SnakeGame how to make the tail follow the head? - java

I am making a snake game, and I am stuck at where making the tails follow the head. And I heard using an add and remove on the head and tails could make that happen, but I have no idea where to start with that.
Here's my code so far:
Screen.java
public class Screen extends JPanel implements ActionListener, KeyListener {
public static final JLabel statusbar = new JLabel("Default");
public static final int WIDTH = 800, HEIGHT = 800;
Timer t = new Timer(100, this);
int x = 400;
int y = 400;
int size = 5; //increase size if eat
private boolean right = false, left = false, up = false, down = false;
int head = 0;
private LinkedList<BodyPart> snake = new LinkedList<BodyPart>();
private BodyPart b;
public Screen(){
initSnake();
t.start();
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
}
public void update(){
}
public void direction(){
if(right) x+=10;
if(left) x-=10;
if(up) y-=10;
if(down) y+=10;
}
public void trackOutBound(){
if(x < 0 || x > 800 || y < 0 || y > 800) {
x = 400;
y = 400;
}
}
public void initSnake(){
if(snake.size() == 0){
b = new BodyPart(x, y);
for(int i = 0; i < size; i++) {
snake.add(b);
}
System.out.println(snake);
}
}
public static void main(String[] args) {
}
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
g.setColor(new Color(10, 50, 0));
g.fillRect(0, 0, WIDTH, HEIGHT);
g.setColor(Color.BLACK);
for(int i = 0; i < WIDTH / 10; i++) {
g.drawLine(i * 10, 0, i * 10, HEIGHT);
}
for(int i = 0; i < HEIGHT / 10; i++) {
g.drawLine(0, i * 10, WIDTH, i * 10);
}
int tempx = 0, tempy = 0;
int temp = 0;
for(int i = 0; i < size; i++){
if(i == head) {
snake.get(i).x = x;
snake.get(i).y = y;
snake.get(i).draw(g);
g.setColor(Color.blue);
g.fillRect(x, y, 10, 10);
g.setColor(Color.white);
g.drawRect(x, y, 10, 10);
} else if(i > 0 && up) {
snake.get(i).x = x;
snake.get(i).y = y + temp;
snake.get(i).draw(g);
} else if(i > 0 && down) {
snake.get(i).x = x;
snake.get(i).y = y - temp;
snake.get(i).draw(g);
} else if(i > 0 && left) {
snake.get(i).x = x + temp;
snake.get(i).y = y;
snake.get(i).draw(g);
} else if(i > 0 && right) {
snake.get(i).x = x - temp;
snake.get(i).y = y;
snake.get(i).draw(g);
}
temp += 10;
}
/*
if(snake.size() == 5){
snake.add(b);
size += 1;
}
*/
}
#Override
public void actionPerformed(ActionEvent e) {
direction();
trackOutBound();
repaint();
// System.out.println(snake);
statusbar.setText("(" + x + " , " + y + ")");
}
#Override
public void keyTyped(KeyEvent e) {}
#Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if(key == KeyEvent.VK_RIGHT && !left) {
up = false;
down = false;
right = true;
}
if(key == KeyEvent.VK_LEFT && !right) {
up = false;
down = false;
left = true;
}
if(key == KeyEvent.VK_UP && !down) {
left = false;
right = false;
up = true;
}
if(key == KeyEvent.VK_DOWN && !up) {
left = false;
right = false;
down = true;
}
}
#Override
public void keyReleased(KeyEvent e) {}
}
BodyPart.java
public class BodyPart {
int x;
int y;
public BodyPart(int x, int y) {
this.x = x;
this.y = y;
}
public void draw(Graphics g) {
this.x = x;
this.y = y;
g.setColor(Color.red);
g.fillRect(x, y, 10, 10);
g.setColor(Color.white);
g.drawRect(x, y, 10, 10);
}
}
Frame.java
public class Frame extends JPanel {
private static JLabel statusbar = new JLabel("Default");
public void statusbar(){
statusbar = Screen.statusbar;
}
public static void main(String[] args) {
JFrame f = new JFrame();
Screen s = new Screen();
f.add(s);
f.add(statusbar, BorderLayout.SOUTH);
f.setSize(800, 800);
f.setVisible(true);
f.setLocationRelativeTo(null);
f.setResizable(false);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
Now this code would only make the tails flip to the horizontal or vertical, is it possible to make the tails follow the head by using this code? or I need to change my code?
Thank you

The basic idea is, you need some kind of List which contains ALL the points of the snake. Conceptually, the List would contain virtual coordinates, that is 1x1 would represent a coordinate in virtual space, which presented a place on a virtual board (which would have some wide and height).
You could then translate that to the screen, so this would allow each part of the snake to be larger then a single pixel. So, if each part was 5x5 pixels, then 1x1 would actually be 5x5 in the screen.
Each time the snake moves, you add a new value to the head and remove the last value from tail (assuming it's not growing). When you needed to paint the snake, you would simply iterate over the List, painting each point of the snake.
The following is a simple example, which uses a LinkedList, which pushes a new Point onto the List, making a new head, and removing the last element (the tail) on each cycle.
Which basically boils down to...
snakeBody.removeLast();
snakeBody.push(new Point(xPos, yPos));
As a runnable concept
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.util.LinkedList;
import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Snake {
public static void main(String[] args) {
new Snake();
}
public Snake() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public static class TestPane extends JPanel {
public enum Direction {
UP, DOWN, LEFT, RIGHT
}
private int xPos, yPos;
private Direction direction = Direction.UP;
private LinkedList<Point> snakeBody = new LinkedList<>();
public TestPane() {
xPos = 100;
yPos = 100;
for (int index = 0; index < 50; index++) {
snakeBody.add(new Point(xPos, yPos));
}
bindKeyStrokeTo("up.pressed", KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), new MoveAction(Direction.UP));
bindKeyStrokeTo("down.pressed", KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), new MoveAction(Direction.DOWN));
bindKeyStrokeTo("left.pressed", KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false), new MoveAction(Direction.LEFT));
bindKeyStrokeTo("right.pressed", KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false), new MoveAction(Direction.RIGHT));
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
switch (direction) {
case UP:
yPos--;
break;
case DOWN:
yPos++;
break;
case LEFT:
xPos--;
break;
case RIGHT:
xPos++;
break;
}
if (yPos < 0) {
yPos--;
} else if (yPos > getHeight() - 1) {
yPos = getHeight() - 1;
}
if (xPos < 0) {
xPos--;
} else if (xPos > getWidth() - 1) {
xPos = getWidth() - 1;
}
snakeBody.removeLast();
snakeBody.push(new Point(xPos, yPos));
repaint();
}
});
timer.start();
}
public void bindKeyStrokeTo(String name, KeyStroke keyStroke, Action action) {
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(keyStroke, name);
am.put(name, action);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.RED);
for (Point p : snakeBody) {
g2d.drawLine(p.x, p.y, p.x, p.y);
}
g2d.dispose();
}
public class MoveAction extends AbstractAction {
private Direction moveIn;
public MoveAction(Direction direction) {
this.moveIn = direction;
}
#Override
public void actionPerformed(ActionEvent e) {
direction = this.moveIn;
}
}
}
}
Now, this has no collision detection or other functionality, but you can move the snake around and it will follow itself

For snake style movement, you can, from the tail to the head, move each BodyPart position to the position of the BodyPart ahead of it. For the head there is no part ahead so you have to write decision code whether to simply move the same direction as the part before it or a new direction based on input. Then update the screen.

Related

How to make Java game more efficient?

