I have written some code that makes labyrinth and fills the JPanel with my figures Wall, Player, Road and Gate. I want to move the player by pressing the keys W,A,S,D.
The frame gets drawn but the player is not moving:
Sprite[][] spr = fr.read();
int x1 = fr.row;
int y1 = fr.col;
fr.close();
GameFrame gf = new GameFrame(spr, x1, y1);
x1 = (x1 * 20) + 30;
y1 = (y1 * 20);
JFrame frame = new JFrame();
frame.setTitle("Lab");
frame.setSize(new Dimension(y1, x1));
frame.setPreferredSize(new Dimension(y1, x1));
frame.addKeyListener(gf);
frame.setFocusable(true);
frame.add(gf);
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
frame.setResizable(false);
public void paint(Graphics g) {
int a13 = 5;
int a14 = 5;
Player pl = new Player();
super.paintComponent(g);
for (int i = 0; i < i1; i++) {
for (int i0 = 0; i0 < i2; i0++) {
Sprite currentSpr1 = sprites[i][i0];
X = currentSpr1.setXCoord(i);
Y = currentSpr1.setYCoord(i0);
H = currentSpr1.setHeight();
W = currentSpr1.setWidth();
if (currentSpr1 == pl) {
addKeyListener(this);
}
currentSpr1.YourPaint(g, X, Y, H, W);
}
}
public void keyPressed(KeyEvent e) {
int c = e.getKeyCode();
if (c == KeyEvent.VK_W) {
Y = Y - 20;
System.out.print("lol");
repaint();
}
if (c == KeyEvent.VK_S) {
Y = Y + 20;
//repaint();
}
if (c == KeyEvent.VK_D) {
X = X + 20;
//repaint();
}
if (c == KeyEvent.VK_A) {
X = X - 20;
//repaint();
}
//if (sprite instanceof Wall){
//}*/
}
Well, it's a bit hard to understand your code, but firstly:
In your keyPressed method you're incrementing X or Y, but in your update method you're resetting X and Y, so this will have no effect.
And what's gf? Is it the class above. You should add "this" as a keylistener.
Related
Please help me how to color the triangle with the three colors. I have it as a problem for school,
Use Java programming language
Hello this is the code:
I am trying to fill the triangle with the three colors, but is hard to mix colors to get it. Please if you are to solve it(approximate it) as much as you can send it to me, i have it as a homework and 5-6 days deadline
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.event.*;
import java.awt.geom.*;
public class NotFullVersion2 extends JApplet {
public static void main(String s[]) {
JFrame frame = new JFrame();
frame.setTitle("Colors");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JApplet applet = new NotFullVersion2();
applet.init();
applet.addMouseListener(
new MouseAdapter(){
public void mousePressed(MouseEvent e) {
System.out.println(e.getX() + " " + e.getY());
}});
frame.getContentPane().add(applet);
frame.pack();
frame.setVisible(true);
}
ColorPanel panel;
public void init() {
panel = new ColorPanel();
Container cp = getContentPane();
cp.setLayout(new BorderLayout());
cp.add(panel, BorderLayout.CENTER);
JPanel p = new JPanel();
cp.add(p,BorderLayout.EAST);
}
}
class ColorPanel extends JPanel {
//int red = 100,green = 100, blue = 100;
public ColorPanel() {
setPreferredSize(new Dimension(500, 500));
setBackground(Color.black);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
for(int i = 0; i < 256; i++) {
int start = 399;
g2.setColor(new Color(0,i,255-i));
for(int j = 0; j < 200; j ++) {
Rectangle rec = new Rectangle(150+j,start - i,1,1);
g2.fill(rec);
}
}
for(int j = 0; j < 100; j++) {
int start = 100;
for(int i = 0; i < 300; i++) {
if(i < 22) {
g2.setColor(new Color(255,0,0));
Rectangle rec = new Rectangle(100 + i,start + j,1,1);
g2.fill(rec);
} else if(i > 21 && i < 278) {
g2.setColor(new Color(255-(i-22),(i-22),0));
Rectangle rec = new Rectangle(100 + i,start + j,1,1);
g2.fill(rec);
} else if(i < 300) {
g2.setColor(new Color(0,255,0));
Rectangle rec = new Rectangle(100 + i,start + j,1,1);
