How do I know if the mouse if out of the window I made and from which side it exited. I'm making a classic pong game and when I move my mouse out too fast, the 'thing' stays some pixels in. I'd like it to move to the edge of the window where it exited.
private class MouseMotion extends MouseAdapter{
public void mouseMoved(MouseEvent e) {
super.mouseMoved(e);
int x = e.getX();
p1.move(x);
}
}
and the move function
public void move(int x) {
if (x < 0 ) {
this.x = 0;
}else if(x+width > Main.screenSize.width - 1){
this.x = Main.screenSize.width - width - 1;
} else {
this.x = x;
}
}
I just need to know a way to know if the mouse is out of the window.
Check for MouseListener.mouseExited(MouseEvent).
You might want to take a look this:
Point mouse = MouseInfo.getPointerInfo().getLocation();
This tells you were the pointer is on the screen. No matter if your application has the focus or not. No matter if the pointer in on top of your window or not.
You can use MouseExited() and then get the coordinate from the event generated, using event.getPoint().
Try putting this somewhere where it will get run and getting rid of the MouseMotion class. 'c' is the JComponent that p1 is getting drawn to, I don't know what you called that object in your code. 'running' is some boolean that is set to true. When this code is run, p1 will move according to the mouse until 'running' is set to false.
new Thread(()->{
while(running) {
p1.move(MouseInfo.getPointerInfo().getLocation().getX()-c.getLocationOnScreen());
}
}).start();
Related
So for a school project, I have to create a game with a program called 'Processing'.
I am creating a main menu with the switch statement. For that I want to use the buttons 'Start', 'Help', and 'exit'.i would like to use those buttons to change the variables of the switch statement. Therefore I'm using "mousePressed". The problem is that which button I'm pressing, is giving me the same result as the 'exit' button. Could somebody give me tips on how I can structure my menu better or even make my button work? I am using a library on Processing called 'ControlP5' to make my buttons.
here is my code so far:
int mode; // 1: intro screen, 2: game , 3: game over
final int INTRO = 1;
final int PLAY = 2;
final int GAMEOVER = 3;
//==============================================================
void setup(){
size(1920,1080);
mode = 1;
}
//========================================================
void draw(){
if(mode == 1){
introScreen();
}
else if (mode == 2){
gameItself();
}
else if (mode == 3){
gameOver();
}
else println("mode error");{
}
}
void introScreen(){
mode = 1;
static int Page = 0;
import controlP5.*;
ControlP5 cp5;
cp5= new ControlP5(this);
switch(Page){
case 0: // main menu
cp5.addButton("Start").setValue(0).setPosition(1420,250).setSize(400,100);
cp5.addButton("Exit").setValue(0).setPosition(1420,650).setSize(400,100);
cp5.addButton("Help").setValue(0).setPosition(1420,450).setSize(400,100);
break;
case 1: //help menu
cp5.addButton("Back").setValue(0).setPosition(1420,450).setSize(400,100);
break;
}
public void Start(){
if(mousePressed){
mode = 2; // switching to the game itself
}
println("Start");
}
public void Exit(){
if(mousePressed){
exit(); }
println("Exit");
}
public void Help(){
Page = 1;
println("Help");
}
public void Back(){
if(mousePressed){
Page = 0;
}
println("Back");
}
void gameItself(){
// game and stuff
}
void gameOver(){
//gameover
}
Take a look at how the mousePressed event works. You may use this information useful.
To achieve your goal as to change the Page variable by clicking buttons, there are multiple options. First, I'll go with the easier one, the one which doesn't need an import but just check for coordinates. Then I'll do the same thing, but with controlP5.
1. Just checking where the clicks lands
I'll go with the most basic one: detecting the "click" and checking if it's coordinates are inside a button.
First, we'll add the mouseClicked() method. This method is called every time a mouse button is pressed.
// I'm typing this out of IDE si there may be some quirks to fix in the code
void mouseClicked() {
switch(Page) {
case 0:
if (mouseX > 1420 && mouseX < 1420+400 && mouseY > 250 && mouseY < 250+100) {
// You're in the main menu and Start was clicked
}
if (mouseX > 1420 && mouseX < 1420+400 && mouseY > 650 && mouseY < 650+100) {
// You're in the main menu and Exit was clicked
}
if (mouseX > 1420 && mouseX < 1420+400 && mouseY > 450 && mouseY < 450+100) {
// You're in the main menu and Help was clicked
}
// You should use 'else if' instead of 3 different if, but I coded it like that so it would be easier to see the small differences between the coordinates
case 1:
if (mouseX > 1420 && mouseX < 1420+400 && mouseY > 450 && mouseY < 450+100) {
// You're un the help menu and Back was clicked
}
}
}
As you can see, I just used the coordinates and size of your buttons to check if the click was located inside one. That's kind of ninja-ing my way out of this issue. I don't know how far into programming you are, or else I would recommand to build a class to handle user inputs, but this way is easy to manage for small exercises like homework.
