Android bitmap animation - java

I am adding bitmap animations into my simple 2D android game engine(if you can call it one yet.. :D) and I am facing problem of cycling through frames at pre defined FPS/rate.
What I have done for now is simply use System to get currentTimeMillis and use it as reference but I am pretty sure that's not the best decision.. I was thinking I could pass current frame to the drawing method and use that to the drawing method.
Currently I have object that you get the drawable from and I use it on renderer like this:
canvas.drawBitmap(animation.getDrawable(), (int)x, (int)y, null);
and getDrawable() returns current frame of the animation or the only frame if its still image and heres the code
if(frames.size() > 1) {
long current = System.currentTimeMillis();
if (currentFrame == frames.size() - 1 && frameDirection == 1) {
frameDirection = -1;
} else if (currentFrame == 0 && frameDirection == -1) {
frameDirection = 1;
}
if ((current - lastFrame) > delay) {
currentFrame += frameDirection;
lastFrame = current;
}
}
return frames.get(currentFrame);
and in my eyes that just looks so bad and unefficient.. What can I do about this? Is the only way to go passing current frame to getDrawable or how should this be done?

If I understand this right, you want to create an animation class for you game engine?
In my Game Engine I've got a class called SpriteSheetAnimation, which basically iterates through every frame of the animation when the update method is called - I'm sure you'll understand the logic behind it and you'll find a way to use it:
public class SpriteSheetAnimation extends GameObjectTemplate {
int animationSheetLength;
int animationSheetHeight;
int columns;
int rows;
Rect srcRect;
int left;
int bottom;
int lengthOfSpriteInSheet;
int heightOfSpriteInSheet;
boolean repeatAnimation;
boolean animationCompleted;
boolean animationStarted;
Bitmap bitmap;
/**
* You input a bitmap and the number of sprites (by defining the number of rows and columns), and this class will
* take care of animating the sheet.
*
*/
public SpriteSheetAnimation(WorldTemplate world, Bitmap animationSheet, int amountOfRows, int amountOfColumns) {
super(world);
this.animationSheetLength = animationSheet.getWidth();
this.animationSheetHeight = animationSheet.getHeight();
this.columns = amountOfColumns;
this.rows = amountOfRows;
this.lengthOfSpriteInSheet = this.animationSheetLength/this.columns;
this.heightOfSpriteInSheet = this.animationSheetHeight/this.rows;
srcRect = new Rect();
left = 0;
bottom = this.heightOfSpriteInSheet;
repeatAnimation = false;
animationCompleted = false;
animationStarted = false;
this.bitmap = animationSheet;
this.drawShapesOfSprites = true;
this.gameObjectShape.addRectangle(new Rect(0, 0, 0 + this.heightOfSpriteInSheet, 0 + this.lengthOfSpriteInSheet));
}
#Override
public void defineGameObjectPositionShape() {
this.gameObjectShape.addRectangle(new Rect());
}
/**
* <b><i>public Rect getSrcRect()</i></b>
* <br>
* Since: API 1
* <br>
* <br>
* Retrieve the rect that will cover the current source of the sheet.
*
* #return
* The current rect that will cover the current source of the sheet.
*
*/
public Rect getSrcRect() {
return srcRect;
}
/**
* <b><i>public Rect getDstRect()</i></b>
* <br>
* Since: API 1
* <br>
* <br>
* Retrieve the rect where the bitmap will be scaled to fit into.
*
* #return
* The current rect where the bitmap will be scaled to fit into.
*
*/
public Rect getDstRect() {
return this.getGameObjectPositionRect();
}
/**
* <b><i>public void repeatAnimation(boolean repetition)</i></b>
* <br>
* Since: API 1
* <br>
* <br>
* This method will set if the animation should be repeated or not.
*
* #param state
* <br><br>
* 1. True = The animation will repeat once completed and keep on doing so.
* <br><br>
* 2. False = The animation will play only once.
*
*
*/
public void repeatAnimation(boolean repetition) {
this.repeatAnimation = repetition;
}
/**
* <b><i>public boolean isAnimationFinished()</i></b>
* <br>
* Since: API 1
* <br>
* <br>
* Retrieve if the animation has finished.
*
* #return
* If the animation has finished.
*
*/
public boolean isAnimationFinished() {
return animationCompleted;
}
/**
* <b><i>public boolean hasBeenStarted()</i></b>
* <br>
* Since: API 1
* <br>
* <br>
* Retrieve if the animation has started.
*
* #return
* If the animation has started.
*
*/
public boolean hasBeenStarted() {
return animationStarted;
}
/**
* <b><i>public void render()</i></b>
* <br>
* Since: API 1
* <br>
* <br>
* This method will render the animation (the current picture of the sheet).
*
*/
public void render() {
world.game.getGraphics().getCanvasGameScreen().drawBitmap(this.bitmap, this.getSrcRect(), this.getGameObjectPositionRect(), null);
}
/**
* <b><i>public void update()</i></b>
* <br>
* Since: API 1
* <br>
* <br>
* This method will update the animation.
*
*/
#Override
public void update() {
// Every update will advance to the next frame of the animation
// Set if animation has started
if(!animationStarted) {
animationStarted = true;
}
// Set the frame
srcRect.set(left, (bottom - this.heightOfSpriteInSheet), (left + this.lengthOfSpriteInSheet), bottom);
// Change the location, so the next time the frame is set, it will be set accordingly
left = left + this.lengthOfSpriteInSheet;
if(left == this.animationSheetLength && bottom == this.animationSheetHeight) {
if(repeatAnimation == true) {
left = 0;
bottom = 0;
}
else {
animationCompleted = true;
}
}
if(left == this.animationSheetLength) {
bottom = bottom + this.heightOfSpriteInSheet;
left = 0;
}
}
}
I hope this helps you and gets you started.

Related

How to check adjacent indices of a 2D array - Othello

Just to be clear, I have looked at problems somewhat similar to this on Stack Overflow and other websites before asking for help. I also included all of the code below just in case it could help anyone understand the problem.
In the game Othello, also known as Reversi, there are two players who use tiles of opposite colors. The player needs to place a tile so it is adjacent to a tile of the opposite color and the opposite color must be surrounded by a tile on either side in the same direction. For example, if there is a white tile to the left of a black tile, then another black tile needs to be placed on the left of the white tile so it is surrounded. If a tile is surrounded it flips.
(Black - White - Black) --> (Black - Black - Black)
Surrounding can happen either horizontally, diagonally or vertically.
The problem I'm having is I do not know how to check all of the indices and see if they work at once. I have tried checking for the values adjacent to a tile of the opposite color, by checking all possible values next to it. This doesn't work properly as it can't make sure that a tile is surrounded on both sides or apply to a line of more than one tile in a row.
/**
* Checks to see if a valid move can be made at the indicated OthelloCell,
* for the given player.
* #param xt The horizontal coordinate value in the board.
* #param yt The vertical coordinate value in the board.
* #param bTurn Indicates the current player, true for black, false for white
* #return Returns true if a valid move can be made for this player at
* this position, false otherwise.