g2.fill(rec);
}
}
}
GeneralPath closePath1a = new GeneralPath();
g2.setColor(new Color(0,0,0));
closePath1a.moveTo(100,100);
closePath1a.lineTo(100,400);
closePath1a.lineTo(250,400);
closePath1a.closePath();
g2.fill(closePath1a);
GeneralPath closePath2a = new GeneralPath();
g2.setColor(new Color(0,0,0));
closePath2a.moveTo(400,100);
closePath2a.lineTo(400,400);
closePath2a.lineTo(250,400);
closePath2a.closePath();
g2.fill(closePath2a);
GeneralPath closePath3a = new GeneralPath();
g2.setColor(new Color(0,0,0));
closePath3a.moveTo(100,100);
closePath3a.lineTo(100,50);
closePath3a.lineTo(400,50);
closePath3a.lineTo(400,100);
closePath3a.closePath();
g2.fill(closePath3a);
}
}
Coloring a triangle like this is equivalent to calculating the barycentric coordinates of each pixel within the triangle. The following untested code calculates the barycentric coordinates for each pixel within the triangle ABC, and then uses it to color that pixel:
private float area(float Ax, float Ay, float Bx, float By, float Cx, float Cy) {
return 0.5*((Ax - Cx)*(By - Ay) - (Ax - Bx)*(Cy - Ay));
}
private void paintTriangle(Graphics g, float Ax, float Ay, float Bx, float By, float Cx, float Cy) {
// calculate the bounding box of the triangle:
int minX = Math.round(Math.min(Ax, Math.min(Bx, Cx)));
int minY = Math.round(Math.min(Ay, Math.min(By, Cy)));
int maxX = Math.round(Math.max(Ax, Math.max(Bx, Cx)));
int maxY = Math.round(Math.max(Ay, Math.max(By, Cy)));
// loop for each pixel in the bounding box of the triangle
for(int y = minY; y < maxY; ++y) {
for(int x = minX; x < maxX; ++x) {
// center of the pixel (x,y)
float Px = x + 0.5, Py = y + 0.5;
// barycentric coordinates of P
float denom = area(Ax, Ay, Bx, By, Cx, Cy);
float b0 = area(Px, Py, Bx, By, Cx, Cy)/denom;
float b1 = area(Ax, Ay, Px, Py, Cx, Cy)/denom;
float b2 = area(Ax, Ay, Bx, By, Px, Py)/denom;
// discard pixels outside the triangle
if(b0 < 0 || b1 < 0 || b2 < 0)
continue;
// paint a pixel of color (b0,b1,b2) at (x,y)
g.setColor(new Color(b0,b1,b2));
g.fillRect(x,y,1,1));
}
}
}
I'll leave it to you to test and integrate this code.
You can read more about barycentric coordinates on wikipedia;
Could anyone help me figure out why my circle is not printing out on top of the square all the way to the top? The square seems to print out onto the frame perfectly fine but I've been unable to figure out why the loop stops after the 2nd row but never completing up to the 6th row. thank guys!
This is my main ExampleGUI.java class
import javax.swing.*;
public class ExampleGUI {
public static void main(String args[]) {
JFrame frame = new JFrame("Example Graphics");
ExamplePanel panel = new ExamplePanel();
frame.getContentPane().add(panel);
frame.setDefaultCloseOperation(3);
frame.pack();
frame.setVisible(true);
}
}
This is my method/constructor class ExamplePanel.java
import java.awt.*;
import javax.swing.*;
public class ExamplePanel extends JPanel {
public ExamplePanel() {
setPreferredSize(new Dimension(600, 600));
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
int x = 0;
int x2 = 5;
int y = 500;
int y2 = 505;
int w = 100;
int w2 = 90;
int h = 100;
int h2 = 90;
int i, j;
for (j = 1; j < 7; j++) {
x = 0;
x2 = x + 5;
System.out.println(x + " " + y);
for (i = 1; i < 7; i++) {
g.setColor(Color.red);
g.fillRect(x, y, w, h);
g.setColor(Color.black);
g.drawRect(x, y, w, h);
g.setColor(Color.green);
g.fillOval(x2, y2, w2, h2);
g.setColor(Color.black);
g.drawOval(x2, y2, w2, h2);
x = x + w;
x2 = x2 + w2 + 10;
}
x = x + w;
y2 = 505;
y = y - h;
y2 = (y2 - h2) - 10;
}
}
}
You have to remove your y2= 505;
You have mistakenly set your y2 to the same value each iteration :)
I have been working on this java application.