2. Designing controlP5 buttons
I'm not a ControlP5 expert, so we'll keep close to the basics.
I'll be blunt, the code you provided is ripe with problems, and it's not so many lines, so instead of pointing where it goes wrong I'll give you some skeleton code which will work and on which you can build some understanding. I'll give you the tools and then you can make your project work.
When you design your buttons, if you design them all in the same object, they'll share some properties. For an example, all your buttons will be visible or invisible at the same time. You don't need to redraw them all the time, because they already handle this, so you need to manage them with another method.
You should design your buttons as global objects (as you did), and add them to the ControlP5 object which makes the most sense. You can have one button per object if you want, or many if they are linked together, for an example all the "menu" buttons which appears at the same time could be owned by the same object. Design your buttons in the setup() method if you design them only one time for the whole program. Of course, if this was more than an homework, you may want to avoid the buttons being globals, but it'll be much easier to keep them in memory for a short project.
The "name" of the button is also the name of the method that it'll try to call if you click on it. Two buttons cannot share the same "name". Buttons can have a set value which will be sent to the method that they call.
You don't need to use Processing's mouse events for the buttons to work. They are self-contained: they have their own events, like being clicked on or detecting when the mouse is over them. Here's the documentation for the full list of the methods included in the ControlP5 buttons.
You don't need to manage the buttons in the draw() loop. They manage themselves.
Here's some skeleton code to demonstrate what I just said. You can copy and paste it in a new Processing project and run it to see what's going on.
ControlP5 cp5;
ControlP5 flipVisibilityButton;
int Page = 0;
void setup() {
size(1920, 800);
textAlign(CENTER, CENTER);
textSize(60);
fill(255);
cp5 = new ControlP5(this); // this is ONE object, which will own buttons.
cp5.addButton("MenuButton0") // this is the name of the button, but also the name of the method it will call
.setValue(0) // this value will be sent to the method it calls
.setPosition(1420, 250)
.setSize(400, 100);
cp5.addButton("MenuButton1")
.setValue(1)
.setPosition(1420, 450)
.setSize(400, 100);
cp5.addButton("MenuButton2")
.setValue(2)
.setPosition(1420, 650)
.setSize(400, 100);
flipVisibilityButton = new ControlP5(this); // this is a different object which own it's own controls (a button in this case)
flipVisibilityButton.addButton("flipVisibility")
.setValue(2)
.setPosition(200, height/2)
.setSize(200, 100);
}
void draw() {
// No button management to see here
background(0);
// showing which button has been pressed while also keeping watch to see if the mouse is over one of the cp5 buttons
text(Page + "\n" + cp5.isMouseOver(), width/2, height/2);
}
void MenuButton0(int value) {
ChangePage(value);
}
void MenuButton1(int value) {
ChangePage(value);
}
void MenuButton2(int value) {
ChangePage(value);
}
void ChangePage(int value) {
Page = value;
}
void flipVisibility(int value) {
// When the buttons are invisible, they are also unclickable
cp5.setVisible(!cp5.isVisible());
}
You should be able to expand on this example to do your project, but if you have difficulties don't hesitate to comment here and ask further questions. Have fun!
I'm making a side-scroller game with survival elements. (kinda like Terraria) When i'm walking to the right, all of the hitboxes and other objects are moved to the left, using Graphics2D.translate() (that's good) but when I use the mouse to click something, it appears that the rectangle/hitbox of the mouse isn't being "translated". I'm sure the problem lays with the rectangle of the mouse because if I remove the two lines of Graphics2D.translate() the digging of blocks work, but you can't walk around freely.
I already tried using the Area object, but also didn't fix it, it was still the same problem.
Rectangle rec = new Rectangle((int)e.getPoint().getX, (int)e.getPoint().getY(), 1, 1);
System.out.println("X: " + (int)e.getPoint().getX());
System.out.println("Y: " + (int)e.getPoint().getY());
bHandler.digBlock(rec); //bHandler is my class BlockHandler:
BlockHandler class:
public void digBlock(Rectangle rec) {
for (int i = 0; i < handler.block.size(); i++) {
Block block = handler.block.get(i);
if(rec.intersects(block.getBounds())) {
System.out.println("CLICKED");
block.setDigging(true);
}
}
}
The block.getBounds() method returns a Rectangle.
