I'm trying to make a match 3 game. I am trying to create some visual aid to what is actually happening by first marking the gems that need to be deleted "black", and after that letting gravity do it's job. I'm struggling to do this, I called repaint(); after I marked them "black", but it doesn't seem to work. I also tried adding in revalidate(); as suggested in another question but that doesn't seem to fix the problem either. Here's the piece of code that's troubling me.
Trouble code:
public void deletePattern(Set<Gem> gemsToDelete){
for(Gem gem : gemsToDelete)
gem.setType(7);
repaint(); //This doesn't seem to work
doGravity();
switchedBack = true;
checkPattern();
}
I want to repaint the board before doGravity() and after the enhanced for loop. Could it be that I'm not using the thread correctly in the doGravity() method?
Here's the full code:
Board.java
package Game;
import javax.swing.*;
import java.awt.*;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.LinkedHashSet;
import java.util.Set;
public class Board extends JPanel{
final int BOARDWIDTH = 8;
final int BOARDHEIGHT = 8;
private static final Color COLORS[] = { new Color(255, 0, 0), new Color(255, 128, 0), new Color(255, 255, 0), new Color(0, 255, 0), new Color(0, 255, 255), new Color(0, 0, 255), new Color(127, 0, 255), new Color(0, 0, 0), new Color(0, 0, 0), new Color(255, 255, 255)};
boolean isAlive, isPattern, switchedBack;
boolean isFirstSelected = false;
Gem[][] gems;
int fromX, fromY, toX, toY;
public Board() {
gems = new Gem[BOARDWIDTH][BOARDHEIGHT];
addMouseListener(new MouseInputAdapter());
}
int cellWidth() { return (int) getSize().getWidth() / BOARDWIDTH; }
int cellHeight() { return (int) getSize().getHeight() / BOARDHEIGHT; }
public void start(){
isPattern = switchedBack = false;
isAlive = true;
fillBoard();
checkPattern();
switchedBack = false;
}
public void paint(Graphics g) {
super.paint(g);
for (int x = 0; x < BOARDWIDTH; x++) {
for (int y = 0; y < BOARDHEIGHT; y++)
drawCell(g, x, y, gems[x][y]);
}
}
public void fillBoard(){
for (int x = 0; x < BOARDWIDTH; x++) {
for (int y = 0; y < BOARDHEIGHT; y++)
gems[x][y] = new Gem();
}
}
public void drawCell(Graphics g, int x, int y, Gem gem) {
x = x * cellWidth();
y = y * cellHeight();
g.setColor(COLORS[gem.getType()]);
g.fillRect(x, y, x + cellWidth(), y + cellHeight());
}
class MouseInputAdapter extends MouseAdapter { #Override public void mouseClicked(MouseEvent e) { selectGems(e); } }
public void selectGems(MouseEvent e){
int x = e.getX() / cellWidth();
int y = e.getY() / cellHeight();
if(!isFirstSelected) {
fromX = x;
fromY = y;
isFirstSelected = true;
}else{
toX = x;
toY = y;
if((Math.abs(fromX - toX) == 1 ^ Math.abs(fromY - toY) == 1) & (gems[fromX][fromY].getType() != gems[toX][toY].getType())) {
switchGems();
isFirstSelected = false;
}
}
}
public void switchGems(){
int tempType = gems[fromX][fromY].getType();
gems[fromX][fromY].setType(gems[toX][toY].getType());
gems[toX][toY].setType(tempType);
checkPattern();
switchedBack = false;
repaint();
}
public void checkPattern() {
Set<Gem> gemsToDelete = new LinkedHashSet<>();
isPattern = false;
for (int x = 0; x < BOARDWIDTH; x++) {
for (int y = 0; y < BOARDHEIGHT; y++) {
if (x + 2 < BOARDWIDTH && (gems[x][y].getType() == gems[x + 1][y].getType()) && (gems[x + 1][y].getType() == gems[x + 2][y].getType())) { //Checks for 3 horizontal gems in a row
isPattern = true;
gemsToDelete.add(gems[x][y]);
gemsToDelete.add(gems[x + 1][y]);
gemsToDelete.add(gems[x + 2][y]);
}
if (y + 2 < BOARDHEIGHT && (gems[x][y].getType() == gems[x][y + 1].getType()) && (gems[x][y + 1].getType() == gems[x][y + 2].getType())) { //Check for 3 vertical gems in a row
isPattern = true;
gemsToDelete.add(gems[x][y]);
gemsToDelete.add(gems[x][y + 1]);
gemsToDelete.add(gems[x][y + 2]);
}
}
}
if(!gemsToDelete.isEmpty())
deletePattern(gemsToDelete);
if(!isPattern && !switchedBack){
switchedBack = true;
switchGems();
}
}
public void deletePattern(Set<Gem> gemsToDelete){
for(Gem gem : gemsToDelete)
gem.setType(7);
repaint(); //This doesn't seem to work
doGravity();
switchedBack = true;
checkPattern();
}
public void doGravity(){
try{
Thread.sleep(1000);
}catch(InterruptedException e){e.printStackTrace();}
for (int y = 0; y < BOARDHEIGHT; y++) {
for (int x = 0; x < BOARDWIDTH; x++) {
if(gems[x][y].getType() == 7){
for (int i = y; i >= 0; i--) {
if(i == 0)
gems[x][i].setType(gems[x][i].genType());
else
gems[x][i].setType(gems[x][i-1].getType());
}
}
}
}
}
}
Gem.java
package Game;
public class Gem {
private int type;
public Gem(){
this.type = genType();
}
public int genType(){
return (int) (Math.random() * 7);
}
public void setType(int type){
this.type = type;
}
public int getType(){
return type;
}
}
Game.java
package Game;
import javax.swing.*;
public class Game extends JFrame{
public Game(){
Board board = new Board();
getContentPane().add(board);
board.start();
setTitle("Game");
setSize(600, 600);
setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
}
public static void main(String[] args){
Game game = new Game();
game.setLocationRelativeTo(null);
game.setVisible(true);
}
}
Your code is initiated via a mouse click. Code invoked from a Swing listener is executed on the Event Dispatch Thread (EDT), which is also responsible for painting the GUI
The Thread.sleep() in your doGravaity() method causes the EDT to sleep, therefore the GUI can't repaint() itself until the whole looping code is finished, at which point it will just paint the final state of your animation.
