i'm trying to create a game. And almost everytime I move, it's leaving a trail
Code:
package lt.mchackers.gametest.main;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Insets;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.io.BufferedReader;
import java.io.File;
import java.io.FileNotFoundException;
import java.io.FileReader;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import lt.mchackers.gametest.handlers.InputHandler;
/**
* Main class for the game
*/
public class Main extends JFrame
{
private static final long serialVersionUID = -828018325337767157L;
boolean isRunning = true;
int fps = 30;
int windowWidth = 320;
int windowHeight = 320;
int speed;
BufferedImage backBuffer;
Insets insets;
InputHandler input;
int x = 0;
int y = 0;
int xa = 0;
int ya = 0;
Coordinates coords = new Coordinates(0, 0);
public static void main(String[] args)
{ Main game = new Main();
game.run();
System.exit(0);
}
/**
* This method starts the game and runs it in a loop
*/
public void run()
{
initialize();
while(isRunning)
{
long time = System.currentTimeMillis();
update();
draw();
// delay for each frame - time it took for one frame
time = (1000 / fps) - (System.currentTimeMillis() - time);
if (time > 0)
{
try
{
Thread.sleep(time);
}
catch(Exception e){}
}
}
setVisible(false);
}
/**
* This method will set up everything need for the game to run
*/
void initialize()
{
setTitle("Game Tutorial");
setSize(windowWidth, windowHeight);
setResizable(false);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setVisible(true);
insets = getInsets();
setSize(insets.left + windowWidth + insets.right,
insets.top + windowHeight + insets.bottom);
backBuffer = new BufferedImage(windowWidth, windowHeight, BufferedImage.TYPE_INT_RGB);
input = new InputHandler(this);
Graphics bbg = backBuffer.getGraphics();
BufferedReader reader = null;
try {
reader = new BufferedReader(new FileReader("map"));
} catch (FileNotFoundException e1) {
e1.printStackTrace();
}
String line = null;
try {
BufferedImage gray = ImageIO.read(new File("gray.png"));
BufferedImage black = ImageIO.read(new File("black.png"));
while ((line = reader.readLine()) != null) {
for(String s : line.split(""))
{
if (s.contains("*"))
{
bbg.drawImage(gray, xa-32, ya, null);
}
else if (s.contains("#"))
{
bbg.drawImage(black, xa-32, ya, null);
}
if (xa < 320)
{
xa += 32;
}
else
{
ya += 32;
xa = 0;
}
System.out.println(xa);
System.out.println(ya);
}
}
} catch (IOException e) {
e.printStackTrace();
}
}
/**
* This method will check for input, move things
* around and check for win conditions, etc
*/
void update()
{
if (input.isKeyDown(KeyEvent.VK_NUMPAD0))
{
speed -= 1;
}
if (input.isKeyDown(KeyEvent.VK_NUMPAD1))
{
speed += 1;
}
if (input.isKeyDown(KeyEvent.VK_RIGHT))
{
coords.setCoords(coords.getX() + 32, coords.getY());
}
if (input.isKeyDown(KeyEvent.VK_LEFT))
{
coords.setCoords(coords.getX() - 32, coords.getY());
}
if (input.isKeyDown(KeyEvent.VK_UP))
{
coords.setCoords(coords.getX(), coords.getY() - 32);
}
if (input.isKeyDown(KeyEvent.VK_DOWN))
{
coords.setCoords(coords.getX(), coords.getY() + 32);
}
//System.out.println(x);
//System.out.println(y);
//System.out.println(speed);
if (coords.getY() < 0)
{
coords.setCoords(coords.getX(), 0);
}
if (coords.getX() < 0)
{
coords.setCoords(0, coords.getY());
}
if (coords.getX() > windowWidth - 32)
{
coords.setCoords(windowWidth - 32, coords.getY());
}
if (coords.getY() > windowHeight - 32)
{
coords.setCoords(coords.getX(), windowHeight - 32);
// y = windowHeight - 32;
}
}
/**
* This method will draw everything
*/
void draw()
{
Graphics g = getGraphics();
//this.setBackground(Color.BLACK);
//super.paintComponents(g);
backBuffer.setRGB(x, y, Color.BLACK.getRGB());
Graphics bbg = backBuffer.getGraphics();
BufferedReader reader = null;
try {
reader = new BufferedReader(new FileReader("map"));
} catch (FileNotFoundException e1) {
e1.printStackTrace();
}
String line = null;
try {
BufferedImage gray = ImageIO.read(new File("gray.png"));
BufferedImage black = ImageIO.read(new File("black.png"));
while ((line = reader.readLine()) != null) {
for(String s : line.split(""))
{
if (s.contains("*") && xa + 32!= coords.getX() && ya - 32 != coords.getY())
{
bbg.drawImage(gray, xa-32, ya, null);
}
else if (s.contains("#") && xa + 32 != coords.getX() && ya - 32 != coords.getY())
{
bbg.drawImage(black, xa-32, ya, null);
}
if (xa < 320)
{
xa += 32;
}
else
{
ya += 32;
xa = 0;
}
//System.out.println(xa);
//System.out.println(ya);
}
}
} catch (IOException e) {
e.printStackTrace();
}
bbg.setColor(Color.WHITE);
xa = 0;
ya = 0;
System.out.println(coords.getX());
bbg.setColor(Color.WHITE);
bbg.fillRect(coords.getX(),coords.getY(), 32,32);
System.out.println(coords.getY());
//bbg.setColor(Color.BLACK);
//bbg.drawOval(x, y, 20, 20);
g.drawImage(backBuffer, insets.left, insets.top, this);
}
}
Thanks for help.
Check out my code from here, to get a hint as to how to paint stuff in a game loop properly.
Basically what you need to take care of is double buffering to prevent any flickering and also repainting the background so that you don't leave out any trail of rectangles.
You can also check out the Killer Game Programming in Java online book, which can help you learn the game programming concepts and their implementation.
The concept of double buffering is simple. Since painting on the screen takes more time than updating the states of the objects in the gameplay, we use two canvas to prevent any flickering issues which arise when objects are painted directly on the screen.
When the object states are updated in the game loop, it is rendered in a background canvas. The background canvas is then copied to the screen which takes less time compared to painting directly on the screen. And while this copying is happening, the object states are updated again and they are rendered on the background canvas again, which is then copied to the screen. Repeat this over and over, and you get the double buffering.
Basically you keep a buffer of screen which is to be painted and your game renders objects in the buffer which is then copied to the screen.
Here's a code which I think might help you understand the concept:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
public class GamePanel extends JPanel implements Runnable
{
private static final long serialVersionUID = 6892533030374996243L;
public static final int WIDTH = 800;
public static final int HEIGHT = 600;
private Thread animator;
private volatile boolean running = false;
private volatile boolean isGameOver = false;
private volatile boolean isUserPaused = false;
private volatile boolean isWindowPaused = false;
private Graphics dbg;
private Image dbImage = null;
private static final int NO_DELAYS_PER_YIELD = 16;
private static final int MAX_FRAME_SKIPS = 5;
private static final Color backgroundColor = new Color(245, 245, 245);
private static long fps = 30;
private static long period = 1000000L * (long) 1000.0 / fps;
private static volatile boolean isPainted = false;
public GamePanel()
{
setBackground(backgroundColor);
setPreferredSize(new Dimension(WIDTH, HEIGHT));
setFocusable(true);
requestFocus();
readyForPause();
// Add key listeners here...