The block.setDigging(true) will set the Block.digging boolean to true.
What I want is a rectangle that is correctly being translated or/and I want to get the outprint "CLICKED" in my console when I click on a block!
Thanks for helping!
I solved it by adding the x variable from my Camera object to the x of my mouse rectangle! Again, thanks for helping!
I am making a chess game and need to figure out how to move the pieces. I have my pieces stored in an array squaresGrid[][] and I want to use the method moveTo to move the pieces. Currently this method simply marks a piece selected but I need it to take a second mouse click to choose the square to move the selected piece to but am not sure how best to do this.
public void actionPerformed(ActionEvent e)
{
for(int x = 0; x < 8; x++)
{
for(int y = 0; y < 8; y++)
{
if(e.getSource() == squaresGrid[x][y])
{
moveTo(e, squaresGrid[x][y]);
}
}
}
}
public void moveTo(ActionEvent e, JButton clicked)
{
clicked.setIcon(selected);
}
You don't do a "second actionPerformed". What you do is keep around state, and when a click happens, look at the state, and decide what the action should be.
For example, keep around a field called currentlySelected, pointing to the currently selected square (containing its coordinates, for example).
In the actionPerformed, when you receive a click, you look at currentlySelected.
If it is null, it means you are supposed to select the clicked square and put it in currentlySelected.
If it is not null, and the current click is in the same square, the user probably wants to de-select it. De-select and clear (put null) in currentlySelected.
If it is not null and not the same square, it means that you have to check if the move is legal. If it is legal, you can do the move, and clear currentlySelected. If it is not legal, you do what you think is the proper thing to do: perhaps de-select the original place and select the new one. Or just de-select and tell the user the move is not legal. Or keep it selected.
Remember to always clear your currentlySelected in the appropriate situations.
You don't need a second ActionListener or actionPerformed method, but rather you need a state-ful ActionListener, one that knows whether the button push represents the first push or the 2nd. A boolean variable could be all that is required for this. Another option is to use a variable to represent the first pushed location, set it equal to null initially and then set it equal to the position on the first push. On the 2nd push check if it is null or non-null and if non-null, the button push represents the 2nd push. Then set it back to null.
For example
public void actionPerformed(ActionEvent e) {
for(int x = 0; x < 8; x++) {
for(int y = 0; y < 8; y++) {
if(e.getSource() == squaresGrid[x][y]) {
if (gridLocation == null) {
// class to hold x and y location
gridLocation = new GridLocation(x, y);
} else {
// use gridLocation here
int firstX = gridLocation.getX();
int firstY = gridLocation.getY();
moveTo(e, x, y, firstX, firstY);
gridLocation = null;
}
}
}
}
}
Iv'e looked all over for answers to this book. And I know anyone else who has tried to read this book feels the same way. It's called "Programming Video Games for The Evil Genius" Is there anyone who has read this book? I'm on project 10:Radical Racing-The Cars. Everything compiles correctly but for some reason my cars are not showing up in the correct spot on the JFrame. They should be showing up under the two white lines. I'm positive the code is exactly the same as in the book, but the book is wrong. I have already tried changing the HEIGHT part of the point of origin but no matter what I do it does not budge. I can't attach an image because I don't have a rep of at least 10 .This is the code that the deals with the placement of the cars.
public class TheCars extends JFrame
{
final int WIDTH = 900; int HEIGHT = 650;
double p1Speed = .5, p2Speed = .5;
Rectangle p1 = new Rectangle(WIDTH/9,HEIGHT/2, WIDTH/30,WIDTH/30);
Rectangle p2 = new Rectangle(((WIDTH/9)+((int)((WIDTH/9)*1.5)/2)),(HEIGHT/2)+
(HEIGHT/10),WIDTH/30,WIDTH/30);
//the constructor
public TheCars()
{
//the following code creates the JFrame
super("Radical Racing");
setSize(WIDTH,HEIGHT);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setVisible(true);
//start the inner class (which works on it's own because it is a thread)
Move1 m1 = new Move1();
Move2 m2 = new Move2();
m1.start();
m2.start();
}
//this will draw the cars and the racetrack
public void paint(Graphics g)
{
super.paint(g);
//set the color to blue for p1
g.setColor(Color.BLUE);
//now draw the actual player
g.fill3DRect(p1.x,p1.width,p1.width,p1.height,true);
//set the color to red for p2
g.setColor(Color.red);
//now draw the actual player
g.fill3DRect(p2.x,p2.width,p2.width,p2.height,true);
}
private class Move1 extends Thread
{
public void run()
//This should all be in an infinite loop so that the process repeats.