I have been working on a flappy bird clone so I can get more practice programming. Everything in the game works, however the game has frame skips and lag drops, and I do not know how to make Java programs run more smoothly. Am I supposed to measure the amount of time a method takes and try to shorten that, or do I do something else? I have seen people explain how to program Java games, but there is hardly anything on improving the performance. Any advice would be helpful. Thank you.
Hazards class
package entity;
import java.util.ArrayList;
public class Hazards {
public ArrayList<Horizontal> hors;
public ArrayList<Vertical> verts;
public Hazards(int width, int height, int thickness) {
hors = new ArrayList<Horizontal>();
hors.add(new Horizontal(0, 0, width, thickness));
hors.add(new Horizontal(0, height-thickness, width, thickness));
verts = new ArrayList<Vertical>();
}
}
Horizontal class
package entity;
import java.awt.Rectangle;
public class Horizontal {
public int xPos, yPos, width, height;
public Rectangle bounds;
public Horizontal(int x, int y, int w, int h) {
this.xPos = x;
this.yPos = y;
this.width = w;
this.height = h;
this.bounds = new Rectangle(x, y, w, h);
}
public void updateBounds(int x, int y, int w, int h) {
this.xPos = x;
this.yPos = y;
this.width = w;
this.height = h;
this.bounds = new Rectangle(x, y, w, h);
}
}
Vertical class
package entity;
import java.awt.Rectangle;
import java.util.Random;
public class Vertical {
public int xPos, width, gapSize, gapPos;
public boolean scoredOn = false;
public Rectangle top, bottom;
public Vertical(int xPos, int width, int roofHeight, int floorHeight, int gapSize) {
this.xPos = xPos;
this.width = width;
this.gapPos = new Random().nextInt(floorHeight - gapSize) + roofHeight;
this.top = new Rectangle();
this.bottom = new Rectangle();
this.top.setBounds(xPos, 0, width, gapPos);
this.bottom.setBounds(xPos, gapPos + gapSize, width, floorHeight - roofHeight + top.height + gapSize);
}
}
Content class
package main;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Rectangle;
import javax.swing.JPanel;
public class Content extends JPanel {
private static final long serialVersionUID = 1L;
private Engine e;
private Rectangle bounds;
public Content(Engine engine) {
e = engine;
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.clearRect(0, 0, this.getWidth(), this.getHeight());
// Roof and floor
g.setColor(Color.black);
for (int x = 0; x < e.e.hors.size(); x++) {
bounds = e.e.hors.get(x).bounds;
g.fillRect(bounds.x, bounds.y, bounds.width, bounds.height);
}
// Pipes
g.setColor(Color.black);
for(int x = 0; x < e.e.verts.size(); x++) {
bounds = e.e.verts.get(x).top;
g.fillRect(bounds.x, bounds.y, bounds.width, bounds.height);
bounds = e.e.verts.get(x).bottom;
g.fillRect(bounds.x, bounds.y, bounds.width, bounds.height);
}
// Player
g.setColor(Color.black);
g.fillRect((int) e.p.xPos, (int) e.p.yPos, e.p.size, e.p.size);
// Score
g.setColor(Color.blue);
g.setFont(new Font("Monospaced", Font.PLAIN, 40));
g.drawString(Integer.toString(e.p.score), e.width/2, 80);
}
}
Engine class
package main;
import java.awt.Dimension;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import entity.Hazards;
import entity.Vertical;
import screen.TitleScreen;
public class Engine implements Runnable {
public JFrame f;
public String title = "Flappy Bird";
public int width = 500, height = 500;
public Content c;
public boolean running = false;
public boolean playing = false;
public Thread t;
public Player p;
public Hazards e;
public TitleScreen ts;
public JPanel mainPanel;
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
Engine e = new Engine();
e.execute();
}
});
}
public void execute() {
ts = new TitleScreen(width, height);
e = new Hazards(width, height, 30);
p = new Player(this);
c = new Content(this);
c.setPreferredSize(new Dimension(width, height));
c.setLayout(null);
c.addKeyListener(p);
mainPanel = new JPanel();
mainPanel.setPreferredSize(new Dimension(width, height));
mainPanel.setLayout(null);
f = new JFrame();
f.setTitle(title);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setResizable(false);
f.add(c);
// f.add(mainPanel);
f.pack();
f.createBufferStrategy(2);
f.setLayout(null);
f.setLocationRelativeTo(null);
f.setVisible(true);
c.requestFocus();
//ts.setScreen(mainPanel);
start();
}
public synchronized void start() {
if (running)
return;
running = true;
t = new Thread(this);
t.start();
}
public synchronized void stop() {
if (!running)
return;
running = false;
try {
t.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
public void run() {
long lastime = System.nanoTime();
double AmountOfTicks = 60;
double ns = 1000000000 / AmountOfTicks;
double delta = 0;
int tick = 0;
while (running) {
long now = System.nanoTime();
delta += (now - lastime) / ns;
lastime = now;
if (delta >= 1) {
// Call all updates here
if (playing) {
p.updatePos();
tick++;
if (tick == 60) {
tick = 0;
p.distance += p.speed;
System.out.println(p.distance);
if ((p.distance % 4) == 0) {
System.out.println("Making new pipes-----------------------------------------------------");
e.verts.add(new Vertical(600, 10, 30, height - 30, 100));
}
}
for (int x = 0; x < e.verts.size(); x++) {
e.verts.get(x).top.x -= p.speed;
e.verts.get(x).bottom.x -= p.speed;
if(e.verts.get(x).top.x<-50) {
e.verts.remove(x);
System.out.println("removed a pipe");
}
if(p.xPos>e.verts.get(x).top.x && !e.verts.get(x).scoredOn) {
e.verts.get(x).scoredOn = true;
p.score++;
}
}
}
mainPanel.revalidate();
mainPanel.repaint();
f.revalidate();
f.repaint();
delta--;
}
}
}
}
Player class
package main;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class Player implements KeyListener {
public int size = 10;
public double xPos = 50;
public double yPos = 240;
public double gravity = 3.4;
public double jumpForce = 16.6;
public double weight = 1;
public int speed = 2;
public int score = 0;
public int distance = 0;
public boolean jumping = false;
public double jumpTime = 10;
public int timed = 0;
public Rectangle bounds, temp, top, bottom;
public Engine en;
public Player(Engine engine) {
en = engine;
bounds = new Rectangle((int)xPos, (int)yPos, size, size);
}
public void keyTyped(KeyEvent e) {
}
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_W && en.playing) {
jumping = true;
} else if (e.getKeyCode() == KeyEvent.VK_SPACE) {
en.playing = !en.playing;
}
if(jumping) {
timed = 0;
jumpForce = 16.6;
}
}
public void keyReleased(KeyEvent e) {
}
public void updatePos() {
// collide with floor or ceiling
for(int x = 0; x < en.e.hors.size(); x++) {
temp = en.e.hors.get(x).bounds;
if(bounds.intersects(temp)) {
en.playing = false;
jumping = false;
timed = 0;
jumpForce = 0;
yPos = 240;
score = 0;
en.e.verts.clear();
distance = 0;
gravity = 3.8;
}
}
// collide with pipe
for(int x =0; x <en.e.verts.size();x++) {
top = en.e.verts.get(x).top;
bottom = en.e.verts.get(x).bottom;
if(bounds.intersects(top)||bounds.intersects(bottom)) {
en.playing = false;
jumping = false;
timed = 0;
jumpForce = 0;
yPos = 240;
score = 0;
gravity =3.4;
en.e.verts.clear();
distance = 0;
}
}
if (jumping && en.playing) {
gravity = 3.4;
yPos -= jumpForce;
jumpForce -= weight;
if (jumpForce == 0) {
jumping = false;
jumpForce = 16.6;
}
}
//if(!jumping && en.playing) {
gravity += 0.1;
//}
System.out.println(gravity);
yPos += gravity;
bounds.setBounds((int)xPos, (int)yPos, size, size);
}
}

How to stop flickering in java.awt.graphics?