So far it has no meaning, just a randomly colored ball bouncing around.
But now, when i wanted to add another ball to the bouncing app, the balls followed each other.
This is my code so far.
import java.awt.*;
import javax.swing.*;
public class MainFrame extends JPanel implements Runnable {
Color color = Color.red;
int dia = 60;
Diameter of the objects.
long delay = 20;
Delay time.
private int x = (int)Math.floor(Math.random() * 580);
private int y = (int)Math.floor(Math.random() * 900);
private int xx = (int)Math.floor(Math.random() * 580);
private int yy = (int)Math.floor(Math.random() * 900);
Above is the objects position.
private int dx = (int)Math.floor(Math.random() * 7);
private int dy = (int)Math.floor(Math.random() * 7);
private int dxx = (int)Math.floor(Math.random() * 7);
private int dyy = (int)Math.floor(Math.random() * 7);
Above is object speed.
protected void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g.setColor(color);
g.fillOval(x,y,60,60);
g.setColor(color);
g.fillOval(xx,yy,60,60);
}
The graphics.
And below is just calculations, thread.sleep and the JFrame.
public void run() {
while(isVisible()) {
try {
Thread.sleep(delay);
} catch(InterruptedException e) {
System.out.println("interrupted");
}
move();
repaint();
}
}
public void move() {
if(x + dx < 0 || x + dia + dx > getWidth()) {
dx *= -1;
color = getColor();
}
if(y + dy < 0 || y + dia + dy > getHeight()) {
dy *= -1;
color = getColor();
}
if(xx + dxx < 0 || xx + dia + dxx > getWidth()) {
dxx *= -1;
color = getColor();
}
if(yy + dyy < 0 || yy + dia + dyy > getHeight()) {
dyy *= -1;
color = getColor();
}
x += dx;
y += dy;
xx += dx;
yy += dy;
}
private Color getColor() {
int rval = (int)Math.floor(Math.random() * 256);
int gval = (int)Math.floor(Math.random() * 256);
int bval = (int)Math.floor(Math.random() * 256);
return new Color(rval, gval, bval);
}
private void start() {
while(!isVisible()) {
try {
Thread.sleep(25);
} catch(InterruptedException e) {
System.exit(1);
}
}
Thread thread = new Thread(this);
thread.setPriority(Thread.NORM_PRIORITY);
thread.start();
}
public static void main(String[] args) {
MainFrame test = new MainFrame();
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.getContentPane().add(test);
f.setSize(640, 960);
Dimension dim = Toolkit.getDefaultToolkit().getScreenSize();
f.setLocation(dim.width/2-f.getSize().width/2, dim.height/2-f.getSize().height/2);
f.setVisible(true);
test.start();
}
}
I just can not figure it out.
I know the answer is going to be simple.
You should define a single class Ball and create two instances of it rather than repeating the variables and have an x,y co-ordinate and velocity dx and dy inside that class.
The two follow each other ebcause you add the same velocity to both balls all the time:
x += dx;
y += dy;
xx += dx;
yy += dy;
I am designing a simple java 2d game.where an aircraft shoots missiles and they hit alien ships.(pictures are attached for a better understanding).
Now I need to detect when the missile hits the alien ship. So as to count the number of total hits. I used the rectangle1.intersects(rec2)method, but instead of giving me an integer 1 as the answer (after the boolean of course) it gives me some funny answer. I guess like how much the two rectangles intersect...
Also when adding new aliens in an arraylist I use the following: I add new aliens every two seconds, but this slows down the game very much.
So please guide me on these two issues.