}
public void addNotify()
{
super.addNotify();
startGame();
}
void startGame()
{
if (animator == null || !running)
{
animator = new Thread(this);
animator.start();
}
}
void stopGame()
{
running = false;
}
private void readyForPause()
{
addKeyListener(new KeyAdapter()
{
public void keyPressed(KeyEvent e)
{
int keyCode = e.getKeyCode();
if ((keyCode == KeyEvent.VK_ESCAPE) || (keyCode == KeyEvent.VK_Q)
|| (keyCode == KeyEvent.VK_END) || (keyCode == KeyEvent.VK_P)
|| ((keyCode == KeyEvent.VK_C) && e.isControlDown()))
{
if (!isUserPaused)
setUserPaused(true);
else
setUserPaused(false);
}
}
});
}
// This is the game loop. You can copy-paste it even in your own code if you want to.
public void run()
{
long beforeTime, afterTime, timeDiff, sleepTime;
long overSleepTime = 0L;
int noDelays = 0;
long excess = 0L;
beforeTime = System.nanoTime();
running = true;
while (running)
{
requestFocus();
gameUpdate();
gameRender();
paintScreen();
afterTime = System.nanoTime();
timeDiff = afterTime - beforeTime;
sleepTime = (period - timeDiff) - overSleepTime;
if (sleepTime > 0)
{
try
{
Thread.sleep(sleepTime / 1000000L);
}
catch (InterruptedException e)
{
}
overSleepTime = (System.nanoTime() - afterTime - sleepTime);
}
else
{
excess -= sleepTime;
overSleepTime = 0L;
if (++noDelays >= NO_DELAYS_PER_YIELD)
{
Thread.yield();
noDelays = 0;
}
}
beforeTime = System.nanoTime();
int skips = 0;
while ((excess > period) && (skips < MAX_FRAME_SKIPS))
{
excess -= period;
gameUpdate();
skips++;
}
isPainted = true;
}
System.exit(0);
}
private void gameUpdate()
{
if (!isUserPaused && !isWindowPaused && !isGameOver)
{
// Update the state of your game objects here...
}
}
private void gameRender()
{
if (dbImage == null)
{
dbImage = createImage(WIDTH, HEIGHT);
if (dbImage == null)
{
System.out.println("Image is null.");
return;
}
else
dbg = dbImage.getGraphics();
}
dbg.setColor(backgroundColor);
dbg.fillRect(0, 0, WIDTH, HEIGHT);
// Render your game objects here....
// like: xyzObject.draw(dbg);
// or dbg.drawOval(...);
if (isGameOver)
gameOverMessage(dbg);
}
private void gameOverMessage(Graphics g)
{
// Paint a game over message here..
}
private void paintScreen()
{
Graphics g;
try
{
g = this.getGraphics();
if ((g != null) && (dbImage != null))
g.drawImage(dbImage, 0, 0, null);
Toolkit.getDefaultToolkit().sync();
g.dispose();
}
catch (Exception e)
{
System.out.println("Graphics context error : " + e);
}
}
public void setWindowPaused(boolean isPaused)
{
isWindowPaused = isPaused;
}
public void setUserPaused(boolean isPaused)
{
isUserPaused = isPaused;
}
}
Then you can simply add your game panel to your JFrame like following:
import java.awt.GridBagLayout;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import javax.swing.JFrame;
public class GameFrame extends JFrame
{
private static final long serialVersionUID = -1624735497099558420L;
private GameFrame gamePanel = new GamePanel();
public GameFrame()
{
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setTitle("Game");
addWindowListener(new FrameListener());
getContentPane().setLayout(new GridBagLayout());
getContentPane().add(gamePanel);
pack();
setLocationRelativeTo(null);
setResizable(false);
setVisible(true);
}
public class FrameListener extends WindowAdapter
{
public void windowActivated(WindowEvent we)
{
gamePanel.setWindowPaused(false);
}
public void windowDeactivated(WindowEvent we)
{
gamePanel.setWindowPaused(true);
}
public void windowDeiconified(WindowEvent we)
{
gamePanel.setWindowPaused(false);
}
public void windowIconified(WindowEvent we)
{
gamePanel.setWindowPaused(true);
}
public void windowClosing(WindowEvent we)
{
gamePanel.stopGame();
}
}
public static void main(String args[])
{
new GameFrame();
}
}
Related
I am trying to create a snake clone just as a practice. ive drawn the snake and added the movement patterns but the snake eats on it self when I press any key to move. but its not moving. the array retracts the reactacles on the starting point and does nothing.
here is my snake class I have removed my comments as they where more than the code and the posting system was not allowing me to post
Edit
If you need anything from the other classes please let me know. but I think my error is somewhere in here
EDIT 2
Added the entire code, you can just copy paste in inside a new project and you will reproduce my error.
public class Snake {
List<Point> sPoints;
int xDir,yDir;
boolean isMoving,addTail;
final int sSize = 20, startX = 150 , startY = 150;
public Snake(){
sPoints = new ArrayList<Point>();
xDir = 0;
yDir = 0;
isMoving = false;
addTail = false;
sPoints.add(new Point(startX,startY));
for(int i=1; i<sSize; i++) {
sPoints.add(new Point(startX - i * 4,startY));
}
}
public void draw(Graphics g){
g.setColor(Color.white);
for(Point p : sPoints) {
g.fillRect(p.getX(),p.getY(),4,4);
}
}
public void move(){
if (isMoving) {
Point temp = sPoints.get(0);
Point last = sPoints.get(sPoints.size() - 1);
Point newstart = new Point(temp.getX() + xDir * 4, temp.getY() + yDir * 4);
for (int i = sPoints.size() - 1; i >= 1; i--) {
sPoints.set(i, sPoints.get(i - 1));
}
sPoints.set(0, newstart);
}
}
public int getxDir() {
return xDir;
}
public void setxDir(int x) {
this.xDir = xDir;
}
public int getyDir() {
return yDir;
}
public void setyDir(int y) {
this.yDir = yDir;
}
public int getX(){
return sPoints.get(0).getX();
}
public int getY(){
return sPoints.get(0).getY();
}
public boolean isMoving() {
return isMoving;
}
public void setIsMoving(boolean b) {
isMoving = b;
}
}
The following is the point class. just some getters setters for the points ,for those i used the IntelliJ to auto generate them.. (again i removed comments )
public class Point {
private int x,y;
public Point() {
x = 0;
y = 0;
}
public Point(int x, int y) {
this.x =x;
this.y =y;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
}
and finally my main class called game.
in here what I do is create my applet give it background color. create my threat for the runnable. and also add the movement patterns for up/right/down/left...
and use several classes to update my drawing patterns so it can simulate movement by updating each of state of my rect list.
import java.applet.Applet;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class Game extends Applet implements Runnable, KeyListener {
//setting up double buffering.
