I am working on Air Hockey Game for my midterm project.
I have problem with handling two graphics, in this case two handles each of them consists of 3 circles.
I can move only one handle because of keyPressed method.
Another problem is that I can't limit the moving domain, for example when you pressed → the red handle can go beyond the frame width.
I know first problem is related to thread, but I've studied this subject from last week.
My problems are in this class:
public class StartGamePanel extends JPanel implements KeyListener, ActionListener {
double xCircle1 = 200;
double yCircle1 = 100;
double xCircle2 = 200;
double yCircle2 = 700;
double velX = 0, velY = 0;
public StartGamePanel() {
Timer t = new Timer(5, this);
t.start();
addKeyListener(this);
setFocusable(true);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g.setColor(new Color(51, 153, 255));
g.fillRoundRect(5, 5, 485, 790, 10, 10);
addKeyListener(this);
Graphics2D southArc = (Graphics2D) g;
southArc.setColor(Color.WHITE);
southArc.setStroke(new BasicStroke(3));
southArc.drawArc(98, 640, 300, 300, 0, 180);
//
Graphics2D northArc = (Graphics2D) g;
northArc.setColor(Color.WHITE);
northArc.setStroke(new BasicStroke(3));
northArc.drawArc(98, -143, 300, 300, 180, 180);
Graphics2D line = (Graphics2D) g;
line.setStroke(new BasicStroke(3));
line.setColor(Color.white);
line.drawLine(6, 395, 488, 395);
Graphics2D dot = (Graphics2D) g;
dot.setColor(Color.black);
for (int j = 10; j < 800; j += 20) {
for (int i = 6; i < 502; i += 20) {
dot.drawLine(i, j, i, j);
}
}
Graphics2D circle1 = (Graphics2D) g;
circle1.setColor(new Color(255, 51, 51));
Shape theCircle = new Ellipse2D.Double(xCircle1 - 40, yCircle1 - 40, 2.0 * 40, 2.0 * 40);
circle1.fill(theCircle);
Graphics2D circle2 = (Graphics2D) g;
circle2.setColor(new Color(255, 102, 102));
Shape theCircle2 = new Ellipse2D.Double(xCircle1 - 35, yCircle1 - 35, 2.0 * 35, 2.0 * 35);
circle2.fill(theCircle2);
Graphics2D circle3 = (Graphics2D) g;
circle3.setColor(new Color(255, 51, 51));
Shape theCircle3 = new Ellipse2D.Double(xCircle1 - 20, yCircle1 - 20, 2.0 * 20, 2.0 * 20);
circle3.fill(theCircle3);
Graphics2D circleprim = (Graphics2D) g;
circleprim.setColor(new Color(0, 51, 102));
Shape theCircleprim = new Ellipse2D.Double(xCircle2 - 40, yCircle2 - 40, 2.0 * 40, 2.0 * 40);
circleprim.fill(theCircleprim);
Graphics2D circle2prim = (Graphics2D) g;
circle2prim.setColor(new Color(0, 102, 204));
Shape theCircle2prim = new Ellipse2D.Double(xCircle2 - 35, yCircle2 - 35, 2.0 * 35, 2.0 * 35);
circle2prim.fill(theCircle2prim);
Graphics2D circle3prim = (Graphics2D) g;
circle3prim.setColor(new Color(0, 51, 102));
Shape theCircle3prim = new Ellipse2D.Double(xCircle2 - 20, yCircle2 - 20, 2.0 * 20, 2.0 * 20);
circle3prim.fill(theCircle3prim);
Graphics2D ball = (Graphics2D) g;
ball.setColor(new Color(224, 224, 224));
Shape theball = new Ellipse2D.Double(200 - 20, 400 - 20, 2.0 * 20, 2.0 * 20);
ball.fill(theball);
Graphics2D ball2 = (Graphics2D) g;
ball2.setColor(new Color(160, 160, 160));
Shape theball2 = new Ellipse2D.Double(200 - 15, 400 - 15, 2.0 * 15, 2.0 * 15);
ball2.fill(theball2);
Graphics2D goal = (Graphics2D) g;
goal.setColor(Color.BLACK);
goal.fill3DRect(100, 0, 300, 10, true);
Graphics2D goal2 = (Graphics2D) g;
goal2.setColor(Color.BLACK);
goal2.fill3DRect(100, 790, 300, 10, true);
}
#Override
public void actionPerformed(ActionEvent e) {
repaint();
xCircle1 += velX;
yCircle1 += velY;
}
#Override
public void keyPressed(KeyEvent e) {
int code = e.getKeyCode();
if (code == KeyEvent.VK_UP) {
velY = -2;
velX = 0;
}
if (code == KeyEvent.VK_DOWN) {
velY = 2;
velX = 0;
}
if (code == KeyEvent.VK_LEFT) {
if (xCircle1 < 0) {
velY = 0;
velX = 0;
} else {
velY = 0;
velX = -2;
}
}
if (code == KeyEvent.VK_RIGHT) {
if (xCircle1 > 200) {
velY = 0;
velX = 0;
}
velY = 0;
velX = 2;
}
}
#Override
public void keyReleased(KeyEvent e) {
int code = e.getKeyCode();
if (code == KeyEvent.VK_UP) {
velY = 0;
velX = 0;
}
if (code == KeyEvent.VK_DOWN) {
velY = 0;
velX = 0;
}
if (code == KeyEvent.VK_LEFT) {
velY = 0;
velX = 0;
}
if (code == KeyEvent.VK_RIGHT) {
velY = 0;
velX = 0;
}
}
#Override
public void keyTyped(KeyEvent e) { }
}
Thanks!
