how can i use an array to make random circles - java

I have been working on a school assignment and the teacher wants us to make 7 circles appear on a JPanel and move downwards. Once a circle reaches the bottom a new circle should be made to replace the circle that reached the bottom of the JPanel. I decided to use an array to continue to make random circles but I cant get it to work right. I used a for loop to populate the array with circles that have a random radius and color. The code compiles but when I run it I get an exception. I am having a hard time getting the array to work properly. The other thing that I am not sure about is how to draw the circles so that they are space out across the JPanel.
The Code
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import java.util.Random;
public class keyExample extends JPanel implements ActionListener, KeyListener {
private Circle[] circles = new Circle[7];
Timer t = new Timer(5, this);
//current x and y
double x = 150, y = 200;
double changeX = 0, changeY = 0;
private Circle;
private int circlex = 0, circley = 0; // makes initial starting point of circles 0
private javax.swing.Timer timer2;
public keyExample() {
t.start();
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
}
timer2 = new javax.swing.Timer(33, new MoveListener());
timer2.start();
}
public void NewCircle() {
Random colors = new Random();
Color color = new Color(colors.nextInt(256), colors.nextInt(256), colors.nextInt(256));
Random num = new Random();
int radius = num.nextInt(45);
for (int i = 0; i < circles.length; i++) {
circles[i] = new Circle(circlex, circley, radius, color);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.BLUE);
g2.fill(new Rectangle2D.Double(x, y, 40, 40));
NewCircle();
for (int i = 0; i < circles.length; i++)
circles[i].fill(g);
}
public void actionPerformed(ActionEvent e) {
repaint();
x += changeX;
y += changeY;
changeX = 0;
changeY = 0;
}
public void up() {
if (y != 0) {
changeY = -3.5;
changeX = 0;
}
}
public void down() {
if (y <= 350) {
changeY = 3.5;
changeX = 0;
}
}
public void left() {
if (x >= 0) {
changeX = -3.5;
changeY = 0;
}
}
public void right() {
if (x <= 550) {
changeX = 3.5;
changeY = 0;
}
}
private class MoveListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
repaint();
Random speed = new Random();
int s = speed.nextInt(8);
circle.move(0, s);
}
}
public void keyPressed(KeyEvent e) {
int code = e.getKeyCode();
if (code == KeyEvent.VK_UP) {
up();
}
if (code == KeyEvent.VK_DOWN) {
down();
}
if (code == KeyEvent.VK_RIGHT) {
right();
}
if (code == KeyEvent.VK_LEFT) {
left();
}
}
public void keyTyped(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
}

Your problem is that you're trying to paint with the circle variable, a variable that you never assign a valid reference to.
One solution is to give it a valid reference via circle = new Circle(...), but having said that, I'll tell you to ignore it since you shouldn't even be using the variable circle. Just get rid of it. What you want to do is to use your circles array -- that's what you should be painting in your paintComponent method. Use a for loop inside of paintComponent and iterate through the array painting each circle item that the array holds.

Related

How can I change the vector of a ball in breakout game made using Java?

