Understanding Field access expression - java

Here's the code for the class GameObject.java:
package com.badlogic.androidgames.gamedev2d;
import com.badlogic.androidgames.framework.math.Rectangle;
import com.badlogic.androidgames.framework.math.Vector2;
public class GameObject {
public final Vector2 position;
public final Rectangle bounds;
public GameObject(float x, float y, float width, float height) {
this.position = new Vector2(x,y);
this.bounds = new Rectangle(x-width/2, y-height/2, width, height);
}
}
Code for Rectangle.java:
package com.badlogic.androidgames.framework.math;
public class Rectangle {
public final Vector2 lowerLeft;
public float width, height;
public Rectangle(float x, float y, float width, float height) {
this.lowerLeft = new Vector2(x,y);
this.width = width;
this.height = height;
}
}
Code snippet for Vector2.java:
package com.badlogic.androidgames.framework.math;
public Vector2(float x, float y) {
this.x = x;
this.y = y;
}
And a code snippet for SpatialhashGrid.java:
package com.badlogic.androidgames.gamedev2d;
import java.util.ArrayList;
import java.util.List;
import android.util.FloatMath;
public class SpatialHashGrid {
List<GameObject>[] dynamicCells;
List<GameObject>[] staticCells;
int cellsPerRow;
int cellsPerCol;
float cellSize;
int[] cellIds = new int[4];
List<GameObject> foundObjects;
public int[] getCellIds(GameObject obj) {
int x1 = (int)FloatMath.floor(obj.bounds.lowerLeft.x / cellSize);
int y1 = (int)FloatMath.floor(obj.bounds.lowerLeft.y / cellSize);
int x2 = (int)FloatMath.floor((obj.bounds.lowerLeft.x + obj.bounds.width) / cellSize);
int y2 = (int)FloatMath.floor((obj.bounds.lowerLeft.y + obj.bounds.height) / cellSize);
if(x1 == x2 && y1 == y2) {
if(x1 >= 0 && x1 < cellsPerRow && y1 >= 0 && y1 < cellsPerCol)
cellIds[0] = x1 + y1 * cellsPerRow;
else
cellIds[0] = -1;
cellIds[1] = -1;
cellIds[2] = -1;
cellIds[3] = -1;
}
Whenever I read any Java book they always mention the Law of Demeter. Isn't the line :
int x1 = (int)FloatMath.floor(obj.bounds.lowerLeft.x / cellSize);
violating this law? Since I never used convention like this, I can't seem to understand what does this line mean? How can 3 objects be used in the same line with the dot(.) operator?

int x1 = (int)FloatMath.floor(obj.bounds.lowerLeft.x / cellSize);
The above line is an assimilation line of the following:
Rectangle bounds1 = obj.bounds;
Vector2 lowerLeft1 = bounds1.lowerLeft;
float xtemp = lowerLeft1.x;
int x1 = (int)FloatMath.floor(xtemp / cellSize);
Instead of declaring separate variables, the developer chose to cascade them into one line. Since they are public variables, they can be accessed via the dot operator, viz. object.variable.

It might be that Information hiding is not quite a requirement in the example.

class A {
public int b;
}
A a = new A();
int c = a.b;
The dots mean access the member named. In my case access the member b of the object a.
It's rarely seen because it involves directly accessing the member variable of an object, which is almost always bad practice.

In short, Law of Demeter suggests that you should only "talk to your immediate friends; don't talk to strangers."
In your example, the statement obj.bounds.lowerLeft.x breaks this principle, because there instead of only accessing properties of the obj variable, also a distant variable in the object graph (x) is read directly.
This is possible because Java supports chaining calls to member variables (and non-void methods). However, "talking to strangers" like this is an anti-pattern because it makes refactoring your code difficult; small changes like renaming variables can break code in other classes that use the variable directly