*/
public boolean isValidMove(int xt, int yt, boolean bTurn)
{
int length = board[0].length;
// checks if the tile has already been picked, meaning it can no longer be selected
if(board[xt][yt].hasBeenPlayed())
{
return false;
}
else
{
/* For BLACK (Working) */
if(bTurn)
{
// checks tiles one row above
if(xt + 1 < length && board[xt + 1][yt].getBlackStatus() == false)
{
System.out.println("the one 1 row up and in the same column doesn't work");
return true;
}
if(xt + 1 < length && board[xt + 1][yt + 1].getBlackStatus() == false)
{
System.out.println("the one 1 row up and in the right column doesn't work");
return true;
}
if(xt + 1 < length && board[xt + 1][yt - 1].getBlackStatus() == false)
{
System.out.println("the one 1 row up and in the left column doesn't work");
return true;
}
// checks tiles left and right
if(yt + 1 < length && board[xt][yt + 1].getBlackStatus() == false)
{
System.out.println("the one in the same row and in the right column doesn't work");
return true;
}
if(yt > 1 && board[xt][yt - 1].getBlackStatus() == false)
{
System.out.println("the one in the same row and in the left column doesn't work");
return true;
}
// checks tiles one row below
if(xt > 1 && board[xt - 1][yt].getBlackStatus() == false)
{
System.out.println("The one 1 row down and in the same column doesn't work");
return true;
}
if(xt > 1 && board[xt - 1][yt + 1].getBlackStatus() == false)
{
System.out.println("The one 1 row down and in the right column doesn't work");
return true;
}
if(xt > 1 && board[xt - 1][yt - 1].getBlackStatus() == false)
{
System.out.println("The one 1 row down and in the left column doesn't work");
return true;
}
}
}
return false;
}
/**
* Checks to see if a valid move can be made at the indicated OthelloCell, in a
* particular direction (there are 8 possible directions). These are indicated by:
* (1,1) is up and right
* (1,0) is right
* (1,-1) is down and right
* (0,-1) is down
* (-1,-1) is down and left
* (-1,0) is left
* (-1,1) is left and up
* (0,1) is up
* #param xt The horizontal coordinate value in the board.
* #param yt The vertical coordinate value in the board.
* #param i -1 is left, 0 is neutral, 1 is right,
* #param j -1 is down, - is neutral, 1 is up.
* #param bTurn Indicates the current player, true for black, false for white.
* #return Returns true if this direction has pieces to be flipped, false otherwise.
*/
public boolean directionValid(int xt, int yt, int i, int j, boolean bTurn)
{
return true;
}
Above are the two methods I'm having trouble with.
public class Othello
{
/** The board object. This board will be 8 x 8, and filled with OthelloCells.
* The cell may be empty, hold a white game piece, or a black game piece. */
private OthelloCell [][] board;
/** The coordinates of the active piece on the board. */
private int x, y;
/** Booleans indicating that the mouse is ready to be pressed, that it is
* black's turn to move (false if white's turn), and that the game is over. */
private boolean mousePressReady, blackTurn, gameOver;
/**
* Creates an Othello object, with a sized graphics canvas, and a 2D (8 x 8) array
* of OthelloCell, setting up initial values.
*/
/* COMPLETE */
public Othello ( )
{
StdDraw.setCanvasSize(500,650);
StdDraw.setXscale(0,1);
StdDraw.setYscale(0,1.3);
StdDraw.enableDoubleBuffering();
Font font = new Font("Arial", Font.BOLD, 30);
StdDraw.setFont(font);
startBoard();
}
/**
* Called by the constructor, or when the player hits the "RESET" button,
* initializing the game board (an 8 x 8 array of OthelloCell).
*/
/* COMPLETE */
public void startBoard ( )
{
mousePressReady = blackTurn = true;
gameOver = false;
board = new OthelloCell[8][8];
for ( int i = 0; i < board.length; i++ )
{
for ( int j = 0; j < board[i].length; j++ )
{
board[i][j] = new OthelloCell(i,j);
}
}
board[3][3].playIt();
board[3][3].setBlack(true);
board[4][4].playIt();
board[4][4].setBlack(true);
board[4][3].playIt();
board[4][3].setBlack(false);
board[3][4].playIt();
board[3][4].setBlack(false);
}
/**
* Sets up and runs the game of Othello.
*/
/* COMPLETE */
public static void main(String [] args)
{
Othello game = new Othello();
game.run();
}
/**
* Runs an endless loop to play the game. Even if the game is over, the
* loop is still ready for the user to press "RESET" to play again.
*/
/* COMPLETE */
public void run ( )
{
do
{
drawBoard();
countScoreAnddrawScoreBoard();
StdDraw.show();
StdDraw.pause(30);
makeChoice();
gameOver = checkTurnAndGameOver();
}
while(true);
}
/**
* Draws the board, in its current state, to the GUI.
*/
/* COMPLETE */
public void drawBoard ( )
{
StdDraw.setPenColor(new Color(150,150,150));
StdDraw.filledRectangle(0.5,0.75,0.5,0.75);
StdDraw.setPenColor(new Color(0,110,0));
StdDraw.filledSquare(0.5,0.5,0.45);
StdDraw.setPenColor(new Color(0,0,0));
StdDraw.filledSquare(0.5,0.5,0.42);
for ( int i = 0; i < board.length; i++ )
{
for ( int j = 0; j < board[i].length; j++ )
{
board[i][j].drawCell();
}
}
}
/**
* Waits for the user to make a choice. The user can make a move
* placing a black piece or the white piece (depending on whose turn
* it is), or click on the "RESET" button to reset the game.
*/
/* COMPLETE */
public void makeChoice ( )
{
boolean moveChosen = false;
while(!moveChosen)
{
if(mousePressReady && StdDraw.isMousePressed())
{
mousePressReady = false;
double xval = StdDraw.mouseX();
double yval = StdDraw.mouseY();
if(xval > 0.655 && xval < 0.865 && yval > 1.15 && yval < 1.23) // This if checks for a reset.
{
startBoard();
return;
}
if(xval < 0.1 || xval > 0.9 || yval < 0.1 || yval > 0.9) // This if checks for a press off the board.
{
return;
}
int tempx = (int)(10 * (xval - 0.1));
int tempy = (int)(10 * (yval - 0.1));
if(isValidMove(tempx,tempy,blackTurn)) // This if checks to see if the move is valid.
{
x = tempx;
y = tempy;
playAndFlipTiles();
blackTurn = !blackTurn;
System.out.println(x + " " + y);
}
}
if(!StdDraw.isMousePressed() && !mousePressReady) // This if gives back control when the mouse is released.
{
mousePressReady = true;
return;
}
StdDraw.pause(20);
}
}
/**
* Checks to see if a valid move can be made at the indicated OthelloCell,
* for the given player.
* #param xt The horizontal coordinate value in the board.
* #param yt The vertical coordinate value in the board.
* #param bTurn Indicates the current player, true for black, false for white
* #return Returns true if a valid move can be made for this player at
* this position, false otherwise.