I'm using Java to make a breakout game. The independent parts are functioning: the paddle, the ball, the bricks.
However, the ball hits a wall and then instead of changing it's vector, the ball just travels up the x-axis in a straight line at the edge of the JFrame window until it hits the top of the window and bounces back down from this corner.
The ball then gets stuck in an infinite back and forth line from the top left corner until it touches the paddle (back and forth) and will never break any of the other bricks.
How can I change my code to fix this problem?
import java.awt.Graphics;
public class Ball extends Sprite {
private int xVelocity = 1, yVelocity = -1;
// Constructor
public Ball() {
setWidth(Settings.BALL_WIDTH);
setHeight(Settings.BALL_HEIGHT);
resetPosition();
public void resetPosition() {
setX(Settings.INITIAL_BALL_X);
setY(Settings.INITIAL_BALL_Y);
}
public void update() {
x += yVelocity;
y += yVelocity;
// Bounce off left side of screen
if(x <= 0) {
x = 0;
setXVelocity(-1);
}
// Bounce off right side of screen
if(x >= Settings.WINDOW_WIDTH - Settings.BALL_WIDTH) {
x =Settings.WINDOW_WIDTH;
setXVelocity(-1);
}
// Bounce off top of screen
if(y <= 0) {
y = 0;
setYVelocity(1);
}
}
public void setXVelocity(int x) {
xVelocity = x;
}
public void setYVelocity(int y) {
yVelocity = y;
}
public int getXVelocity() {
return xVelocity;
}
public int getYVelocity() {
return yVelocity;
}
public void paint(Graphics g) {
g.fillOval(x, y, Settings.BALL_WIDTH, Settings.BALL_HEIGHT);
}
}
import java.awt.Color;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Paint;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JPanel;
import javax.swing.Timer;
public class BreakoutPanel extends JPanel implements ActionListener, KeyListener {
static final long serialVersionUID = 2L;
private boolean gameRunning = true;
private int livesLeft = 3;
private String screenMessage = "";
private Ball ball;
private Paddle paddle;
private Brick bricks[];
public BreakoutPanel(Breakout game) {
addKeyListener(this);
setFocusable(true);
Timer timer = new Timer(5, this);
timer.start();
ball = new Ball();
paddle = new Paddle();
bricks = new Brick[Settings.TOTAL_BRICKS];
createBricks();
}
private void createBricks() {
int counter = 0;
int x_space = 0;
int y_space = 0;
for(int x = 0; x < 4; x++) {
for(int y = 0; y < 5; y++) {
bricks[counter] = new Brick((x * Settings.BRICK_WIDTH) + Settings.BRICK_HORI_PADDING + x_space, (y * Settings.BRICK_HEIGHT) + Settings.BRICK_VERT_PADDING + y_space);
counter++;
y_space++;
}
x_space++;
y_space = 0;
}
}
private void paintBricks(Graphics g) {
for(int x = 0; x < Settings.TOTAL_BRICKS; x++) {
for(int y = 0; y < Settings.TOTAL_BRICKS; y++) {
bricks[y].paint(g);
}
}
}
private void update() {
if(gameRunning) {
// TODO: Update the ball and paddle
ball.update();
paddle.update();
collisions();
repaint();
}
}
private void gameOver() {
stopGame();
screenMessage = "Game Over!";
}
private void gameWon() {
stopGame();
screenMessage = "Congratulations! You have won!";
}
private void stopGame() {
gameRunning = false;
}
private void collisions() {
// Check for loss
if(ball.y > 450) {
// Game over
livesLeft--;
if(livesLeft <= 0) {
gameOver();
return;
} else {
ball.resetPosition();
ball.setYVelocity(-1);
}
}
// Check for win
boolean bricksLeft = false;
for(int i = 0; i < bricks.length; i++) {
// Check if there are any bricks left
if(!bricks[i].isBroken()) {
// Brick was found, close loop
bricksLeft = true;
break;
}
}
if(!bricksLeft) {
gameWon();
