How to create random monsters - java

I am making a game like Space Impact. In my game the rockets are working correctly, but I can't create monsters randomly. Monsters are on the screen but they aren't moving so they aren't active
How can I do this?
public class Dnm extends JFrame implements Runnable {
Graphics dbg;
Image dbImage;
Image Pik1;
Image Boss;
static ImageIcon active;
int x, y, xDirection, yDirection, BossX, BossY;
public void run() {
try {
while (true) {
move();
boss();
Thread.sleep(10);
}
} catch (Exception e) {
System.out.println("Uh-oh, something went wrong!.");
}
}
private void move() {
x += xDirection;
y += yDirection;
}
private void boss() {
while (BossX == 0) {
BossX = getX() - 1;
}
Random rastgele = new Random(getY());
BossY = rastgele.nextInt();
}
public void setXDirection(int xdir) {
xDirection = xdir;
}
public void setYDirection(int ydir) {
yDirection = ydir;
}
// KEY COMMANDS //
public class AL extends KeyAdapter {
#Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if (keyCode == e.VK_LEFT) {
setXDirection(-1);
}
if (keyCode == e.VK_RIGHT) {
setXDirection(+1);
}
if (keyCode == e.VK_UP) {
setYDirection(-1);
}
if (keyCode == e.VK_DOWN) {
setYDirection(+1);
}
}
#Override
public void keyReleased(KeyEvent e) {
int keyCode = e.getKeyCode();
if (keyCode == e.VK_LEFT) {
setXDirection(0);
}
if (keyCode == e.VK_RIGHT) {
setXDirection(0);
}
if (keyCode == e.VK_UP) {
setYDirection(0);
}
if (keyCode == e.VK_DOWN) {
setYDirection(0);
}
}
#Override
public void keyTyped(KeyEvent e) {
}
}
// CONSTRUCTOR //
public Dnm() {
//Image Import
ImageIcon still = new ImageIcon("img/rocket.png");
Pik1 = still.getImage();
addKeyListener(new AL());
setTitle("Dnm");
setSize(500, 500);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(true);
setVisible(true);
x = 15;
y = 15;
}
public void paint(Graphics g) {
dbImage = createImage(getWidth(), getHeight());
dbg = dbImage.getGraphics();
paintComponent(dbg);
g.drawImage(dbImage, 0, 0, this);
}
public void paintComponent(Graphics g) {
ImageIcon background = new ImageIcon("img/space.jpeg");
Image background1 = background.getImage();
ImageIcon still1 = new ImageIcon("img/Alien.png");
Boss = still1.getImage();
g.setColor(Color.red);
g.drawImage(background1, 0, 0, this);
g.drawImage(Boss, BossX, BossY, this);
g.drawImage(Pik1, x, y, this);
g.setColor(Color.blue);
repaint();
}
public static void main(String[] args) {
Dnm game = new Dnm();
Thread t1 = new Thread(game);
t1.start();
}
}
Thank You.

With your code being incomplete, it is hard to say for sure, but this line looks suspicious:
while (BossX == 0) {
BossX = getX() - 1;
}
This code is mostly likely going to be executed once, right? If BossX is initially zero, the code executes where you change its value. On the next update, BossX is not zero (presumably), so the code doesn't execute. Since BossX is the X coordinate where you are drawing the boss, then it will not move. Instead it just gets redrawn over and over in the same spot.
To get the monster to move randomly, increment or decrement both the X and Y coordinate values randomly during each game loop. Add a second random variable to cause them to move at random speeds in the random direction (by adjusting the coordinate value by a value greater than one).
As NPE commented, you should step through the code in a debugger and find out precisely what is going on.

I am fairly a beginner at programming, but here is my best attempt:
I would create a method that is called every x seconds that generates a random number using Math.Random(). I would say
int number = .5;
if(number > Math.Random())
GenerateMonster();
Your GenerateMonster method would then create a new object with the default values for monster. In order for the monster's created to act a certain way, you need to inherit those functions wherever you defined how you want the monster to act. I don't see the code for these functions so I am assuming you just didn't list them. Hope this at least helps. Good Luck!