Graphics graphics;
Image img;
Thread thread;
Snake snake;
public void init() {
//setting the size of our Applet
this.resize(400,400);
//we gonna create the image just the same size as our applet.
img = createImage(400,400);
//this represents our offscreen image that we will draw
graphics = img.getGraphics();
this.addKeyListener(this);
snake = new Snake();
thread = new Thread(this);
thread.start();
}
public void paint(Graphics g) {
//Setting the background of our applet to black
graphics.setColor(Color.black);
//Fill rectangle 0 , 0 (starts from) for top left corner and then 400,400 to fill our entire background to black
graphics.fillRect(0,0,400,400);
snake.draw(graphics);
//painting the entire image
g.drawImage(img,0,0,null);
}
//Update will call on Paint(g)
public void update(Graphics g){
paint(g);
}
//Repaint will call on Paint(g)
public void repaint(Graphics g){
paint(g);
}
public void run() {
//infinite loop
for(;;) {
snake.move();
//drawing snake
this.repaint();
//Creating a time delay
try {
Thread.sleep(40);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void keyTyped(KeyEvent keyEvent) {
}
public void keyPressed(KeyEvent keyEvent) {
if(!snake.isMoving()){ //this will allow the snake to start moving, but will disable LEFT for just the 1st move
if(keyEvent.getKeyCode() == KeyEvent.VK_UP || keyEvent.getKeyCode() == KeyEvent.VK_RIGHT ||
keyEvent.getKeyCode() == KeyEvent.VK_DOWN ) {
snake.setIsMoving(true);
}
}
//setting up Key mapping so when the user presses UP,RIGHT,DOWN,LEFT. the Snake will move accordingly
if(keyEvent.getKeyCode() == KeyEvent.VK_UP) {
if (snake.getyDir() != 1) {
snake.setyDir(-1);
snake.setxDir(0);
}
}
if(keyEvent.getKeyCode() == KeyEvent.VK_RIGHT) {
if (snake.getxDir() != -1) {
snake.setxDir(1);
snake.setyDir(0);
}
}
if(keyEvent.getKeyCode() == KeyEvent.VK_DOWN) {
if (snake.getyDir() != -1) {
snake.setyDir(1);
snake.setxDir(0);
}
}
if(keyEvent.getKeyCode() == KeyEvent.VK_LEFT) {
if (snake.getxDir() != 1) {
snake.setxDir(-1);
snake.setyDir(0);
}
}
}
public void keyReleased(KeyEvent keyEvent) {
}
}
Here is some opinion I have reading your code.
The reason your snake won't move is because your snake.setyDir() and
snake.setxDir() didn't take the input to overwrite xDir and yDir. They are assigning to itself.
There is a Point2D class ready for you in JDK
When moving the snake, you just need to remove the tail and add one
more block before the head. You can keep the body tight (according
to my common knowledge to snake).
Consider a L shape snake on the left, the bottom end is the head and it is currently heading right. To move the snake, remove the tail (green block) and add one more to the head according to its direction (red block). It final state become the snake on the right. LinkedList suit the needs.
If using two int (xDir and yDir) to control the snake direction
is confusing, you can help your self by creating a enum. Those -1,
0, 1 with x and y may confuse you.
Declare constant instead of magic number. e.g. the width of block 4,
image size 400
Is Snake.addTail unnecessary?
Attribute should has accessibility modifier
End result:
Game.java
import java.applet.Applet;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.Arrays;
public class Game extends Applet implements Runnable, KeyListener {
private final int GAMEBOARD_WIDTH = 400;
// setting up double buffering.
private Graphics graphics;
private Image img;
private Thread thread;
private Snake snake;
public void init() {
// setting the size of our Applet
this.resize(GAMEBOARD_WIDTH, GAMEBOARD_WIDTH);
// we gonna create the image just the same size as our applet.
img = createImage(GAMEBOARD_WIDTH, GAMEBOARD_WIDTH);
// this represents our offscreen image that we will draw
graphics = img.getGraphics();
this.addKeyListener(this);
snake = new Snake();
thread = new Thread(this);
thread.start();
}
public void paint(Graphics g) {
// Setting the background of our applet to black
graphics.setColor(Color.BLACK);
// Fill rectangle 0 , 0 (starts from) for top left corner and then 400,400 to
// fill our entire background to black
graphics.fillRect(0, 0, GAMEBOARD_WIDTH, GAMEBOARD_WIDTH);
snake.draw(graphics);
// painting the entire image
g.drawImage(img, 0, 0, null);
}
// Update will call on Paint(g)
public void update(Graphics g) {
paint(g);
}
// Repaint will call on Paint(g)
public void repaint(Graphics g) {
paint(g);
}
public void run() {
// infinite loop
for (;;) {
snake.move();
// drawing snake
this.repaint();
// Creating a time delay
try {
Thread.sleep(40);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void keyTyped(KeyEvent keyEvent) {
}
public void keyPressed(KeyEvent keyEvent) {
int keyCode = keyEvent.getKeyCode();
if (!snake.isMoving()) {
// this will allow the snake to start moving, but will disable LEFT for just the
// 1st move
if (matchKey(keyCode, KeyEvent.VK_UP, KeyEvent.VK_RIGHT, KeyEvent.VK_DOWN)) {
snake.setIsMoving(true);
}
}
// setting up Key mapping so when the user presses UP,RIGHT,DOWN,LEFT. the Snake
// will move accordingly
if (matchKey(keyCode, KeyEvent.VK_UP)) {
snake.setDirection(Direction.UP);
}
if (matchKey(keyCode, KeyEvent.VK_RIGHT)) {
snake.setDirection(Direction.RIGHT);
}
if (matchKey(keyCode, KeyEvent.VK_DOWN)) {
snake.setDirection(Direction.DOWN);
}
if (matchKey(keyCode, KeyEvent.VK_LEFT)) {
snake.setDirection(Direction.LEFT);
}
}
// return true if targetKey contains the provided keyCode
private boolean matchKey(int keyCode, int... targetKey) {
return Arrays.stream(targetKey).anyMatch(i -> i == keyCode);
}
public void keyReleased(KeyEvent keyEvent) {
}
}
Snake.java
import java.awt.Color;
import java.awt.Graphics;
import java.awt.geom.Point2D;
import java.util.LinkedList;
public class Snake {
private final int sSize = 20, startX = 150, startY = 150;
private final int BLOCK_WIDTH = 4;
private LinkedList<Point2D.Float> sPoints;
private boolean isMoving;
private Direction direction;
public Snake() {
sPoints = new LinkedList<Point2D.Float>();
isMoving = false;
sPoints.add(new Point2D.Float(startX, startY));
for (int i = 1; i < sSize; i++) {
sPoints.add(new Point2D.Float(startX - i * BLOCK_WIDTH, startY));
}
}
public void draw(Graphics g) {
g.setColor(Color.white);
for (Point2D p : sPoints) {
g.fillRect((int) p.getX(), (int) p.getY(), BLOCK_WIDTH, BLOCK_WIDTH);
}
}
public void move() {
if (isMoving) {
sPoints.removeLast();
steer(sPoints.getFirst());
}
}
private void steer(Point2D head) {
Point2D.Float newHead = new Point2D.Float();
switch (this.getDirection()) {
case UP:
newHead.setLocation(head.getX(), head.getY() - BLOCK_WIDTH);
break;
case DOWN:
newHead.setLocation(head.getX(), head.getY() + BLOCK_WIDTH);
break;
case LEFT:
newHead.setLocation(head.getX() - BLOCK_WIDTH, head.getY());
break;
case RIGHT:
newHead.setLocation(head.getX() + BLOCK_WIDTH, head.getY());
break;
}
this.sPoints.addFirst(newHead);
}
public int getX() {
return (int) sPoints.get(0).getX();
}
public int getY() {
return (int) sPoints.get(0).getY();
}
public boolean isMoving() {
return isMoving;
}
public void setIsMoving(boolean b) {
isMoving = b;
}
public Direction getDirection() {
return direction;
}
public void setDirection(Direction d) {
if (this.getDirection() == null) {
this.direction = d;
} else if (!this.getDirection().isOpposite(d)) {
this.direction = d;
}