So i started to learn Java and tried to create a basic pong game using java.awt.graphics.
After finishing it i saw that it was a lot of flickering to the point when the game was unplayable.
This is my main class named "pong"(What a creative name).
package pong;
import java.applet.Applet;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class pong extends Applet implements Runnable,KeyListener {
public static void main(String[] args){}
public final int W=700,L=500;
p1 player1;
p1 player2;
ball b;
Thread thread;
public void init() {
resize(W,L);
this.addKeyListener(this);
player2 = new p1(1);
b = new ball();
thread= new Thread(this);
player1 = new p1(2);
thread.start();
}
public void paint(Graphics g){
g.setColor(Color.BLACK);
g.fillRect(0,0,W,L);
if(!(b.getX()<-10 || b.getX()>690)){
player1.draw(g);
b.draw(g);
player2.draw(g);
}else if(b.getX()<-10){
g.setColor(Color.WHITE);
g.drawString("Right Player Won!",350,250);
}else{
g.setColor(Color.WHITE);
g.drawString("Left Player Won!",350,250);
}
}
#Override
public void update(Graphics g){
paint(g);
}
public void run() {
for(;;){
player1.move();
player2.move();
b.move();
colitionchecker(1);
repaint();
try {
Thread.sleep(17);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void keyTyped(KeyEvent e) {
}
public void keyPressed(KeyEvent e) {
if(e.getKeyCode()==KeyEvent.VK_UP)
player1.setUp(true);
else if (e.getKeyCode()==KeyEvent.VK_DOWN)
player1.setDown(true);
else if(e.getKeyCode()==KeyEvent.VK_W)
player2.setUp(true);
else if(e.getKeyCode()==KeyEvent.VK_S)
player2.setDown(true);
}
public void keyReleased(KeyEvent e) {
if(e.getKeyCode()==KeyEvent.VK_UP)
player1.setUp(false);
else if (e.getKeyCode()==KeyEvent.VK_DOWN)
player1.setDown(false);
else if(e.getKeyCode()==KeyEvent.VK_W)
player2.setUp(false);
else if(e.getKeyCode()==KeyEvent.VK_S)
player2.setDown(false);
}
public void colitionchecker(int num){
if(num == 1){
if(b.getX()<50 && b.getX()>20 && b.getY()>player2.getY() &&
b.getY()>=player2.getY()-80){
b.xv=-b.xv;
}
else{
if(b.getX()<700 && b.getX()>660 && b.getY()>=player1.getY() && b.getY()<=player1.getY()+80){
b.xv=-b.xv;
}
}
}
}
}
package pong;
import java.awt.*;
public class p1 implements paddle{
final double GRAVITY = 0.94;
double y=210,yv;
boolean up,down;
int player,x;
public p1(int player){
up=false; down=false;
if(player==1)
x=20;
else
x=660;
}
#Override
public void draw(Graphics g) {
g.setColor(Color.WHITE);
g.fillRect(x, (int)y,20,80);
}
public void move() {
if (up){
yv -= 2;
}else if (down){
yv += 2;
}else if (!down && !up){
yv *= GRAVITY;
}
if(yv>=15)
yv=5;
else if(yv<=-5)
yv=-5;
y += yv;
if(y<=0)
y=0;
else if(y>=420)
y=420;
}
public void setUp(boolean up) {
this.up = up;
}
public void setDown(boolean down) {
this.down = down;
}
public int getY() {
return (int)y;
}
}
package pong;
import java.awt.*;
public class ball {
double xv, yv, x, y;
public ball(){
x = 350;
y = 250;
xv = 2;
yv = 1;
}
public int getY() {
return (int)y;
}
public int getX() {
return (int)x;
}
public void move(){
x+=xv;
y+=yv;
if(y<10)
yv=-yv;
if(y>490)
yv=-yv;
}
public void draw(Graphics g){
g.setColor(Color.WHITE);
g.fillOval((int)x-10,(int)y-10,20,20);
}
}
package pong;
import java.awt.*;
public interface paddle {
public void draw(Graphics g);
public int getY();
public void move();
}
I am really lost and any help will be much appreciated.
Thanks.
So i started to learn Java
So your first lesson is, Applets are dead - better to spend your time else where, either using Swing or JavaFX windows based UIs.
Applet is not double buffered, hence the flicker, both Swing and JavaFX, if used correctly are.
I'd also discourage you from using a Thread in this way, as most GUI frameworks are not thread safe
I'd recommend having a look at:
Creating a GUI With JFC/Swing
Getting Started with JavaFX
as a basic starting point
Swing based solution
Because I can do it quickly...
KeyListener is a poor choice which is going to haunt you, better to use the Key Bindings API, which has been designed to overcome its limitations
Things you're going to have to read up on...
2D Graphics
How to Use Key Bindings
How to Use Swing Timers
And as an overall basic example
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private DefaultPaddle player1;
private DefaultPaddle player2;
private Ball b;
public TestPane() {
setBackground(Color.BLACK);
player1 = new DefaultPaddle(1);
player2 = new DefaultPaddle(2);
b = new Ball();
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "Player1.up.pressed", new UpAction(player1, true));
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true), "Player1.up.released", new UpAction(player1, false));
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "Player1.down.pressed", new DownAction(player1, true));
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true), "Player1.down.released", new DownAction(player1, false));
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, false), "Player2.up.pressed", new UpAction(player2, true));
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, true), "Player2.up.released", new UpAction(player2, false));
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, false), "Player2.down.pressed", new DownAction(player2, true));
addKeyBinding(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, true), "Player2.down.released", new DownAction(player2, false));
Timer timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
player1.move();
player2.move();
b.move();
// colitionchecker(1);
repaint();
}
});
timer.start();
}
protected void addKeyBinding(KeyStroke ks, String name, Action action) {
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(ks, name);
am.put(name, action);
}
public void colitionchecker(int num) {
if (num == 1) {
if (b.getX() < 50 && b.getX() > 20 && b.getY() > player2.getY()
&& b.getY() >= player2.getY() - 80) {
b.xv = -b.xv;
} else {
if (b.getX() < 700 && b.getX() > 660 && b.getY() >= player1.getY() && b.getY() <= player1.getY() + 80) {
b.xv = -b.xv;
}
}
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(700, 500);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.BLACK);
// if (!(b.getX() < -10 || b.getX() > 690)) {
player1.draw(g);
b.draw(g);
player2.draw(g);
// } else if (b.getX() < -10) {
// g.setColor(Color.WHITE);
// g.drawString("Right Player Won!", 350, 250);
// } else {
// g.setColor(Color.WHITE);
// g.drawString("Left Player Won!", 350, 250);
// }
g2d.dispose();
}
}
public class UpAction extends AbstractAction {
private DefaultPaddle paddle;
private boolean pressed;
public UpAction(DefaultPaddle paddle, boolean pressed) {
this.paddle = paddle;
this.pressed = pressed;
}
#Override
public void actionPerformed(ActionEvent e) {
System.out.println("Up " + pressed);
paddle.setUp(pressed);
}
}
public class DownAction extends AbstractAction {
private DefaultPaddle paddle;
private boolean pressed;
public DownAction(DefaultPaddle paddle, boolean pressed) {
this.paddle = paddle;
this.pressed = pressed;
}
#Override
public void actionPerformed(ActionEvent e) {
paddle.setDown(pressed);
}
}
public interface Paddle {
public void draw(Graphics g);
public int getY();
public void move();
}
public class DefaultPaddle implements Paddle {
final double GRAVITY = 0.94;
double y = 210, yv;
boolean up, down;
int player, x;
public DefaultPaddle(int player) {
up = false;
down = false;
if (player == 1) {
x = 20;
} else {
x = 660;
}
}
#Override
public void draw(Graphics g) {
g.setColor(Color.WHITE);
g.fillRect(x, (int) y, 20, 80);
}
public void move() {
if (up) {
yv -= 1;
} else if (down) {
yv += 1;
} else if (!down && !up) {
yv *= GRAVITY;
}
if (yv >= 15) {
yv = 5;
} else if (yv <= -5) {
yv = -5;
}
y += yv;
if (y <= 0) {
y = 0;
} else if (y >= 420) {
y = 420;
}
}
public void setUp(boolean up) {
this.up = up;
}
public void setDown(boolean down) {
this.down = down;
}
public int getY() {
return (int) y;
}
}
public class Ball {
double xv, yv, x, y;
public Ball() {
x = 350;
y = 250;
xv = 2;
yv = 1;
}
public int getY() {
return (int) y;
}
public int getX() {
return (int) x;
}
public void move() {
x += xv;
y += yv;
if (y < 10) {
yv = -yv;
}
if (y > 490) {
yv = -yv;
}
}
public void draw(Graphics g) {
g.setColor(Color.WHITE);
g.fillOval((int) x - 10, (int) y - 10, 20, 20);
}
}
}