*/
public boolean isValidMove(int xt, int yt, boolean bTurn)
{
int length = board[0].length;
// checks if the tile has already been picked, meaning it can no longer be selected
if(board[xt][yt].hasBeenPlayed())
{
return false;
}
else
{
}
return false;
}
/**
* Checks to see if a valid move can be made at the indicated OthelloCell, in a
* particular direction (there are 8 possible directions). These are indicated by:
* (1,1) is up and right
* (1,0) is right
* (1,-1) is down and right
* (0,-1) is down
* (-1,-1) is down and left
* (-1,0) is left
* (-1,1) is left and up
* (0,1) is up
* #param xt The horizontal coordinate value in the board.
* #param yt The vertical coordinate value in the board.
* #param i -1 is left, 0 is neutral, 1 is right,
* #param j -1 is down, - is neutral, 1 is up.
* #param bTurn Indicates the current player, true for black, false for white.
* #return Returns true if this direction has pieces to be flipped, false otherwise.
*/
public boolean directionValid(int xt, int yt, int i, int j, boolean bTurn)
{
return true;
}
/**
* Places a game piece on the current cell for the current player. Also flips the
* appropriate neighboring game pieces, checking the 8 possible directions from the
* current cell.
*/
public void playAndFlipTiles ( )
{
board[x][y].setBlack(blackTurn);
board[x][y].playIt();
// To be completed by you.
}
/**
* A helper method for playAndFlipTiles. Flips pieces in a given direction. The
* directions are as follows:
* (1,1) is up and right
* (1,0) is right
* (1,-1) is down and right
* (0,-1) is down
* (-1,-1) is down and left
* (-1,0) is left
* (-1,1) is left and up
* (0,1) is up
* #param xt The horizontal coordinate value in the board.
* #param yt The vertical coordinate value in the board.
* #param i -1 is left, 0 is neutral, 1 is right,
* #param j -1 is down, - is neutral, 1 is up.
*/
public void flipAllInThatDirection(int xt, int yt, int i, int j)
{
}
/**
* Counts the white pieces on the board, and the black pieces on the board.
* Displays these numbers toward the top of the board, for the current state
* of the board. Also prints whether it is "BLACK'S TURN" or "WHITE'S TURN"
* or "GAME OVER".
*/
/* COMPLETE */
public void countScoreAnddrawScoreBoard ( )
{
int whiteCount = 0, blackCount = 0;
for(int i = 0; i < board.length; i++)
{
for(int j = 0; j < board[i].length; j++)
{
if(board[i][j].hasBeenPlayed())
{
if(board[i][j].getBlackStatus())
{
blackCount++;
}
else
{
whiteCount++;
}
}
}
}
drawScoresAndMessages(whiteCount,blackCount);
}
/**
* A helper method for countScoreAnddrawScoreBoard. Draws the scores
* and messages.
* #param whiteCount The current count of the white pieces on the board.
* #param blackCount The current count of the black pieces on the board.
*/
/* COMPLETE */
public void drawScoresAndMessages(int whiteCount, int blackCount)
{
StdDraw.setPenColor(new Color(0,0,0));
StdDraw.filledRectangle(0.41,1.05,0.055,0.045);
StdDraw.filledRectangle(0.80,1.05,0.055,0.045);
StdDraw.filledRectangle(0.76,1.19,0.11,0.045);
StdDraw.setPenColor(new Color(255,255,255));
StdDraw.filledRectangle(0.41,1.05,0.05,0.04);
StdDraw.filledRectangle(0.80,1.05,0.05,0.04);
StdDraw.filledRectangle(0.76,1.19,0.105,0.04);
StdDraw.setPenColor(new Color(0,0,0));
StdDraw.text(0.24,1.04,"BLACK");
StdDraw.text(0.41,1.04,"" + blackCount);
StdDraw.text(0.63,1.04,"WHITE");
StdDraw.text(0.80,1.04,"" + whiteCount);
StdDraw.text(0.76,1.18,"RESET");
if(gameOver)
{
StdDraw.text(0.34,1.18,"GAME OVER");
}
else if(blackTurn)
{
StdDraw.text(0.34,1.18,"BLACK'S TURN");
}
else
{
StdDraw.text(0.34,1.18,"WHITE'S TURN");
}
}
/**
* Checks to see if black can play. Checks to see if white can play.
* If neither can play, the game is over. If black can't go, then set
* blackTurn to false. If white can't go, set blackTurn to true.
* #return Returns true if the game is over, false otherwise.
*/
/* COMPLETE */
public boolean checkTurnAndGameOver ( )
{
boolean whiteCanGo = false, blackCanGo = false;
// To be completed by you.
return false;
}
}
/**
* Represents a single cell in the game of Othello. By default, a cell is black, and
* has not been played. When a game piece is "placed" on the board, the boolean played
* is set to true. If the game piece is black, then the boolean black is true, and if
* the game piece is white, then the boolean black is false. The ints x and y
* represent the coordinate values of the cell within the game board, with the lower
* left at (0,0) and the upper right at (7,7).
*/
class OthelloCell
{
/** The coordinates of the active piece on the board. */
private int x, y;
/** Booleans indicating if a piece has been played (or is empty), and indicating
* if the piece is black (or white) */
private boolean played, black;
/**
* Creates an OthelloCell object, at the given coordinate pair.
* #param i The horizontal coordinate value for the cell on the board.
* #param j The vertical coordinate value for the cell on the board.
*/
/* COMPLETE */
public OthelloCell(int i, int j)
{
played = false;
x = i;
y = j;
black = true;
}
/**
* Draws the cell on the board, in its current state.
*/
/* COMPLETE */
public void drawCell ( )
{
StdDraw.setPenColor(new Color(0,0,0));
StdDraw.filledSquare(0.15 + 0.1 * x, 0.15 + 0.1 * y, 0.05);
StdDraw.setPenColor(new Color(0,110,0));
StdDraw.filledSquare(0.15 + 0.1 * x, 0.15 + 0.1 * y, 0.048);
if(played)
{
for(int i = 0; i <= 20; i++)
{
if(black)
{
StdDraw.setPenColor(new Color(5+8*i,5+8*i,5+8*i));
}
else
{
StdDraw.setPenColor(new Color(255-8*i,255-8*i,255-8*i));
}
StdDraw.filledCircle(0.15 + 0.1 * x - i*0.001, 0.15 + 0.1 * y + i*0.001, 0.043-i*0.002);
}
}
}
/**
* Sets the piece to black (black true) or white (black false).
* #param bool The value to be assigned to the game piece.
*/
/* COMPLETE */
public void setBlack(boolean bool)
{
if(bool)
{
black = true;
}
else
{
black = false;
}
}
/**
* Return the status of black; true for a black piece, false for a white piece.
* #return Returns true for a black piece, false for a white piece.
*/
/* COMPLETE */
public boolean getBlackStatus ( )
{
return black;
}
/**
* Sets the value of played to true, to indicate that a piece has been placed on this cell.
*/
/* COMPLETE */
public void playIt ( )
{
played = true;
}
/**
* Return the status of played, indicating whether or not there is a game piece on this cell.
* #return Returns true if a game piece is on this cell, false otherwise.