}
}
Direction.java
public enum Direction {
UP(-1), DOWN(1), LEFT(-2), RIGHT(2);
int vector;
Direction(int i) {
this.vector = i;
}
public boolean isOpposite(Direction d) {
return this.vector + d.vector == 0;
}
}
Snack.java
import java.awt.EventQueue;
import javax.swing.JFrame;
public class Snake extends JFrame {
public Snake() {
initUI();
}
private void initUI() {
add(new Board());
setResizable(false);
pack();
setTitle("Snake");
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String[] args) {
EventQueue.invokeLater(() -> {
JFrame ex = new Snake();
ex.setVisible(true);
});
}
}
Board.java
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Board extends JPanel implements ActionListener {
private final int B_WIDTH = 300;
private final int B_HEIGHT = 300;
private final int DOT_SIZE = 10;
private final int ALL_DOTS = 900;
private final int RAND_POS = 29;
private final int DELAY = 140;
private final int x\[\] = new int\[ALL_DOTS\];
private final int y\[\] = new int\[ALL_DOTS\];
private int dots;
private int apple_x;
private int apple_y;
private boolean leftDirection = false;
private boolean rightDirection = true;
private boolean upDirection = false;
private boolean downDirection = false;
private boolean inGame = true;
private Timer timer;
private Image ball;
private Image apple;
private Image head;
public Board() {
initBoard();
}
private void initBoard() {
addKeyListener(new TAdapter());
setBackground(Color.black);
setFocusable(true);
setPreferredSize(new Dimension(B_WIDTH, B_HEIGHT));
loadImages();
initGame();
}
private void loadImages() {
ImageIcon iid = new ImageIcon("src/resources/dot.png");
ball = iid.getImage();
ImageIcon iia = new ImageIcon("src/resources/apple.png");
apple = iia.getImage();
ImageIcon iih = new ImageIcon("src/resources/head.png");
head = iih.getImage();
}
private void initGame() {
dots = 3;
for (int z = 0; z < dots; z++) {
x\[z\] = 50 - z * 10;
y\[z\] = 50;
}
locateApple();
timer = new Timer(DELAY, this);
timer.start();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
private void doDrawing(Graphics g) {
if (inGame) {
g.drawImage(apple, apple_x, apple_y, this);
for (int z = 0; z < dots; z++) {
if (z == 0) {
g.drawImage(head, x\[z\], y\[z\], this);
} else {
g.drawImage(ball, x\[z\], y\[z\], this);
}
}
Toolkit.getDefaultToolkit().sync();
} else {
gameOver(g);
}
}
private void gameOver(Graphics g) {
String msg = "Game Over";
Font small = new Font("Helvetica", Font.BOLD, 14);
FontMetrics metr = getFontMetrics(small);
g.setColor(Color.white);
g.setFont(small);
g.drawString(msg, (B_WIDTH - metr.stringWidth(msg)) / 2, B_HEIGHT / 2);
}
private void checkApple() {
if ((x\[0\] == apple_x) && (y\[0\] == apple_y)) {
dots++;
locateApple();
}
}
private void move() {
for (int z = dots; z > 0; z--) {
x\[z\] = x\[(z - 1)\];
y\[z\] = y\[(z - 1)\];
}
if (leftDirection) {
x\[0\] -= DOT_SIZE;
}
if (rightDirection) {
x\[0\] += DOT_SIZE;
}
if (upDirection) {
y\[0\] -= DOT_SIZE;
}
if (downDirection) {
y\[0\] += DOT_SIZE;
}
}
private void checkCollision() {
for (int z = dots; z > 0; z--) {
if ((z > 4) && (x\[0\] == x\[z\]) && (y\[0\] == y\[z\])) {
inGame = false;
}
}
if (y\[0\] >= B_HEIGHT) {
inGame = false;
}
if (y\[0\] < 0) {
inGame = false;
}
if (x\[0\] >= B_WIDTH) {
inGame = false;
}
if (x\[0\] < 0) {
inGame = false;
}
if (!inGame) {
timer.stop();
}
}
private void locateApple() {
int r = (int) (Math.random() * RAND_POS);
apple_x = ((r * DOT_SIZE));
r = (int) (Math.random() * RAND_POS);
apple_y = ((r * DOT_SIZE));
}
#Override
public void actionPerformed(ActionEvent e) {
if (inGame) {
checkApple();
checkCollision();
move();
}
repaint();
}
private class TAdapter extends KeyAdapter {
#Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if ((key == KeyEvent.VK_LEFT) && (!rightDirection)) {
leftDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_RIGHT) && (!leftDirection)) {
rightDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_UP) && (!downDirection)) {
upDirection = true;
rightDirection = false;
leftDirection = false;
}
if ((key == KeyEvent.VK_DOWN) && (!upDirection)) {
downDirection = true;
rightDirection = false;
leftDirection = false;
}
}
}
}
Alright, so I got two classes here, the main and the keylistener class which i use to pass keyboard inputs to the main class.
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.image.BufferStrategy;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.JFrame;
public class Game extends Canvas implements Runnable{
private static final long serialVersionUID = 1L;
private final static int WIDTH = 240;
private final static int HEIGHT = WIDTH / 12 * 9;
private final static int SCALE = 2;
private String TITLE = "Game";
private boolean running = false;
private Thread thread;
Random r = new Random();
ArrayList<Point> snakePart = new ArrayList<Point>();
Point head;
KeyHandle keyhandle;
public static void main(String[] args) {
new Game();
}
public Game() {
init();
JFrame frame = new JFrame(TITLE);
Dimension size = new Dimension(WIDTH * SCALE, HEIGHT * SCALE);
setMinimumSize(size);
setMaximumSize(size);
setPreferredSize(size);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(this);
frame.pack();
frame.setVisible(true);
start();
}
public void init() {
head = new Point(0,0);
addKeyListener(new KeyHandle());
}
#Override
public void run() {
final double ticks = 60.0;
long initTime = System.nanoTime();
double ns = 1000000000 / ticks;
double delta = 0;
long timer = System.currentTimeMillis();
double updates = 0;
int frames = 0;
while (running) {
long nowTime = System.nanoTime();
delta += (nowTime - initTime) / ns;
initTime = nowTime;
if (delta >= 1) {
tick();
updates++;
delta--;
}
render();
frames++;
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println("Ticks: " + updates + " Frames: " + frames);
updates = 0;
frames = 0;
}
}
stop();
}
public void tick() {
}
public void render() {
BufferStrategy bs = getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
g.setColor(Color.BLACK);
g.fillRect(0, 0, getWidth(), getHeight());
g.setColor(Color.white);
g.drawRect(head.x, head.y, 10, 10);
bs.show();
g.dispose();
}
private synchronized void start() {
if (running)
return;
running = true;
thread = new Thread(this);
thread.start();
}
private synchronized void stop() {
if (!running)
return;
running = false;
try {
thread.join();
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
System.exit(1);
}
}
and then i've got the keylistener class which looks like this
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class KeyHandle implements KeyListener {
Game game;
#Override
public void keyPressed(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_UP){
} else if(e.getKeyCode() == KeyEvent.VK_DOWN){
game.head.y += 10;
} else if(e.getKeyCode() == KeyEvent.VK_LEFT){
} else if(e.getKeyCode() == KeyEvent.VK_RIGHT){
} else if(e.getKeyCode() == KeyEvent.VK_ESCAPE){
}
}
#Override
public void keyReleased(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_UP){
} else if(e.getKeyCode() == KeyEvent.VK_DOWN){
} else if(e.getKeyCode() == KeyEvent.VK_LEFT){
} else if(e.getKeyCode() == KeyEvent.VK_RIGHT){
} else if(e.getKeyCode() == KeyEvent.VK_ESCAPE){
}
}
#Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
}
Now the problem appears when I try to edit the "head" y and x values as seen in the second class.