Eclipse Game Lags Too Much

I am making a game and tutorials for how to make it on youtube. Here is the link to the channel. I explain the first part of what I have and why I have it because I know that is helpful for filling you in.
Link to part 1(Then watch the rest of parts. #Chris, this is helpful for solving the problem so don't flag the post).
https://www.youtube.com/watch?v=IRn_ZGhJZ94
I noticed as I was testing out my code for part 4. before recording, the game lagged HORRIBLY. I have alot of code, and any help is appreciated.
Game class:
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
import javax.swing.Timer;
#SuppressWarnings("serial")
public class Game extends JPanel implements ActionListener{
Timer mainTimer;
Paddle paddle;
Ball ball;
int blockCount = 16;
static ArrayList<Block> blocks = new ArrayList<Block>();
public Game() {
setFocusable(true);
paddle = new Paddle(250, 300);
addKeyListener(new KeyAdapt(paddle));
ball = new Ball(275, 280);
mainTimer = new Timer(10, this);
mainTimer.start();
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
ImageIcon ic = new ImageIcon("C:/Users/Elliot/Desktop/Eclipse Game/background.png");
g2d.drawImage(ic.getImage(), 0, 0, null);
paddle.draw(g2d);
ball.draw(g2d);
for(int i = 0; i < blockCount; i++) {
Block b = blocks.get(i);
b.draw(g2d);
}
}
#Override
public void actionPerformed(ActionEvent arg0) {
paddle.update();
ball.update();
for(int i = 0; i < blocks.size(); i++) {
Block b = blocks.get(i);
b.update();
}
repaint();
startGame();
}
public void addBlock(Block b) {
blocks.add(b);
}
public static void removeBlock(Block b) {
blocks.remove(b);
}
public static ArrayList<Block> getBlockList() {
return blocks;
}
public void startGame() {
for(int i = 0; i < blockCount; i++) {
addBlock(new Block(i*60 + 7, 20));
addBlock(new Block(i*60 + 7, 0));
}
}
}
Main class(The frame part):
import javax.swing.JFrame;
public class Main {
public static void main(String[] args) {
JFrame frame = new JFrame("Game");
frame.setSize(500, 400);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new Game());
frame.setResizable(false);
frame.setVisible(true);
}
}
Key Adapt class:
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
public class KeyAdapt extends KeyAdapter{
Paddle p;
public KeyAdapt(Paddle paddle) {
p = paddle;
}
public void keyPressed(KeyEvent e) {
p.keyPressed(e);
}
public void keyReleased(KeyEvent e) {
p.keyReleased(e);
}
}
Paddle class:
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
public class Paddle {
int velX;
int speed = 3;
static int x1, y1;
public Paddle(int x1, int y1) {
this.x1 = x1;
this.y1 = y1;
}
public void update() {
x1+=velX;
checkCollisions();
}
public void draw(Graphics2D g2d) {
g2d.drawImage(getPaddleImg(), x1, y1, null);
}
public static Image getPaddleImg() {
ImageIcon ic = new ImageIcon("C:/Users/Elliot/Desktop/Eclipse Game/paddle.png");
return ic.getImage();
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if(key==KeyEvent.VK_D) {
velX = speed;
} else if(key==KeyEvent.VK_A){
velX = -speed;
}
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if(key==KeyEvent.VK_D) {
velX = 0;
} else if(key==KeyEvent.VK_A){
velX = 0;
}
}
public void checkCollisions() {
if(getBounds().getX() + getBounds().getWidth() >= 500) {
x1 = 440;
} else if(getBounds().getX() <= 0) {
x1 = 0;
}
}
public static Rectangle getBounds() {
return new Rectangle(x1, y1 - 1, getPaddleImg().getWidth(null), getPaddleImg().getHeight(null));
}
}
Ball class:
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Rectangle;
import javax.swing.ImageIcon;
import javax.swing.JOptionPane;
public class Ball {
int velX;
int velY;
int speed = 3;
int x, y;
public Ball(int x, int y) {
this.x = x;
this.y = y;
}
public void update() {
x+=velX;
y+=velY;
checkCollisions();
}
public void draw(Graphics2D g2d) {
g2d.drawImage(getBallImg(), x, y, null);
}
public Image getBallImg() {
ImageIcon ic = new ImageIcon("C:/Users/Elliot/Desktop/Eclipse Game/ball.png");
return ic.getImage();
}
public void checkCollisions() {
for(int i = 0; i < Game.getBlockList().size(); i++) {
Block b = Game.getBlockList().get(i);
if(getBounds().intersects(b.getBounds()) && velX!=-speed) {
velY=speed;
velX =- speed;
Game.removeBlock(b);
}
else if(getBounds().intersects(b.getBounds())) {
velY=speed;
velX = speed;
Game.removeBlock(b);
}
}
if(getBounds().intersects(Paddle.getBounds())) {
velY = -speed;
} else if (getBounds().getY() <= 0 && velX!=speed) {
velY = speed;
velX =- speed;
}else if (getBounds().getY() <= 0 && velX!=-speed) {
velY = speed;
velX = speed;
} else if(getBounds().getY() >= 400) {
JOptionPane.showMessageDialog(null, "You Lost! :( ");
System.exit(0);
}
if(getBounds().getX() <= 0) {
velX = speed;
} else if(getBounds().getX() >= 500 - getBounds().getWidth()) {
velX = -speed;
}
}
public Rectangle getBounds() {
return new Rectangle(x, y, getBallImg().getWidth(null), getBallImg().getHeight(null));
}
}
Block class:
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Rectangle;
import javax.swing.ImageIcon;
public class Block {
int x2, y2;
public Block(int x2, int y2) {
this.x2 = x2;
this.y2 = y2;
}
public void update() {
}
public void draw(Graphics2D g2d){
g2d.drawImage(getBlockImg(), x2, y2, null);
}
public static Image getBlockImg() {
ImageIcon ic = new ImageIcon("C:/Users/Elliot/Desktop/Eclipse Game/block.png");
return ic.getImage();
}
public Rectangle getBounds() {
return new Rectangle(x2, y2, getBlockImg().getWidth(null), getBlockImg().getHeight(null));
}
}
I also have a folder called Eclipse Game on my desktop and I refer to it in my code.
Again, I understand this is alot but any idea with making it lag less is helpful. Also, watching the tutorial (look at the beginning for the link) on making what I have finished so far will help make it less confusing for you to understand how the code works. The game seriously lags so much I cannot play.
There are multiple issues.
The first, as I already mentioned in my comment, is that you're calling startGame() inside your timer action listener:
#Override
public void actionPerformed(ActionEvent arg0) {
paddle.update();
ball.update();
for(int i = 0; i < blocks.size(); i++) {
Block b = blocks.get(i);
b.update();
}
repaint();
startGame();
}
This is adding 3,200 blocks every second to the game, so you don't want that. I think the simplest place to put startGame() is at the end of the game constructor:
public Game() {
setFocusable(true);
paddle = new Paddle(250, 300);
addKeyListener(new KeyAdapt(paddle));
ball = new Ball(275, 280);
mainTimer = new Timer(10, this);
mainTimer.start();
startGame();
}
The other really big problem is that you're constantly reloading the images all the time. For example, look at this snippet:
if(getBounds().intersects(b.getBounds()) && velX!=-speed) {
velY=speed;
velX =- speed;
Game.removeBlock(b);
}
else if(getBounds().intersects(b.getBounds())) {
velY=speed;
velX = speed;
Game.removeBlock(b);
}
That is 4 calls to getBounds(), and if we take a look at that:
return new Rectangle(x2, y2, getBlockImg().getWidth(null), getBlockImg().getHeight(null));
You are loading 2 images which in total is 4*2*blockCount images every 10ms, just for this one method. Instead of loading images all the time, do something like this:
class GameResources {
static Image ballImage;
static Image paddleImage;
static Image blockImage;
// call GameResources.loadResources() at the
// beginning of main() or something
static void loadResources() {
// load all 3 images once here and be done
ballImage = ...;
paddleImage = ...;
blockImage = ...;
}
Then finally, you have an issue with removing items from the list while iterating over it, Ball.checkCollisions:
for(int i = 0; i < Game.getBlockList().size(); i++) {
Block b = Game.getBlockList().get(i);
if(getBounds().intersects(b.getBounds()) && velX!=-speed) {
velY=speed;
velX =- speed;
// removeBlock changes blocks.size()
Game.removeBlock(b);
}
else if(getBounds().intersects(b.getBounds())) {
velY=speed;
velX = speed;
// removeBlock changes blocks.size()
Game.removeBlock(b);
}
}
Instead you need to do something like this:
Iterator<Block> iter = Game.getBlockList().iterator();
while (it.hasNext()) {
Block b = it.next();
if(getBounds().intersects(b.getBounds()) && velX!=-speed) {
velY=speed;
velX =- speed;
// safely removing
it.remove();
}
else if(getBounds().intersects(b.getBounds())) {
velY=speed;
velX = speed;
// safely removing
it.remove();
}
}
And another possible boundary issue in Game.paint:
// using blockCount after possibly
// removing items from the list
// vvvvvvvvvv
for(int i = 0; i < blockCount; i++) {
Block b = blocks.get(i);
b.draw(g2d);
}
For simple iterations like this, you should use for-each:
for(Block b : blocks) {
b.draw(g2d);
}
After all of that the game runs pretty smoothly, except for some type of issue with the key listener which I didn't have time to figure out. I might look at it again after dinner.
edit:
I noticed a lot of other small things, so here is the program fixed up a bit more with my comments.
Some of the classes aren't public anymore just because I had them all in one source file.
import javax.swing.SwingUtilities;
import javax.swing.Timer;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JOptionPane;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyAdapter;
import java.util.ArrayList;
import java.util.Iterator;
import java.awt.Rectangle;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Dimension;
import java.net.URL;
import javax.imageio.ImageIO;
import java.io.IOException;
import java.io.File;
public class BlockGame {
public static void main(String[] args) {
// Swing program should always begin on the Swing
// thread with a call to invokeLater.
// See https://docs.oracle.com/javase/tutorial/uiswing/concurrency/initial.html
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
try {
// change this to
// .loadImages();
GameResources.loadInternetImages();
} catch (IOException x) {
x.printStackTrace();
return;
}
JFrame frame = new JFrame("Game");
// frame.setSize(500, 400);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// frame.add(new Game());
// Instead of calling setSize on the JFrame
// directly, set a preferred size on the game
// panel, then call pack() on the JFrame
Game game = new Game();
game.setPreferredSize(new Dimension(500, 400));
frame.add(game);
frame.pack();
frame.setResizable(false);
frame.setVisible(true);
// I started the game here instead
// of in the game loop, so the panel
// is visible and stuff beforehand.
game.startGame();
}
});
}
}
class Game extends JPanel implements ActionListener {
Timer mainTimer;
Paddle paddle;
Ball ball;
// I removed this because it's only ever
// used by startGame.
// int blockCount = 16;
// I changed this to an instance variable
// (not static) and passed the game in to
// update so the game objects can access
// it.
ArrayList<Block> blocks = new ArrayList<Block>();
public Game() {
setFocusable(true);
paddle = new Paddle(250, 300);
addKeyListener(new KeyAdapt(paddle));
ball = new Ball(275, 280);
mainTimer = new Timer(10, this);
// I moved this to the startGame() method
// mainTimer.start();
}
// Swing programs should override paintComponent
// instead of paint.
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// You should create a copy instead of
// directly using the graphics object which
// the component uses.
// This is so any changes you make to it
// don't affect the Swing paint routines.
Graphics2D g2d = (Graphics2D) g.create();
// ImageIcon ic = new ImageIcon("C:/Users/Elliot/Desktop/Eclipse Game/background.png");
// g2d.drawImage(ic.getImage(), 0, 0, null);
// Painting static resource.
g2d.drawImage(GameResources.backgroundImage, 0, 0, null);
paddle.draw(g2d);
ball.draw(g2d);
// This loop will throw an out of bounds
// exception once the first block is removed.
// vvvvvvvvvv
// for(int i = 0; i < blockCount; i++) {
// Block b = blocks.get(i);
// b.draw(g2d);
// }
// using for each
for (Block b : blocks) {
b.draw(g2d);
}
// Dispose the copied graphics when you're done.
g2d.dispose();
}
#Override
public void actionPerformed(ActionEvent arg0) {
paddle.update(this);
ball.update(this);
// for(int i = 0; i < blocks.size(); i++) {
// Block b = blocks.get(i);
// b.update();
// }
for (Block b : blocks) {
b.update(this);
}
repaint();
// I moved this to main
// startGame();
}
public void addBlock(Block b) {
blocks.add(b);
}
public void removeBlock(Block b) {
blocks.remove(b);
}
public ArrayList<Block> getBlockList() {
return blocks;
}
// I added this method so that the
// ball can access the paddle without
// static variables.
public Paddle getPaddle() {
return paddle;
}
public void startGame() {
// So the method won't be called twice
// and put the game in some unexpected
// state.
if (mainTimer.isRunning()) {
throw new IllegalStateException("game already started");
}
int initialBlockCount = 16;
for(int i = 0; i < initialBlockCount; i++) {
addBlock(new Block(i*60 + 7, 20));
addBlock(new Block(i*60 + 7, 0));
}
mainTimer.start();
}
}
// Generally speaking you should use
// Swing key bindings now, instead of
// key listeners.
//
// Key listeners have problems with
// the focus system: Swing components
// only send out key events when they
// have the focus.
//
// Key bindings don't have this issue.
//
// You can set up key bindings so they
// trigger any time the key is pressed
// in the focused window.
//