Related

Collision detection only works when object hits right in the centre

Hi so i have here a 'falling' style game where i have homer simpsons head falling through the sky avoiding the salads and collecting burgers to increase score. I have implemented collision detection so when homer hits a salad he should re-spawn and have a life deducted which works fine. However if homers head hits the side of the salad and not directly in the centre of it the game will freeze for a moment and then carry on like nothing happened. I am not sure why this happens and wondering if there is a problem with how i am doing this. Here is my code below:
Are the collision detection not accurate enough or is there another issue that i am missing?
PImage background;
PImage MenuBackground;
int y=0;//global variable background location
final int End = 0;
final int Active = 1;
final int Menu = 2;
int gameMode = Menu;
int score = 0;
int lives = 3;
Boolean BurgerCollisionInProgress = false;
Boolean BurgerCollisionInProgress2 = false;
Salad salad1;
Salad salad2;
Salad salad3;
Homer user1;
Burger Burger;
public void settings()
{
size(500,1000); //setup size of canvas
}
void menu()
{
background = loadImage("spaceBackground.jpg"); //image used for background
background.resize(500,1000); //resizes the background
gameMode = Active;
float rand = random(25,475);
int intRand = int(rand);
float rand2 = random(25,475);
int intRand2 = int(rand2);
float rand3 = random(25,475);
int intRand3 = int(rand3);
float rand4 = random(25,475);
int intRand4 = int(rand4);
user1 = new Homer(250,100); //declares new defender as user1
Burger = new Burger(intRand,900,2);
salad1 = new Salad(intRand2,900,3);
salad2 = new Salad(intRand3,900,3);
salad3 = new Salad(intRand4,900,3); //3 aliens declared with their x and y position and their speed they move at
draw();
}
void setup()
{
if(gameMode == 2)
{
MenuBackground = loadImage("simpMenu.png");
MenuBackground.resize(540,1000);
image(MenuBackground, 0, y);
textAlign(CENTER);
textSize(40);
fill(252, 3, 3);
text("Press 'p' to play", 250,500);
}
}
void draw ()
{
if (gameMode == Active)
{
if(crash() == false)
{
drawBackground();//calls the drawBackground method
textSize(32);
fill(22,100,8);
text("Score: " + score,75,40);
text("Lives: " + lives,75,80);
salad1.update();//calls the update method which holds the move and render methods for alien
salad2.update();
salad3.update();
user1.render();//calls the update method which holds the move and render methods for user
Burger.update();//calls the update method which holds the move and render methods for burger
if(Bcrash() == true && BurgerCollisionInProgress == false)
{
score = score+1;
BurgerCollisionInProgress = true;
Burger.y = 900;
float rand = random(25,475);
int intRand = int(rand);
Burger.x = intRand;
}
if(Bcrash() == false)
{
BurgerCollisionInProgress = false;
}
if(crash() == true && BurgerCollisionInProgress2 == false)
{
if (lives < 1)
{ gameMode = End;
textSize(28);
fill(22,100,8);
text("Game Over, press 'r' to restart",200,200);
}
else
{
lives = lives - 1;
BurgerCollisionInProgress2 = true;
menu();
}
if(crash() == false)
{
BurgerCollisionInProgress2 = false;
}
}
}
}
}
void drawBackground()
{
image(background, 0, y); //draw background twice adjacent
image(background, 0, y-background.width);
y -=2;
if(y == -background.width)
y=0; //wrap background
}
boolean crash()
{
if(user1.crash(salad1))
{
return true;
}
if(user1.crash(salad2))
{
return true;
}
if(user1.crash(salad3))
{
return true;
}
return false;
}
boolean Bcrash()
{
if(user1.crash(Burger))
{
return true;
}
return false;
}
Homer class:
class Homer
{
PImage UserImage;
int x,y; //declaring variables
Homer(int x, int y)
{
this.x = x;
this.y = y;
UserImage = loadImage("homer.png");
UserImage.resize (60, 52);
} // end of Homer
void render()
{
//draw a Homer
image(UserImage,x,y);
} //end of void render
boolean crash(Salad A)
{
if((abs(x-A.x)<=30) && abs(y-A.y)<=30)
{
return true;
}
return false;
}// end of crash
boolean crash(Burger A)
{
if((abs(x-A.x)<=30) && abs(y-A.y)<=30)
{
return true;
}
return false;
}
} // end of class
Burger Class:
class Burger
{
PImage burgerImage;
int x,y, speedX;
int speedY = 0;
Burger(int x, int y, int speedY)
{
this.x = x;
this.y = y;
this.speedY= speedY;
burgerImage = loadImage("food.png");
burgerImage.resize (60, 52);
}
void render()
{
image(burgerImage,x,y);
}
void move()
{
y = y - speedY;
float rand = random(25,475);
int intRand = int(rand);
if(this.y < 0)
{
this.y = 900;
this.x = intRand;
}
}
void update()
{
move();
render();
}
}
Salad Class:
class Salad
{
float x,y;
float speedX, speedY; //declaring variables
PImage saladImage;
Salad(int x, int y, int speedY)
{
this.x = x;
this.y = y;
this.speedY = speedY;
saladImage = loadImage("salad.png");
saladImage.resize (60, 52);
} //end of salad
void move()
{
y=y-speedY;
float stepY = random(-5,5);
y = y + (int)stepY;
float rand = random(25,475);
int intRand = int(rand);
if(this.y < 0)
{
this.y = 900; // once the salads y is less than 0 they restart at 900
this.x = intRand;
speedY = speedY + 0.5;
}
} //end of void move
//draw a salad
void render()
{
image(saladImage,x,y);
} //end of void render
void update()
{
move();
render();
}