There is a game class (contains the main frame), board class (the panel on which I draw) alient, missile and craft class. Below I am giving the the actionPerformed() of the panel class which gets called by a timer every 2ms (the rest of the code is below).
///CODE TO BE FOCUSED ON
import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
import javax.swing.*;
public class game extends JFrame {
static long z;
game()
{
add(new board());
setBounds(0, 0, 500, 500);
setVisible(true);
setLayout(null);
setLocationRelativeTo(null);
setTitle("\t\t...................::::~~~~'S GAME~~~~:::::...............");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String[] args) {
new game();
z = System.currentTimeMillis();
}
}
class board extends JPanel implements ActionListener
{
Timer t = new Timer(5, this);
public ArrayList alien_list;
craft craft_list = new craft();
Label l = new Label();
int total_hits = 0;
public board() {
setFocusable(true);
setLayout(null);
setDoubleBuffered(true);
setBackground(Color.BLACK);
addKeyListener(craft_list);
l.setBounds(0, 0, 150, 30);
l.setBackground(Color.GREEN);
add(l);
t.start();
alien_list = new ArrayList();
alien_list.add(new alien(0, 100));
alien_list.add(new alien(0, 150));
alien_list.add(new alien(0, 200));
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D g1 = (Graphics2D) g;
long z = (System.currentTimeMillis() - game.z) / 1000;
if (z >= 60)
{
remove(l);
g.setColor(Color.red);
g1.drawString("time up", 100, 100);
} else
{
g1.drawImage(craft_list.getImage(), craft_list.getX(),
craft_list.getY(), null);
ArrayList a = craft_list.getmissile();
for (int i = 0; i < a.size(); i++) {
missile m = (missile) a.get(i);
g1.drawImage(m.getImage(), m.getX(), m.getY(), null);
}
l.setText("time elapsed:" + " " + +z + " " + "hits:" + " "
+ total_hits);
for (int i = 0; i < alien_list.size(); i++) {
alien m = (alien) alien_list.get(i);
g1.drawImage(m.getImage(), m.getX(), m.getY(), null);
}
}
}
public void actionPerformed(ActionEvent e) {
ArrayList a = craft_list.getmissile();
for (int i = 0; i < a.size(); i++) {
missile m = (missile) a.get(i);
if (m.visible == true)
m.move();
else
a.remove(i);
}
long z = (System.currentTimeMillis() - game.z) / 1000;
if (z % 3 == 0)
alien_list.add(new alien(-10, 100));
for (int j = 0; j < alien_list.size(); j++) {
alien m = (alien) alien_list.get(j);
if (m.visible == true)
m.move();
else
alien_list.remove(j);
}
craft_list.move();
collison();
repaint();
}
public void collison() {
ArrayList a = craft_list.getmissile();
for (int i = 0; i < a.size(); i++) {
missile m = (missile) a.get(i);
Rectangle r1 = m.getBounds();
for (int j = 0; j < alien_list.size(); j++) {
alien l = (alien) alien_list.get(j);
Rectangle r2 = l.getBounds();
if (r1.intersects(r2)) {
total_hits++;
m.setVisible(false);
l.setVisible(false);
}
}
}
}
}
class craft extends KeyAdapter
{
int x = 250;
int y = 400;
ArrayList m = new ArrayList();
Image i;
int dx, dy;
craft() {
ImageIcon i1 = new ImageIcon("1a.jpg");
i = i1.getImage();
}
public Image getImage() {
return i;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public void move() {
x += dx;
y += dy;
if (x < 0)
x = 0;
if (x > 450)
x = 450;
if (y > 420)
y = 420;
if (y < 200)
y = 200;
}
public void keyPressed(KeyEvent k)
{
int key = k.getKeyCode();
if (key == KeyEvent.VK_SPACE) {
fire();
}
if (key == KeyEvent.VK_LEFT) {
dx = -1;
}
if (key == KeyEvent.VK_RIGHT) {
dx = 1;
}
if (key == KeyEvent.VK_UP) {
dy = -1;
}
if (key == KeyEvent.VK_DOWN) {
dy = 1;
}