*/
/* COMPLETE */
public boolean hasBeenPlayed ( )
{
return played;
}
}
You can get the 8 adjacent cells using two different arrays. These arrays are used to get row and column numbers of 8 neighbors of a given cell
int rowNbr[] = new int[] {-1, -1, -1, 0, 0, 1, 1, 1};
int colNbr[] = new int[] {-1, 0, 1, -1, 1, -1, 0, 1};
And iterate the given matrix by adding the current row/col to above arrays like :
for (int k = 0; k < 8; ++k) {
sop(matrix[row + rowNbr[k], col + colNbr[k]])
}
Also,you might want to check https://www.geeksforgeeks.org/find-number-of-islands/
Hope this will get you the further thought process. Thnx
This is my approach, although its in C# I am sure its of some use.
Also uses part of the solution from Ashutosh.
My Board is the two dimensional array "pieces", lowercase "length" is just the size of the board and num is an indicator for a color: Empty is 0, num is whats currently being played, 1 for White and 2 for Black.
All its doing is looking for the closest matching color in either direction without empty spaces inbetween and then placing the current playing color in all the array spaces inbetween.
This can probably be done way smarter, I dont even like my approach of always checking for the full size of the field in every direction and just ignoring index out of range exceptions, but it was the simplest
int[] rowNbr = { -1, -1, -1, 0, 0, 1, 1, 1 };
int[] colNbr = { -1, 0, 1, -1, 1, -1, 0, 1 };
for (int x = 0; x < 8; x++)
{
int facX = rowNbr[x];
int facY = colNbr[x];
try
{
for (int i = 1; i < length; i++)
{
if (pieces[click.X + i * facX, click.Y + i * facY] == 0) break;
if (pieces[click.X + i * facX, click.Y + i * facY] == (byte)num)
{
for (int j = i - 1; j > 0; j--)
{
pieces[click.X + j * facX, click.Y + j * facY] = (byte)num;
}
break;
}
}
}
catch { }
}

libgdx animated sprite no method error

Whenever I upload a sprite atlas for animation purposes into a scene in overlaps2d version 0.1.2-snapshot. My app crashes with the following line (slightly redacted):
java.lang.NoSuchMethodError: No virtual method getKeyFrame(F)Lcom/badlogic/gdx/graphics/g2d/TextureRegion; in class Lcom/badlogic/gdx/graphics/g2d/Animation; or its super classes (declaration of 'com.badlogic.gdx.graphics.g2d.Animation' appears in /data/data/xxx.xxx.xxx/files/instant-run/dex/slice-gdx-1.9.5_xxx-classes.dex)
And it points to this line in my code:
sceneLoader.getEngine().update(Gdx.graphics.getDeltaTime());
Could this be a issue with a version mismatch as overlap2d hasn't been updated in over a year, but libgdx was just updated about a month ago? The crash only happens with an animated image, otherwise app runs fine. I looked at the libgdx file the error refers to and this is what it looks like:
package com.badlogic.gdx.graphics.g2d;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.utils.Array;
public class Animation<T> {
/** Defines possible playback modes for an {#link Animation}. */
public enum PlayMode {
NORMAL,
REVERSED,
LOOP,
LOOP_REVERSED,
LOOP_PINGPONG,
LOOP_RANDOM,
}
/** Length must not be modified without updating {#link #animationDuration}. See {#link #setKeyFrames(T[])}. */
T[] keyFrames;
private float frameDuration;
private float animationDuration;
private int lastFrameNumber;
private float lastStateTime;
private PlayMode playMode = PlayMode.NORMAL;
/** Constructor, storing the frame duration and key frames.
*
* #param frameDuration the time between frames in seconds.
* #param keyFrames the objects representing the frames. */
public Animation (float frameDuration, Array<? extends T> keyFrames) {
this.frameDuration = frameDuration;
T[] frames = (T[]) new Object[keyFrames.size];
for (int i = 0, n = keyFrames.size; i < n; i++) {
frames[i] = keyFrames.get(i);
}
setKeyFrames(frames);
}
/** Constructor, storing the frame duration and key frames.
*
* #param frameDuration the time between frames in seconds.
* #param keyFrames the objects representing the frames. */
public Animation (float frameDuration, Array<? extends T> keyFrames, PlayMode playMode) {
this(frameDuration, keyFrames);
setPlayMode(playMode);
}
/** Constructor, storing the frame duration and key frames.
*
* #param frameDuration the time between frames in seconds.
* #param keyFrames the objects representing the frames. */
public Animation (float frameDuration, T... keyFrames) {
this.frameDuration = frameDuration;
setKeyFrames(keyFrames);
}
/** Returns a frame based on the so called state time. This is the amount of seconds an object has spent in the
* state this Animation instance represents, e.g. running, jumping and so on. The mode specifies whether the animation is
* looping or not.
*
* #param stateTime the time spent in the state represented by this animation.
* #param looping whether the animation is looping or not.
* #return the frame of animation for the given state time. */
public T getKeyFrame (float stateTime, boolean looping) {
// we set the play mode by overriding the previous mode based on looping
// parameter value
PlayMode oldPlayMode = playMode;
if (looping && (playMode == PlayMode.NORMAL || playMode == PlayMode.REVERSED)) {
if (playMode == PlayMode.NORMAL)
playMode = PlayMode.LOOP;
else
playMode = PlayMode.LOOP_REVERSED;
} else if (!looping && !(playMode == PlayMode.NORMAL || playMode == PlayMode.REVERSED)) {
if (playMode == PlayMode.LOOP_REVERSED)
playMode = PlayMode.REVERSED;
else
playMode = PlayMode.LOOP;
}
T frame = getKeyFrame(stateTime);
playMode = oldPlayMode;
return frame;
}
/** Returns a frame based on the so called state time. This is the amount of seconds an object has spent in the
* state this Animation instance represents, e.g. running, jumping and so on using the mode specified by
* {#link #setPlayMode(PlayMode)} method.
*
* #param stateTime
* #return the frame of animation for the given state time. */
public T getKeyFrame (float stateTime) {
int frameNumber = getKeyFrameIndex(stateTime);
return keyFrames[frameNumber];
}
/** Returns the current frame number.
* #param stateTime
* #return current frame number */
public int getKeyFrameIndex (float stateTime) {
if (keyFrames.length == 1) return 0;
int frameNumber = (int)(stateTime / frameDuration);
switch (playMode) {
case NORMAL:
frameNumber = Math.min(keyFrames.length - 1, frameNumber);
break;
case LOOP:
frameNumber = frameNumber % keyFrames.length;
break;
case LOOP_PINGPONG:
frameNumber = frameNumber % ((keyFrames.length * 2) - 2);
if (frameNumber >= keyFrames.length) frameNumber = keyFrames.length - 2 - (frameNumber - keyFrames.length);
break;
case LOOP_RANDOM:
int lastFrameNumber = (int) ((lastStateTime) / frameDuration);
if (lastFrameNumber != frameNumber) {
frameNumber = MathUtils.random(keyFrames.length - 1);
} else {
frameNumber = this.lastFrameNumber;
}
break;
case REVERSED:
frameNumber = Math.max(keyFrames.length - frameNumber - 1, 0);
break;
case LOOP_REVERSED:
frameNumber = frameNumber % keyFrames.length;
frameNumber = keyFrames.length - frameNumber - 1;
break;
}
lastFrameNumber = frameNumber;
lastStateTime = stateTime;
return frameNumber;
}
/** Returns the keyframes[] array where all the frames of the animation are stored.