if(e.getKeyCode() == KeyEvent.VK_DOWN){
game.head.y += 10;
What am I doing wrong here and is there a better way to pass and set x and y values more efficiently.
Your KeyHandle class contains a reference to a Game but no intantiation of game. Instead of creating new Game() in your main method and dropping the instance on the floor, allocate that instance to the reference contained in KeyHandle.
keyhandle.game = new Game();
I am trying to make a Space Shooter using java, but it isn't working. I am currently working on spawning the enemies. To hold the positions of all the enemies, I used an ArrayList called allEnemies. The ArrayList is filled with Point objects. I am updating the Game by calling updateEnemies() in my game loop.
Originally, I had the enemy's y position increment by 1, but that was too fast, so I changed it to 0.2 in an attempt to slow it down. Once I made it 0.2, the sprites spawned at the top but didn't move down. I works for any value above 1, including decimals, but not anything below. Here is my code:
Enemy.java
package main;
import java.awt.Point;
import java.util.ArrayList;
public class Enemy {
static ArrayList<Point> allEnemies = new ArrayList<Point>();
public static ArrayList<Point> createEnemies(int round) {
for (int i = 0; i < round; i++) {
Point newEnemyLocation = new Point((int) (Math.random()*Game.WIDTH - 64), 0);
allEnemies.add(newEnemyLocation);
}
return allEnemies;
}
public static ArrayList<Point> updateEnemies() {
if (allEnemies.size() != 0) {
for (int i = 0; i < allEnemies.size(); i++) {
Point enemyLocation = allEnemies.get(i);
if (enemyLocation.y <= Game.HEIGHT) {
allEnemies.get(i).y += 0.2;
} else {
allEnemies.remove(i);
}
}
}
return allEnemies;
}
}
Game.java
package main;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
public class Game extends Canvas implements Runnable, KeyListener {
//declare values
private static final long serialVersionUID = 1L;
public static final int WIDTH = 800;
public static final int HEIGHT = 600;
public static final String TITLE = "Space Shooter";
private boolean running = false;
private Thread thread;
private Player player;
private BufferedImage playerImage;
private BufferedImage bulletImage;
private BufferedImage enemyImage;
int playerx;
int playery;
int round = 1;
public Game() {
//
player = new Player((WIDTH/2)-32, HEIGHT-200);
//allocates all file resources
try {
playerImage = ImageIO.read(this.getClass().getResourceAsStream("/resources/player.png"));
bulletImage = ImageIO.read(this.getClass().getResourceAsStream("/resources/bullet.png"));
enemyImage = ImageIO.read(this.getClass().getResourceAsStream("/resources/enemy.png"));
} catch (IOException e) {
e.printStackTrace();
}
addKeyListener(this);
setFocusable(true);
requestFocusInWindow();
}
//starts thread
private synchronized void start() {
if (running)
return;
running = true;
thread = new Thread(this);
thread.start();
}
//stops thread
private synchronized void stop() {
if (!running)
return;
running = false;
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
System.exit(1);
}
#Override
//game loop
public void run() {
long lastTime = System.nanoTime();
final double amountOfTicks = 60.0;
double ns = 1000000000 / amountOfTicks;
double delta = 0;
int updates = 0;
int frames = 0;
long timer = System.currentTimeMillis();
while (running) {
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
if (delta > 1) {
tick();
updates++;
delta--;
}
Shoot.updateBullets();
Enemy.updateEnemies();
render();
frames++;
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println(updates + " TICKS, " + frames + " FPS");
updates = 0;
frames = 0;
}
}
stop();
}
//updates sprite locations
public void tick() {
playerx = player.getX();
playery = player.getY();
}
//renders sprites
public void render() {
//setting up triple-buffering
BufferStrategy bs = this.getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
//////////////////////////////////
g.setColor(Color.BLACK); g.fillRect(0,0,getWidth(), getHeight());
g.drawImage(playerImage, playerx, playery, this);
if (Shoot.allBullets.size() != 0) {
for (int i = 0; i < Shoot.allBullets.size(); i++) {
int bulletx = (int) Shoot.allBullets.get(i).getX();
int bullety = (int) Shoot.allBullets.get(i).getY();
g.drawImage(bulletImage, bulletx + 21, bullety, this);
}
}
if (Enemy.allEnemies.size() != 0) {
for (int i = 0; i < Enemy.allEnemies.size(); i++) {
int enemyx = (int) Enemy.allEnemies.get(i).getX();
int enemyy = (int) Enemy.allEnemies.get(i).getY();
g.drawImage(enemyImage, enemyx, enemyy, this);
}
} else {
Enemy.createEnemies(round);
round++;
}
//////////////////////////////////
g.dispose();
bs.show();
}
#Override
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_SPACE) {
Shoot.addBullet(player.getX(), player.getY());
}
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_UP) {
player.setY(playery -= 20);
} else if (key == KeyEvent.VK_DOWN) {
player.setY(playery += 20);
} else if (key == KeyEvent.VK_RIGHT) {
player.setX(playerx += 20);
} else if (key == KeyEvent.VK_LEFT) {
player.setX(playerx -= 20);
}
}
public void keyTyped(KeyEvent e) {}
public static void main(String[] args) {
Game game = new Game();
JFrame frame = new JFrame(TITLE);
frame.setSize(WIDTH, HEIGHT);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.add(game);
frame.getContentPane().setBackground(Color.BLACK);
frame.setVisible(true);
game.start();
}
}
Hello it is because the point class holds 2 integers x and y and you are trying to add 0.2 to a integer that only can store values without decimals so you have 2 options 1 is to change the point to a Point2D (holds doubles and a double can hold numbers with decimals) or you could create a enemy class with a x and y float/double but in this case I would go for option 1 because this is a small game, good luck!