Instead of sleeping, you need to use a Swing Timer to schedule animation. So basically, in the deletePattern() method you would start the Timer to do the gravity animation. This will free up the EDT to repaint itself and when the Timer fires you would animate your components one move and then do repaint() again. When the components are finished moving you stop the timer.
Read the section from the Swing tutorial on Concurrency for more information about the EDT.
Call this.invalidate() or this.postInvalidate() which then forces a repaint.
Related
I'm currently trying to implement Conway's Game of Life in Java. On a first glance the application seems to work as it either stalls in the states that are expected as stalling states (e.g. block, bee-hive and tub) or changes infinitely.
However, as I took a closer look I never actually saw a Blinker or Beacon nor a Loaf (for reference images of these states see here). So I decided to implement a drawing mode and a one-step-update method that gives me the possibility to analyze exactly what's going on.
The strange thing that I found was the following:
When entering Drawing Mode I reset all cells and all buffered cells on the board to dead. Then, I drew a vertical Blinker somewhere in the middle of the board and did one update step and checked for the update mechanism of all cells that are alive (which are only the 3 cells belonging to the Blinker). In the output however, all of them returned that the value to their bottom left was alive (which actually could not be the case because nothing is being logged for these cells).
I'm really confused about where I went wrong in my code because this just doesn't make any sense for me. The values for the next generation are being stored in a buffer and only written back after the next generation has been calculated entirely, so I don't think that this should be the issue.
For reproducibility, here is the code:
Main.java
import java.awt.EventQueue;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.JFrame;
public class Main {
public static void main(String[] args) {
EventQueue.invokeLater(() -> {
createAndShowUI();
});
}
private static void createAndShowUI() {
AnimationPanel panel = new AnimationPanel();
JFrame frame = new JFrame("Game of Life");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(panel);
frame.setResizable(false);
frame.pack();
frame.setLocationRelativeTo(null);
frame.addKeyListener(new KeyAdapter() {
#Override
public void keyReleased(KeyEvent e) {
super.keyReleased(e);
if(e.getKeyCode() == e.VK_R) {
panel.reset();
panel.startAnimation();
}
if(e.getKeyCode() == e.VK_C) {
panel.clear();
}
if(e.getKeyCode() == e.VK_S) {
panel.startAnimation();
}
if(e.getKeyCode() == e.VK_SPACE) {
panel.stepAnimation();
}
}
});
frame.setVisible(true);
panel.populate();
panel.startAnimation();
}
}
AnimationPanel.java:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.Random;
import javax.swing.JPanel;
import javax.swing.Timer;
public class AnimationPanel extends JPanel implements ActionListener {
private static final long serialVersionUID = 4929258196354814855L;
private int width = 1920;
private int height = 1080;
private int gridSize = 10;
private Cell[][] cells;
private Cell[][] buffer;
private Timer timer;
private boolean drawingMode = false;
public AnimationPanel() {
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
super.mouseClicked(e);
if(drawingMode) {
int x = e.getX();
int y = e.getY();
int xIndex = (int)x / gridSize;
int yIndex = (int)y / gridSize;
cells[xIndex][yIndex].live = !cells[xIndex][yIndex].live;
repaint();
}
}
});
}
public void reset() {
timer.stop();
cells = null;
buffer = null;
populate();
}
public void clear() {
timer.stop();
for(Cell[] row : cells) {
for(Cell cell: row) {
cell.live = false;
}
}
for(Cell[] row : buffer) {
for(Cell cell: row) {
cell.live = false;
}
}
repaint();
drawingMode = true;
}
public void populate() {
Random random = new Random();
int horizontalCellCount = width / gridSize;
int verticalCellCount = height / gridSize;
cells = new Cell[horizontalCellCount][verticalCellCount];
buffer = new Cell[horizontalCellCount][verticalCellCount];
for(int i = 0; i < horizontalCellCount; i++) {
for(int j = 0; j < verticalCellCount; j++) {
double randVal = random.nextDouble();
boolean live = (randVal < 0.05) ? true : false;
int x = i * gridSize;
int y = j * gridSize;
cells[i][j] = new Cell(live, x, y, gridSize);
buffer[i][j] = new Cell(live, x, y, gridSize);
}
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for(Cell[] row : cells) {
for(Cell cell : row) {
cell.draw(g);
}
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(width, height);
}
public void startAnimation() {
drawingMode = false;