}// end of alien class
There are several little things which makes this harder than it could be. First, your intersect method isn't quite right. Then, the way you handle coordinates could be improved upon.
What I'm going to do first is to show you how to intersect rectangles. After that, I'll show you how I would deal with the drawable objets so they stay easy to manipulate. Then I'll show you some skeleton code for a short, easy game with stuff falling and colliding, and just for you I'll add some help so you can implement these suggestions into the context of your game.
1. Collisions
There are many ways to handle collisions. Most of them are applied mathematics, some of them are clever algorithms making use of colors or invisible sprites. There are probably methods I'm forgetting, too.
We'll only do collisions between rectangles, as your program seems quite rectangle-friendly and it's the easier method. So we'll write a intersection detection algorithm.
First thing to do when writing an algorithm is the pseudocode. I'm not joking. It's easy to go all clakety-clak with your keyboard and hit compile. It works most of the time... but it's more intuitive logic than applying your brain to the problem.
Being able to pseudocode is like a superpower for programmers. Never underestimate it.
Now, how do you know if two rectangles are intersecting? The answer is:
There are 4 ways that two rectangles can intersect, whether horizontally or vertically.
They must intersect both horizontally and vertically to overlap for real.
These are the possibilities you have to look for:
Red rectangle is bigger than black rectangle and black rectangle is completely inside it.
Both rectangles overlap on the left side (horizontally) or on the top side (vertically).
Red rectangle small enough to be inside black rectangle.
Both rectangles overlap on the right side (horizontally) or on the bottom side (vertically).
Because this code can be used in many places, I took it out of context and put it inside a fonction which takes coordinates and returns a boolean (true if there indeed is a collision):
// INTERSECT RECTs
boolean intersect(float x1, float y1, float w1, float h1, float x2, float y2, float w2, float h2)
{
boolean checkX = x1 < x2 && x1+w1 > x2 || x1 < x2+w2 && x1+w1 > x2+w2 || x1 > x2 && x1+w1 < x2+w2 || x1 < x2 && x1+w1 > x2+w2;
boolean checkY = y1 < y2 && y1+h1 > y2 || y1 < y2+h2 && y1+h1 > y2+h2 || y1 > y2 && y1+h1 < y2+h2 || y1 < y2 && y1+h1 > y2+h2;
return checkX && checkY;
}
This is one way of handling collisions between rectangles. You could take this information and apply it to your game, and it would rock.
This said, you could also improve on your code with Inheritance...
2. Inheritance (in this case: for graphical objects)
Inheritance in computer science is a way to make a class obtain the properties of another one. Most people explains it in term of family: there is a parent class and there are children class which inherits the parent class' properties.
Inheritance is especially useful when several of your class share the same properties or methods. Drawable objects are a great example, because they all need coordinates. They all need a method to be drawn.
As you'll see with the example game later, I noticed that all my rectangles needed these modal variables:
protected float x, y, w, h; // x and y coordinate, width and height of the square
protected color fill, stroke;
protected float strokeWeight = 1;
So I created a base class named 'Drawable'. In a bigger project, it could be the base class of a whole tree of classes, like this:
So in this example, Rat would be the child of Walker, which is the child of Enemy, which is the child of Actor, which is the child of Drawable.
The advantage is that every child inherits everything from it's parent. It both makes you write less code and let you fix your mistakes in only one place instead of everywhere. For an example, if there's a mistake in how you use the coordinates of your objects, you want to fix it in the class where this logic is written, not in every class.
There are many other advantages to Inheritance, but for now let's keep it simple, all right?
3. Example program
This one is very straightforward: this is an example which use both inheritance and collisions. You can copy and paste it into a Processing IDE and it'll run. Take some time to see how the 3 classes relate to one another, and how every child class has the modal variables and functions of it's parent.
Hero hero;
ArrayList<Bomb> bombs = new ArrayList<Bomb>();
int numberOfBombs = 20; // if you change this number the number of bombs will change too. Try it!
int hitCount = 0;
public void settings()
{
size(800, 600); //setup size of canvas
}
public void setup() {
hero = new Hero();
for (int i = 0; i < numberOfBombs; i++) {
bombs.add(new Bomb(random(20, width-20), random(1, 10)));
}
// This part serves no purpose but to demonstrate that you can gather objets which share a parent class together
ArrayList<Drawable> myDrawables = new ArrayList<Drawable>();
for (Bomb b : bombs) {
myDrawables.add(b);
}
myDrawables.add(hero);
for (Drawable d : myDrawables) {
d.Render();