Related

KeyBindings.swing not updating value at first keypress

I'm a bit of a noob at using swing and keybindings, but I wanted to try to make a simple platformer where the player (an oval in this case) could be moved with the WASD-keys. I've seen that KeyBindings is preferred for this.
The problem now is that I can't seem to get the object moving in the right direction at the first keypress.
Here is my code, including the keybindings and the actions:
class Player extends JPanel {
private int x = 100;
private int y = 100;
private int velX = 0;
private int velY = 0;
private boolean left, right, up, down = true;
public Player() {
new Timer(10, taskPerformer).start();
keyBindings();
repaint();
}
public void paint(Graphics g) {
super.paintComponent(g);
setBackground(Color.black);
g.setColor(Color.MAGENTA);
g.fillOval(x, y, 10, 5);
}
ActionListener taskPerformer = evt -> {
x = x + velX;
y = y + velY;
repaint();
};
//KEYBINDINGS
public void keyBindings() {
this.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("A"), "startMoving");
this.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("released A"), "stopMoving");
this.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("D"), "startMoving");
this.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("released D"), "stopMoving");
this.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("W"), "startMoving");
this.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("released W"), "stopMoving");
this.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("S"), "startMoving");
this.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("released S"), "stopMoving");
this.getActionMap().put("startMoving", Move);
this.getActionMap().put("stopMoving", stopMove);
}
//ACTIONS
Action Move = new AbstractAction() {
public void actionPerformed(ActionEvent e) {
if(e.getActionCommand().equals("a")) {
if (left) {
left = false;
velX--;
}
} else if (e.getActionCommand().equals("d")) {
if (right) {
velX++;
right = false;
}
} else if (e.getActionCommand().equals("w")) {
if (up) {
velY--;
up = false;
}
} else if (e.getActionCommand().equals("s")) {
if (down) {
down = false;
velY++;
}
}
}
};
Action stopMove = new AbstractAction() {
public void actionPerformed(ActionEvent e) {
if (e.getActionCommand().equals("a")) {
System.out.println(left);
left = true;
velX++;
} else if (e.getActionCommand().equals("d")) {
right = true;
velX--;
} else if (e.getActionCommand().equals("w")) {
up = true;
velY++;
} else if (e.getActionCommand().equals("s")) {
down = true;
velY--;
}
}
};
}
The "game" starts with an oval on the screen, but when I press a button (e.g. A), the oval doesn't move at all. Then when I release the button, the oval starts moving the other way. When I press the opposing button (so after the A, the second button press would be D) and release it, the oval stops and I can move it properly in both directions. Then the same happens for W and S, since they're using velY instead of velX is my guess.
Now I would like to know if anyone knows how to fix this, with that I mean, moving in the right direction on first keypress.
Thanks in advance!

How do I rotate a 2D rectangle in Java by pressing keys?