Edit:
I was wrong about point2d, just saw that it is a abstract class so do like this
public class Enemy{
public double x,y;
Public Enemy(double x, double y){
this.x = x;
this.y = y;
}
}
And use that as the object in your arraylist
So I've pretty much thrown together a basic game in java by following a bunch of different tutorials - the problem is i cant manage to figure out how to get my sprite to move in different directions. Here is the code for my main
package com.game.src.main;
import java.awt.Canvas;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.io.DataOutputStream;
import java.io.IOException;
import java.net.ServerSocket;
import java.net.Socket;
import javax.swing.JFrame;
public class Game extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
public static final int WIDTH = 850;
public static final int HEIGHT = 650;
public static final int SCALE = 1;
public final String TITLE = "Racing Game!";
static ServerSocket serverSocket;
static Socket socket;
static DataOutputStream out;
private boolean running = false;
private Thread thread;
private BufferedImage image = new BufferedImage(WIDTH, HEIGHT,BufferedImage.TYPE_INT_RGB);
private BufferedImage spriteSheet = null;
private BufferedImage spriteSheet2 = null;
private BufferedImage background = null;
private BufferedImage MenuBackground = null;
private Player p;
private Player2 p2;
private Menu menu;
public static enum STATE {
MENU,
GAME
};
public static STATE State = STATE.MENU;
public void init() {
BufferedImageLoader loader = new BufferedImageLoader();
try {
spriteSheet = loader.loadImage("/Sprite_Sheet.png");
background = loader.loadImage("/Track.png");
MenuBackground = loader.loadImage("/MenuBG.fw.png");
}
catch (IOException e) {
e.printStackTrace();
}
menu = new Menu();
addKeyListener(new KeyInput(this));
this.addMouseListener(new MouseInput());
p = new Player(365, 500, this);
p2 = new Player2(365, 550, this);
}
private synchronized void start() {
if(running)
return;
running = true;
thread = new Thread(this);
thread.start();
}
private synchronized void stop() {
if(!running)
return;
running = false;
try {
thread.join();
}
catch (InterruptedException e) {
e.printStackTrace();
}
System.exit(1);
}
public void run() {
init();
long lastTime = System.nanoTime();
final double amountOfTicks = 60.0;
double ns = 1000000000 / amountOfTicks;
double delta = 0;
int updates = 0;
int frames = 0;
long timer = System.currentTimeMillis();
while(running) {
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
if(delta >= 1) {
tick();
updates++;
delta--;
}
render();
frames++;
if(System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println(updates + " FPS, TICKS " + frames);
updates = 0;
frames = 0;
}
}
stop();
}
private void tick() {
if(State == STATE.GAME){
p.tick();
p2.tick();
}
}
private void render() {
BufferStrategy bs = this.getBufferStrategy();
if(bs == null) {
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
g.drawImage(image, 0, 0, getWidth(), getHeight(), this);
g.drawImage(MenuBackground, 0, 0, null);
if(State == STATE.GAME){
//Drawing the main games background
g.drawImage(background, 0, 0, null);
p.render(g);
p2.render(g);
}
else if(State == STATE.MENU){
menu.render(g);
}
g.dispose();
bs.show();
}
public void keyPressed(KeyEvent e){
int key = e.getKeyCode();
if(State == STATE.GAME){
if(key == KeyEvent.VK_RIGHT){
p.setVelX(5);
}
if(key == KeyEvent.VK_D){
p2.setVelX2(5);
}
else if(key == KeyEvent.VK_LEFT) {
p.setVelX(-5);
}
else if(key == KeyEvent.VK_A) {
p2.setVelX2(-5);
}
else if(key == KeyEvent.VK_DOWN) {
p.setVelY(5);
}
else if(key == KeyEvent.VK_S) {
p2.setVelY2(5);
}
else if(key == KeyEvent.VK_UP) {
p.setVelY(-5);
}
else if(key == KeyEvent.VK_W) {
p2.setVelY2(-5);
}
}
}
public void keyReleased(KeyEvent e){
int key = e.getKeyCode();
if(key == KeyEvent.VK_RIGHT){
p.setVelX(0);
}
if(key == KeyEvent.VK_D){
p2.setVelX2(0);
}
else if(key == KeyEvent.VK_LEFT) {
p.setVelX(0);
}
else if(key == KeyEvent.VK_A) {
p2.setVelX2(0);
}
else if(key == KeyEvent.VK_DOWN) {
p.setVelY(0);
}
else if(key == KeyEvent.VK_S) {
p2.setVelY2(0);
}
else if(key == KeyEvent.VK_UP) {
p.setVelY(0);
}
else if(key == KeyEvent.VK_W) {
p2.setVelY2(0);
}
}
public static void main(String args[]) throws Exception {
Game game = new Game();
game.setPreferredSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
game.setMaximumSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
game.setMinimumSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
JFrame frame = new JFrame(game.TITLE);
frame.add(game);
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
game.start();
System.out.println("Starting server....");
serverSocket = new ServerSocket(7777);
System.out.println("Server started");
socket = serverSocket.accept();
System.out.println("Connecting from: " + socket.getInetAddress());
out = new DataOutputStream(socket.getOutputStream());
out.writeUTF("This is a test of Java Sockets");
System.out.println("Data has been sent");
}
public BufferedImage getSpriteSheet() {
return spriteSheet;
}
public BufferedImage getSpriteSheet2() {
return spriteSheet2;
}
}
This is my player class
package com.game.src.main;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
public class Player {
private double x;
private double y;
private double velX = 0;
private double velY = 0;
private BufferedImage player;
BufferedImageLoader loader = new BufferedImageLoader();
BufferedImage SpriteSheet = null;
public Player(double x, double y, Game game) {
this.x = x;
this.y = y;
//New instance of Sprite sheet - reading from buffered image loader
SpriteSheet ss = new SpriteSheet(game.getSpriteSheet());
player = ss.grabImage(1, 1, 50, 50);
try {
SpriteSheet = loader.loadImage("/Sprite_Sheet.png");
}
catch(Exception e) {
e.printStackTrace();
}
}
public void tick() {
x+=velX;
y+=velY;
//Adding basic collision
if(x < 0 + 50) {
x = 0 + 50;
}
if(x >= 850 - 100) {
x = 850 - 100;
}
if(y < 0 + 100) {
y = 0 + 100;
}
if(y >= 650 - 100){
y = 650 - 100;
}
}
public void render(Graphics g){
//Draw Track
Color c1 = Color.green;
g.setColor( c1 );
g.fillRect( 150, 200, 550, 300 ); //grass
Color c2 = Color.black;
g.setColor( c2 );
g.drawRect(50, 100, 750, 500); // outer edge
g.drawRect(150, 200, 550, 300); // inner edge
Color c3 = Color.yellow;
g.setColor( c3 );
g.drawRect( 100, 150, 650, 400 ); // mid-lane marker
Color c4 = Color.white;
g.setColor( c4 );
g.drawLine( 425, 500, 425, 600 ); // start line
g.drawImage(player, (int)x, (int)y, null);
}
public double getX(Graphics g){
return x;
}
public double getY(){
return y;
}
public void setX(double x){
this.x = x;
}
public void setY(double y){
this.y = y;
}
public void setVelX(double velX){
this.velX = velX;
}
public void setVelY(double velY){
this.velY = velY;
}
}
I have two players in this game but i'm really stuck on how i can change the sprites direction by 22.5% in a desired direction so if i pressed the up key for player 1 it would rotate my car 22.5% north etc. I have a sprite sheet with 16 sprites for each player for every change in angle by 22.5% This is really confusing me and i'm not sure how i can implement this,
Thanks for taking the time to look
This is a basic example of spinning a sprite
What this is maintain's a virtual state which the Player object inspects in order to determine how it should be changed accordingly. This separates the action from the result, meaning that it would be possible to substitute the action (arrow up key) with some other action, but still obtain the same result.