// Even though hero and the bombs are different classes, they are in the same ArrayList because they share the Drawable parent class.
// Drawable has the Render() function, which may be called, but the child class will overshadow the Drawable's method.
// Proof is that the error message "Drawable child: Render() was not overshadowed." will not appear in the console.
}
}
public void draw() {
DrawBackground();
hero.Update();
hero.Render();
for (Bomb b : bombs) {
b.Update();
b.Render();
}
ShowHitCount();
}
public void DrawBackground() {
fill(0);
stroke(0);
rect(0, 0, width, height, 0); // dark background
}
public void ShowHitCount() {
textAlign (RIGHT);
textSize(height/20);
fill(color(200, 200, 0));
text(hitCount, width-20, height/20 + 20);
}
class Drawable {
protected float x, y, w, h; // 'protected' is like 'private', but child class retain access
protected color fill, stroke;
protected float strokeWeight = 1;
Drawable() {
this(0, 0, 0, 0);
}
Drawable(float x, float y, float w, float h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
public void Render() { print("Drawable child: Render() was not overshadowed."); } // nothing to see here: this exists so we can overshadow it in the childs
public void Update() { print("Drawable child: Update() was not overshadowed."); } // same thing
}
class Hero extends Drawable { // 'extends' is keyword for 'will inherit from'
Hero() {
// 'super()' calls the parent's constructor
// in this example, I decided that the hero would be a red 40x60 rectangle that follows the mouse X position
super(mouseX - 20, height - 80, 40, 60);
fill = color(200, 0, 0);
stroke = color(250);
}
public void Update() { // when both parents and child have the same function (type and signature), the child's one prevail. That's overshadowing.
x = mouseX - w/2;
}
public void Render() {
fill(fill);
stroke(stroke);
strokeWeight(strokeWeight);
rect(x, y, w, h);
}
}
class Bomb extends Drawable {
protected float fallSpeed;
Bomb(float xPosition, float fallSpeed) {
// Bombs will be small blue squares falling from the sky
super(xPosition, -20, 20, 20);
this.fallSpeed = fallSpeed;
fill = color(0, 0, 200);
stroke = fill;
}
private void FallAgain() {
x = random(20, width-20);
fallSpeed = random(1, 10);
y = 0 - random(20, 100);
}
public void Update() {
y += fallSpeed;
// check for collision with the Hero
if (intersect(x, y, w, h, hero.x, hero.y, hero.w, hero.h)) {
hitCount++;
FallAgain();
}
// check if it fell lower than the screen
if (y > height) {
FallAgain();
}
}
public void Render() {
fill(fill);
stroke(stroke);
strokeWeight(strokeWeight);
rect(x, y, w, h);
}
}
// INTERSECT RECTs
boolean intersect(float x1, float y1, float w1, float h1, float x2, float y2, float w2, float h2)
{
boolean checkX = x1 < x2 && x1+w1 > x2 || x1 < x2+w2 && x1+w1 > x2+w2 || x1 > x2 && x1+w1 < x2+w2 || x1 < x2 && x1+w1 > x2+w2;
boolean checkY = y1 < y2 && y1+h1 > y2 || y1 < y2+h2 && y1+h1 > y2+h2 || y1 > y2 && y1+h1 < y2+h2 || x1 < y2 && y1+h1 > y2+h2;
return checkX && checkY;
}
4. Bonus: help with implementation
So... you're seeing this and it makes you want to improve on your program. That's good. Maybe you want to implement some inheritance, maybe just the collisions. Both can be tricky, and neither is supposed to impact the user.
This is what is called 'refactoring'.
Let's implement a Drawable class first. The rest will be easier then.
First step: find what's the common ground with Burger, Homer and Salad. From the code you posted, I can see that they need these things:
int x, y;
int speedX, speedY;
PImage img;
// To which I would add:
int w, h;
boolean isVisible;
I notice that you're using integers. That's fine, but I strongly suggest using float for coordinates. I did the same thing when I was learning to code and I ended up regretting not using float earlier. Both integer and float will probably do the trick for this project (with some cast when needed).
Also, here are a couple functions that they share:
void Render()
void Update()
void Move()
// To which I would add:
void SetPosition()
void SetIsVisible()
boolean Crash() // so we can check if it intersect with given coordinates
So far, your Drawable class could look like this:
class Drawable {
public float x, y, w, h; // Making variables public while you could avoid it is bad practice, I'm doing it to avoid writing Get functions. Avoid doing this as much as possible, but bear with me for now.
protected float speedX, speedY;
protected PImage img;
protected boolean isVisible = true;
Drawable(float x, float y, float w, float h, String imagePath) {
this.x = x; // starting x position
this.y = y; // starting y position
this.w = w; // width if the object (your image in this case)
this.h = h; // height of the object (height of your image)
if (imagePath.length() > 0) { // if there is nothing in the string it won't try to load an image
img = loadImage(imagePath);
}
}
public void Render() {
if (isVisible && img != null) {
image(img, x, y);
}
}
public void Update() {
Move(); // I kept Move() out of Update() so you can overshadow Update() without having to re-code Move() later
}
protected void Move() {
// The 'normal' behavior of a Drawable would then to move according to it's speed.
// You can then change how they move by changing their speed values.