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT) {
dx = 0;
}
if (key == KeyEvent.VK_RIGHT) {
dx = 0;
}
if (key == KeyEvent.VK_UP) {
dy = 0;
}
if (key == KeyEvent.VK_DOWN) {
dy = 0;
}
}
public void fire() {
m.add(new missile(getX() + 13, getY() - 6));
}
public ArrayList getmissile() {
return m;
}
public Rectangle getBounds() {
return new Rectangle(x, y, i.getWidth(null), i.getHeight(null));
}
}
class missile {
Image i;
int x, y;
public boolean visible;
missile(int x, int y) {
this.x = x;
this.y = y;
visible = true;
ImageIcon i1 = new ImageIcon("1c.jpg");
i = i1.getImage();
}
public Image getImage() {
return i;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public void move() {
y--;
if (y < 0)
visible = false;
}
public Rectangle getBounds() {
return new Rectangle(x, y, i.getWidth(null), i.getHeight(null));
}
public void setVisible(boolean t) {
this.visible = t;
}
}
class alien {
Image i;
int x, y;;
public boolean visible;
public alien(int x, int y)
{
this.x = x;
this.y = y;
ImageIcon i1 = new ImageIcon("b.jpg");
i = i1.getImage();
visible = true;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public Image getImage() {
return i;
}
public void move() {
x++;
if (x > 500)
visible = false;
}
public Rectangle getBounds() {
return new Rectangle(x, y, i.getWidth(null), i.getHeight(null));
}
public void setVisible(boolean t) {
this.visible = t;
}
}
Ok, your code format is kind of unreadable and invites everybody to oversee otherwise obvious bugs. That is what I have seen so far for your performance issue:
getBounds() creates a new Rectangle instance every time it gets called. You should update the bounds rectangle at the last line of your move() and just return the rectangle instance instead of creating a new one.
Reuse Image or ImageIcon objects. There is no need to load the same jpg file over and over again in a constructor. Make it static or use a image cache.
Instead of o++ in fire() you should use o = m.size(). Mainly because you never call o--, you only remove the rocket from the ArrayList.
And at that point everybody loses track of what o and m means. Name your variables better! o should be amountOfRockets and m should be listOfRockets.
When you use Eclipse, press ctrl + shift + f to format the code which I highly recommend. After that go through your code and name the variables correctly. That means you should give them a descriptive name. And finally: let the name of your classes start with an upper case.
Very likely that this will not yet remove all issues but it will at least help us to understand and read your code easier... which might lead us to a solution...
Update:
You still haven't done 1. and 2. I suggested but you did 3.
Here is what 1. should be as a sample for the Alien class:
private Rectangle bounds
//constructor
Alien() {
// your stuff and the bounds:
bounds = new Rectangle(x, y, i.getWidth(null), i.getHeight(null));
}
public void move() {
bounds.x++;
if (bounds.x > 500)
visible = false;
}
public Rectangle getBounds() {
return bounds;
}
You need to implement that for the Rocket class as well.
What I still don't get is where you remove the old Alien objects. Just setting their visibility is not enough. You should remove them from the list of your Alien objects. Otherwise you will loop through objects that are not there anymore.
I am making a circle to circle collision detection program. I can get the balls to move around but when the collision is detected, the balls are quite far overlapped. Any suggestions? Thanks in advance!