Your key listener should be as quick as possible so it does not block following key events. Since several people press keys almost at the same time, this situation is common in games.
So the advice would be to use separate thread to listen for key presses which will quickly add events to a queue. This queue then will be processed on EDT(Swing main thread) and paint the results.
You can check out the KeyboardAnimation.java example found in Motion Using The Keyboard. It attempts to explain why Key Bindings are preferred over using a KeyListener.
The example code will animate two images. The left image controlled by W, A, S, D and the right image by Up, Down, Left and Right arrow keys. It also keeps the images within the window bounds. The code is not an actual game, it was just designed to show one way to use configurable Key Bindings.
You might want to also want to change the way the keypress's are handled. At the moment (I think) your only detecting one key down at a time.
You probably need to have an array for "heldkeys" and every time a key is down, add to that array. When a key is released, subtract that key from it.
Then, at a interval, check what keys are in the "heldkeys" array and act on them all.
At least, you will probably need something like this if you plan to have two players. (who both should be able to press keys at the same time).
I don't know Swing well enough to give you exact code, but it will be something like;
//an array of numbers to hold the key-codes of the keys currently held down
HashSet<Integer> HeldKeys = new HashSet<Integer>();
#Override
public void keyDown(KeyEvent e) {
// add key to keys currently held down
HeldKeys.add(e.getKeyCode());
}
#Override
public void keyUp(KeyEvent e) {
//remove key from list of things currently held
HeldKeys.remove(e.getKeyCode());
}
#Override
public void keyPress(KeyEvent e) {
Iterator<Integer> kit = HeldKeys.iterator();
//we loop over every key currently held down, running actions for them if
//there is any assigned.
//For example, one button might move a sprite on the left down
//Another might move a sprite on the right. One, the other, or both should be
//able to all move without waiting for the other.
while (kit.hasNext()) {
int keycode = kit.next();
if (keycode==48){
//do stuff if key with code 48 is held
//(move one of the circles, etc)
}
if (keycode==46){
//do stuff if key with code 46 is held
}
//...etc, for any number of keys you want to do different things for.
}
}
Note; With this method you are not detecting a keypress as one thing, but rather detecting both the key being held down, and then the key being released as separate events.
As people wont hit the keys at the exact same time, this lets you detect lots of keys at once.
This code is off the top of my head, Java, but I have a gwt background, so the names for "keydown" and "keyup" etc might be different.
The "keypress" event in gwt will repeat automatically, if that's not the case in Swing you might need to use a Timer instead, running at an interval. (you might prefer this anyway as its a bit more controllable).
Related
Please help me how to make this eye move or to make it blink using repaint, thread and implements runnable. I don't know where to place the right codes to make it work. Please help me guys! Thank you!