return;
}
// Check collisions
if(ball.getRectangle().intersects(paddle.getRectangle())) {
// Simplified touching of paddle
ball.setYVelocity(-1);
}
for(int i = 0; i < bricks.length; i++) {
if (ball.getRectangle().intersects(bricks[i].getRectangle())) {
int ballLeft = (int) ball.getRectangle().getMinX();
int ballHeight = (int) ball.getRectangle().getHeight();
int ballWidth = (int) ball.getRectangle().getWidth();
int ballTop = (int) ball.getRectangle().getMinY();
Point pointRight = new Point(ballLeft + ballWidth + 1, ballTop);
Point pointLeft = new Point(ballLeft - 1, ballTop);
Point pointTop = new Point(ballLeft, ballTop - 1);
Point pointBottom = new Point(ballLeft, ballTop + ballHeight + 1);
if (!bricks[i].isBroken()) {
if (bricks[i].getRectangle().contains(pointRight)) {
ball.setXVelocity(-1);
} else if (bricks[i].getRectangle().contains(pointLeft)) {
ball.setXVelocity(1);
}
if (bricks[i].getRectangle().contains(pointTop)) {
ball.setYVelocity(1);
} else if (bricks[i].getRectangle().contains(pointBottom)) {
ball.setYVelocity(-1);
}
bricks[i].setBroken(true);
}
}
}
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
ball.paint(g);
paddle.paint(g);
paintBricks(g);
// Draw lives left
// TODO: Draw lives left in the top left hand corner**
if(livesLeft != 0) {
String displayLives = Integer.toString(livesLeft);
g.setFont(new Font("Arial", Font.BOLD, 18));
g.drawString(displayLives, Settings.LIVES_POSITION_X, Settings.LIVES_POSITION_Y);
}
// Draw screen message*
if(screenMessage != null) {
g.setFont(new Font("Arial", Font.BOLD, 18));
int messageWidth = g.getFontMetrics().stringWidth(screenMessage);
g.drawString(screenMessage, (Settings.WINDOW_WIDTH / 2) - (messageWidth / 2),
Settings.MESSAGE_POSITION);
}
}
#Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT) {
paddle.setXVelocity(-1);
}
if (key == KeyEvent.VK_RIGHT) {
paddle.setXVelocity(1);
}
}
#Override
public void keyReleased(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_LEFT || e.getKeyCode() == KeyEvent.VK_RIGHT) {
paddle.setXVelocity(0);
}
}
#Override
public void keyTyped(KeyEvent arg0) {
}
#Override
public void actionPerformed(ActionEvent arg0) {
update();
}
}
I made a similar game in python years ago. What I did to solve this problem was allow the player to control the direction of the ball by hitting it with different parts of the paddle.
If the player hit the ball with the absolute center of the paddle, then I would just reverse the vector as if it had hit off a wall. But if the absolute edge of the paddle hit the ball, then I would increase the x velocity in the same direction of the edge that it hit. You can make the effect continuous, so if the the ball hits the paddle halfway between the edge and the center, it increases the x velocity half as much as it would have if it had hit the absolute edge.
This way the vector will continuously change and the ball will bounce off of things in a more interesting way, as well as give the player more control so they don't have to just wait until the ball eventually hits every brick in a predefined pattern.
You can use a coefficient, or more complex function if you don't want the effect of where the ball hits the paddle to effect the x velocity in such a linear manner.
You can use a similar strategy for handling collisions with the bricks. For instance, if the ball hits the corner of a brick, you probably don't want it to react as if it had hit the bottom, or the side, but have a reaction that is somewhere in between.