I am currently attempting to make my first simple java game. I've followed a certain Youtube tutorial up until this point but would like to add my own features, one of which is being able to rotate the player by pressing a certain key. I have been looking up on how to do this for a while now but after numerous failed attempts would be grateful if anyone could suggest how I should do this.
Here is my player class where I have tried rotating the player by implementing a KeyListener:
package topDownGame;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.geom.AffineTransform;
import java.awt.geom.Path2D;
import javax.swing.Timer;
public class Player extends GameObject implements KeyListener{
private Handler handler;
private HUD hud;
public float rotation = 0;
public Player(int x, int y, ID id, Handler handler, HUD hud) {
super(x, y, id);
this.handler = handler;
this.hud = hud;
}
public void tick() {
x += velX;
y += velY;
x = Game.clamp(x, 0, Game.WIDTH - 38);
y = Game.clamp(y, 0, Game.HEIGHT - 67);
collision();
}
public void render(Graphics g) {
//g.setColor(Color.WHITE);
//g.fillRect(x, y, 32, 32);
Graphics2D g2d = (Graphics2D)g;
Rectangle r = new Rectangle(x, y, 32, 32);
Path2D.Double path = new Path2D.Double();
path.append(r, false);
AffineTransform t = new AffineTransform();
t.rotate(rotation);
path.transform(t);
g2d.setColor(Color.WHITE);
g2d.draw(path);
}
public void collision() {
for (int i = 0; i < handler.object.size(); i++) {
GameObject tempObject = handler.object.get(i);
if (tempObject.getId() == ID.BasicEnemy) {
if (getBounds().intersects(tempObject.getBounds())) {
hud.HEALTH -= 2;
}
}
}
}
public Rectangle getBounds() {
return new Rectangle(x, y, 32, 32);
}
#Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
for (int i = 0; i < handler.object.size(); i++) {
GameObject tempObject = handler.object.get(i);
if (tempObject.getId() == ID.Player) {
if (key == KeyEvent.VK_E) {
rotation = (float) (rotation + 0.1);
}
}
}
}
#Override
public void keyReleased(KeyEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void keyTyped(KeyEvent arg0) {
// TODO Auto-generated method stub
}
}
Below is some of my remaining code that may be important
Game class:
package topDownGame;
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;
public class Game extends Canvas implements Runnable{
/**
*
*/
private static final long serialVersionUID = 1744439430685015162L;
public static final int WIDTH = 640, HEIGHT = WIDTH / 12*9;
private boolean running = false;
private Thread thread;
private Handler handler;
public Game() {
handler = new Handler();
this.addKeyListener(new KeyInput(handler));
new Window(WIDTH, HEIGHT, "Game", this);
handler.addObject(new Player(200, 200, ID.Player, handler, hud));
}
public synchronized void start() {
running = true;
thread = new Thread(this);
thread.start();
}
public synchronized void stop() {
try{
running = false;
thread.join();
}catch(Exception e) {
e.printStackTrace();
}
}
public void run() {
this.requestFocus();
long lastTime = System.nanoTime();
double delta = 0.0;
double amountOfTicks = 60.0;
double ns = 1000000000/amountOfTicks;
long timer = System.currentTimeMillis();
int frames = 0;
while(running) {
long now = System.nanoTime();
delta += (now-lastTime)/ns;
lastTime = now;
while(delta >= 1) {
delta--;
tick();
}
if (running) {
frames++;
render();
}
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println("FPS: " + frames);
frames = 0;
}
}
stop();
}
public void tick() {
handler.tick();
}
public void render() {
BufferStrategy bs = this.getBufferStrategy();
if (bs == null) {
this.createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
g.setColor(Color.BLACK);
g.fillRect(0, 0, WIDTH, HEIGHT);
handler.render(g);
g.dispose();
bs.show();
}
public static int clamp(int var, int min, int max) {
if (var <= min) {
var = min;
}
if (var >= max) {
var = max;
}
return var;
}
public static void main(String args[]) {
new Game();
}
}
Window class:
package topDownGame;
import java.awt.Canvas;
import java.awt.Dimension;
import javax.swing.JFrame;
public class Window extends Canvas{
/**
*
*/
private static final long serialVersionUID = -8646632868321067448L;
public Window(int width, int height, String title, Game game) {
JFrame jframe = new JFrame(title);
jframe.setMaximumSize(new Dimension(width, height));
jframe.setMinimumSize(new Dimension(width, height));
jframe.setPreferredSize(new Dimension(width, height));
jframe.setVisible(true);
jframe.setDefaultCloseOperation(jframe.EXIT_ON_CLOSE);
jframe.setResizable(false);
jframe.setLocationRelativeTo(null);
jframe.add(game);
game.start();
}
}
GameObject class:
package topDownGame;
import java.awt.Graphics;
import java.awt.Rectangle;
public abstract class GameObject {
protected int x, y;
protected ID id;
protected int velX, velY;
public GameObject(int x, int y, ID id) {
this.x = x;
this.y = y;
this.id = id;
}
public abstract void tick();
public abstract void render(Graphics g);
public abstract Rectangle getBounds();
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
public ID getId() {
return id;
}
public void setId(ID id) {
this.id = id;
}
public int getVelX() {
return velX;
}
public void setVelX(int velX) {
this.velX = velX;
}
public int getVelY() {
return velY;
}
public void setVelY(int velY) {
this.velY = velY;
}
}
Handler class:
package topDownGame;
import java.awt.Graphics;