timer = new Timer(250, this);
timer.start();
}
public void stepAnimation() {
update();
repaint();
}
#Override
public void actionPerformed(ActionEvent e) {
update();
repaint();
}
private void update() {
int horizontalCellCount = width / gridSize;
int verticalCellCount = height / gridSize;
boolean log = false;
for(int i = 0; i < horizontalCellCount; i++) {
for(int j = 0; j < verticalCellCount; j++) {
if(cells[i][j].live) {
log = true;
System.out.println("Cell: (" + i + "|" + j + ") " + cells[i][j].toString());
System.out.println("Row length: " + cells[i].length);
System.out.println("Column length: " + cells.length);
} else {
log = false;
}
int liveNeighours = 0;
for(int x = i - 1; x <= i + 1; x++) {
if(x < 0 || x == horizontalCellCount) {
continue;
}
for(int y = j - 1; y <= j + 1; y++) {
if(y < 0 || y == verticalCellCount || y == j && x == i) {
continue;
}
if(cells[x][y].live) {
liveNeighours++;
}
if(log) {
System.out.println("Cell at " + x + "|" + y + ": " + cells[x][y].live + " - liveNeighbours: " + liveNeighours);
}
}
}
Cell cell = cells[i][j];
if(liveNeighours > 3 || liveNeighours < 2) {
buffer[i][j].live = false;
} else if(!cell.live && liveNeighours == 3) {
buffer[i][j].live = true;
}
}
}
for(int i = 0; i < horizontalCellCount; i++) {
for(int j = 0; j < verticalCellCount; j++) {
cells[i][j] = buffer[i][j];
}
}
}
}
Cell.java
import java.awt.Color;
import java.awt.Graphics;
public class Cell {
public boolean live;
public int x;
public int y;
public int size;
public Cell(boolean live, int x, int y, int size) {
this.live = live;
this.x = x;
this.y = y;
this.size = size;
}
public void draw(Graphics g) {
if(live) {
g.setColor(Color.BLACK);
} else {
g.setColor(Color.WHITE);
}
g.fillRect(x, y, size, size);
}
#Override
public String toString() {
return "(" + x + " " + y + ") - Size: " + size;
}
}
Any help is really appreciated on this as I'm really confused what is wrong with the code.
I am trying to make a Mandelbrot program that allows zooming, but the zoom doesn't seem to be working, and i don't see what is wrong with the way i have implemented the zoom.I am using eclipse and the program doesn't return any errors. Here is my code:
import java.awt.Graphics;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
public class Mandelbrot extends JFrame {
private final int MAX_ITER = 570;
private static double ZOOM = 200;
private BufferedImage I;
private double zx, zy, cX, cY, tmp;
public static boolean zooming = false;
public Mandelbrot()
{
super("MandelbrotSet");
setBounds(100, 100, 800, 600);
setResizable(false);
setDefaultCloseOperation(EXIT_ON_CLOSE);
I = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB);
for (int y = 0; y < getHeight(); y++) {
for (int x = 0; x < getWidth(); x++) {
zx = zy = 0;
cX = (x - 400) / ZOOM;
cY = (y - 300) / ZOOM;
int iter = MAX_ITER;
while (zx * zx + zy * zy < 4 && iter > 0) {
tmp = zx * zx - zy * zy + cX;
zy = 2.0 * zx * zy + cY;
zx = tmp;
iter--;
}
I.setRGB(x, y, iter | (iter << 8));
}
}
setVisible(true);
while(1>0)
{
if(zooming)
{
revalidate();
repaint();
System.out.println("zooming");
zooming = false;
}
} }
#Override
public void paint(Graphics g) {
g.drawImage(I, 0, 0, this);
}
public static void main(String[] args) {
new Mandelbrot().addMouseWheelListener(new MouseWheelListener(){ public void mouseWheelMoved(MouseWheelEvent
e) {
if (e.getWheelRotation() < 0) {
ZOOM=ZOOM+100;
zooming = true;
} else
{
ZOOM=ZOOM-100;
zooming = true;
} } });
} }
Your constructor contains an endless loop. It therefore never returns and your MouseWheelListener is never added to the frame.
You calculate the BufferedImage exactly once (before the endless loop), so even if you would attach the MouseWheelListener before the loop it would have no effect.
I would move the calculation of the picture into its own method, call this method once from the constructor and once from your MouseWheelListener and remove the endless loop from the constructor.
public Mandelbrot()
{
super("MandelbrotSet");
//...
I = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB);
calculatePicture();
setVisible(true);
}
public void calculatePicture() {
for (int y = 0; y < getHeight(); y++) {
//...
}
repaint();
}
public static void main(String[] args) {
new Mandelbrot().addMouseWheelListener(new MouseWheelListener(){
public void mouseWheelMoved(MouseWheelEvent
e) {
//...
calculatePicture();
}
});
}
Okay, I kind of need lots of help, so whatever advice anyone has would be much appreciated! I am trying to write a running/jumping game where the player/ball must avoid the blocks to reach the finish line as quickly as possible. Right now, my two main issues are the jumping action and creating a timer. When my player jumps, it goes up, and then down.