* #return The keyframes[] field. */
public T[] getKeyFrames () {
return keyFrames;
}
protected void setKeyFrames (T... keyFrames) {
this.keyFrames = keyFrames;
this.animationDuration = keyFrames.length * frameDuration;
}
/** Returns the animation play mode. */
public PlayMode getPlayMode () {
return playMode;
}
/** Sets the animation play mode.
*
* #param playMode The animation {#link PlayMode} to use. */
public void setPlayMode (PlayMode playMode) {
this.playMode = playMode;
}
/** Whether the animation would be finished if played without looping (PlayMode#NORMAL), given the state time.
* #param stateTime
* #return whether the animation is finished. */
public boolean isAnimationFinished (float stateTime) {
int frameNumber = (int)(stateTime / frameDuration);
return keyFrames.length - 1 < frameNumber;
}
/** Sets duration a frame will be displayed.
* #param frameDuration in seconds */
public void setFrameDuration (float frameDuration) {
this.frameDuration = frameDuration;
this.animationDuration = keyFrames.length * frameDuration;
}
/** #return the duration of a frame in seconds */
public float getFrameDuration () {
return frameDuration;
}
/** #return the duration of the entire animation, number of frames times frame duration, in seconds */
public float getAnimationDuration () {
return animationDuration;
}
From what i understand getting the key frame is what retrieves the frame out of the image atlas and changes it based on time to give the illusion of movement.
Use the previous version of libgdx, i.e., 1.9.4. In libgdx version 1.9.5 Animation class having some change, that is not updated with overlap2d snapshot version, so you are facing the problem.
Downgrade version in build.gradle of root project. Hopefully, it may be helpful.
Thanks.

Create a star rating system using swt components in Eclipse

Essentially I'm trying to create a star rating system.
I can create the components I need using a toolbar and toolitems as follows.
ToolBar toolBar = new ToolBar(Composite, SWT.FLAT);
toolBar.layout();
ToolItem starButton1 = new ToolItem(toolBar, SWT.NONE);
starButton1.setImage("imgpath/img.png");
ToolItem starButton2 = new ToolItem(toolBar, SWT.NONE);
starButton2.setImage("imgpath/img.png");
ToolItem starButton3 = new ToolItem(toolBar, SWT.NONE);
starButton3.setImage("imgpath/img.png");
ToolItem starButton4 = new ToolItem(toolBar, SWT.NONE);
starButton4.setImage("imgpath/img.png");
ToolItem starButton5 = new ToolItem(toolBar, SWT.NONE);
starButton5.setImage("imgpath/img.png");
From here I can add listeners/etc.. to change the appearance of the stars if they are selected. However this doesn't use the behavior of a rating system (i.e. if you select the third star, the first two change to selected too).
I thought of trying to use a list, something along the lines of this that would give the stars some sort of ordering information:
List<ToolItem> stars = new LinkedList<ToolItem>();
stars.add(new ToolItem(toolBar, SWT.NONE).setImage("imgpath/img.png"));
etc...
So the problem here is that the set methods return void, keeping me from modifying the settings of the ToolItem object in the add
Is there an easy way to do this that I'm overcomplicating?
Also I would like to avoid 3rd party libraries. I'm aware of this:
opal widgets
I've written a star rating widget myself a while ago. Feel free to use it:
/**
* The StarRaring is a widget that displays a predefined number of images side
* by side to realize a "star ranking". This star ranking has listeners to
* listen to the user input and adjust the number of stars painted with full
* alpha. The remaining stars are painted with a user defined alpha value
* (default: 150)
*
* #author Sebastian Raubach
*
*/
public class StarRating extends Composite
{
private Image image;
private int hoverSelected = 0;
private int selected = 0;
private int nrOfImages = 5;
private int alpha = 150;
private int width;
private int height;
private boolean vertical = false;
/**
* <p>
* Creates a star rating widget with a default selection of 1 star
* </p>
*
* #param parent
* the hosting composite
* #param style
* the widget style
*/
public StarRating(Composite parent, int style)
{
super(parent, style);
/* Add dispose listener for the image */
addListener(SWT.Dispose, new Listener()
{
#Override
public void handleEvent(Event arg0)
{
if(image != null)
image.dispose();
}
});
/* Add custom paint listener that paints the stars */
addListener(SWT.Paint, new Listener()
{
#Override
public void handleEvent(Event e)
{
paintControl(e);
}
});
/*
* Keep track of the mouse movements and highlight possible new
* selection
*/
addListener(SWT.MouseMove, new Listener()
{
#Override
public void handleEvent(Event arg0)
{
int x = arg0.x;
int y = arg0.y;
/* Determine direction */
int step = (vertical ? height : width) + 1;
int location = vertical ? y : x;
/* Determine current index */
int current = (location / step);
/* Redraw if necessary */
if (current != hoverSelected)
{
hoverSelected = current;
redraw();
}
}
});
/* On mouse exit, reset selection */
addListener(SWT.MouseExit, new Listener()
{
#Override
public void handleEvent(Event arg0)
{
hoverSelected = selected;
redraw();
}
});
/* On mouse up, set new selection based on hover selection */
addListener(SWT.MouseUp, new Listener()
{
#Override
public void handleEvent(Event arg0)
{
selected = hoverSelected;
}
});
}
/**
* <p>
* Draws the images. Selected images are drawn with full alpha, unselected
* images with the user defined alpha value
* </p>
*
* #param event
* The source event
*/
private void paintControl(Event event)
{
GC gc = event.gc;
if (image != null)
{
int stepX = vertical ? 0 : width + 1;
int stepY = vertical ? height + 1 : 0;
for (int i = 0; i < nrOfImages; i++)
{
if (i == hoverSelected + 1)
gc.setAlpha(alpha);
gc.drawImage(image, 1 + stepX * i, 1 + stepY * i);
}
/* Reset alpha value */
gc.setAlpha(255);
}
}
/**
* <p>
* Returns the image used for the star painting
* </p>
*
* #return the image used for the star painting
*/
public Image getImage()
{
return image;
}
/**
* <p>
* Set the image used for the star painting
* </p>
*
* #param image
* the image used for the star painting
*/
public void setImage(Image image)
{
this.image = new Image(Display.getDefault(), image, SWT.IMAGE_COPY);
width = image.getBounds().width;
height = image.getBounds().height;
redraw();
}
/**
* <p>
* Set the number of stars to be shown on the star rating
* </p>
* <p>
* Minimum = 1, Maximum = unrestricted
* </p>
*
* #param nrOfStars
* the number of stars to be shown on the star rating
*/
public void setNrOfStars(int nrOfStars)
{
if (nrOfStars < 1)
throw new IllegalArgumentException("Invalid value for number of stars. Minimum: 1, Selection: " + nrOfStars);
else
nrOfImages = nrOfStars;
}
/**
* <p>
* Returns the number of stars to be shown on the star rating
* </p>
*
* #return the number of stars to be shown on the star rating
*/
public int getNrOfStars()
{
return nrOfImages;
}
/**
* <p>
* Get the number of selected stars of the star rating
* </p>
*
* #return the number of selected stars of the star rating
*/
public int getSelection()
{