// Or... you can overshadow this function in a child class and write your own!
x += speedX;
y += speedY;
}
public void SetPosition(float x, float y) {
this.x = x;
this.y = y;
}
public void SetIsVisible(boolean isVisible) {
this.isVisible = isVisible;
}
public boolean Crash(float x, float y, float w, float h) {
// this function uses the 'intersect' function I wrote earlier, so it would have to be included in the project
return intersect(this.x, this.y, this.w, this.h, x, y, w, h);
}
}
Not so bad so far, isn't it? This will make a strong base for all your objects. Now, let's see how to implement this into your existing class:
Homer:
class Homer extends Drawable // give Homer the power of the Drawable class!
{
Homer(float x, float y)
{
// I can read in the code that your image will be (60, 52), but you have to write the manipulation here
super(x, y, 60, 52, "homer.png");
img.resize (60, 52);
}
public void Update() {
// do Update stuff so Homer can move around
}
}
Notice how smaller this class is now that all the Drawable stuff is dealt elsewhere.
Now, here's for the Salad class:
First, you can drop the salad1, salad2, salad3 global variables. We'll put them in a list, and you'll be able to have more or less of them if you want (you can think of this as being able to change the difficulty setting):
int numberOfSalads = 3;
ArrayList<Salad> salads = new ArrayList<Salad>();
In the place where you innitialize the salads, you can initialize them in a loop:
for (int i=0; i<numberOfSalads; i++) {
salads.add(new Salad(random(25,475), 900, 3);
}
Sure, there will be some modifications to make to the Salad class, too:
class Salad extends Drawable {
Salad(float x, float y, float speedY)
{
super(x, y, 60, 52, "salad.png");
this.speedY = speedY; // Drawable will take it from here
img.resize (60, 52);
}
protected void Move() // I knew this would come in handy!
{
// I have no idea what's going on, just re-writing your stuff
y = y - speedY;
y = y + random(-5, 5);
if (this.y < 0)
{
this.y = 900; // once the salads y is less than 0 they restart at 900
this.x = random(25, 475);
speedY = speedY + 0.5;
}
}
}
So far, so good. There are MANY other places where you'll have to adapt the code, but you should notice that so far you've removed more lines that You've added. That's a good thing. As long as your code is easy to read, making it shorter means that there's less places to look for nasty bugs to fix.
Also, when you avoid repeating the same lines (like all those identical Render functions) by having them all in one place (the Drawable class in this case), you also avoid having to hunt down every iteration of your code if you want to make one change. This is called DRY code. DRY (for Dont Repeat Yourself) code is waaay easier to debug and maintain. As a rule of thumb, every time you copy and paste code without any change, you should ask yourself if you could just keep these line in one centralized place, whether it's a variable or a function or a class.
I'll let you code the Burger class. I think you'll manage it now that you have seen how to deal with the others.
Now, let's take a look at how to update your main loop, draw():
void draw ()
{
// As a general rule, all your game states should be dealt in the game loop.
// I like 'switch' statements for this kind of operations
// Also, try not to clutter the game loop. If you have a lot of code here, you should probably put them into functions
// it will make it easier to read and the game loop can very easily become a spaghetti nightmare if you're not careful.
switch(gameMode) {
case Menu:
// Do Menu stuff
break;
case Active:
drawBackground(); // Maybe this should be before the switch, I'm not sure how you want to deal with this
// Updates
user1.Update();
burger.Update();
for (Salad s : salads) {
s.Update();
}
// Check for collisions
// I may be mistaken but I think only the Homer can collide with stuff
if (burger.Crash(user1.x, user1.y, user1.w, user1.h)) {
// Do burger crash stuff
}
for (Salad s : salads) {
if (s.Crash(user1.x, user1.y, user1.w, user1.h)) {
// Do Salad crash stuff
}
}
// Render
user1.Render();
burger.Render();
for (Salad s : salads) {
s.Render();
}
break;
case End:
// Do End stuff
break;
}
}
This should put you on track.
If, for some reason you only want to use the intersect method: remember that the width and height of your objects are the one you use for their images.
You probably have questions, don't hesitate to ask away. And have fun!
the function
boolean intersect(float x1, float y1, float w1, float h1, float x2, float y2, float w2,
float h2)
{
boolean checkX = x1 < x2 && x1+w1 > x2 || x1 < x2+w2 && x1+w1 > x2+w2 || x1 > x2 &&
x1+w1 < x2+w2 || x1 < x2 && x1+w1 > x2+w2;
boolean checkY = y1 < y2 && y1+h1 > y2 || y1 < y2+h2 && y1+h1 > y2+h2 || y1 > y2 &&
y1+h1 < y2+h2 || y1 < y2 && y1+h1 > y2+h2;
return checkX && checkY;
}
only checks if rect1 is inside of rect2
in the function you dont neeed any or statements
here is the correct function
boolean intersect(float x1, float y1, float w1, float h1, float x2, float y2, float, w2, float h2)
{
boolean checkX = x1 < x2+w2 && x1+w1>x2;
boolean checkY = y1 < y2+h2 && y1+h1>y2;
return checkX && checkY;
}