I have included the following code in my Circle class:
public void horiz(int val){
for(int c = 0; c<val+1; c++){
x++;
repaint();}
}
public void vert(int val){
y += val;
}
public void down(int val){
y += val;
}
And then It is executed through buttons:
public void actionPerformed(ActionEvent e){
if(e.getSource() instanceof Button){
if(e.getSource() == run)
player.horiz(10);
else if (e.getSource()== jump){
player.vert(-10);
}
repaint();
collision();
}
In order to get the player to go up, and then back down, I had tried this...
public void actionPerformed(ActionEvent e){
if(e.getSource() instanceof Button){
if(e.getSource() == run)
player.horiz(10);
else if (e.getSource()== jump){
player.vert(-10);
repaint();
player.down(10);
}
repaint();
collision();
}
But I think I need to have it wait a few seconds before coming back down. I have read a bunch about swing, util, and robot timers, but I do not know which/how to implement them here.
My other problem is creating a timer that displays the time elapsed since the game has started. I thing This could be execute similarly to the jumping timer, but, again, I am unsure which type of timer I should be using.
If I am right, I cannot use swing because my program is written in AWT? Please excuse the awful colors, I am still figuring out the basics. Thanks so much for any advice of help you can give me! :)
Here is the full code:
import java.awt.*;
import java.awt.Rectangle;
import java.awt.Shape;
import javafx.scene.shape.*;
import java.awt.event.*;
import java.util.Random;
import java.util.Timer;
import javax.swing.JOptionPane;
import java.awt.Toolkit;
import java.util.Timer;
import java.util.TimerTask;
import java.applet.Applet;
public class TryingAgain extends Applet
implements ActionListener{
//creates arrays of rect values
int[]xA = new int[10];
int[]yA = new int[10];
int[]widthA = new int[10];
int[]heightA = new int[10];
private Rectangle rectangle;
//creates buttons to move player
private Button run = new Button("Run");
private Button jump = new Button("Jump");
//creates player and obstacles
private Circle player = new Circle(110,110,20);
private makeRect block = new makeRect();
private finishLine line = new finishLine();
//initiates the buttons with actionListener
public void init(){
this.setSize(new Dimension(1300,500));
setBackground(Color.GREEN);
add(run);
add(jump);
run.addActionListener(this);
jump.addActionListener(this);
}
//draws the player and blocks on the screen
public void paint(Graphics g){
player.draw(g);
block.draw(g);
line.draw(g);
}
//if methods to be control movement
public void actionPerformed(ActionEvent e){
if(e.getSource() instanceof Button){
if(e.getSource() == run)
player.horiz(10);
else if (e.getSource()== jump){
player.vert(-10);
}
repaint();
collision();
}
}
public void collision(){
if(crashTest() == true){
JOptionPane.showMessageDialog(this, "Game Over", "Game Over", JOptionPane.YES_NO_OPTION);
System.exit(ABORT);
}
if(winTest() == true){
JOptionPane.showMessageDialog(this, "You Finished!", "You Finished!", JOptionPane.PLAIN_MESSAGE);
}
}
class Circle{
private int radius;
private int x,y;
public Circle(){
x = 110; y = 110;
radius = 20;
}
public Circle(int x0, int y0, int rad){
x = x0; y = y0; radius = rad;
}
public void draw(Graphics g){
g.setColor(Color.CYAN);
g.fillOval(x - radius, y-radius, 2*radius, 2*radius);
}
public void horiz(int val){
for(int c = 0; c<val+1; c++){
x++;
repaint();}
}
public void vert(int val){
y += val;
}
public void down(int val){
y += val;
}
public Rectangle getBounds(){
return new Rectangle(x-radius, y-radius, 2*radius, 2*radius);
}
}
class makeRect{
private int Xmax = 150;
private int Xmin = 50;
private int Wmax = 50;
private int Hmax = 25;
private int Wmin = 10;
private int Hmin = 5;
Random rand = new Random();
int randx = rand.nextInt((Xmax-Xmin)+1)+Xmin;
int randh = rand.nextInt((Hmax-Hmin)+1)+Hmin;
int randw = rand.nextInt((Wmax-Wmin)+1)+Wmin;
//fills arrays
{for(int i = 0; i < 10; i++){
Random rand = new Random();
int randx = rand.nextInt((Xmax-Xmin)+1)+Xmin;
int randh = rand.nextInt((Hmax-Hmin)+1)+Hmin;
int randw = rand.nextInt((Wmax-Wmin)+1)+Wmin;
if(i>0)
xA[i] = (randx+xA[i-1]);
else
xA[i] = 160;
yA[i] = randh+110;
widthA[i] = randw;
heightA[i] = randh;
}
}
private int x, y, width, height;
public makeRect(){
x = 150; y = 120; width = 30; height = 10;
}
public void makeRect(int x0, int y0, int w0, int h0){
x = x0; y = y0; width = w0; height = h0;
}
public void draw(Graphics g) {
g.setColor(Color.ORANGE);
{for(int i = 0; i < 10; i++){
g.fillRect(xA[i], yA[i], heightA[i], widthA[i]);
}}
}
public Rectangle getBounds(){
return new Rectangle(randx, 110+randh, 30, 10);
}
}
class finishLine{
private int x, y, width, height;
public void finishLine(int x0, int y0, int w0, int h0){
x = x0; y = y0; width = w0; height = h0;
}
public void draw(Graphics g){
g.setColor(Color.MAGENTA);
g.fillRect(1200, 80, 30, 30);
}
}
public boolean crashTest(){
boolean end = false;
{for(int i = 0; i<10; i++){
if(player.getBounds().intersects(new Rectangle(xA[i], yA[i], heightA[i], widthA[i])))
end = true;
}
return end;
}
}
public boolean winTest(){
boolean win = false;
if(player.getBounds().intersects(new Rectangle(1200, 80, 30, 30)))
win = true;
return win;
}
}
When gameover is true and I call the startGame method from the DOWN button KeyListener, it breaks my game and doesn't allow me to click the exit button on the JFrame and the paddle doesn't work anymore. Please help.