return selected + 1;
}
/**
* <p>
* Set the number of selected stars of the star rating
* </p>
* <p>
* Minimum = 1, Maximum = nr. of stars available
* </p>
*
* #param selection
* the number of selected stars of the star rating
*/
public void setSelection(int selection)
{
if (selection < 0 || selection > nrOfImages)
throw new IllegalArgumentException("Invalid value for star selection. Minimum: 0, Maximum: " + nrOfImages + ", Selection: " + selection);
else
selected = selection - 1;
hoverSelected = selected;
}
/**
* <p>
* Set the alpha value used for painting the non-selected stars
* </p>
* <p>
* Minimum = 0, Maximum = 255
* </p>
*
* #param alpha
* The alpha value used for painting the non-selected stars
*/
public void setAlpha(int alpha)
{
if (alpha < 0 || alpha > 255)
throw new IllegalArgumentException("Invalid alpha value. Minimum: 0, Maximum: 255, Selection: " + alpha);
else
this.alpha = alpha;
}
/**
* <p>
* Returns the alpha value used for painting the non-selected stars
* </p>
*
* #return the alpha value used for painting the non-selected stars
*/
public int getAlpha()
{
return alpha;
}
/**
* <p>
* Set the orientation of the widget to vertical
* </p>
*
* #param vertical
* Set to true if the stars should be aligned in a vertical and
* to false if the stars should be aligned in a horizontal line
*/
public void setVertical(boolean vertical)
{
this.vertical = vertical;
}
/**
* <p>
* Returns the orientation of the widget
* </p>
*
* #return true, if the widget is vertical, false if the widget is
* horizontal
*/
public boolean getVertical()
{
return vertical;
}
#Override
public Point computeSize(int wHint, int hHint, boolean changed)
{
int overallWidth = 0;
int overallHeight = 0;
/* Determine the preferred dimensions of the widget */
if (image != null)
{
overallWidth = vertical ? width : width * nrOfImages + nrOfImages - 1;
overallHeight = vertical ? height * nrOfImages + nrOfImages - 1 : height;
}
/* Consider hints */
if (wHint != SWT.DEFAULT && wHint < overallWidth)
overallWidth = wHint;
if (hHint != SWT.DEFAULT && hHint < overallHeight)
overallHeight = hHint;
/* Return computed dimensions plus border */
return new Point(overallWidth + 2, overallHeight + 2);
}
public static void main(String[] args)
{
Display display = Display.getDefault();
Shell shell = new Shell(display);
shell.setLayout(new GridLayout(1, false));
StarRating star = new StarRating(shell, SWT.NONE);
star.setImage(new Image(display, "star.png"));
star.setVertical(true);
star.setNrOfStars(10);
star.setSelection(3);
star.setAlpha(100);
star.setVertical(false);
shell.pack();
shell.open();
while (!shell.isDisposed())
{
if (!display.readAndDispatch())
display.sleep();
}
display.dispose();
}
}
Looks like this:

Java Slick2D: Camera is scrolling, character moves too fast

I've been playing around with Slick2D for Java and I managed to get it to display maps and have my character sprite move around.
I've tried to implement a camera that follows the player so that the map scrolls. While the map is scrolling, that characters move speed is faster than it should be (possibly due to the camera srolling it as well as it moving with the keys)
I'm stumped on how to solve it though
The camera code is something i found on the slick forums, and modified slightly to draw each layer seperatly, modifying both drawmap methods to add the layer in. I would ask on the forums but they seem dead.
This is the camera code
/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package engine;
/**
*
* #author Ceri
*/
import java.awt.geom.Point2D;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.geom.Shape;
import org.newdawn.slick.tiled.TiledMap;
public class Camera {
/**
* the map used for our scene
*/
protected TiledMap map;
/**
* the number of tiles in x-direction (width)
*/
protected int numTilesX;
/**
* the number of tiles in y-direction (height)
*/
protected int numTilesY;
/**
* the height of the map in pixel
*/
protected int mapHeight;
/**
* the width of the map in pixel
*/
protected int mapWidth;
/**
* the width of one tile of the map in pixel
*/
protected int tileWidth;
/**
* the height of one tile of the map in pixel
*/
protected int tileHeight;
/**
* the GameContainer, used for getting the size of the GameCanvas
*/
protected GameContainer gc;
/**
* the x-position of our "camera" in pixel
*/
protected float cameraX;
/**
* the y-position of our "camera" in pixel
*/
protected float cameraY;
protected Point2D.Float currentCenterPoint = new Point2D.Float(0, 0);
/**
* Create a new camera
*
* #param gc the GameContainer, used for getting the size of the GameCanvas
* #param map the TiledMap used for the current scene
*/
public Camera(GameContainer gc, TiledMap map) {
this.map = map;
this.numTilesX = map.getWidth();
this.numTilesY = map.getHeight();
this.tileWidth = map.getTileWidth();
this.tileHeight = map.getTileHeight();
this.mapWidth = this.numTilesX * this.tileWidth;
this.mapHeight = this.numTilesY * this.tileHeight;
this.gc = gc;
}
/**
* "locks" the camera on the given coordinates. The camera tries to keep the
* location in it's center.
*
* #param x the real x-coordinate (in pixel) which should be centered on the
* screen
* #param y the real y-coordinate (in pixel) which should be centered on the
* screen
* #return
*/
public Point2D.Float centerOn(float x, float y) {
//try to set the given position as center of the camera by default
cameraX = x - gc.getWidth() / 2;
cameraY = y - gc.getHeight() / 2;
//if the camera is at the right or left edge lock it to prevent a black bar
if (cameraX < 0) {
cameraX = 0;
}
if (cameraX + gc.getWidth() > mapWidth) {
cameraX = mapWidth - gc.getWidth();
}
//if the camera is at the top or bottom edge lock it to prevent a black bar
if (cameraY < 0) {
cameraY = 0;
}
if (cameraY + gc.getHeight() > mapHeight) {
cameraY = mapHeight - gc.getHeight();
}
currentCenterPoint.setLocation(cameraX, cameraY);
return currentCenterPoint;
}
/**
* "locks" the camera on the center of the given Rectangle. The camera tries
* to keep the location in it's center.
*
* #param x the x-coordinate (in pixel) of the top-left corner of the
* rectangle
* #param y the y-coordinate (in pixel) of the top-left corner of the
* rectangle
* #param height the height (in pixel) of the rectangle
* #param width the width (in pixel) of the rectangle
*/
public void centerOn(float x, float y, float height, float width) {
this.centerOn(x + width / 2, y + height / 2);
}
/**
* "locks the camera on the center of the given Shape. The camera tries to
* keep the location in it's center.
*
* #param shape the Shape which should be centered on the screen
*/
public void centerOn(Shape shape) {
this.centerOn(shape.getCenterX(), shape.getCenterY());
}
/**
* draws the part of the map which is currently focussed by the camera on
* the screen
*/
public void drawMap(int layer) {
this.drawMap(0, 0, layer);
}
/**
* draws the part of the map which is currently focussed by the camera on
* the screen.<br>
* You need to draw something over the offset, to prevent the edge of the
* map to be displayed below it<br>
* Has to be called before Camera.translateGraphics() !