Eclipse Game Lags Too Much

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

Java Applet Timer and Jumping

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;
}
}

Maze game adding player issue [closed]

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Edit the question to include desired behavior, a specific problem or error, and the shortest code necessary to reproduce the problem. This will help others answer the question.
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Giving me a Syntax error that "cannot find MyKeyListener". I am trying to add it so player class can be implemented into the grid.So far i have created both player and maze but cant seem able to add player to maze because of this syntax error. Can anyone point out what mistake i am making.
import java.awt.*;
import javax.swing.*;
import java.awt.event.*; // Needed for ActionListener
import javax.swing.event.*; // Needed for ActionListener
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.ActionListener;
import javax.swing.JPanel;
import javax.swing.Timer;
public class www extends JFrame
{
static Maze maze = new Maze ();
static Timer t;
//======================================================== constructor
public www ()
{
// 1... Create/initialize components
// 2... Create content pane, set layout
JPanel content = new JPanel (); // Create a content pane
content.setLayout (new BorderLayout ()); // Use BorderLayout for panel
JPanel north = new JPanel ();
north.setLayout (new FlowLayout ()); // Use FlowLayout for input area
DrawArea board = new DrawArea (500, 500);
// 3... Add the components to the input area.
content.add (north, "North"); // Input area
content.add (board, "South"); // Output area
// 4... Set this window's attributes.
setContentPane (content);
pack ();
setTitle ("MAZE");
setSize (490, 500);
setKeyListener(new MyKeylistener());
setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE);
setLocationRelativeTo (null); // Center window.
}
public static void main (String[] args)
{
www window = new www ();
window.setVisible (true);
//jf.setTitle("Tutorial");
//jf.setSize(600,400);
}
class DrawArea extends JPanel
{
public DrawArea (int width, int height)
{
this.setPreferredSize (new Dimension (width, height)); // size
}
public void paintComponent (Graphics g)
{
maze.show (g); // display current state of colony
}
}
}
class Maze
{
private int grid [][];
public Maze ()
{
int [][] maze =
{ {1,0,1,1,1,1,1,1,1,1,1,1,1},
{1,0,1,0,1,0,1,0,0,0,0,0,1},
{1,0,1,0,0,0,1,0,1,1,1,0,1},
{1,0,0,0,1,1,1,0,0,0,0,0,1},
{1,0,1,0,0,0,0,0,1,1,1,0,1},
{1,0,1,0,1,1,1,0,1,0,0,0,1},
{1,0,1,0,1,0,0,0,1,1,1,0,1},
{1,0,1,0,1,1,1,0,1,0,1,0,1},
{1,0,0,0,0,0,0,0,0,0,1,0,1},
{1,1,1,1,1,1,1,1,1,1,1,0,1}};
grid = maze;
}
public void show (Graphics g)
{
for (int row = 0 ; row < grid.length ; row++)
for (int col = 0 ; col < grid [0].length ; col++)
{
if (grid [row] [col] == 1) // life