// https://docs.oracle.com/javase/tutorial/uiswing/misc/keybinding.html
//
class KeyAdapt extends KeyAdapter {
Paddle p;
public KeyAdapt(Paddle paddle) {
p = paddle;
}
public void keyPressed(KeyEvent e) {
p.keyPressed(e);
}
public void keyReleased(KeyEvent e) {
p.keyReleased(e);
}
}
class Paddle {
int velX;
int speed = 3;
// I changed these from static
// to instance variables.
int x1, y1;
// I added these variables to
// help with the key listener
// logic.
boolean leftPressed, rightPressed;
public Paddle(int x1, int y1) {
this.x1 = x1;
this.y1 = y1;
}
public void update(Game game) {
x1 += velX;
checkCollisions();
}
public void draw(Graphics2D g2d) {
g2d.drawImage(GameResources.paddleImage, x1, y1, null);
}
// public static Image getPaddleImg() {
// ImageIcon ic = new ImageIcon("C:/Users/Elliot/Desktop/Eclipse Game/paddle.png");
// return ic.getImage();
// }
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
// This logic is a little more robust
// because it handles cases where both
// keys are being held at the same time.
// Also see computeVelX().
if (key == KeyEvent.VK_D) {
leftPressed = true;
// velX = speed;
} else if (key == KeyEvent.VK_A) {
rightPressed = true;
// velX = -speed;
}
computeVelX();
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
// This logic is a little more robust
// because it handles cases where both
// keys are being held at the same time.
// Also see computeVelX().
if (key == KeyEvent.VK_D) {
leftPressed = false;
// velX = 0;
} else if (key == KeyEvent.VK_A) {
rightPressed = false;
// velX = 0;
}
computeVelX();
}
public void computeVelX() {
// This way the keys will never
// "stick". If both keys are
// held at the same time, velX
// is just 0 until one of the
// keys is released.
velX = 0;
if (leftPressed) {
velX += speed;
}
if (rightPressed) {
velX -= speed;
}
}
public void checkCollisions() {
// I used a variable instead of calling
// getBounds() repeatedly.
Rectangle bounds = getBounds();
if (bounds.getX() + bounds.getWidth() >= 500) {
x1 = 440;
} else if (bounds.getX() <= 0) {
x1 = 0;
}
}
// I change this from static to an instance method.
public Rectangle getBounds() {
// return new Rectangle(x1, y1 - 1, getPaddleImg().getWidth(null), getPaddleImg().getHeight(null));
int width = GameResources.paddleImage.getWidth(null);
int height = GameResources.paddleImage.getHeight(null);
return new Rectangle(x1, y1 - 1, width, height);
}
}
class Ball {
int velX;
int velY;
int speed = 3;
int x, y;
public Ball(int x, int y) {
this.x = x;
this.y = y;
}
public void update(Game game) {
x += velX;
y += velY;
checkCollisions(game);
}
public void draw(Graphics2D g2d) {
// g2d.drawImage(getBallImg(), x, y, null);
g2d.drawImage(GameResources.ballImage, x, y, null);
}
// public Image getBallImg() {
// ImageIcon ic = new ImageIcon("C:/Users/Elliot/Desktop/Eclipse Game/ball.png");
// return ic.getImage();
// }
public void checkCollisions(Game game) {
// Using an iterator instead of looping with size()
// directly, because we want to remove items from
// the list while iterating.
// The problem with removing while iterating with
// size() is that once you remove an element, the
// list shifts all the other elements back by 1,
// so on the next iteration of the loop you end
// up skipping an item.
// (Say you remove the element at index 5. Then
// all the elements shift back, so that e.g. the
// element at index 6 is now at index 5. The variable
// i is incremented, so you end up skipping the element
// that was at index 6 before the removal.
Iterator<Block> iter = game.getBlockList().iterator();
Rectangle bounds = getBounds();
while (iter.hasNext()) {
Block b = iter.next();
Rectangle bBounds = b.getBounds();
if (bounds.intersects(bBounds) && velX != -speed) {
velY = speed;
velX =- speed;
// Game.removeBlock(b);
iter.remove();
} else if (bounds.intersects(bBounds)) {
velY = speed;
velX = speed;
// Game.removeBlock(b);
iter.remove();
}
}
//
Rectangle pBounds = game.getPaddle().getBounds();
if (bounds.intersects(pBounds)) {
velY = -speed;
} else if (bounds.getY() <= 0 && velX != speed) {
velY = speed;
velX =- speed;
} else if (bounds.getY() <= 0 && velX != -speed) {
velY = speed;
velX = speed;
} else if (bounds.getY() >= 400) {
JOptionPane.showMessageDialog(null, "You Lost! :( ");
System.exit(0);
}
if (bounds.getX() <= 0) {
velX = speed;
} else if(bounds.getX() >= 500 - bounds.getWidth()) {
velX = -speed;
}
}
public Rectangle getBounds() {
// return new Rectangle(x, y, getBallImg().getWidth(null), getBallImg().getHeight(null));
int width = GameResources.ballImage.getWidth(null);
int height = GameResources.ballImage.getHeight(null);
return new Rectangle(x, y, width, height);
}
}
class Block {
int x2, y2;
public Block(int x2, int y2) {
this.x2 = x2;
this.y2 = y2;
}
public void update(Game game) {
}
public void draw(Graphics2D g2d){
// g2d.drawImage(getBlockImg(), x2, y2, null);
g2d.drawImage(GameResources.blockImage, x2, y2, null);
}
// public static Image getBlockImg() {
// ImageIcon ic = new ImageIcon("C:/Users/Elliot/Desktop/Eclipse Game/block.png");
// return ic.getImage();
// }
public Rectangle getBounds() {
// return new Rectangle(x2, y2, getBlockImg().getWidth(null), getBlockImg().getHeight(null));
int width = GameResources.blockImage.getWidth(null);
int height = GameResources.blockImage.getHeight(null);
return new Rectangle(x2, y2, width, height);
}
}
class GameResources {
public static Image backgroundImage;
public static Image blockImage;
public static Image ballImage;
public static Image paddleImage;
public static void loadImages() throws IOException {
// Load images once here.
// I didn't test this method since I don't have the images, but it
// should work. ImageIO.read will give better error messages than
// using ImageIcon. ImageIcon.getImage() will just return null if
// there was a problem, which doesn't tell you what the problem
// actually was.
paddleImage =
ImageIO.read(new File("C:/Users/Elliot/Desktop/Eclipse Game/paddle.png"));
ballImage =
ImageIO.read(new File("C:/Users/Elliot/Desktop/Eclipse Game/ball.png"));
blockImage =
ImageIO.read(new File("C:/Users/Elliot/Desktop/Eclipse Game/block.png"));
backgroundImage =
ImageIO.read(new File("C:/Users/Elliot/Desktop/Eclipse Game/background.png"));
}
public static void loadInternetImages() throws IOException {
// These images are from
// http://stackoverflow.com/questions/19209650/example-images-for-code-and-mark-up-qas
paddleImage =
ImageIO.read(new URL("http://i.stack.imgur.com/gYxHm.png"));
ballImage =
ImageIO.read(new URL("http://i.stack.imgur.com/gJmeJ.png"));
blockImage =
ImageIO.read(new URL("http://i.stack.imgur.com/F0JHK.png"));
backgroundImage =
ImageIO.read(new URL("http://i.stack.imgur.com/P59NF.png"));
}
}