*
* #param offsetX the x-coordinate (in pixel) where the camera should start
* drawing the map at
* #param offsetY the y-coordinate (in pixel) where the camera should start
* drawing the map at
*/
public void drawMap(int offsetX, int offsetY, int layer) {
//calculate the offset to the next tile (needed by TiledMap.render())
int tileOffsetX = (int) -(cameraX % tileWidth);
int tileOffsetY = (int) -(cameraY % tileHeight);
//calculate the index of the leftmost tile that is being displayed
int tileIndexX = (int) (cameraX / tileWidth);
int tileIndexY = (int) (cameraY / tileHeight);
//finally draw the section of the map on the screen
map.render(
tileOffsetX + offsetX,
tileOffsetY + offsetY,
tileIndexX,
tileIndexY,
(gc.getWidth() - tileOffsetX) / tileWidth + 1,
(gc.getHeight() - tileOffsetY) / tileHeight + 1, layer, false);
}
/**
* Translates the Graphics-context to the coordinates of the map - now
* everything can be drawn with it's NATURAL coordinates.
*/
public void translateGraphics() {
gc.getGraphics().translate(-cameraX, -cameraY);
}
/**
* Reverses the Graphics-translation of Camera.translatesGraphics(). Call
* this before drawing HUD-elements or the like
*/
public void untranslateGraphics() {
gc.getGraphics().translate(cameraX, cameraY);
}
}
and this is how its being called
In the engine class
public void render(GameContainer gc, Graphics g) throws SlickException {
camera = new Camera(gc, world.map);
camera.centerOn(player.getX(), player.getY());
camera.drawMap(0);
camera.drawMap(1);
player.draw();
camera.drawMap(2);
}
This is how the player class is
public Player(MapClass m) throws SlickException {
map = m;
Image[] movementUp = {new Image("Images/Player/u1.png"), new Image("Images/Player/u2.png"), new Image("Images/Player/u3.png"), new Image("Images/Player/u4.png")};
Image[] movementDown = {new Image("Images/Player/d1.png"), new Image("Images/Player/d2.png"), new Image("Images/Player/d3.png"), new Image("Images/Player/d4.png")};
Image[] movementLeft = {new Image("Images/Player/l1.png"), new Image("Images/Player/l2.png"), new Image("Images/Player/l3.png"), new Image("Images/Player/l4.png")};
Image[] movementRight = {new Image("Images/Player/r1.png"), new Image("Images/Player/r2.png"), new Image("Images/Player/r3.png"), new Image("Images/Player/r4.png")};
int[] duration = {100, 100, 100, 100};
up = new Animation(movementUp, duration, false);
down = new Animation(movementDown, duration, false);
left = new Animation(movementLeft, duration, false);
right = new Animation(movementRight, duration, false);
// Original orientation of the sprite. It will look right.
sprite = right;
}
public void update(GameContainer container, int delta) throws SlickException {
Input input = container.getInput();
if (input.isKeyDown(Input.KEY_UP)) {
sprite = up;
sprite.update(delta);
// The lower the delta the slowest the sprite will animate.
if (!map.isBlocked(x, y - delta * 0.1f))
y -= delta * 0.1f;
} else if (input.isKeyDown(Input.KEY_DOWN)) {
sprite = down;
sprite.update(delta);
if (!map.isBlocked(x, y + 16 + delta * 0.1f))
y += delta * 0.1f;
} else if (input.isKeyDown(Input.KEY_LEFT)) {
sprite = left;
sprite.update(delta);
if (!map.isBlocked(x - delta * 0.1f, y))
x -= delta * 0.1f;
} else if (input.isKeyDown(Input.KEY_RIGHT)) {
sprite = right;
sprite.update(delta);
if (!map.isBlocked(x + 16 + delta * 0.1f, y))
x += delta * 0.1f;
}
}
public void draw() {
sprite.draw(x, y);
}
Fixed it. Moved the map draw out of the camera class into the map class. used the camera x/y created in the camera class in the map and player class

Unable to close the Frame by clicking close X button

I had been through this link1 link2 for an answer, but was not helpful.
Because
frame.setVisible(false);
is giving below exception,
Exception in thread "main" java.lang.NullPointerException
at Simulation.drawOcean(Simulation.java:72)
at Simulation.main(Simulation.java:191)
Application has below 2 java files.
Simulation class launches GUI.
After running Simulation.java with default command line parameters, Frame does not get close, despite finite while loop.
I could not close the Frame by clicking close button(top right - red), after the simulation is done.
Do i need to set some property for Frame?
Please help me!!!
/* Simulation.java */
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Frame;
import java.awt.Graphics;
import java.util.Random;
/* DO NOT CHANGE THIS FILE (except as noted). */
/* (You may wish to make temporary changes or insert println() statements) */
/* while testing your code. When you're finished testing and debugging, */
/* though, make sure your code works with the original version of this file */
/**
* The Simulation class is a program that runs and animates a simulation of
* Sharks and Fish.
*
* The Simulation program takes up to four parameters. The first two specify
* the width and height of the ocean. The third parameter specifies the value
* of starveTIme. For example, if you run
*
* java Simulation 25 25 1
*
* then Simulation will animate a 25x25 ocean with a starveTime of 1. If you
* run "java Simulation" with no parameters, by default Simulation will animate
* a 50x25 ocean with a starveTime of 3. With some choices of parameters,
* the ocean quickly dies out; with others;, it teems forever.
*
* #author mohet01
*
*/
public class Simulation {
/**
* The constant cellSize determines the size of each cell on the screen
* during animation. (You may change this if you wish).
*/
private static final int cellSize = 4;
/**
* Default parameters. (You may change this of you wish).
*/
private static int i = 50; //Default ocean width
private static int j = 25; //Default ocean height
private static int starveTime = 3; //Default shark starvation time
/**
* drawOcean() adds cell contents as part of graphics
*/
private static void drawOcean(Graphics graphics, Ocean ocean){
if(ocean != null){
int width = ocean.width();
int height = ocean.height();
for(int row = 0; row < height; row++){
for(int col = 0; col < width; col++){
int contents = ocean.cellContents(row, col);
if(contents == Ocean.SHARK){
//Draw a red Shark
graphics.setColor(Color.red);
graphics.fillRect(row*cellSize, col*cellSize, cellSize, cellSize);
}else if(contents == Ocean.FISH){
// Draw a green fish
graphics.setColor(Color.green);
graphics.fillRect(row * cellSize, col * cellSize, cellSize, cellSize);
}else{
//Clear the rectangle
graphics.clearRect(row, col, cellSize, cellSize);
}
}
}
}
}
/**
* main() reads the parameters and performs the simulation and animation.