g.setColor (Color.black);
else
g.setColor (Color.white);
g.fillRect (col * 30 + 30, row * 30 + 30, 30, 30); // draw life form
}
//g.setColor(Color.RED);
//g.fillRect(60,30,30,50);
}
class MyKeyListener extends KeyAdapter {
int x = 0, y = 0,velX = 0, velY = 0;
public void keyPressed(KeyEvent e)
{
int c = e.getKeyCode();
if(c == KeyEvent.VK_LEFT)
{
velX = -1;
velY = 0;
}
if (c == KeyEvent.VK_UP)
{
velX = 0;
velY = -1;
}
if( c==KeyEvent.VK_RIGHT)
{
velX = 1;
velY = 0;
}
if(c==KeyEvent.VK_DOWN)
{
velX = 0;
velY = 1;
}
}
public MyKeyListener ()
{
tm.start ();
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
g.setColor(Color.RED);
g.fillRect(x,y,50,30);
}
public void actionPerformed(ActionEvent e)
{
x = x+velX;
y = y +velY;
repaint();
}
}
// public void player ()
// {
//
// Timer tm = new Timer(5,this);
// int x = 0;
// int y = 0;
// int velX = 0 ;
// int velY = 0;tm.start();
// addKeyListener(this);
// setFocusable(true);
// setFocusTraversalKeysEnabled(false);
// }
// public void actionPerformed(ActionEvent e)
// {
// x = x+velX;
// y = y +velY;
// repaint();
// }
// public void keyPressed(KeyEvent e)
// {
// int c = e.getKeyCode();
// if(c == KeyEvent.VK_LEFT)
// {
// velX = -1;
// velY = 0;
// }
// if (c == KeyEvent.VK_UP)
// {
// velX = 0;
// velY = -1;
// }
// if( c==KeyEvent.VK_RIGHT)
// {
// velX = 1;
// velY = 0;
// }
// if(c==KeyEvent.VK_DOWN)
// {
// velX = 0;
// velY = 1;
// }
// }
//
// public void keyTyped(KeyEvent e){}
//
// public void keyReleased(KeyEvent e){}
}
MyKeyListener is an inner Class of Maze. You could reference it through Maze.MyKeyListener.
Note that this does not seem to be a good idea either : the www class is your UI component and should be the one defining the key listener, rather than the Maze model.
You've written MyKeyListener inside of your Maze class. Usually, if you want to add a new listener that's only going to be referenced once, you can actually write the listener within the setKeyListener() method's parameter.
The new setKeyListener() line would look like this,
setKeyListener(new Keylistener(){
int x = 0, y = 0,velX = 0, velY = 0;
public void keyPressed(KeyEvent e)
{
int c = e.getKeyCode();
if(c == KeyEvent.VK_LEFT)
{
velX = -1;
velY = 0;
}
if (c == KeyEvent.VK_UP)
{
velX = 0;
velY = -1;
}
if( c==KeyEvent.VK_RIGHT)
{
velX = 1;
velY = 0;
}
if(c==KeyEvent.VK_DOWN)
{
velX = 0;
velY = 1;
}
}
public MyKeyListener ()
{
tm.start ();
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
g.setColor(Color.RED);
g.fillRect(x,y,50,30);
}
public void actionPerformed(ActionEvent e)
{
x = x+velX;
y = y +velY;
repaint();
}
});
The MyKeyListener class can then be deleted.
It's worth noting that you usually want to define your key listeners in top level UI objects, like panes, or in this case your Maze model. Right now you are setting your key listener in a child UI item, so it may not trigger if that item is out of focus.