Calculate distance between two points in java

I'm kind of new to Java, and trying to write a code that calculate the distance of two points 2 and 3, and scale of 10. Somehow, it does not work. Can you give me a hint, so I can fix the code?
import java.lang.Math;
public class Point {
int x, y;
public Point (int x, int y){
this.x = x;
this.y = y;
}
public float scale(int factor) {
new Point(x * factor, y * factor);
return factor;
}
public float distance(){
double distance = Math.sqrt(x * x + y * y);
return distance;
}
public void main(String[] args) {
float p = new Point(2,3).scale(10);
System.out.println(distance);
}
}
In scale you are creating a new point with the scaled values and doing nothing with it. You're leaving x and y of the point in question untouched.
You probably mean to multiply x and y by factor, rather than creating a new point.
Also you're printing a variable named distance, which does not exist (so this probably doesnt even compile), rather than calling the method named distance() and printing its returned value.
public class Point {
int x, y;
public Point (int x, int y){
this.x = x;
this.y = y;
}
public static Point scalePoint(Point p, int factor) { //scale a given point p by a given factor
Point scaledPoint = new Point(p.x * factor, p.y * factor); //by multipling the x and y value with the factor
return scaledPoint; //and return the new scaled point
}
public static double calculateDistance(Point p1, Point p2){ //to calculate the distance between two points
double distance = Math.sqrt(p1.x * p2.x + p1.y * p2.y); //send the two points as parameter to this method
return distance; //and return the distance between this two as a double value
}
public static void main(String[] args) {
Point p = new Point(2,3);
Point scaledPoint = scalePoint(p, 10);
double distance = calculateDistance(p, scaledPoint);
System.out.println(distance);
}
}
At the moment your distance method is calculating the distance of a point from the origin (i.e. point 0,0). It would make more sense if you made that explicit:
class Point {
private static final Point ORIGIN = new Point(0, 0);
private final int x;
private final int y;
public float distanceTo(Point other) {
float xDelta = other.x - this.x;
float yDelta = other.y - this.y;
return Math.sqrt(xDelta * xDelta + yDelta * yDelta);
}
public Point scale(float factor) {
return new Point(x * factor, y * factor);
}
}
Then finding the distance to the origin becomes point.distanceTo(Point.ORIGIN) which makes the intent clearer.