import java.util.LinkedList;
public class Handler {
LinkedList <GameObject> object = new LinkedList <GameObject>();
public void tick() {
for (int i = 0; i < object.size(); i++) {
GameObject tempObject = object.get(i);
tempObject.tick();
}
}
public void render(Graphics g) {
for (int i = 0; i < object.size(); i++) {
GameObject tempObject = object.get(i);
tempObject.render(g);
}
}
public void addObject(GameObject object) {
this.object.add(object);
}
public void removeObject(GameObject object) {
this.object.remove(object);
}
public void addObject(int x, int y, ID basicenemy) {
// TODO Auto-generated method stub
}
}
KeyInput class:
package topDownGame;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
public class KeyInput extends KeyAdapter{
private Handler handler;
public KeyInput(Handler handler) {
this.handler = handler;
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
for (int i = 0; i < handler.object.size(); i++) {
GameObject tempObject = handler.object.get(i);
if (tempObject.getId() == ID.Player) {
if (key == KeyEvent.VK_W) {
tempObject.setVelY(-5);
}
if (key == KeyEvent.VK_S) {
tempObject.setVelY(5);
}
if (key == KeyEvent.VK_A) {
tempObject.setVelX(-5);
}
if (key == KeyEvent.VK_D) {
tempObject.setVelX(5);
}
}
}
if (key == KeyEvent.VK_SPACE) {
System.exit(1);
}
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
for (int i = 0; i < handler.object.size(); i++) {
GameObject tempObject = handler.object.get(i);
if (tempObject.getId() == ID.Player) {
if (key == KeyEvent.VK_W) {
tempObject.setVelY(0);
}
if (key == KeyEvent.VK_S) {
tempObject.setVelY(0);
}
if (key == KeyEvent.VK_A) {
tempObject.setVelX(0);
}
if (key == KeyEvent.VK_D) {
tempObject.setVelX(0);
}
}
}
}
}
ID enum:
package topDownGame;
public enum ID {
Player();
}
Okay, so I've dug through the example and the "basic" problem you're having is nothing is calling the Player's keyPressed/Released methods - the fact is, nothing should.
The intention is, the "input" should be decoupled from the entities and the entities should update their state based on the current state of the game engine.
So, the first thing I would do is "generalise" the available "input operations" which can occur (and to which the game model can respond)
public enum InputAction {
UP, DOWN, LEFT, RIGHT, ROTATE;
}
That's it. These are the inputs that the game supports and the entities can use. They are decoupled from "how" they might occur and just provide a means.
Now, to support this idea, we actually need someway to tell the entities that they should "update", this should be done just before they are rendered, but since we're trying to decouple these operations (so the objects could be updated more often then they are rendered for example), we need to provide a new method that performs this operation...
public abstract class GameObject {
//...
public void update() {
}
//...
}
(nb: technically this method could be abstract, as almost all the entities are doing to need to change in someway, but for simplicity, I've just made it a empty implementation)
Next, we need some way for the entities to respond to these input actions and some way to manage them, in your case the Handler is probably the best choice, as it provides a link between the entities and the other aspects of the system (like rendering and input control)
public class Handler {
//...
private Set<InputAction> inputActions = new HashSet<InputAction>();
public void render(Graphics g) {
for (int i = 0; i < object.size(); i++) {
GameObject tempObject = object.get(i);
tempObject.update();
tempObject.render(g);
}
}
public boolean is(InputAction action) {
return inputActions.contains(action);
}
public void set(InputAction action) {
inputActions.add(action);
}
public void remove(InputAction action) {
inputActions.remove(action);
}
//...
}
Okay, now the "input mechanism" can tell the Handler when the state has changed, based on it's implementation...
public class KeyInput extends KeyAdapter {
private Handler handler;
public KeyInput(Handler handler) {
this.handler = handler;
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_W) {
handler.set(InputAction.UP);
}
if (key == KeyEvent.VK_S) {
handler.set(InputAction.DOWN);
}
if (key == KeyEvent.VK_A) {
handler.set(InputAction.LEFT);
}
if (key == KeyEvent.VK_D) {
handler.set(InputAction.RIGHT);
}
if (key == KeyEvent.VK_E) {
handler.set(InputAction.ROTATE);
}
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_W) {
handler.remove(InputAction.UP);
}
if (key == KeyEvent.VK_S) {
handler.remove(InputAction.DOWN);
}
if (key == KeyEvent.VK_A) {
handler.remove(InputAction.LEFT);
}
if (key == KeyEvent.VK_D) {
handler.remove(InputAction.RIGHT);
}
if (key == KeyEvent.VK_E) {
handler.remove(InputAction.ROTATE);
}
}
}
(Yes, they could be if-else if statements, but I'm just modifying the existing code for brevity)
And finally, we need to update the Player object so it can "update" it's state based on the current "state" of the game engine...
public class Player extends GameObject {
private Handler handler;
public float rotation = 0;
public Player(int x, int y, ID id, Handler handler) {//, HUD hud) {
super(x, y, id);
this.handler = handler;
}
#Override
public void update() {
if (handler.is(InputAction.UP)) {
setVelY(-5);
} else if (handler.is(InputAction.DOWN)) {
setVelY(5);
} else {
setVelY(0);
}
if (handler.is(InputAction.LEFT)) {