{
while(true)
{
//now put in the try block. This will let
//the program exit if there is an error
try
{
//first refresh the screen
repaint();
//increase speed a bit
if(p1Speed<=5)
p1Speed+=.2;
p1.y-=p1Speed;
//this delays the refresh rate
Thread.sleep(75);
}
catch(Exception e)
{
//if there is an exception (an error), exit the loop
break;
}
}
}
}
private class Move2 extends Thread
{
public void run()
{
//this should all be in an infinite loop so the process repeats
while(true)
{
//now put the code in a "try" block.
//this will let the program exit if there is an error
try
{
//first refresh the screen
repaint();
//increase the speed a bit
if(p2Speed<=5)
p2Speed+=.2;
p2.y-=p2Speed;
//this delays the refresh rate
Thread.sleep(75);
}
catch(Exception e)
{
//if there is an exception (an error), exitthe loop
break;
}
}
}
}
public static void main(String[]args)
{
new TheCars();
}
}
Assuming you're painting those Rectangle objects directly onto the screen, we have to assume that the expressions "HEIGHT/2" and "HEIGHT/2 + HEIGHT/10" are coming out equal, and nonzero but small. That would be the case if HEIGHT is an int, and the value is more than 2 and less than 10. Presumably the value would need to be a couple hundred, at least, for those boxes to show up in the middle of the screen. Check the value of HEIGHT (just using a System.out.println() would be fine) and make sure it's the actual height of the window.
EDIT
Now that we see the rest of the code: the second argument to each call to fill3DRect() is wrong. It should be the y member of the Rectangle objects, which is a large, varying number, but you're passing the width member, which is a small fixed number. Change both the calls to look like this and you'll be back on track:
g.fill3DRect(p1.x, p1.y, p1.width, p1.height, true);
Whenever I click a JSlider it gets positioned one majorTick in the direction of the click instead of jumping to the spot I actually click. (If slider is at point 47 and I click 5 it'll jump to 37 instead of 5). Is there any way to change this while using JSliders, or do I have to use another datastructure?
As bizarre as this might seem, it's actually the Look and Feel which controls this behaviour. Take a look at BasicSliderUI, the method that you need to override is scrollDueToClickInTrack(int).
In order to set the value of the JSlider to the nearest value to where the user clicked on the track, you'd need to do some fancy pants translation between the mouse coordinates from getMousePosition() to a valid track value, taking into account the position of the Component, it's orientation, size and distance between ticks etc. Luckily, BasicSliderUI gives us two handy functions to do this: valueForXPosition(int xPos) and valueForYPosition(int yPos):
JSlider slider = new JSlider(JSlider.HORIZONTAL);
slider.setUI(new MetalSliderUI() {
protected void scrollDueToClickInTrack(int direction) {
// this is the default behaviour, let's comment that out
//scrollByBlock(direction);
int value = slider.getValue();
if (slider.getOrientation() == JSlider.HORIZONTAL) {
value = this.valueForXPosition(slider.getMousePosition().x);
} else if (slider.getOrientation() == JSlider.VERTICAL) {
value = this.valueForYPosition(slider.getMousePosition().y);
}
slider.setValue(value);
}
});
This question is kind of old, but I just ran across this problem myself. This is my solution:
JSlider slider = new JSlider(/* your options here if desired */) {
{
MouseListener[] listeners = getMouseListeners();
for (MouseListener l : listeners)
removeMouseListener(l); // remove UI-installed TrackListener
final BasicSliderUI ui = (BasicSliderUI) getUI();
BasicSliderUI.TrackListener tl = ui.new TrackListener() {
// this is where we jump to absolute value of click
#Override public void mouseClicked(MouseEvent e) {
Point p = e.getPoint();
int value = ui.valueForXPosition(p.x);
setValue(value);
}
// disable check that will invoke scrollDueToClickInTrack
#Override public boolean shouldScroll(int dir) {
return false;
}
};
addMouseListener(tl);
}
};
This behavior is derived from OS. Are you sure you want to redefine it and confuse users? I don't think so. ;)