import javax.swing.*;
import java.awt.event.*;
import java.awt.image.*;
import java.awt.Graphics2D;
import java.awt.Toolkit;
import java.awt.Color;
import java.awt.Rectangle;
import java.awt.Image;
public class AustinsBrickBreaker {
JFrame window;
DrawPanel panel;
public AustinsBrickBreaker() {
window = new JFrame("Brick Breaker");
panel = new DrawPanel();
window.setSize(800, 592);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.getContentPane().add(panel);
window.setLocationRelativeTo(null);
window.setVisible(true);
window.setResizable(false);
}
public void go() {
panel.startGame();
}
public static void main(String[] args) {
AustinsBrickBreaker game = new AustinsBrickBreaker();
game.go();
}
}
#SuppressWarnings("serial")
class DrawPanel extends JPanel implements KeyListener {
final int WIDTH = 800, HEIGHT = 592;
BufferedImage buffer;
public static Brick[][] bricks = new Brick[3][5];
Paddle paddle;
Ball ball;
int score = 0;
int lives = 3;
boolean gameover = false;
Image brickImage = Toolkit.getDefaultToolkit().getImage("brick.png");
Image brickImage2 = Toolkit.getDefaultToolkit().getImage("brick2.png");
Image brickImage3 = Toolkit.getDefaultToolkit().getImage("brick3.png");
Image brickImage4 = Toolkit.getDefaultToolkit().getImage("brick4.png");
Image brickImage5 = Toolkit.getDefaultToolkit().getImage("brick5.png");
Image paddleImage = Toolkit.getDefaultToolkit().getImage("paddle.png");
Image background = Toolkit.getDefaultToolkit().getImage("background.jpg");
Image ballImage = Toolkit.getDefaultToolkit().getImage("ball.png");
Image heartImage = Toolkit.getDefaultToolkit().getImage("heart.png");
public DrawPanel() {
setIgnoreRepaint(true);
addKeyListener(this);
setFocusable(true);
}
public void keyTyped(KeyEvent e) {}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT) paddle.left = true;
if (key == KeyEvent.VK_RIGHT) paddle.right = true;
if (key == KeyEvent.VK_UP && gameover) {
gameover = false;
score = 0;
lives = 3;
startGame();
}
if (key == KeyEvent.VK_DOWN && gameover) System.exit(0);
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT) paddle.left = false;
if (key == KeyEvent.VK_RIGHT) paddle.right = false;
}
public int count() {
int count = 0;
for (int r = 0; r < DrawPanel.bricks.length; r++)
for (int c = 0; c < DrawPanel.bricks[r].length; c++)
if (!bricks[r][c].visible) count++;
else
break;
int returner = 0;
if (count == 15) returner = 1;
return returner;
}
public void initialize() {
buffer = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
for (int r = 0; r < DrawPanel.bricks.length; r++)
for (int c = 0; c < DrawPanel.bricks[r].length; c++)
DrawPanel.bricks[r][c] = new Brick(c * 150 + 50, r * 60 + 30, 100, 50);
ball = new Ball(390, 200, 20, 20, 10);
paddle = new Paddle(350, 510, 100, 20, 8);
}
public void updateMovement() {
paddle.move();
ball.move();
}
public void checkCollisions() {
if (paddle.x <= 20) paddle.x = 20;
if (paddle.x >= 679) paddle.x = 679;
if (ball.x < 21) {
ball.left = false;
ball.right = true;
}
if (ball.x > 761) {
ball.left = true;
ball.right = false;
}
if (ball.y < 21) {
ball.up = false;
ball.down = true;
}
if (paddle.getBounds().intersects(ball.getBounds())) ball.swap();
for (int r = 0; r < DrawPanel.bricks.length; r++)
for (int c = 0; c < DrawPanel.bricks[r].length; c++) {
if (ball.getBounds().intersects(DrawPanel.bricks[r][c].getBounds()) && !DrawPanel.bricks[r][c].collision) {
ball.swap();
bricks[r][c].collide();
score += 10;
}
}
}
public void drawBuffer() {
Graphics2D b = buffer.createGraphics();
b.drawImage(background, 0, 0, null);
if (!gameover) {
for (int l = 0; l < lives; l++)
b.drawImage(heartImage, 20 * l + 620, 535, null);
b.drawString("Score: " + score, 700, 550);
b.drawImage(paddleImage, paddle.getX(), paddle.getY(), null);
b.drawImage(ballImage, ball.getX(), ball.getY(), null);
for (int r = 0; r < DrawPanel.bricks.length; r++)
for (int c = 0; c < DrawPanel.bricks[r].length; c++) {
if (bricks[r][c].visible == true)
if (bricks[r][c].colour == 1)
b.drawImage(brickImage, DrawPanel.bricks[r][c].getX(), DrawPanel.bricks[r][c].getY(), null);
else if (bricks[r][c].colour == 2)
b.drawImage(brickImage2, DrawPanel.bricks[r][c].getX(), DrawPanel.bricks[r][c].getY(), null);
else if (bricks[r][c].colour == 3)
b.drawImage(brickImage3, DrawPanel.bricks[r][c].getX(), DrawPanel.bricks[r][c].getY(), null);
else if (bricks[r][c].colour == 4)
b.drawImage(brickImage4, DrawPanel.bricks[r][c].getX(), DrawPanel.bricks[r][c].getY(), null);
else if (bricks[r][c].colour == 5)
b.drawImage(brickImage5, DrawPanel.bricks[r][c].getX(), DrawPanel.bricks[r][c].getY(), null);
}
b.dispose();
} else {
b.drawString("G A M E O V E R !", 340, 300);