This example also uses the key bindings API, which doesn't suffer from the same focus related issues that KeyListener does, but this is a pure Swing API and won't be compatiable with Canvas, but is a nice demonstration ;)
The real magic occurs in the characters paint method...
public void paint(Graphics2D g2d) {
Graphics2D g = (Graphics2D) g2d.create();
AffineTransform at = new AffineTransform();
at.translate(x, y);
at.rotate(Math.toRadians(angle), character.getWidth() / 2, character.getHeight() / 2);
g.transform(at);
g.drawImage(character, 0, 0, null);
}
Basically, this creates a AffineTransformation which is then compounded to produce the result we need. That is, first it's anchor position is translated to the characters x/y position and then rotated about the characters center point. Because it's been translated, we can simply paint the character at 0x0. This much easier then try to calculate the characters rotation anchor somewhere else in virtual space - IMHO
The character is rotated by pressing either the Up or Down arrow keys. While pressed, the character will continue to rotate, this is a feature of the example for demonstration purpose.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class RotateCharater {
public static void main(String[] args) {
new RotateCharater();
}
public RotateCharater() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private DefaultState state;
private Player player;
public TestPane() {
player = new Player();
state = new DefaultState();
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "upKeyPressed");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true), "upKeyReleased");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "downKeyPressed");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true), "downKeyReleased");
ActionMap am = getActionMap();
am.put("upKeyPressed", new UpKeyAction(state, true));
am.put("upKeyReleased", new UpKeyAction(state, false));
am.put("downKeyPressed", new DownKeyAction(state, true));
am.put("downKeyReleased", new DownKeyAction(state, false));
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
player.update(state);
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
player.paint(g2d);
g2d.dispose();
}
public class UpKeyAction extends AbstractAction {
private DefaultState state;
private boolean pressed;
public UpKeyAction(DefaultState state, boolean pressed) {
this.state = state;
this.pressed = pressed;
}
#Override
public void actionPerformed(ActionEvent e) {
state.setUpKeyPressed(pressed);
}
}
public class DownKeyAction extends AbstractAction {
private DefaultState state;
private boolean pressed;
public DownKeyAction(DefaultState state, boolean pressed) {
this.state = state;
this.pressed = pressed;
}
#Override
public void actionPerformed(ActionEvent e) {
state.setDownKeyPressed(pressed);
}
}
}
public interface State {
public boolean isUpKeyPressed();
public boolean isDownKeyPressed();
}
public class DefaultState implements State {
private boolean upKeyPressed;
private boolean downKeyPressed;
public boolean isDownKeyPressed() {
return downKeyPressed;
}
public boolean isUpKeyPressed() {
return upKeyPressed;
}
public void setDownKeyPressed(boolean downKeyPressed) {
this.downKeyPressed = downKeyPressed;
upKeyPressed = false;
}
public void setUpKeyPressed(boolean upKeyPressed) {
this.upKeyPressed = upKeyPressed;
downKeyPressed = false;
}
}
public class Player {
private BufferedImage character;
private int x = 100 - 32, y = 100 - 32;
private double angle;
public Player() {
try {
character = ImageIO.read(getClass().getResource("/Character.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
}
public void paint(Graphics2D g2d) {
Graphics2D g = (Graphics2D) g2d.create();
AffineTransform at = new AffineTransform();
at.translate(x, y);
at.rotate(Math.toRadians(angle), character.getWidth() / 2, character.getHeight() / 2);
g.transform(at);
g.drawImage(character, 0, 0, null);
}
public void update(State state) {
if (state.isUpKeyPressed()) {
angle -= 22.5;
} else if (state.isDownKeyPressed()) {
angle += 22.5;
}
}
}
}
Remember, this is just an example used to present the concept ;)
I'm trying to create a simple sideScroller in java, so far my game runs as expected but i have no idea on how to create a pause menu to go to the main menu and stuff (haven't got any idea on how to create a main manu for that mater) what do you think it's the best idea? this is the relevant code of my game, this panel is called inside a frame:
Game Code
package videojuegoalpha;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.FileInputStream;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Background extends JPanel implements ActionListener, Runnable {
BufferedImage img, marco;
Character character;
Obstacle[] obstacleArray;
Timer time;
//CONSTANTS
final static int largoPantalla = 800;
final static int borderWidth=24;
final static int diferencialPantalla = 74;
final static int characterFlow=10;
final static int fontSize=18;
final static int flickerTime=150;
final static int invincibilityTime=2000;
int largonivel;
int controlPaso;
int actualHeight;
int standardHeight;
int maxHeightValue;
int deltaObstaculo;
Thread brinco;
static boolean debug=false;
boolean jumpCycleDone;
boolean runDone;
boolean maxHeight;
boolean shrinkHeart;
boolean pause;
static Font fontScore,fontMultiplier;
Lives lives;
static MultithreadSystem sounds = new MultithreadSystem();
static Thread MusicPlayer = new Thread(sounds);
static String BackgroundMusic;
String hitSound;
String score;
public Background(int actualHeight, int maxHeightValue,
String characterImage,String characterHitImage, int pasosPersonaje,int speed,
String imagenFondo,String imagenMarco,
String lowObstacleImage,String highObstacleImage,int obstacleDistance,
String musicFile,String jumpSound,String hitSound, String dashSound) {
controlPaso=0;
this.standardHeight = actualHeight;
this.actualHeight = this.standardHeight;
this.maxHeightValue = maxHeightValue;
jumpCycleDone = false;
runDone = false;
maxHeight = false;
shrinkHeart=false;
pause=false;
character = new Character(characterImage,characterHitImage,pasosPersonaje,
speed,jumpSound,dashSound);
lives=new Lives();
obstacleArray=Obstacle.getObstacleArray(5200,obstacleDistance,
standardHeight+deltaObstaculo+borderWidth, (standardHeight+deltaObstaculo)/,lowObstacleImage,highObstacleImage);
addKeyListener(new AL());
setFocusable(true);
try {
img = CompatibleImage.toCompatibleImage(ImageIO.read(new File(
"Images"+File.separator+"Background"+
File.separator+imagenFondo)));
marco = CompatibleImage.toCompatibleImage(ImageIO.read(new File(
"Images"+File.separator+imagenMarco)));
fontScore=(Font.createFont(Font.TRUETYPE_FONT,new FileInputStream(new File(
"Fonts"+File.separator+"score.ttf")))).deriveFont(Font.BOLD, 18);
fontMultiplier=(Font.createFont(Font.TRUETYPE_FONT,
new FileInputStream(new File("Fonts"+File.separator+"multi.ttf"))))
.deriveFont(Font.BOLD, fontSize+10);
} catch (IOException | FontFormatException e) {
System.out.println("Error al cargar" + ":" + e.toString());
}
deltaObstaculo=(character.getImage(character.pasoActual).