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
import java.lang.Math;
public class ShapePanel extends JPanel{
private JButton button, startButton, stopButton;
private JTextField textField;
private JLabel label;
private Timer timer;
private final int DELAY = 10;
ArrayList<Shape> obj = new ArrayList<Shape>();
public static void main(String[] args){
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new ShapePanel());
frame.pack();
frame.setVisible(true);
}
public ShapePanel(){
JPanel controlPanel = new JPanel();
DrawingPanel dpanel = new DrawingPanel();
controlPanel.setPreferredSize(new Dimension(100,400));
button = new JButton("Add Shape");
startButton = new JButton("Start");
stopButton = new JButton("Stop");
textField = new JTextField(2);
label = new JLabel("Count:");
controlPanel.add(button);
controlPanel.add(label);
controlPanel.add(textField);
controlPanel.add(startButton);
controlPanel.add(stopButton);
add(controlPanel);
add(dpanel);
ButtonListener bListen = new ButtonListener();
button.addActionListener(bListen);
startButton.addActionListener(bListen);
stopButton.addActionListener(bListen);
timer = new Timer(DELAY, bListen);
}
private class ButtonListener implements ActionListener{
public void actionPerformed(ActionEvent e){
if (e.getSource() == button){
obj.add(new Shape());
if (obj.get(obj.size()-1).y > 200){
obj.get(obj.size()-1).moveY = -obj.get(obj.size()-1).moveY;
}
}else if (e.getSource() == timer){
for (int i = 0; i < obj.size(); i++){
obj.get(i).move();
}
for (int i = 0; i < obj.size(); i++){
for (int j = i + 1; j < obj.size(); j++){
if (Math.sqrt(Math.pow((double)obj.get(i).centerCoordX - (double)obj.get(j).centerCoordX,2)) +
Math.pow((double)obj.get(i).centerCoordY - (double)obj.get(j).centerCoordY,2) <= obj.get(i).radius + obj.get(j).radius){
timer.stop();
}
}
}
}else if (e.getSource() == startButton){
timer.start();
}else if (e.getSource() == stopButton){
timer.stop();
}
repaint();
}
}
private class DrawingPanel extends JPanel{
DrawingPanel(){
setPreferredSize(new Dimension(400,400));
setBackground(Color.pink);
}
public void paintComponent(Graphics g){
super.paintComponent(g);
for(int i = 0; i < obj.size(); i++){
obj.get(i).display(g);
}
}
}
}
import java.awt.*;
import java.util.*;
public class Shape{
public int x, y, width, height, moveX = 1, moveY = 1, centerCoordX, centerCoordY, radius;
private Color colour;
public boolean reverse = false, sameDirection = true;
Random generator = new Random();
public int randomRange(int lo, int hi){
return generator.nextInt(hi-lo)+lo;
}
Shape(){
width = randomRange(30, 50);
if (width % 2 != 0){
width = randomRange(30, 50);
}
height = width;
radius = width/2;
x = randomRange(0, 400-width);
y = randomRange(0, 400-height);
colour = new Color(generator.nextInt(256),generator.nextInt(256),generator.nextInt(256));
}
public void display(Graphics g){
g.setColor(colour);
g.fillOval(x, y, width, height);
}
void move(){
x += moveX;
y += moveY;
centerCoordX = x + width/2;
centerCoordY = y + height/2;
if(x >= 400-width){
moveX = -moveX;
}if(x <= 0){
moveX = -moveX;
}if(y >= 400-height){
moveY = -moveY;
}if (y <= 0){
moveY = -moveY;
}
}
}
So much uncommented code!
The balls are just colliding if their centres are within the sum of the radii. Let r1 and r2 be the ball radii, and x1, y1 the position of the centre of ball1; similarly x2, y2 for ball2.
Measure the square of the distance between the centres as (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1). (Pythagoras).
They have collided if this is less than or equal to (r1 + r2) * (r1 + r2).
The key thing here is that there is no need to compute the square roots which is an expensive computational task.
I'd say it probably due to your circles moving too fast or your time step is too high. Reduce your time step. A better approach is use a physics library like Box2D. Have a look at libgdx, that a java library that has it included.
its discussed a bit in this link
You should check the colision after each move.
for (int i = 0; i < obj.size(); i++)
{
obj.get(i).move();
for (int j = 0; j < obj.size(); j++)
{
if (Math.sqrt(Math.pow((double)obj.get(i).centerCoordX - (double)obj.get(j).centerCoordX,2)) +
Math.pow((double)obj.get(i).centerCoordY - (double)obj.get(j).centerCoordY,2) <= obj.get(i).radius + obj.get(j).radius && i!=j)
{
timer.stop();
}
}
}
You need something like this.
public boolean overlaps (Circle c1, Circle c2) {
float dx = c1.x - c2.x;
float dy = c1.y - c2.y;
float distance = dx * dx + dy * dy;
float radiusSum = c1.radius + c2.radius;
return distance < radiusSum * radiusSum;
}