bullets creation in a simple game

I am creating a simple game where shapes fall and the player shoots them, but I am having problems creating bullet at every click of the mouse. I have tried various logic with no help, so am just going to put the code up here so you guys can take a look at it and help me out.
The bullet I created is not been created on every click just one is created and it moves on every click which is wrong........I want one bullet to be created per click.
// My main class: mousework2
import java.awt.event.*;
import javax.swing.*;
import java.awt.*;
import java.util.*;
import java.awt.geom.*;
public class mousework2 extends JFrame
{
public static int Width = 300;
public static int Height = 400;
private JPanel p1;
private Image pixMage,gunMage;
public mousework2()
{
super("shoot-em-up");
this.setSize(Width, Height);
this.setResizable(true);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Dimension pos = Toolkit.getDefaultToolkit().getScreenSize();
int x = (pos.width - Width) / 2;
int y = (pos.height - Height) / 2;
this.setLocation(x, y);
p1 = new CreateImage();
this.add(p1);
this.getContentPane();
Thread t = new recMove(this);
t.start();
}
class recMove extends Thread
{
JFrame b;
public recMove(JFrame b)
{
this.b = b;
}
public void run()
{
while (true) {
b.repaint();
try {
Thread.sleep(50);
} catch (InterruptedException e) {
}
}
}
}
class CreateImage extends JPanel implements MouseListener
{
ArrayList<fallShape> rect = new ArrayList<fallShape>();
int x_pos = mousework.Width / 2;
int y_pos = mousework.Height - 50;
int bx_pos = mousework.Width / 2;
int by_pos = mousework.Height;
int y_speed = -10;
boolean clicked;
public CreateImage()
{
for (int i = 0; i < 10; i++) {
rect.add(new fallShape(15, 15, rect));
}
Toolkit picx = Toolkit.getDefaultToolkit();
gunMage = picx.getImage("gunner.jpg");
gunMage = gunMage.getScaledInstance(200, -1, Image.SCALE_SMOOTH);
Toolkit pic = Toolkit.getDefaultToolkit();
pixMage = pic.getImage("ballfall3.jpg");
pixMage = pixMage.getScaledInstance(200, -1, Image.SCALE_SMOOTH);
addMouseListener(this);
addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseMoved(MouseEvent e)
{
x_pos = e.getX() - 5;
}
});
}
public void mousePressed(MouseEvent e)
{
if (e.getButton() == 1) {
clicked = true;
}
}
public void mouseReleased(MouseEvent e)
{
if (e.getButton() == 1) {
clicked = false;
}
}
public void mouseExited(MouseEvent e)
{
}
public void mouseEntered(MouseEvent e)
{
}
public void mouseClicked(MouseEvent e)
{
}
public void paint(Graphics g)
{
super.paint(g);
g.drawImage(pixMage, 0, 0, Width, Height, null);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.drawImage(gunMage,x_pos,y_pos,10,20,null);
if (clicked) {
by_pos += y_speed;
Shape bullet = new Rectangle2D.Float(bx_pos, by_pos, 3, 10);
g2.setColor(Color.BLACK);
g2.fill(bullet);
g2.draw(bullet);
}
g2.setColor(Color.RED);
for (fallShape b : rect) {
b.move();
g2.fill(b);
}
}
}
public static void main(String[] args)
{
java.awt.EventQueue.invokeLater(new Runnable() {
#Override
public void run()
{
new mousework2().setVisible(true);
}
});
}
}
And:
// My falling shapes class: fallShape
import java.awt.geom.*;
import java.util.*;
public class fallShape extends Rectangle2D.Float
{
public int x_speed, y_speed;
public int l, b;
public int height = mousework.Height;
public int width = mousework.Width;
public ArrayList<fallShape> fall;
public fallShape(int breadth, int length, ArrayList<fallShape> fall)
{
super((int) (Math.random() * (mousework.Width - 20) + 1), 0, breadth, length);
this.b = breadth;
this.l = length;
this.x_speed = (int) Math.random() * (10) + 1;
this.y_speed = (int) Math.random() * (10) + 1;
this.fall = fall;
}
public void move()
{
Rectangle2D rec = new Rectangle2D.Float(super.x, super.y, b, l);
for (fallShape f : fall) {
if (f != this && f.intersects(rec)) {
int rxspeed = x_speed;
int ryspeed = y_speed;
x_speed = f.x_speed;
y_speed = f.y_speed;
f.x_speed = rxspeed;
f.y_speed = ryspeed;
}
}
if (super.x < 0) {
super.x =+ super.x;
//super.y =+ super.y;
x_speed = Math.abs(x_speed);
}
if (super.x> mousework.Width - 30) {
super.x =+ super.x;
super.y =+ super.y;
x_speed =- Math.abs(x_speed);
}
if (super.y < 0) {
super.y = 0;
y_speed = Math.abs(y_speed);
}
super.x += x_speed;
super.y += y_speed;
}
}
if(clicked){
by_pos+=y_speed;
This code only draws the bullet when the mouse is down. This is because you are setting clicked to false in your mouseReleased method:
public void mouseReleased(MouseEvent e){
if(e.getButton()==1)
clicked=false;
}
If you were to remove the body of the mouseReleased method, your bullet would move properly.
However, say you wanted to have more than just one bullet. Currently, your paint method only draws one bullet at a time. To draw multiple bullets, you would need to create a list of the coordinates of the bullets, and add a new coordinate pair to the list whenever you click. Then, in the paint method, just update each position in a for loop.
ArrayList<Integer> by_poss = new ArrayList<>();
by_poss is the list of all the y-positions of your bullets.
public void mousePressed(MouseEvent e){
if(e.getButton() == 1)
by_poss.add(mousework.Height);
}
The mousePressed method adds a new "bullet", in the form of a y-position, to the coordinates.
public void mouseReleased(MouseEvent e){
//do nothing
}
Nothing needs to happen in the mouseReleased method.
//update the bullets
public void paint(Graphics g){
...
g2.setColor(Color.BLACK);
Shape bullet;
for(int i = 0; i < by_poss.size(); i++){
by_poss.set(i, by_poss.get(i) + y_speed); //move the bullet
bullet = new Rectangle2D.Float(bx_pos, by_poss.get(i), 3, 10);
g2.fill(bullet);
g2.draw(bullet);
}
...
}
The for loop in your paint method draws all the bullets, one by one, usin g the y-positions from the by_poss list.

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