setVelX(-5);
} else if (handler.is(InputAction.RIGHT)) {
setVelX(5);
} else {
setVelX(0);
}
if (handler.is(InputAction.ROTATE)) {
rotation += 0.1;
}
}
public void tick() {
x += velX;
y += velY;
x = Game.clamp(x, 0, Game.WIDTH - 38);
y = Game.clamp(y, 0, Game.HEIGHT - 67);
collision();
}
public void render(Graphics g) {
//g.setColor(Color.WHITE);
//g.fillRect(x, y, 32, 32);
Graphics2D g2d = (Graphics2D) g.create();
Rectangle r = new Rectangle(0, 0, 32, 32);
Path2D.Double path = new Path2D.Double();
path.append(r, false);
AffineTransform t = new AffineTransform();
t.translate(x, y);
t.rotate(rotation, 16, 16);
path.transform(t);
g2d.setColor(Color.WHITE);
g2d.draw(path);
g2d.dispose();
}
public void collision() {
for (int i = 0; i < handler.object.size(); i++) {
GameObject tempObject = handler.object.get(i);
// if (tempObject.getId() == ID.BasicEnemy) {
// if (getBounds().intersects(tempObject.getBounds())) {
// hud.HEALTH -= 2;
// }
// }
}
}
public Rectangle getBounds() {
return new Rectangle(x, y, 32, 32);
}
}
I want to take a closer look at the render method, as it's a little more complicated...
public void render(Graphics g) {
// 1...
Graphics2D g2d = (Graphics2D) g.create();
// 2...
Rectangle r = new Rectangle(0, 0, 32, 32);
Path2D.Double path = new Path2D.Double();
path.append(r, false);
AffineTransform t = new AffineTransform();
// 3...
t.translate(x, y);
// 4...
t.rotate(rotation, 16, 16);
path.transform(t);
g2d.setColor(Color.WHITE);
g2d.draw(path);
// 5...
g2d.dispose();
}
Okay:
Graphics is a shard concept, that means that EVERY entity that needs to be painted will get the same Graphics context, including any and all changes which have been made to it by previous entities. This "might" be desirable, but in general, you want to reduce the amount of "side effects" which might occur. So, we create a new copy of it first.
We create the Rectangle. Oddly, this is (now) a bad place to do it here, because it's state actually never changes. The Rectangle is always created at position 0x0 and has a size of 32x32 ... but wait, I want it to move and do stuff! I know, you will see "how" in ...
We translate the origin of the Graphics context to the position of the player ... this now makes the 0x0 position, the same as the players position 😱🤯. This is a neat cheat and means, as I stated above, you no longer need to create a Rectangle EVERY time render is called, which will further improve performance
We rotate the Graphics context around the centre point of the object (the object been 32x32 makes the centre point 16x16 - remember, the origin point is 0x0 ... do you see why that little change is SO important and useful 😉)
We dispose of the copy. This just releases any resources held by this copy, the action we've taken are still applied back to the original, but don't affect any operations which might occur after (so the origin point and rotation are the same as they were when render was first called).
Observations...
While working my way through the code, it become clear that the code was not well organised. One thing that really annoyed me was the fact that Game would create an instance of Window in order to display itself - this is actually a side effect and something that Game shouldn't be doing (it shouldn't care).
So, I took your main method and wrangled it to be...
public static void main(String args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame jframe = new JFrame("Game");
Game game = new Game();
jframe.setDefaultCloseOperation(jframe.EXIT_ON_CLOSE);
jframe.add(game);
jframe.pack();
jframe.setLocationRelativeTo(null);
jframe.setVisible(true);
game.start();
}
});
}
So, a number of small changes...
The instance of game is added to the frame almost straight away (this is important for another change I made)
The frame is "packed" around the component
The frame's location is set (so it appears in the middle of the screen), this is done AFTER packing the window, because the size of the frame isn't set until we pack it.
The frame is made visible - this stops the window from "jumping" to the centre of the screen
I also added...
#Override
public Dimension getPreferredSize() {
return new Dimension(WIDTH, HEIGHT);
}
to Game, this provides sizing hints to the container that Game is added to. It also means that when the JFrame is packed, the window will slightly larger then the content area, as the frame's borders are wrapped around it.
I would also recommend taking a look at the JavaDocs for BufferStrategy as it has an example of "how" it should be used.
To that end, I modified you render method accordingly...
public void render() {
BufferStrategy bs = this.getBufferStrategy();
if (bs == null) {
this.createBufferStrategy(3);
return;
}
do {
do {
Graphics g = bs.getDrawGraphics();
g.setColor(Color.BLACK);
g.fillRect(0, 0, getWidth(), getHeight());
handler.render(g);
g.dispose();
} while (bs.contentsRestored());
bs.show();
} while (bs.contentsLost());
}
One significant change I did make was g.fillRect(0, 0, getWidth(), getHeight()); - now it will fill the "actual" size of the component, not just the "desired" size ... I'm one of those people who hate (passionately) non-resizable windows ;)
If you're interested in seeing a slightly more complex solution, you could take a look at this example which presents a more "generic" and "decoupled" concept