Java variable setting through method

I have a method which takes in 4 floats and modifies the value. Now I would like to set the floats of the parent class to the value that the method took in. Some code:
public void influence(float x, float y, float w, float h){
x += 5; y += 5; w += 5; h += 5;
}
Now that would be called from the parent class like this:
float x = 5, y = 5, w = 5, h = 5;
influence(x, y, w, h);
I would like to set the floats in the parent to the modified method. I know I could return a float[] and then manually set the floats of the parent class to that array but is there a better way to do this? I could also use a class like Rect but that would be like an array.
Java does not have a way to pass a reference to a primitive. However, in your situation it would probably be better to avoid it anyway: it appears that the four variables are related to each other.
When several variables are related, they should be instance variables of a single object. Your object probably looks like a rectangular box that has the origin of (x, y), height h, and width w. Make a class for it, and let the method change that class, or return a new instance:
class Rect {
private final float x, y, w, h;
public float getX() { return x; }
public float getY() { return y; }
public float getW() { return w; }
public float getH() { return h; }
public Rect(float x, float y, float w, float h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
}
Then you can write a method returning a new Rect
public Rect influence(Rect inputRect) {
...
}
or make Rect mutable, and let influence modify its values.
You can't change primitives in Java like that because everything in Jave is passed by value - but you can store the value in an array and pass it:
public void influence(float[] arr){
for (int i=0; i<arr.length; i++){
arr[i] += 5;
}
}

Swing Graphics Not Working In My Line Algorithm?

I'm trying to utilize swing graphics in order to gauge Bresenham's algorithm against a less polished solution (I haven't implemented the timers yet). As things stand, there are no errors when compiling, and it throws a NullPointer exception at basic, drawthoselines, and main. The idea is that the lines will appear in the JFrame, but they don't. It's just a blank frame. I know I have everything set to static, but I get a lot of errors otherwise.
I'm a novice and I would be grateful to anyone who could provide a solution and an explanation.
import java.awt.*;
import javax.swing.*;
public class lines extends JPanel {
static int deltaX;
static int deltaY;
static int DY2;
static int DX2;
static int Di;
public static void main (String[] args) {
JFrame f = new JFrame("Line vs Line");
f.pack();
f.setVisible(true);
f.setSize(300,300);
f.setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE);
JPanel p = new JPanel();
f.getContentPane().add(p);
Graphics g = null;
drawthoselines(g);
}
public static void basic(int x1, int y1, int x2, int y2, Graphics g){
int deltaX = x2-x1;
int deltaY = y2-y1;
float m = (float)deltaY/(float)deltaX;
float c = y1 - (m*x1);
for (int x=x1; x<x2; x++){
float floatY = (m*x) + c;
int y = Math.round(floatY);
g.drawLine(x,y,x,y);
}
}
public static void brz(int x1, int y1, int x2, int y2, Graphics g){
deltaX = x2-x1;
deltaY = y2-y1;
DY2 = 2* deltaY;
DX2 = 2* deltaX;
Di = DY2 - deltaX;
int x = x1;
int y = y1;
int prevy;
while (x<x2) {
x++;
prevy = y;
if (Di > 0){
y++;
}
g.drawLine(x,y,x,y);
Di = Di + DY2 - (DX2 * (y - prevy));
}
}
public static void drawthoselines(Graphics g){
basic(10,10,40,30,g);
basic(10,10,40,90,g);
brz(50,50,150,60,g);
brz(50,50,150,120,g);
brz(50,50,150,140,g);
}
}
That is not the way you do custom painting. Read the Swing tutorial on Custom Painting for explanations on how painting works and for working examples.
Also, whenever you see all static variables and method you know you are doing something else wrong. I suggest you take time to read other section of the tutorial as well since they all contain examples on a better way to structure your code.
You don't instantiate Graphics because it is passed down from the java.awt.event
Also you have a class that extends JPanel, which means you want to add the class to the JFrame by instantiating the class. Also, the class will implicitly call paintComponent method which you will override to make use of the Graphics g. It's a lot of stuff to take in so go slowly (start from rudimentary examples).
Let me also inform you a bit on static modifier.
Static modifier runs when you load the class. Thus if a method that is not a static is in a static method, the method will need to be called by instantiating the object that holds the method. Because you need the object (class) loaded to be able to use the method.
Below should work:
import java.awt.;
import javax.swing.;
public class lines extends JPanel {
static int deltaX;
static int deltaY;
static int DY2;
static int DX2;
static int Di;
public static void main (String[] args) {
JFrame f = new JFrame("Line vs Line");
f.pack();
f.setVisible(true);
f.setSize(300,300);
f.setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE);
lines h = new lines();
f.getContentPane().add(h);
}
public static void basic(int x1, int y1, int x2, int y2, Graphics g){
int deltaX = x2-x1;
int deltaY = y2-y1;
float m = (float)deltaY/(float)deltaX;
float c = y1 - (m*x1);
for (int x=x1; x<x2; x++){
float floatY = (m*x) + c;
int y = Math.round(floatY);
g.drawLine(x,y,x,y);
}
}
public static void brz(int x1, int y1, int x2, int y2, Graphics g){
deltaX = x2-x1;
deltaY = y2-y1;
DY2 = 2* deltaY;
DX2 = 2* deltaX;
Di = DY2 - deltaX;
int x = x1;
int y = y1;
int prevy;
while (x<x2) {
x++;
prevy = y;
if (Di > 0){
y++;
}
g.drawLine(x,y,x,y);
Di = Di + DY2 - (DX2 * (y - prevy));
}
}
public static void drawthoselines(Graphics g){
}
#Override
protected void paintComponent(Graphics g) {
basic(10,10,40,30,g);
basic(10,10,40,90,g);
brz(50,50,150,60,g);
brz(50,50,150,120,g);
brz(50,50,150,140,g);
}
}