getHeight(null))- (obstacleArray[0].getImage().getHeight(null));
time = new Timer(5, this);
time.start();
BackgroundMusic = "Music/"+musicFile;
backMusic(BackgroundMusic);
this.hitSound=hitSound;
}
public static void backMusic(String MusisBck) {
sounds.newThread(BackgroundMusic);
MusicPlayer.start();
if (MusicPlayer.isAlive() != true) {
sounds.newThread(BackgroundMusic);
MusicPlayer.start();
}
}
#Override
public void actionPerformed(ActionEvent e) {
if(!pause){
character.move();
}
condWin(5200);
condLose();
avanzaPaso();
repaint();
}
public void avanzaPaso() {
if(!pause){
controlPaso++;
}
if (controlPaso % characterFlow == 0) {
character.pasoActual++;
if (character.pasoActual > character.pasos-3) {
character.pasoActual = 0;
}
debugMode("Paso: " + character.pasoActual);
}
if(controlPaso%(characterFlow*(character.pasos-2))==0){
shrinkHeart = !shrinkHeart;//oscilaciĆ³n para encojer/desencojer
}
}
public void condWin(int dist) {
if (character.getPositionX() == dist) {
MultithreadSystem sounds = new MultithreadSystem();
sounds.newThread("Music/FF3Victory.wav");
Thread sounds_player = new Thread(sounds);
MusicPlayer.stop();
sounds_player.start();
JOptionPane.showMessageDialog(null, "YOU WIN!");
System.exit(0);
}
}
public void condLose() {
if (character.lives == 0) {
character.isAlive = false;
if (!character.isAlive) {
MultithreadSystem sounds = new MultithreadSystem();
sounds.newThread("Music/gameOver01.wav");
Thread sounds_player = new Thread(sounds);
MusicPlayer.stop();
sounds_player.start();
JOptionPane.showMessageDialog(null, "YOU SUCK");
System.exit(0);
}
}
}
#Override
public void paint(Graphics g) {
debugMode("Altura: " + actualHeight);
if (character.deltaY == 1 && runDone == false) {
runDone = true;
brinco = new Thread(this);
brinco.start();
}
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
g2d.drawImage(img, largoPantalla - character.getnX2(), 0, null);
if (character.getPositionX() > diferencialPantalla) {
g2d.drawImage(img, largoPantalla - character.getnX(), 0, null);
}
for (int i = 0; i < obstacleArray.length; i++) {
if (obstacleArray[i] != null) {
if (obstacleArray[i].getPositionX() == -character.posicionFija) {
obstacleArray[i] = null;
}
if (obstacleArray[i] != null) {
if(!pause){
obstacleArray[i].move(character.pixPerStep);
}
if (obstacleArray[i].getPositionX() ==
largoPantalla + character.posicionFija) {
obstacleArray[i].setVisible(true);
}
if (obstacleArray[i].isVisible()) {
g2d.drawImage(obstacleArray[i].getImage(),
obstacleArray[i].getPositionX(),
obstacleArray[i].getPositionY(), null);
}
checkCollisions(obstacleArray[i]);
}
}
}
if (character.paintCharacter) {
g2d.drawImage(character.getImage(character.pasoActual),
character.posicionFija, actualHeight, null);
}
character.hit(flickerTime);
if (shrinkHeart) {
g2d.drawImage(lives.getImage(character.getLives()),
borderWidth + 5,
borderWidth + 5,
(int) (lives.getImage(character.getLives()).getWidth() * .95),
(int) (lives.getImage(character.getLives()).getHeight() * .95),
null);
} else {
g2d.drawImage(lives.getImage(character.getLives()),
borderWidth + 5,
borderWidth + 5,
null);
}
g2d.drawImage(marco, 0, 0, null);
g2d.setFont(fontScore);
g2d.setColor(Color.BLACK);
score = String.format("%08d", character.score);
g2d.drawString("score:" + score, 500, borderWidth * 2);
g2d.setFont(fontMultiplier);
g2d.drawString(character.multiplier + "",
(largoPantalla / 2) - 75, (borderWidth * 2) + 10);
}
private class AL extends KeyAdapter {
#Override
public void keyReleased(KeyEvent e) {
character.keyReleased(e);
}
#Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if(!pause){
character.keyPressed(e);
}
if (key == KeyEvent.VK_D) {
debug=(!debug);
}
if(key==KeyEvent.VK_P){
pause=(!pause);
}
if (key == KeyEvent.VK_ESCAPE) {
System.exit(0);
}
}
}
public void checkCollisions(Obstacle obstacle) {
if (character.posicionFija == obstacle.getPositionX()) {
if (obstacle instanceof LowObstacle) {
debugMode("Obstaculo Bajo, Altura: "+obstacle.getPositionY());
if (actualHeight <= (standardHeight - obstacle.getImage().getHeight(null))){
if (character.multiplier < 4) {
character.multiplier++;
}
} else {
if (character.hitAllowed) {
sounds = new MultithreadSystem();
sounds.newThread("SFX/" + hitSound);
Thread sounds_player = new Thread(sounds);
sounds_player.start();
character.multiplier = 1;
character.lives--;
character.hitAllowed = false;
}
}
}
else{
debugMode("Obstaculo Alto, Altura: "+obstacle.getPositionY());
if (character.dashPressed) {
if (character.multiplier < 4) {
character.multiplier++;
}
} else {
if (character.hitAllowed) {
sounds = new MultithreadSystem();
sounds.newThread("SFX/" + hitSound);
Thread sounds_player = new Thread(sounds);
sounds_player.start();
character.multiplier = 1;
character.lives--;
character.hitAllowed = false;
}
}
}
}
}
public void cycle() {
if(!pause){
if (maxHeight == false) {
actualHeight--;
}
if (actualHeight == maxHeightValue) {
maxHeight = true;
}
if (maxHeight == true && actualHeight <= standardHeight) {
actualHeight++;
if (actualHeight == standardHeight) {
jumpCycleDone = true;
}
}
}
}
#Override
public void run() {
character.isJumping = true;
character.keyAllowed = false;
long beforeTime, timeDiff, sleep;
beforeTime = System.currentTimeMillis();
while (jumpCycleDone == false) {
cycle();
timeDiff = System.currentTimeMillis() - beforeTime;
sleep = 8 - timeDiff;
if (sleep < 0) {
sleep = 2;
}
try {
Thread.sleep(sleep);
} catch (InterruptedException e) {
}
beforeTime = System.currentTimeMillis();
}
jumpCycleDone = false;
maxHeight = false;
runDone = false;
character.keyAllowed = true;
character.isJumping = false;
}
public static void debugMode(String string){
if(debug){
System.out.println(string);
}
}
// Getters y Setters //
public Character getCharacter() {
return character;
}
public void setCharacter(Character character) {
this.character = character;
}
}
As you can see I already have a pause variable which pauses everything, but I would like to have a little window popup in the middle while pause its true
The problem is that your class Background is directly where you draw.
Normally your game handles all the frames and stuff, but then you have some kind of GameState object which your main game calls, like this:
public void update() {
if (pause) {
gameState = pauseState;
} else {
gameState = playState;
}
gameState.update();
}
#Override
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
gameState.paint(g2d)
}
The idea is that you can have as many gameStates as you want. Simply make an interface GameState that provides methods for Update, Paint, Initialize and Dispose (or something like this).
Then you can have all kinds of GameStates, for example Play, Pause, MainMenu, SaveGameMenu, etc., each one in charge of updating and drawing itself.
It's the main class (where your game loop is) where you handle the logic to swap the GameStates.