Trouble with drawing a moving paddle for pong flawlessly using Netbeans

I am trying to make Pong. I sent this program to a friend and when he ran it the first time he got my bug but later it ran fine. I always seem to get the bug. My paddle can move up and down. It seems to move correctly and it gets drawn in the right place but it always flickers to the start position and back again. It looks like it gets drawn once at the start position and then at the right positions, flickering between the 2 positions forever.
NetBeans complains about this.addKeyListener(this);. It says "Leaking this in constructor". Here is my code: (sorry in advance, first time posting)
I exported it from netbeans if anyone wants to take a look:
http://s000.tinyupload.com/?file_id=00856291054786890080
public class LeikGluggi extends javax.swing.JPanel implements ActionListener, KeyListener {
Spilari1 spilari1 = new Spilari1();//make paddle
Bolti bolti = new Bolti(); //make ball
public LeikGluggi() {
initComponents();
setSize(Leikbord.GLUGGI_BREIDD,Leikbord.GLUGGI_HAED);
this.addKeyListener(this);
this.setFocusable(true);
int i = 0;
Timer tim = new Timer(50, this);
tim.start();
}
private void uppfaera()//update
{
spilari1.uppfaera();//paddle update
bolti.uppfaera(); // ball update
}
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);//
g.setColor(Color.WHITE);
g.fillRect(0,0,Leikbord.GLUGGI_BREIDD,Leikbord.GLUGGI_HAED); //background
g.setColor(Color.BLUE);
spilari1.paint(g); //paddle drawn
bolti.paint(g); //ball drawn
}
#Override
public void actionPerformed(ActionEvent e)
{
uppfaera();//update called
repaint();
}
#Override
public void keyPressed(KeyEvent e)
{
if (e.getKeyCode() == KeyEvent.VK_UP)
{
spilari1.setyHradi(-4);
}
else if (e.getKeyCode() == KeyEvent.VK_DOWN)
{
spilari1.setyHradi(4);
}
}
#Override
public void keyReleased(KeyEvent e)
{
if (e.getKeyCode() == KeyEvent.VK_UP)
{
spilari1.setyHradi(0);
}
if (e.getKeyCode() == KeyEvent.VK_DOWN)
{
spilari1.setyHradi(0);
}
}
public void keyTyped(KeyEvent e)
{
}
And the code for my paddle
package is.hi.vidmotsforritun.pong2.teikning;
import java.awt.Color;
import java.awt.Graphics;
public class Spilari1 {
private final int breidd = 10 ;
private final int lengd = 75;
private int y = (Leikbord.GLUGGI_HAED/2)-lengd/2;
private int yHradi = 0;
public Spilari1()
{
}
public void uppfaera()
{
y = y + yHradi;
System.out.println("HRAÐI ER "+yHradi);
}
public void paint(Graphics g)
{
g.setColor(Color.BLUE);
g.fillRect(25, y, breidd, lengd);
System.out.println("Y er "+y);
}
public void setyHradi(int hradi)
{
yHradi = hradi;
}
}
According to this Thread ("http://forums.netbeans.org/post-134877.html") the problem is that you pass a reference of this to an outside class while not fully initialized (in constructor). So you need to do this later in an initialization method

