
}
setShape(ShapeType.TRIANGLE.getInstance(vertices, color));
createDirection();
}
private void initialize(float[] vertices, Color color, Platform platform) throws Exception {
if (vertices.length != 6) {
throw new IllegalArgumentException("Sector constructor expects 6 vertices");
}
setShape(ShapeType.TRIANGLE.getInstance(vertices, color));
setPlatform(platform);
createDirection();
}
public void rotate(float degrees) {
getShape().rotate(degrees);
getDirection().rotate(degrees);
}
#Override
public void moveTo(float x, float y) {
super.moveTo(x, y);
getShape().moveTo(x, y);
getDirection().setPosition(x, y);
}
#Override
public void render(SpriteBatch spriteBatch, ShapeRenderer shapeRenderer) {
render(spriteBatch);
if (Config.DEBUG_LAYOUTS) render(shapeRenderer);
}
private void render(ShapeRenderer shapeRenderer) {
shapeRenderer.setColor(getShape().getColor());
shapeRenderer.polygon(getShape().getVertices());
shapeRenderer.setColor(Color.GREEN);
shapeRenderer.line(getDirection().getTransformedVertices()[0], getDirection().getTransformedVertices()[1], getDirection().getTransformedVertices()[2], getDirection().getTransformedVertices()[3]);
}
}
Figure code:
public class Figure extends GameObject {
private GameWorld world;
public void init(GameWorld world, float cx, float cy, float radius, float sides, Color color) {
super.init();
setWorld(world);
initialize(cx, cy, radius, sides, color);
}
private void initialize(float cx, float cy, float radius, float sides, Color color) {
super.moveTo(cx, cy);
setRadius(radius);
setShape(ShapeType.POLYGON.getInstance(new float[] {
cx, cy, radius, sides
}, color));
}
#Override
public void moveTo(float x, float y) {
super.moveTo(x, y);
getShape().moveTo(x, y);
}
#Override
public void setPosition(float x, float y) {
if (!isAllowedToFlyFuther()) {
clearActions();
return;
}
moveTo(x, y);
}
private boolean isAllowedToFlyFuther() {
for (Figure figure: getWorld().getActiveFigures()) {
if (!figure.equals(this) && Intersector.overlapConvexPolygons(figure.getShape().getPolygon(), getShape().getPolygon())) {
return false;
}
}
return true;
}
#Override
public void reset() {
super.reset();
remove();
}
#Override
public void update(float delta) {}
private void render(SpriteBatch spriteBatch) {}
#Override
public void dispose() {}
#Override
public void render(SpriteBatch spriteBatch, ShapeRenderer shapeRenderer) {
render(spriteBatch);
if (Config.DEBUG_LAYOUTS) render(shapeRenderer);
}
private void render(ShapeRenderer shapeRenderer) {
shapeRenderer.setColor(getShape().getColor());
shapeRenderer.polygon(getShape().getVertices());
}
public void rotate(float degrees) {
setRotation(degrees);
getShape().rotate(degrees);
}
public void origin(float originX, float originY) {
setOrigin(originX, originY);
getShape().setOrigin(originX, originY);
}
public void resize(boolean reposition, int width, int height) {
if (reposition) {
//TODO: implement reposition for figures
}
}
}
GameObject code:
public abstract class GameObject extends Actor implements Poolable {
private int speed = 200;
private int baseSpeed = 200;
private boolean alive;
private float radius;
private GameWorld gameWorld;
private Shape shape;
private boolean empty = false;
public GameObject() {
setAlive(false);
}
public void init() {
setAlive(true);
}
public void reset() {
setAlive(false);
}
public abstract void update(float delta);
public abstract void render(SpriteBatch spriteBatch, ShapeRenderer shapeRenderer);
public abstract void dispose();
public void moveTo(float x, float y) {
super.setPosition(x, y);
}
}
Shape code:
public class Shape {
private Color color = new Color(Color.RED);
private float[] vertices;
private int sides;
private float radius;
private Polygon polygon = new Polygon();
public void rotate(float degrees) {
getPolygon().rotate(degrees);
setVertices(getPolygon().getTransformedVertices());
}
public void moveTo(float x, float y) {
getPolygon().setPosition(x, y);
setVertices(getPolygon().getTransformedVertices());
}
public void setOrigin(float originX, float originY) {
getPolygon().setOrigin(originX, originY);
setVertices(getPolygon().getTransformedVertices());
}
public void scale(float ratio) {
getPolygon().setScale(ratio, ratio);
setVertices(getPolygon().getTransformedVertices());
}
}
ShapeType code:
public enum ShapeType {
POLYGON {#Override
public Shape getInstance(float[] settings, Color color) {
try {
return new PolygonShape(settings, color);
} catch (Exception e) {
e.printStackTrace();
}
return new BaseShape();
}
},
TRIANGLE {#Override
public Shape getInstance(float[] settings, Color color) {
try {
return new TriangleShape(settings, color);
} catch (Exception e) {
e.printStackTrace();
}
return new BaseShape();
}
};
public abstract Shape getInstance(float[] settings, Color color);
}
PolygonShape code:
public class PolygonShape extends Shape {
public PolygonShape(float[] settings, Color color) throws Exception {
if (settings.length < 4) {
throw new IllegalArgumentException("Polygon shape constructor expects minimum 4 items in settings");
}
setSides((int) settings[3]);
setRadius(settings[2]);
setVertices(Utils.mergeCoordinates(Utils.getPolygonArrays(settings[0], settings[1], settings[2], (int) settings[3])));
getPolygon().setVertices(getVertices());
}
}
TriangleShape code:
public class TriangleShape extends Shape {
public TriangleShape(float[] settings, Color color) throws Exception {
if (settings.length < 6) {
throw new IllegalArgumentException("Triangle shape constructor expects minimum 6 items in settings");
}
setVertices(settings);
setColor(color);
getPolygon().setVertices(getVertices());
}
}
Utils code:
public class Utils {
public static float[] mergeCoordinates(float[][] vertices) throws Exception {
if (vertices.length != 2 || vertices[0].length != vertices[1].length) throw new Exception("No valid data");
ArrayList < Float > mergedArrayList = new ArrayList < Float > ();
float[] mergedArray = new float[vertices[0].length * 2];
for (int i = 0; i < vertices[0].length; i++) {
mergedArrayList.add(vertices[0][i]);
mergedArrayList.add(vertices[1][i]);
}
int i = 0;
for (Float f: mergedArrayList) {
mergedArray[i++] = (f != null ? f : Float.NaN);
}
return mergedArray;
}
public static float[][] getPolygonArrays(float cx, float cy, float R, int sides) {
float[] x = new float[sides];
float[] y = new float[sides];
double thetaInc = 2 * Math.PI / sides;
double theta = (sides % 2 == 0) ? thetaInc : -Math.PI / 2;
for (int j = 0; j < sides; j++) {
x[j] = (float)(cx + R * Math.cos(theta));
y[j] = (float)(cy + R * Math.sin(theta));
theta += thetaInc;
}
return new float[][] {
x, y
};
}
}
Config code:
public class Config {
public static final String LOG = TheGame.class.getSimpleName();
public static final boolean DEBUG_LAYOUTS = true;
public static final boolean SHOW_LOG = false;
public static final float PLATFORM_ROTATE_DEGREES = 36;
}
DesktopLauncher code:
public class DesktopLauncher {
public static void main(String[] arg) {
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
config.title = "The Game!";
config.width = 1920 / 3;
config.height = 1080 / 3;
new LwjglApplication(new TheGame(), config);
}
}
Project structure:
Platform object structure and dependencies:
Render objects workflow

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