b.drawString("G A M E O V E R !", 341, 300);
b.drawString("G A M E O V E R !", 342, 300);
b.drawString("Press ↑ To Play Again!", 332, 320);
b.drawString("Press ↓ To Exit :(", 342, 340);
}
}
public void drawScreen() {
Graphics2D g = (Graphics2D) this.getGraphics();
g.drawImage(buffer, 0, 0, this);
Toolkit.getDefaultToolkit().sync();
g.dispose();
}
public void startGame() {
initialize();
while (!gameover) {
try {
updateMovement();
checkCollisions();
drawBuffer();
drawScreen();
Thread.sleep(15);
if (ball.y > 562 && lives != -1) {
Thread.sleep(500);
lives -= 1;
ball.x = 390;
ball.y = 200;
ball.left = false;
ball.right = false;
paddle.x = 350;
}
if (lives == -1) {
Thread.sleep(500);
gameover = true;
drawBuffer();
drawScreen();
}
//Replace Bricks
if (count() == 1) {
Thread.sleep(500);
startGame();
}
} catch (Exception e) {
e.printStackTrace();
}
}
}
}
/*--|--|--|--| GAME CLASSES |--|--|--|--*/
class Brick {
int x, y, width, height, colour;
boolean collision, visible;
public Brick(int x, int y, int w, int h) {
this.x = x;
this.y = y;
this.width = w;
this.height = h;
this.collision = false;
this.visible = true;
this.colour = (int) Math.ceil(Math.random() * 5);
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public Rectangle getBounds() {
return new Rectangle(getX(), getY(), getWidth(), getHeight());
}
public void collide() {
if (collision == false) {
visible = false;
collision = true;
}
}
}
class Paddle {
int x, y, width, height, speed;
boolean left, right;
public Paddle(int x, int y, int w, int h, int s) {
this.x = x;
this.y = y;
this.width = w;
this.height = h;
this.speed = s;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public Rectangle getBounds() {
return new Rectangle(getX(), getY(), getWidth(), getHeight());
}
public void move() {
if (left) x -= speed;
if (right) x += speed;
}
}
class Ball {
int x, y, width, height, speed;
boolean up, down, left, right;
public Ball(int x, int y, int w, int h, int s) {
this.x = x;
this.y = y;
this.width = w;
this.height = h;
this.speed = s;
this.up = false;
this.down = true;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public Rectangle getBounds() {
return new Rectangle(getX(), getY(), getWidth(), getHeight());
}
public void move() {
if (up) y -= speed;
if (down) y += speed;
if (left) x -= (float) Math.ceil(Math.random() * 5);
if (right) x += (float) Math.ceil(Math.random() * 5);
}
public void swap() {
if (up) {
down = true;
up = false;
} else if (down) {
up = true;
down = false;
}
double r = Math.random();
if (r <= 0.5) {
left = false;
right = true;
} else if (r > 0.5) {
left = true;
right = false;
} else left = true;
}
}
Your code completely ignores Swing threading rules, and this is somehow allowed when first run, since when first run, the startGame() method is called in the main thread off of the Swing event thread. But when it is called a second time, it is then called on the event thread, and this time, all those sleep calls put the Swing event thread and your application to sleep. The solution: learn about Swing threading rules, and have your application obey these rules, including not calling Thread.sleep, or having forever loops called on the event thread.
see: Lesson: Concurrency in Swing.
This is not an answer, but a very long comment
First, getGraphics is NOT how custom painting works in Swing and you should never use it.
Start by taking a look at Painting in AWT and Swing and Performing Custom Painting for more details about how painting works in Swing.
Swing uses a passive rendering approaching, meaning that it's painting process can take place at any time, for any reason most without your interaction or knowledge, under your current approach, you could end up with intermediate flickering which be near impossible to diagnose or repeat.
If you want control over the painting (active painting), have a look at BufferStrategy and BufferStrategy and BufferCapabilities
Second, don't use KeyListener, there are a very limited number of circumstances I might consider using KeyListener, but this is not one of them and when you find yourself wanting to respond to key events, you should start with the key bindings API
Third, don't use Toolkit.getDefaultToolkit().getImage, but instead use ImageIO, it supports more images, it loads the image first before returning (rather than using a background thread) and throws an IOException when the image can't be loaded. See Reading/Loading an Image for more details
Fourth, you are violating the single thread rules of Swing. Basically, because the way the system works, main is called within what is called the "main" thread, but Swing runs in it's own thread (AKA The Event Dispatching Thread).