java GUI to assign array value

There is one Paraview user interface as follow attracted me.
I think this interface can be used to assign value into array. It works like this :
I want to implement this into a Java program but I found no Java API can support my idea. The closest design from me would be adding multiple JSlider like this :
But what if it is a 100 size array, I wouldn't want to add 100 JSliders. Do you have better solution for this ?
Okay, so this is a pretty basic example. It needs a lot more work and optimisation, but should get you moving in the right direction
Have a look at Painting in AWT and Swing, Performing Custom Painting, 2D Graphics and How to Write a Mouse Listener for more details
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Shape;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Path2D;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TestGraph {
public static void main(String[] args) {
new TestGraph();
}
public TestGraph() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new GraphPane(0, 100, new int[100]));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public static class GraphPane extends JPanel {
protected static final int COLUMN_WIDTH = 10;
protected static final int VERTICAL_INSETS = 10;
private int[] data;
private int minValue, maxValue;
private Path2D.Double graph;
private List<Shape> buttons;
private Point mousePoint;
public GraphPane(int minValue, int maxValue, int[] data) {
this.data = data;
this.minValue = minValue;
this.maxValue = maxValue;
buttons = new ArrayList<>(data == null ? 25 : data.length);
updateView();
MouseAdapter ma = new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
updateData(e);
}
#Override
public void mouseDragged(MouseEvent e) {
updateData(e);
}
};
addMouseListener(ma);
addMouseMotionListener(ma);
}
protected void updateData(MouseEvent e) {
// Which "column" was clicked on
int column = (int) Math.round(((double) e.getX() / (double) COLUMN_WIDTH)) - 1;
// Get the "height" of the clickable area
int clickRange = getHeight() - (VERTICAL_INSETS * 2);
// Adjust the y click point for the margins...
int yPos = e.getY() - VERTICAL_INSETS;
// Calculate the vertical position that was clicked
// this ensures that the range is between 0 and clickRange
// You could choose to ignore values out side of this range
int row = Math.min(Math.max(clickRange - yPos, 0), clickRange);
// Normalise the value between 0-1
double clickNormalised = row / (double) clickRange;
// Calculate the actual row value...
row = minValue + (int) (Math.round(clickNormalised * maxValue));
// Update the data
data[column] = row;
mousePoint = new Point(
COLUMN_WIDTH + (column * COLUMN_WIDTH),
getHeight() - (VERTICAL_INSETS + (int) Math.round((data[column] / 100d) * clickRange)));
updateView();
repaint();
}
#Override
public void invalidate() {
super.invalidate();
updateView();
}
protected Shape createButton(int xPos, int yPos) {
return new Ellipse2D.Double(xPos - COLUMN_WIDTH / 2, yPos - COLUMN_WIDTH / 2, COLUMN_WIDTH, COLUMN_WIDTH);
}
protected void updateView() {
graph = new Path2D.Double();
buttons.clear();
if (data != null && data.length > 0) {
int verticalRange = getHeight() - (VERTICAL_INSETS * 2);
int xPos = COLUMN_WIDTH;
int yPos = getHeight() - (VERTICAL_INSETS + (int) Math.round((data[0] / 100d) * verticalRange));
graph.moveTo(xPos, yPos);
if (data[0] > 0) {
buttons.add(createButton(xPos, yPos));
}
for (int index = 1; index < data.length; index++) {
xPos = (index * COLUMN_WIDTH) + COLUMN_WIDTH;
yPos = getHeight() - (VERTICAL_INSETS + (int) Math.round((data[index] / 100d) * verticalRange));
graph.lineTo(xPos, yPos);
if (data[index] > 0) {
buttons.add(createButton(xPos, yPos));
}
}
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(data == null ? 0 : (data.length + 1) * COLUMN_WIDTH, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (data != null) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(new Color(64, 64, 64, 32));
for (int index = 0; index < data.length; index++) {
int xPos = (index * COLUMN_WIDTH) + COLUMN_WIDTH;
g2d.drawLine(xPos, VERTICAL_INSETS, xPos, getHeight() - VERTICAL_INSETS);
}
g2d.setColor(Color.BLACK);
g2d.draw(graph);
for (Shape button : buttons) {
g2d.fill(button);
}
if (mousePoint != null) {
g2d.setColor(new Color(255, 192, 203));
Ellipse2D dot = new Ellipse2D.Double((mousePoint.x - COLUMN_WIDTH / 2) - 2, (mousePoint.y - COLUMN_WIDTH / 2) - 2, COLUMN_WIDTH + 4, COLUMN_WIDTH + 4);
g2d.draw(dot);
g2d.setColor(new Color(255, 192, 203, 128));
g2d.fill(dot);
}
g2d.dispose();
}
}
}
}
Before anyone says I didn't put the "fill" in, I deliberately used a Path2D to make it much simpler to achieve ;)
here is a small example how to create this using polygon class .i sorted x coordinate and use polygon class to make this.
GraphPane.class
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Polygon;
import java.awt.RenderingHints;
import java.util.ArrayList;
import java.util.Collections;
import javax.swing.JPanel;
public class GraphPane extends JPanel {
ArrayList<XYpoints> poinList = new ArrayList();
private int px;
private int py;
private XYpoints last;
private boolean drag;
private static Color graphColor=new Color(32, 178, 170);
public GraphPane() {
initComponents();
poinList.add(new XYpoints(50, 400));
poinList.add(new XYpoints(450, 50));
poinList.add(new XYpoints(600, 400));
}
private void initComponents() {
setBackground(new java.awt.Color(255, 255, 255));
addMouseMotionListener(new java.awt.event.MouseMotionAdapter() {
public void mouseDragged(java.awt.event.MouseEvent evt) {
System.out.println("drag");
if (drag) {
last.setY(evt.getY());
GraphPane.this.repaint();
}
}
});
addMouseListener(new java.awt.event.MouseAdapter() {
public void mousePressed(java.awt.event.MouseEvent evt) {
int x = evt.getX();
int y = evt.getY();
for (XYpoints poinList1 : poinList) {
px = poinList1.getpX();
py = poinList1.getpY();
if (x < px + 5 && x > px - 5 && y < py + 5 && y > py - 5) {
System.out.println("inter");
poinList1.setIntersect(true);
last = poinList1;
drag = true;
GraphPane.this.repaint();
return;
}
}
poinList.add(new XYpoints(x, y));
Collections.sort(poinList, new XComp());
GraphPane.this.repaint();
}
public void mouseReleased(java.awt.event.MouseEvent evt) {
if (drag) {
drag = false;
last.setIntersect(false);
GraphPane.this.repaint();
}
}
});
}
#Override
protected void paintComponent(Graphics gr) {
super.paintComponent(gr);
Graphics2D g = (Graphics2D) gr.create();
Polygon p = new Polygon();
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
for (XYpoints poinList1 : poinList) {
px = poinList1.getpX();
py = poinList1.getpY();
p.addPoint(px, py);
}
g.setColor(graphColor);
g.fillPolygon(p);
for (XYpoints poinList1 : poinList) {
px = poinList1.getpX();
py = poinList1.getpY();
g.setColor(Color.red);
if (poinList1.isIntersect()) {
g.setColor(Color.blue);
}
g.fillOval(px - 5, py - 5, 10, 10);
}
g.dispose();
}
}
XYpoints.class
import java.awt.Polygon;
import java.util.Comparator;
public class XYpoints extends Polygon {
private int x;
private int y;
private boolean inter;
public XYpoints(int x, int y) {
this.x = x;
this.y = y;
}
public void setIntersect(boolean state) {
inter = state;
}
public void setY(int y){
this.y=y;
}
public boolean isIntersect() {
return inter;
}
public int getpX() {
//System.out.println("send " + this.x);
return this.x;
}
public int getpY() {
return this.y;
}
}
XComp .class
class XComp implements Comparator<XYpoints> {
#Override
public int compare(XYpoints t, XYpoints t1) {
if (t.getpX() < t1.getpX()) {
return -1;
} else {
return 1;
}
}
}
myframe.class
import javax.swing.JFrame;
public class myframe extends JFrame {
public myframe() {
GraphPane pane = new GraphPane();
setContentPane(pane);
setSize(650, 500);
setVisible(true);
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
new myframe();
}
});
}
}