Here is the code:
import java.awt.*;
import java.applet.*;
public class Pucca extends Applet {
public Pucca(){
setSize(700, 700); }
//paint method
public void paint(Graphics g){
Color white = new Color(255,255,255);
g.setColor(white);
g.fillOval(600, 100, 125, 125); //left white fill eye
g.setColor(Color.BLACK);
g.drawOval(600, 100, 125, 125); // left big black line eye
g.setColor(white);
g.fillOval(700, 100, 125, 125); //right white fill eye
g.setColor(Color.BLACK);
g.drawOval(700, 100, 125, 125); //right big black line eye
Color blue = new Color(0, 160, 198);
g.setColor(blue);
g.fillOval(635, 130, 51, 51); // left blue fill eye
g.setColor(Color.BLACK);
g.drawOval(635, 130, 50, 50); // left black small line eye
g.setColor(blue);
g.fillOval(735, 130, 51, 51); // right blue fill eye
g.setColor(Color.BLACK);
g.drawOval(735, 130, 50, 50); // right black small line eye
g.setColor(Color.BLACK);
g.fillOval(650, 145, 20, 20); // left black iris
g.setColor(Color.BLACK);
g.fillOval(750, 145, 20, 20); // right black iris
}
}
When it comes to animation, everything becomes variable. You also have a lot of repeated code (seriously, if you can paint one eye, you can paint lots).
The first thing you need to is make all the values of the eye as variable as possible.
The follow makes the eye size and position variable and the iris and pupil a scaled value of the eye size, which makes the whole process simpler to animate.
Next, you need an updated loop, which can update the state of the values you want to change. To keep it simple, I've set it up so that the pupil has a variable offset, which is changed over time.
import java.applet.Applet;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.Rectangle;
public class Pucca extends Applet {
public Pucca() {
setSize(700, 700);
Thread t = new Thread(new Runnable() {
private int xDelta = -1;
private int yDelta = 0;
private int blinkCount = 0;
#Override
public void run() {
while (true) {
try {
Thread.sleep(40);
} catch (InterruptedException ex) {
}
xOffset += xDelta;
double irisSize = eyeSize.width * irisScale;
double range = ((eyeSize.width - irisSize) / 2);
if (xOffset <= -range) {
xOffset = -(int) range;
xDelta *= -1;
} else if (xOffset >= range) {
xOffset = (int) range;
xDelta *= -1;
}
blinkCount++;
if (blink && blinkCount > 10) {
blink = false;
blinkCount = 0;
} else if (blinkCount > 25) {
blink = true;
blinkCount = 0;
}
repaint();
}
}
});
t.setDaemon(true);
t.start();
}
private boolean blink = false;
private int xOffset, yOffset = 0;
private Dimension eyeSize = new Dimension(125, 125);
private Point left = new Point(20, 20);
private Point right = new Point(left.x + 100, left.y);
private double irisScale = 0.4;
private double pupilScale = 0.16;
//paint method
#Override
public void paint(Graphics g) {
super.paint(g);
paintEye(g, new Rectangle(left, eyeSize));
paintEye(g, new Rectangle(right, eyeSize));
}
protected void paintEye(Graphics g, Rectangle bounds) {
Color white = new Color(255, 255, 255);
if (blink) {
g.setColor(Color.YELLOW);
} else {
g.setColor(white);
}
g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); //left white fill eye
g.setColor(Color.BLACK);
g.drawOval(bounds.x, bounds.y, bounds.width, bounds.height); // left big black line eye
if (!blink) {
Color blue = new Color(0, 160, 198);
paintEyePartAt(g, bounds, irisScale, blue);
paintEyePartAt(g, bounds, pupilScale, Color.BLACK);
}
}
private void paintEyePartAt(Graphics g, Rectangle bounds, double delta, Color color) {
int width = (int) (bounds.width * delta);
int height = (int) (bounds.height * delta);
g.setColor(color);
g.fillOval(
xOffset + bounds.x + ((bounds.width - width) / 2),
yOffset + bounds.y + ((bounds.height - height) / 2),
width, height); // left blue fill eye
g.setColor(Color.BLACK);
g.drawOval(
xOffset + bounds.x + ((bounds.width - width) / 2),
yOffset + bounds.y + ((bounds.height - height) / 2),
width,
height); // left blue fill eye
}
}
This complicates things, as painting can occur for any number of reasons, many of which you don't have control over or will be notified about, so you should be very careful about where and when you change values.
You should also have a look at Java Plugin support deprecated and Moving to a Plugin-Free Web and Why CS teachers should stop teaching Java applets.
Applets are simply a dead technology and given the inherent complexities involved in using them, you should instead focus you should probably attention towards window based programs.