So when you first start, go is running in the "main" thread, but when you call start from your KeyListener, you're running within the EDT, meaning that you "game-loop" will block the EDT and nothing will ever paint again and the user won't be able to interact with your program.
See Concurrency in Swing for more details and How to Use Swing Timers for a possible solution
I've got problem with JFrame and KeyListerner in Tetris game. I've got two frames - one with Start Button and second with Board. In the second frame I want to control shapes from keyboard, but when I click start I can't do that. When I disactivate first frame - everything is ok. I know I have to focus on second frame and I tried do that, but with no effect. Could someone help me?
First frame:
package tetris;
import java.awt.BorderLayout;
import java.awt.Component;
import java.awt.Container;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class Tetris implements ActionListener {
public Tetris() {
initComponents();
}
Component contentPane;
JLabel statusbar = new JLabel(" 0");
JLabel name = new JLabel("Tetris");
JButton startbut = new JButton("Start");
JFrame window = new JFrame();
JPanel panelStart = new JPanel();
JPanel game = new JPanel();
int nameSize=24;
Font fontName = new Font("Dialog", Font.BOLD, nameSize);
BorderLayout borderLayout = new BorderLayout();
Board board = new Board(this);
public void initComponents() {
window.setBounds(500,200,200,400);
window.setTitle("Tetris");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setVisible(true);
window.add(panelStart);
window.add(game);
panelStart.setLayout (null);
panelStart.setVisible(true);
window.setContentPane(panelStart);
name.setSize(70,25);
name.setLocation(53,10);
name.setFont(fontName);
panelStart.add(name);
startbut.setSize(70,25);
startbut.setLocation(50,80);
panelStart.add(startbut);
startbut.addActionListener(this);
}
public void initGame() {
game.setLayout (borderLayout);
panelStart.setVisible(false);
window.remove(panelStart);
game.setVisible(true);
window.setContentPane(game);
game.setFocusable(true);
statusbar = new JLabel(" 0");
game.add(statusbar, BorderLayout.SOUTH);
game.add(board);
board.start();
}
public JLabel getStatusBar() {
return statusbar;
}
#Override
public void actionPerformed(ActionEvent e) {
// TODO Auto-generated method stub
if(e.getSource() == startbut)
{
initGame();
}
}
}
Board code:
package tetris;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
import tetris.Shape.Tetrominoes;
public class Board extends JPanel implements ActionListener {
final int BoardWidth = 10;
final int BoardHeight = 22;
Timer timer;
boolean isFallingFinished = false;
boolean isStarted = false;
boolean isPaused = false;
int numLinesRemoved = 0;
int curX = 0;
int curY = 0;
JLabel statusbar;
Shape curPiece;
Tetrominoes[] board;
public Board(Tetris parent) {
// setFocusable(true);
curPiece = new Shape();
timer = new Timer(400, this);
timer.start();
statusbar = parent.getStatusBar();
board = new Tetrominoes[BoardWidth * BoardHeight];
KeyListener keyListener = new TAdapter();
addKeyListener(keyListener);
repaint();
clearBoard();
}
public void actionPerformed(ActionEvent e) {
if (isFallingFinished) {
isFallingFinished = false;
newPiece();
} else {
oneLineDown();
}
}
int squareWidth() { return (int) getSize().getWidth() / BoardWidth; }
int squareHeight() { return (int) getSize().getHeight() / BoardHeight; }
Tetrominoes shapeAt(int x, int y) { return board[(y * BoardWidth) + x]; }
public void start()
{
if (isPaused)
return;
isStarted = true;
isFallingFinished = false;
numLinesRemoved = 0;
clearBoard();
newPiece();
timer.start();
}
private void pause()
{
if (!isStarted)
return;
isPaused = !isPaused;
if (isPaused) {
timer.stop();
statusbar.setText("paused");
} else {
timer.start();
statusbar.setText(String.valueOf(numLinesRemoved));
}
repaint();
}
public void paint(Graphics g)
{
super.paint(g);
Dimension size = getSize();
int boardTop = (int) size.getHeight() - BoardHeight * squareHeight();
for (int i = 0; i < BoardHeight; ++i) {
for (int j = 0; j < BoardWidth; ++j) {
Tetrominoes shape = shapeAt(j, BoardHeight - i - 1);
if (shape != Tetrominoes.NoShape)
drawSquare(g, 0 + j * squareWidth(),
boardTop + i * squareHeight(), shape);
}
}
if (curPiece.getShape() != Tetrominoes.NoShape) {
for (int i = 0; i < 4; ++i) {
int x = curX + curPiece.x(i);
int y = curY - curPiece.y(i);
drawSquare(g, 0 + x * squareWidth(),
boardTop + (BoardHeight - y - 1) * squareHeight(),
curPiece.getShape());
}
}
}
private void dropDown()
{
int newY = curY;
while (newY > 0) {
if (!tryMove(curPiece, curX, newY - 1))
break;
--newY;
}
pieceDropped();
}
private void oneLineDown()
{
if (!tryMove(curPiece, curX, curY - 1))