creating many objects with collision properties. JAVA

I have a simple program with three rectangles: one that can move with the push of the arrow keys, and two that are already moving back and forth on their own.
When the 'player' rectangle and top red collide, the player driven rectangle gets put back to (0,0). When I try to collide the player rectangle with the bottom red rectangle, it does not have those collision properties and I have no idea why.
What am I missing?
import java.awt.*;//needed for graphics
import javax.swing.*;//needed for JFrame window
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class javaapplication23 extends JFrame implements KeyListener, ActionListener {
public static int x = 0;
public static int y = 0;
public static int x2 = 100;
public static int y2 = 100;
public javaapplication23() {//constructor for JPanel
add(new JP());
}//close Jpanel Contructor
public static void main(String[] args) {
javaapplication23 w = new javaapplication23();
w.setTitle("MIKE IS AWESOME");
w.setSize(Toolkit.getDefaultToolkit().getScreenSize());
w.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
w.setVisible(true);
w.addKeyListener(w);
}
public class JP extends JPanel {//start JPanel CLass
public JP() {
Container c = getContentPane();
c.setBackground(Color.white);//backgraund color can be changed
}
public void paint(Graphics g) {//opens paint method
super.paint(g);
player(g, x, y);
g.setColor(Color.RED);
enemylevel1(g, x2, y2);
Rectangle enemyblocks = new Rectangle(x2, y2, 25, 25);
Rectangle player = new Rectangle(x, y, 25, 25);
enemyblocks.contains(x2, y2);
player.contains(x, y);
if (player.getBounds().intersects(enemyblocks.getBounds())) {
x = 0;
y = 0;
}
pause(1);
repaint();
}//close paint method
}//close JPanel Class
public static void pause(int time) {
try //opens an exception handling statement
{
Thread.sleep(time);
} catch (InterruptedException e) {
} //captures the exception
}
public void actionPerformed(ActionEvent e) {
}
public void keyTyped(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == e.VK_RIGHT) {
x += 20;//global variable controlling right movement
repaint();
}
if (e.getKeyCode() == e.VK_LEFT) {
x -= 20;//global variable controlling left movement
repaint();
}
if (e.getKeyCode() == e.VK_UP) {
y -= 20;//global variable controlling up movement
repaint();
}
if (e.getKeyCode() == e.VK_DOWN) {
y += 20;//global variable controlling down movement
repaint();
}
}
public void player(Graphics g, int x, int y) {
g.fillRect(x, y, 30, 30);
}
public void enemylevel1(Graphics g, int x, int y) {
g.fillRect(x2, y2, 25, 25);
g.fillRect(x2, y2 + 100, 25, 25);
if (x2 < 200 && y2 == 100) {
x2 += 1;
}
if (x2 == 200 && y2 >= 100) {
y2 += 1;
}
if (x2 <= 200 && y2 >= 101) {
x2 -= 1;
}
if (x2 == 100 && y2 <= 101) {
y2 -= 1;
}
pause(10);
repaint();
}
}
Start by having a look at Working with Geometry, this will allow you to reduce much of the code complexity.
Basically, a enemy is just a Rectangle, Graphics2D can paint these without to much of an issue. What you need to do is create an instance which can also update it's position based on your needs
public class Enemy extends Rectangle {
private int xDelta;
public Enemy(int x, int y) {
super(x, y, 20, 20);
if (x == 0) {
xDelta = 1;
} else {
xDelta = -1;
}
}
public void update(Rectangle bounds) {
x += xDelta;
if (x < bounds.x) {
x = bounds.x;
xDelta *= -1;
} else if (x > bounds.x + bounds.width - width) {
x = bounds.x + bounds.width - width;
xDelta *= -1;
}
}
}
So, this creates a single unit of work, which is isolated from everything else and carries it's own logic with it. This makes updating it, painting and generally working with much simpler.
Next, you need to create a List of these
public class Bounce extends JPanel implements KeyListener, ActionListener {
private List<Enemy> enemies;
//...
public Bounce() {
enemies = new ArrayList<>(5);
int y = 100;
for (int index = 0; index < 5; index++) {
int x = (index % 2 == 0) ? 0 : 200;
Enemy enemy = new Enemy(x, y);
enemies.add(enemy);
y += 60;
}
This creates a List of Enemys which are distributed evenly within the container.
Now, we need to paint them....
#Override
protected void paintComponent(Graphics g) {//opens paint method
super.paintComponent(g);
Graphics2D g2d = (Graphics2D)g.create();
g2d.setColor(Color.RED);
for (Enemy enemy : enemies) {
g2d.fill(enemy);
}
}//close paint method
nb: General convention suggests that you should override paintComponent when you want to perform custom painting
But they don't move, that kind of sucks. So we need a way to, on a regular bases, update the position of the enemies...
First, we create a simple method which we can call to update the enemies, remember, they are capable of updating themselves, we just need to tell them when
public void updateState() {
Rectangle bounds = new Rectangle(20, 20, 200, 200);
for (Enemy enemy : enemies) {
enemy.update(bounds);
}
}
Remember, the Enemy is self contained, it knows how to update itself based on the constraints you have provided.
And now, we need to call this method on a regular bases...
javax.swing.Timer timer = new javax.swing.Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
updateState();
repaint();
}
});
timer.start();
Okay, this will schedule a callback every 40 milliseconds which will allow us to call the updateState method and repaint the component. This is neat because it won't block the Event Dispatching Thread (making our program look like it's hung) but which notifies us within the context of the EDT, making it safe to update the UI from within - WIN/WIN :)
Take a look at Concurrency in Swing and How to use Swing Timers for more details.
Okay, but that doesn't solve the collision...
The player is also a Rectangle, so why not use the same concept we have with the enemies...
public class Bounce extends JPanel implements KeyListener, ActionListener {
private List<Enemy> enemies;
private Rectangle player;
//...
public Bounce() {
player = new Rectangle(0, 0, 30, 30);
enemies = new ArrayList<>(5);
//...
}
#Override
protected void paintComponent(Graphics g) {//opens paint method
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
drawPlayer(g2d);
g2d.setColor(Color.RED);
for (Enemy enemy : enemies) {
g2d.fill(enemy);
if (player.intersects(enemy)) {
player.x = 0;
player.y = 0;
}
}
}//close paint method
public void drawPlayer(Graphics2D g) {
g.fill(player);
}
Which ends up with something like...
This allows you to add/remove enemies as you want and also change the way in which the enemies move, simply and easily
An my "awesome" test code...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Bounce extends JPanel implements KeyListener, ActionListener {
private List<Enemy> enemies;
private Rectangle player;
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new Bounce());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public Bounce() {
player = new Rectangle(0, 0, 30, 30);
enemies = new ArrayList<>(5);
int y = 100;
for (int index = 0; index < 5; index++) {
int x = (index % 2 == 0) ? 0 : 200;
Enemy enemy = new Enemy(x, y);
enemies.add(enemy);
y += 60;
}
setBackground(Color.white);//backgraund color can be changed
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
updateState();
repaint();
}
});
timer.start();
setFocusable(true);
requestFocusInWindow();
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
requestFocusInWindow();
}
});
addKeyListener(this);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(240, 400);
}
#Override
protected void paintComponent(Graphics g) {//opens paint method
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
drawPlayer(g2d);
g2d.setColor(Color.RED);
for (Enemy enemy : enemies) {
g2d.fill(enemy);
if (player.intersects(enemy)) {
player.x = 0;
player.y = 0;
}
}
}//close paint method
public void actionPerformed(ActionEvent e) {
}
public void keyTyped(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == e.VK_RIGHT) {
player.x += 20;//global variable controlling right movement
}
if (e.getKeyCode() == e.VK_LEFT) {
player.x -= 20;//global variable controlling left movement
}
if (e.getKeyCode() == e.VK_UP) {
player.y -= 20;//global variable controlling up movement
}
if (e.getKeyCode() == e.VK_DOWN) {
player.y += 20;//global variable controlling down movement
}
}
public void drawPlayer(Graphics2D g) {
g.fill(player);
}
public void updateState() {
Rectangle bounds = new Rectangle(20, 20, 200, 200);
for (Enemy enemy : enemies) {
enemy.update(bounds);
}
}
public class Enemy extends Rectangle {
private int xDelta;
public Enemy(int x, int y) {
super(x, y, 20, 20);
if (x == 0) {
xDelta = 1;
} else {
xDelta = -1;
}
}
public void update(Rectangle bounds) {
x += xDelta;
if (x < bounds.x) {
x = bounds.x;
xDelta *= -1;
} else if (x > bounds.x + bounds.width - width) {
x = bounds.x + bounds.width - width;
xDelta *= -1;
}
}
}
}

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