Personally, I'd start with having a look at Painting in AWT and Swing and Performing Custom Painting
Im almost finished with this car project im working on but cant seem to get the key events to work. I think it has to do with my action listener with my timer but im not sure. When I press the up arrow key the timer delay is supposed to decrease and vice versa for the down arrow key. I have the commands written but they are not registering input. If anyone could give me some pointers I'd appreciate it
Code:
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class RaceCar extends JFrame{
public RaceCar(){
add(new CarPic());
}
public static void main(String[] args){
JFrame frame = new RaceCar();
frame.setTitle("Brady Kedge: Race Car");
frame.setSize(300, 150);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
public class CarPic extends JPanel implements KeyListener
{
private int x = 0;
private int y = 150;
private int z = 300;
Timer mytimer = new Timer(50, new ActionListener());
public CarPic()
{
mytimer.start();
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
y = getHeight();
z = getWidth();
g.setColor(Color.WHITE);
g.fillRect(0, 0, z, y);
Polygon polygon = new Polygon();
polygon.addPoint(x + 10, y - 20);
polygon.addPoint(x + 20, y - 30);
polygon.addPoint(x + 30, y - 30);
polygon.addPoint(x + 40, y - 20);
if(x < z - 40)
{
g.setColor(Color.BLACK);
g.fillOval(x + 10, y - 10, 10, 10);
g.fillOval(x + 30, y - 10, 10, 10);
g.setColor(Color.BLUE);
g.fillRect(x, y - 20, 50, 10);
g.setColor(Color.BLUE);
g.fillPolygon(polygon);
}
else
x = 0;
}
public void actionPerformed(ActionEvent e){
x+=10;
repaint();
}
#Override
public void keyTyped(KeyEvent k) {
//Fill
}
#Override
public void keyPressed(KeyEvent k) {
int delay = mytimer.getDelay();
if(k.getKeyCode() == KeyEvent.VK_UP)
mytimer.setDelay(delay > 10 ? delay - 10 : 0);
else if(k.getKeyCode() == KeyEvent.VK_DOWN)
mytimer.setDelay(delay < 5000 ? delay + 10 : 5000);
}
#Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub
}
}
}
First of all, you never register a KeyListener with your component (implementing KeyListener isn't enough).
Second of all, KeyListener will only raise KeyEvents if the component it is registered to has focus and is focusable.
A better solution would be to use the key bindings API, which provides you with the means to configure the focus level at which a component will trigger key events.
Also, personally, instead of modifying the Timer delay, I would have use a speed modifier (of type double) which would be percentage of the speed you want. In this way 1 would normal speed, 0.5 half speed and 2 double speed, for example.
Essentially, in this program bugs move around the screen eating food.
The issue that I am having is that graphics "circle" repaints fine and moves around the frame, but none of the bugs are repainted (However they are drawn initially).
I've tested it with console outputs and the x and y coordinates of the bugs do update, but the graphic in the frame does not.
So my question is, why is it the x/y of the circle is updated and repainted, but the bugs are not?
(As far as I can see, I'm approaching the task of changing the bugs x/y in the same way as with the circle)
(I've removed some of the things like the world getters and setters, and cut the code down a bit. The actual program has a movebug() method which handles the moving of the bugs in a correct fashion with hit detection.)
public class Run extends JPanel implements ActionListener{
double x, y, velX, velY, newx, newy;
public Timer t;
private static AWorld world1;
ArrayList<Ellipse2D> graphicBugArrayList = new ArrayList<Ellipse2D>();
public Run(){
x = 150;
y = 150;
velX = 2;
velY = 2;
t = new Timer(5, this);
setWorld1(new AWorld());
getWorld1().populatemap();
AWorld.direction directionchecker;
repaint();
t.start();
}
public void paintComponent(Graphics g){
//Creating circle that move
g.setColor(Color.BLACK);
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Ellipse2D circle = new Ellipse2D.Double(x, y, 10, 10);
//creating and drawing the bugs
for(int i=0; i<world1.getNumberofbugs(); i++)
{
Ellipse2D obscircle = new Ellipse2D.Double(getWorld1().bugArrayList.get(i).getHPosition(), getWorld1().bugArrayList.get(i).getVPosition(), 14, 15);
graphicBugArrayList.add(obscircle);
g2.setPaint(Color.RED);
g2.fill(graphicBugArrayList.get(i));
g2.draw(graphicBugArrayList.get(i));
}
//Drawing the circle that moves
g2.setPaint(Color.BLACK);
g2.draw(circle);
}
public void actionPerformed(ActionEvent arg0) {
//Moving the circle
if(x<0 || x > 500)
{
velX = -velX;
}
if(y<0 || y > 500)
{
velY = -velY;
}
x += velX;
y -= velY;
//Test moving the bugs
getWorld1().bugArrayList.get(i).setHPosition(getWorld1().bugArrayList.get(i).getHPosition()+1);
repaint();
}
}
You never clear your graphicBugArrayList, but only draw the first few elements over and over. Try this in your loop:
for(int i=0; i<world1.getNumberofbugs(); i++)
{
Ellipse2D obscircle = new Ellipse2D.Double(getWorld1().bugArrayList.get(i).getHPosition(), getWorld1().bugArrayList.get(i).getVPosition(), 14, 15);
graphicBugArrayList.add(i, obscircle);
g2.setPaint(Color.RED);
g2.fill(graphicBugArrayList.get(i));
g2.draw(graphicBugArrayList.get(i));
}
I am attempting to simulate rain falling using fixed line lengths with randomly generated x coordinates. I have got the random x coordinates working but I want lines to have different falling speeds as well once they are repainted onto the window. I am using the javax swing timer and the java Random to generate integers to pass into my "speed" array as indexes. The speed however does not change. It remains the same and is way too fast.