Image location does not change in response to key events

package testapplication;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
public class TestApplication extends JFrame implements Runnable {
int sizex = 800;
int sizey = 650;
int x, y, xDirection, yDirection;
private Image dbImage;
private Graphics dbg;
Image character;
#Override
public void run(){
try{
while(true){
move();
Thread.sleep(5);
}
}
catch(Exception e){
System.out.println("ERROR!!!");
}
}
public void move(){
x += xDirection;
y += yDirection;
if(x <= 0)
x = 0;
if(x >= 778)
x = 778;
if(y <= 22)
y = 22;
if(y >= 628)
y = 628;
}
public void setXDirection(int xdir){
xDirection = xdir;
}
public void setYDirection(int ydir){
yDirection = ydir;
}
Font font = new Font("Arial", Font.BOLD, 30);
public class AL extends KeyAdapter {
#Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
//Key press inputs "WASD"
if(keyCode == KeyEvent.VK_W) {
setYDirection(-1);
}
if(keyCode == KeyEvent.VK_A) {
setXDirection(-1);
}
if(keyCode == KeyEvent.VK_S) {
setYDirection(+1);
}
if(keyCode == KeyEvent.VK_D) {
setXDirection(+1);
}
//end Key press inputs "WASD"
}
#Override
public void keyReleased(KeyEvent e) {
int keyCode = e.getKeyCode();
//Key release inputs "WASD"
if(keyCode == KeyEvent.VK_W) {
setYDirection(0);
}
if(keyCode == KeyEvent.VK_A) {
setXDirection(0);
}
if(keyCode == KeyEvent.VK_S) {
setYDirection(0);
}
if(keyCode == KeyEvent.VK_D) {
setXDirection(0);
}
//end Key release inputs "WASD"
}
}
public TestApplication() {
//Load images
ImageIcon i = new ImageIcon("C:/Users/Min/Documents/NetBeansProjects/TestApplication/src/testapplication/Untitled-1.png") {};
character = i.getImage();
//Game properties
addKeyListener(new AL());
setTitle("TestApplication");
setSize(sizex, sizey);
setResizable(false);
setVisible(true);
setBackground(Color.LIGHT_GRAY);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
x = 30;
y = 628;
}
#Override
public void paint(Graphics g) {
dbImage = createImage(getWidth(), getHeight());
dbg = dbImage.getGraphics();
paintComponent(dbg);
g.drawImage(dbImage, 0, 0, this);
}
public void paintComponent(Graphics g) {
g.setFont(font);
g.setColor(Color.RED);
g.drawString("Welcome to TESTTEST", 300,125);
g.setColor(Color.RED);
g.drawImage(character, x, y, this);
repaint();
}
public static void main(String[] args) {
TestApplication ta = new TestApplication();
//Threads
Thread t1 = new Thread();
t1.start();
}
}
In my Java code, there is supposed to be an image that moves using the WASD keys. The image shows, yet it will not move. What's wrong?
This is a simple Java code that is supposed to make an image roam around the window with WASD keys. I am not sure what I did wrong in the code, I've double checked and everything looked fine...
First of all, if you need to change the image location while the user presses one of the wsda keys then you need to add 1 and -1 to the current value of x and y ( image location). You just set 1 and -1 which will move the image just one pixel even if, for example, you press the d button multiple times over and over.
You need to change method setXDirection to this (I have added a plus before the equal sign to add xDir value to whatever xDirection is.)
public void setXDirection(int xDir)
{
xDirection += xDir
}
Make the same correction with yDirection (yDirection += yDir)
Second, you don't call your paint method. You have to call it each time your user presses a key (one of wasd ofcourse), so do it at the final line of your keyReleased method.
I hope these two correct your code but I think you need to recheck the code again with much care.
Good luck,
Iman
You forgot to add the Runnable instance to the Thread constructor.
Your main method should be:
public static void main(String[] args) {
TestApplication ta = new TestApplication();
//Threads
Thread t1 = new Thread(ta);
t1.start();
}

Creating multiple instances of an object. (Game)