pieceDropped();
}
private void clearBoard()
{
for (int i = 0; i < BoardHeight * BoardWidth; ++i)
board[i] = Tetrominoes.NoShape;
}
private void pieceDropped()
{
for (int i = 0; i < 4; ++i) {
int x = curX + curPiece.x(i);
int y = curY - curPiece.y(i);
board[(y * BoardWidth) + x] = curPiece.getShape();
}
removeFullLines();
if (!isFallingFinished)
newPiece();
}
private void newPiece()
{
curPiece.setRandomShape();
curX = BoardWidth / 2 + 1;
curY = BoardHeight - 1 + curPiece.minY();
if (!tryMove(curPiece, curX, curY)) {
curPiece.setShape(Tetrominoes.NoShape);
timer.stop();
isStarted = false;
statusbar.setText("game over");
}
}
private boolean tryMove(Shape newPiece, int newX, int newY)
{
for (int i = 0; i < 4; ++i) {
int x = newX + newPiece.x(i);
int y = newY - newPiece.y(i);
if (x < 0 || x >= BoardWidth || y < 0 || y >= BoardHeight)
return false;
if (shapeAt(x, y) != Tetrominoes.NoShape)
return false;
}
curPiece = newPiece;
curX = newX;
curY = newY;
repaint();
return true;
}
private void removeFullLines()
{
int numFullLines = 0;
for (int i = BoardHeight - 1; i >= 0; --i) {
boolean lineIsFull = true;
for (int j = 0; j < BoardWidth; ++j) {
if (shapeAt(j, i) == Tetrominoes.NoShape) {
lineIsFull = false;
break;
}
}
if (lineIsFull) {
++numFullLines;
for (int k = i; k < BoardHeight - 1; ++k) {
for (int j = 0; j < BoardWidth; ++j)
board[(k * BoardWidth) + j] = shapeAt(j, k + 1);
}
}
}
if (numFullLines > 0) {
numLinesRemoved += numFullLines;
statusbar.setText(String.valueOf(numLinesRemoved));
isFallingFinished = true;
curPiece.setShape(Tetrominoes.NoShape);
repaint();
}
}
private void drawSquare(Graphics g, int x, int y, Tetrominoes shape)
{
Color colors[] = { new Color(0, 0, 0), new Color(204, 102, 102),
new Color(102, 204, 102), new Color(102, 102, 204),
new Color(204, 204, 102), new Color(204, 102, 204),
new Color(102, 204, 204), new Color(218, 170, 0)
};
Color color = colors[shape.ordinal()];
g.setColor(color);
g.fillRect(x + 1, y + 1, squareWidth() - 2, squareHeight() - 2);
g.setColor(color.brighter());
g.drawLine(x, y + squareHeight() - 1, x, y);
g.drawLine(x, y, x + squareWidth() - 1, y);
g.setColor(color.darker());
g.drawLine(x + 1, y + squareHeight() - 1,
x + squareWidth() - 1, y + squareHeight() - 1);
g.drawLine(x + squareWidth() - 1, y + squareHeight() - 1,
x + squareWidth() - 1, y + 1);
}
public boolean isFocusable() {
return true;
}
public class TAdapter implements KeyListener {
public void keyTyped(KeyEvent e) {
}
public void keyPressed(KeyEvent e) {
if (!isStarted || curPiece.getShape() == Tetrominoes.NoShape) {
return;
}
int keycode = e.getKeyCode();
if (keycode == 'p' || keycode == 'P') {
pause();
return;
}
if (isPaused)
return;
switch (keycode) {
case KeyEvent.VK_LEFT:
tryMove(curPiece, curX - 1, curY);
break;
case KeyEvent.VK_RIGHT:
tryMove(curPiece, curX + 1, curY);
break;
case KeyEvent.VK_DOWN:
tryMove(curPiece.rotateRight(), curX, curY);
break;
case KeyEvent.VK_UP:
tryMove(curPiece.rotateLeft(), curX, curY);
break;
case KeyEvent.VK_SPACE:
dropDown();
break;
case 'd':
oneLineDown();
break;
case 'D':
oneLineDown();
break;
}
}
#Override
public void keyReleased(KeyEvent arg0) {
// TODO Auto-generated method stub
}
}
}
Your code is to large for me to want to dig through, but what you want to do is possible.
Either way, I would suggest you move to one frame and possibly use a CardLayout or another GUI item to hide and show components because having the user change screens when the game starts is a strange UI. It will be more user friendly to just have it all in one frame. And this might fix your current issue.
Same here, the code is too large to dig. However if you are facing problems in setting the focus try frame.requestFocus();
First, a JPanel that wants to grab focus has to be focusable or focus traversable.
You should consider overriding isFocusTraversable to return true.
In your panel class :
#Override
public boolean isFocusTraversable()
{
return true;
}//met
This means your component can have focus.
Second, if you want your jpanel to* actually have the focus*, you can call his method
panel.requestFocus();
you should do that at the beginning of the game, right after the pack/setVisible( true ); and at the end of every actionlistener that will make it loose focus (typically buttons'actionlisteners).
Regards,
Stéphane
Instead of using a KeyListener you should be using Key Bindings.
keyListener was not working for me in Frame. Later I found out that the problem was that my key controls were going to the Button that I had added in the Frame. When I removed the Button, The key control went back to the frame and keyEvents were working.
But I have not found a way to use keyEvents even after keeping the Button in Frame!