public class rain extends JPanel implements ActionListener {
int i = 0;
int[] speed = {5, 10, 15, 20, 25, 30, 35, 40, 45, 50};
double[] x = {10, 202, 330, 140, 250, 160, 470, 180, 290, 510};
double y1 = 10, y2 = 20;
double down = 1;
Random random = new Random();
//Timer t = new Timer(speed[i], this);
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D l = (Graphics2D) g;
Line2D line = new Line2D.Double(x[i], y1, x[i], y2);
l.setColor(Color.blue);
l.draw(line);
Timer t = new Timer(speed[i], this);
t.start();
}
public void actionPerformed(ActionEvent e) {
if (y2 < 380) {
y1 += down;
y2 += down;
}else{
y1 = 10;
y2 = 20;
i = random.nextInt(10);
}
repaint();
}
You start a new Timer each time your panel is repainted, and all the previous ones are still running. You should change your algorithm to use a unique timer, and compute the new y based on the previous one and on the current speed.
For example, the time would repaint every 40 milliseconds. If the speed is N, the new y would be the previous one + (N * down)
I am using a paintComponent Class in a project of mine, and I am currently wondering how I can decrease the size of the rectangle from the top making it's way downwards.
This is the part of the code:
public Battery(){
super();
firstTime = true;
f = new Font("Helvetica", Font.BOLD, 14);
m = Toolkit.getDefaultToolkit().getFontMetrics(f);
}
public void paintComponent(Graphics g){
if(firstTime){
firstTime = false;
batteryLevel = 1 + this.getHeight();
decr = batteryLevel / 20;
}else{
g.setColor(Color.RED);
g.fillRect(1, 0, this.getWidth(), this.getHeight());
g.setColor(Color.GREEN);
g.fillRect(1, 0, this.getWidth(), batteryLevel);
g.setColor(Color.BLACK);
g.setFont(f);
g.drawString("TEST", (getWidth() - m.stringWidth("TEST")) / 2 , this.getHeight() / 2);
}
}
public void decreaseBatteryLevel(){
batteryLevel -= decr;
this.repaint();
}
PS. Sorry if I did something wrong, I'm new to this forum.
As you want the visible battery level to descend you will want to increase your Y co-ordinate in relation to the value of batteryLevel. You could use:
g.fillRect(1, getHeight() - batteryLevel, getWidth(), batteryLevel);
Instead
g.fillRect(1, 0, this.getWidth(), batteryLevel);
Do
g.fillRect(1, batteryLevel, this.getWidth(), getHeight() - batteryLevel);
Also maybe repaint(50L) instead of repaint().
If your question meant: how to animate a change in the battery level.
Use a javax.swing.Timer:
int toPaintBatteryLevel = batteryLevel;
// In the paintComponent paint upto toPaintBatteryLevel.
Timer timer = new Timer(100, new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (toPaintBatteryLevl == batteryLevel) {
return;
}
if (toPaintBatteryLevl > batteryLevel) {
--toPaintBatteryLevel; // Animate slowly
} else {
toPaintBatteryLevel = batteryLevel; // Change immediately
}
repaint(50L);
};
});
timer.start();
For ease of coding, there is a permanent timer. And externally one changes the batteryLevel,
and the time determines the toPaintBatteryLevel, which paintComponent uses to paint.