I've been asked to make a game for my CS (high school) class as my end of semester assignment. We haven't been taught properly all of the coding required to make a game so my knowledge in this area is very poor. Anyways, the game I am trying to make is something like "Flappy Fall" (an Apple appstore game) where objects fall from the top of the screen and descend to the bottom of the screen. The objective is to catch these objects before they reach the bottom. I am able to get one object to fall and have also created the "catcher", but I am not sure how to create multiple falling objects, nor do I know how to remove the object once it has been caught by the catcher. So far I have classes "JavaGame", "Catcher", and "Ball". Any help would be greatly appreciated.
int x, y;
int t = 1;
private Image dbImage;
private Graphics dbGraphics;
Image player;
Image bkg;
static Catcher p = new Catcher(150, 450);
public JavaGame() {
//Game Images
ImageIcon b = new ImageIcon("bkg.png");
bkg = b.getImage();
//Game properties
setTitle("Game");
setSize(350, 600);
setResizable(false);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLocationRelativeTo(null);
addKeyListener(new Keys());
addMouseMotionListener(new Mouse());
}
public void paint(Graphics g) {
//
dbImage = createImage(getWidth(), getHeight());
dbGraphics = dbImage.getGraphics();
draw(dbGraphics);
g.drawImage(dbImage, 0, 0, this);
}
public void draw(Graphics g) {
g.drawImage(bkg, 0, 0, this); //Creates background
p.draw(g);
//while (t < 100) {
p.b.draw(g);
//t++;
//}
g.setColor(Color.WHITE);
g.drawString(""+p.score, 175, 50);
repaint();
}
public static void main(String[] args) {
JavaGame jg = new JavaGame();
//Threads
Thread p1 = new Thread(p);
p1.start();
Thread ball = new Thread(p.b);
ball.start();
}
public class Keys extends KeyAdapter {
public void keyPressed(KeyEvent e) {
p.keyPressed(e);
}
public void keyReleased(KeyEvent e) {
p.keyReleased(e);
}
}
public class Mouse implements MouseMotionListener {
public void mouseDragged(MouseEvent e) {
p.mouseDragged(e);
}
public void mouseMoved(MouseEvent e) {
p.mouseMoved(e);
}
}
}
int x, y, ranX, xDirection;
int score;
Rectangle catch1;
Ball b = new Ball(170, 1);
public Catcher (int x, int y) {
score = 0;
this.x = x;
this.y = y;
catch1 = new Rectangle(this.x, this.y, 50, 15);
}
public void run() {
try {
while(true) {
move();
Thread.sleep(5);
}
}
catch(Exception e) {
System.out.println("Error");
}
}
public void collision() {
if (b.ball.intersects(catch1)) {
b.ball(Color.blue);
score++;
System.out.println(score);
}
}
public void move() {
collision();
catch1.x += xDirection;
if (catch1.x <= 0)
catch1.x = 0;
if (catch1.x >= 300)
catch1.x = 300;
}
public void setXDirection(int xDir) {
xDirection = xDir;
}
public void keyPressed(KeyEvent m) {
int keyCode = m.getKeyCode();
if (keyCode == m.VK_LEFT) {
setXDirection(-1);
}
if (keyCode == m.VK_RIGHT) {
setXDirection(+1);
}
m.consume();
}
public void keyReleased(KeyEvent m) {
int keyCode = m.getKeyCode();
if (keyCode == m.VK_LEFT) {
setXDirection(0);
}
if (keyCode == m.VK_RIGHT) {
setXDirection(0);
}
m.consume();
}
public void mouseDragged(MouseEvent e) {
catch1.x = e.getX()-25;
e.consume();
}
public void mouseMoved(MouseEvent e) {
catch1.x = e.getX()-25;
e.consume();
}
public void draw(Graphics g) {
g.fillRect(catch1.x, catch1.y, catch1.width, catch1.height);
}
}
int x, y, yDirection;
Rectangle ball;
public Ball (int x, int y) {
this.x = x;
this.y = y;
ball = new Rectangle(this.x, this.y, 10, 10);
}
public void run() {
try{
while(true) {
move();
Thread.sleep(5);
}
}
catch(Exception e) {
System.out.println("Error");
}
}
public void move() {
if (ball.y >= 600) {
ball.y = 600;
}
if (ball.y > 0) {
ball.y++;
}
}
public void setYDirection(int yDir) {
yDirection = yDir;
}
public void draw(Graphics g) {
g.setColor(Color.WHITE);
g.fillRect(ball.x, ball.y, ball.width, ball.height);
System.out.println(ball.x+ " "+ ball.y+ " " + ball.width + " " + ball.height);
}
}
I'd re-organize the code a little. In the main game, you can have a collection of 'Ball' types. I'll leave the collection option up to you. But you'll want to add 'new' Balls to the collection and then remove them once they are caught.
Since I do not want to do your assignment, I am just giving a short answer:
By calling new Ball() multiple times.
Of course you might want to add them to a collection, like
List list = new ArrayList();
list.add(ball);
And remove them from that collection once they are finished.

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