Let an image fly in a circle in Java

I need to let an image fly in a cirle, i'm now only stuck on one part.
For calculating the points it needs to go im using pythagoras to calculate the height (point B).
Now when using the sqrt function I the the error that I can't convert a double to an int.
Here's my code :
package vogel;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.image.*;
import java.io.*;
import javax.imageio.*;
import javax.swing.*;
public class vogel extends Component {
private int x;
private int r;
private int b;
BufferedImage img;
public vogel() {
try {
img = ImageIO.read(new File("F:/JAVA/workspace/School/src/vogel/vogel.png"));
} catch (IOException e) {
}
r = 6;
}
#Override
public void paint(Graphics g) {
for(int i = -r; i <= r; i++) {
x = i;
b = Math.sqrt(r^2 - x^2);
g.drawImage(img, x, b, this);
}
}
public static void main(String[] args) {
JFrame f = new JFrame("Boot");
f.setSize(1000,1000);
f.add(new vogel());
f.setVisible(true);
for (int number = 1; number <= 1500000; number++) {
f.repaint();
try {
Thread.sleep(50);
} catch (InterruptedException e) {}
}
}
}
Hope one of you guys can help me out
Cast the value. E.G.
b = (int)Math.sqrt(r^2 - x^2);
convert it by casting
b = (int)Math.sqrt(..);
although using the algorithm of Bresenham is more efficient than calculating over roots
b = (int)Math.sqrt(r^2 - x^2);
This line:
b = Math.sqrt(r^2 - x^2);
...Isn't doing what you think in a number of ways. To start with ^ means XOR, it's not an exponent operator - and it returns a double where as b is an int.
Dealing with the power problem, we can use Math.pow instead (which actually gives you a power) to get:
b = Math.sqrt(Math.pow(r, 2), Math.pow(x, 2));
Of course, I'm assuming here you did mean power and didn't mean to XOR the two numbers together instead!
You could just cast the result to an int:
b = (int)Math.sqrt(Math.pow(r, 2), Math.pow(x, 2));
But you probably want to change b so it's a double and you can keep the added accuracy.
Pre-calculating the path co-ordinates would speed up the redraw loops, the quickest way to do get every pixel co-ordinate is with the Bresenham method (ref. Hachi), here is the Java code
private void drawCircle(final int centerX, final int centerY, final int radius) {
int d = 3 - (2 * radius);
int x = 0;
int y = radius;
Color circleColor = Color.white;
do {
image.setPixel(centerX + x, centerY + y, circleColor);
image.setPixel(centerX + x, centerY - y, circleColor);
image.setPixel(centerX - x, centerY + y, circleColor);
image.setPixel(centerX - x, centerY - y, circleColor);
image.setPixel(centerX + y, centerY + x, circleColor);
image.setPixel(centerX + y, centerY - x, circleColor);
image.setPixel(centerX - y, centerY + x, circleColor);
image.setPixel(centerX - y, centerY - x, circleColor);
if (d < 0) {
d = d + (4 * x) + 6;
} else {
d = d + 4 * (x - y) + 10;
y--;
}
x++;
} while (x <= y);
}
You will need to adjust slightly for your own implementation as this example uses the data storage type defined by Rosetta.
http://rosettacode.org/wiki/Basic_bitmap_storage#Java
Note: because it generates a 1/8 arc and mirrors it, it won't create the co-ordinates in the correct order to move your image - you will need to load them into an array and sort them.
The complete class can be found at Rosetta here; http://rosettacode.org/wiki/Bitmap/Midpoint_circle_algorithm#Java
more information about Bresehnam's equations can be found here
http://free.pages.at/easyfilter/bresenham.html

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