* #param args
* #throws InterruptedException
*/
public static void main(String[] args) throws InterruptedException {
Ocean sea;
/**
* Read the input parameters
*/
if(args.length >0){
try{
i = Integer.parseInt(args[0]);
}catch(NumberFormatException e){
System.out.println("First argument to Simulation is not a number.");
}
}
if(args.length > 1){
try{
j = Integer.parseInt(args[1]);
}catch(NumberFormatException e){
System.out.println("Second argument to Simulation is not a number");
}
}
if(args.length > 2){
try{
starveTime = Integer.parseInt(args[2]);
}catch(NumberFormatException e){
System.out.println("Third argument to Simulation is not a number");
}
}
/**
* Create a window on your screen
*/
Frame frame = new Frame("Sharks and Fish");
frame.setSize(i*cellSize + 10, j*cellSize + 30);
frame.setVisible(true);
/**
* Create a "Canvas" we can draw upon; attach it to the window
*/
Canvas canvas = new Canvas();
canvas.setBackground(Color.white);
canvas.setSize(i*cellSize, j*cellSize);
frame.add(canvas);
Graphics graphics = canvas.getGraphics();
/**
* Create the initial ocean.
*/
sea = new Ocean(i, j, starveTime);
/**
* Visit each cell (in a roundabout order); randomnly place a fish, shark,
* or nothing in each.
*/
Random random = new Random(0);
int x = 0;
int y = 0;
for(int row = 0;row < j; row++){
//This will visit every x-coordinate once.
x = (x + 78887) %j;
if((x & 8) == 0){
for(int col = 0; col < i; col++){
//This will visit every y coordinate once.
y = (y+78887)%i;
if((y & 8) == 0){
int r = random.nextInt();
if(r < 0){
//50% of cells start with fish
//x - width, y - height
sea.addFish(x, y);
}else if(r > 1500000000){
//~15% of cells start with sharks
sea.addShark(x, y);
}
}
}
}
}
/**
* Perform timesteps forever
*/
int timeLeft = 20;
while (timeLeft > 0) {
// Wait one second (1000 milliseconds)
Thread.sleep(1000);
// Draw the current ocean
drawOcean(graphics, sea);
// For fun, you might wish to change the delay in the next line.
// If you make it too short, though, the graphics won't work properly.
// Simulate a timestep
sea = sea.timeStep();
timeLeft--;
}
}
}
/* Ocean.java */
/**
* The Ocean class defines an object that models an ocean full of sharks and
* fish. Descriptions of the methods you must implements appear below. They
* include a constructor of the form
*
* public Ocean(int i, int j, int starveTime);
*
* that creates an empty ocean having width i and height j, in which sharks
* starve after starveTime timesteps.
*
* See the README file accompanying this project for additional details.
*
* #author mohet01
*
*/
public class Ocean {
/**
* Do not rename these constants. WARNING: if you change the numbers, you
* will need to recompile Test4.java. Failure to do so will give you a very
* hard-to-find bug.
*/
public final static int EMPTY = 1;
public final static int SHARK = 2;
public final static int FISH = 3;
/**
* Define any variables associated with an Ocean object here. These
* variables MUST be private.
*
*/
private final static int UNKNOWN = -1; // for unknown return type
private int width;
private int height;
private int[][] oceanMatrix;
//TODO space optimization on below matrix
private int[][] sharkHungerLevelMatrix;
private int starveTime;
/**
* The following methods are required for Part I.
*
*/
/**
* Constructor that creates an empty ocean having width i and
* height j, in which sharks starve until after starveTime timesteps.
*
* #param width(i)
* is the width of the ocean.
* #param height(j)
* is the height of the ocean.
* #param starveTime
* is the number of timeSteps sharks survive without food.
*/
public Ocean(int i, int j, int starveTime) {
this.width = i;
this.height = j;
this.oceanMatrix = new int[j][i];
this.sharkHungerLevelMatrix = new int[j][i];
this.starveTime = starveTime;
for (int row = 0; row < j; row++) {
for (int col = 0; col < i; col++) {
oceanMatrix[row][col] = EMPTY;
}
}
for (int row = 0; row < j; row++) {
for (int col = 0; col < i; col++) {
sharkHungerLevelMatrix[row][col] = EMPTY;
}
}
}
/**
* width() returns the width of an ocean Object.
*
* #return the width of the ocean.
*
*/
public int width() {
return this.width;
}
/**
* height() returns the height of an Ocean object.
*
* #return the height of the Ocean.
*/
public int height() {
return this.height;
}
/**
* starveTime() returns the number of timesteps sharks survive without food.
*
* #return the number of timesteps sharks survive without food.
*/
public int starveTime() {
return starveTime;
}
/**
* addFish() places a fish in cell (x,y) if the cell is empty. If the cell
* is already occupied, leave the cell as it is.
*
* #param x
* is the x-coordinate of the cell to place a fish in.
* #param y
* is the y-coordinate of the cell to place a fish in.
*/
public void addFish(int x, int y) {
if (oceanMatrix[x][y] == EMPTY) {
oceanMatrix[x][y] = FISH;
}
}
/**
* addShark() (with two parameters) places a newborn shark in cell (x, y) if
* the cell is empty. A "newborn" shark is equivalent to a shark that has
* just eaten. If the cell is already occupied, leave the cell as it is.
*
* #param x
* is the x-coordinate of the cell to place a shark in.
* #param y
* is the y-coordinate of the cell to place a shark in.
*/
public void addShark(int x, int y) {
if (oceanMatrix[x][y] == EMPTY) {
oceanMatrix[x][y] = SHARK;
}
}
/**
* cellContents() returns EMPTY is cell (x,y) is empty, FISH if it contains
* a fish, and SHARK if it contains a shark.
*
* #param x
* is the x-coordinate of the cell whose contents are queried.
* #param y
* is the y-coordinate of the cell whose contents are queried.
*/
public int cellContents(int x, int y) {
return oceanMatrix[x][y];
}
/**
* isFish() checks for the existence of fish in that cell.
* #param x
* is the x-coordinate of the cell whose contents are queried.
* #param y
* is the y-coordinate of the cell whose contents are queried.
* #return the boolean value
*/
private boolean isFish(int x, int y){
return (this.oceanMatrix[x][y] == Ocean.FISH);
}
/**
* isShark() checks for the existence of shark in that cell.
* #param x
* is the x-coordinate of the cell whose contents are queried.
* #param y
* is the y-coordinate of the cell whose contents are queried.
* #return the boolean value
*/
private boolean isShark(int x, int y){
return (this.oceanMatrix[x][y] == Ocean.SHARK);
}
/**
* isSharkStarving() checks the hunger level of shark, if reached to starveTime level
* #param x
* is the x-coordinate of the cell whose contents are queried.
* #param y
* is the y-coordinate of the cell whose contents are queried.
* #return the boolean value
*/
private boolean isSharkStarving(int x, int y){
return (this.sharkHungerLevelMatrix[x][y] == (this.starveTime+1));
}
/**
* checkFish() checks the existence of atleast one fish
* surrounding shark cell
* #param x
* is the x-coordinate of the cell whose contents are queried.
* #param y
* is the y-coordinate of the cell whose contents are queried.
* #return returns true on atleast one fish exist otherwise false
*
*/
private boolean checkFish(int x, int y){
for(int i = x-1;i <= x+1; i++){
for(int j = y-1; j <= y+1; j++){
if(this.isFish(mod(i,this.height), mod(j,this.width))){
return true;
}
}
}
return false;
}
/**
* countShark() counts the number of sharks surrounding queried cell
* #param x
* is the x-coordinate of the cell whose contents are queried.
* #param y
* is the y-coordinate of the cell whose contents are queried.
* #return returns number of sharks surrounding fish cell
*/
private int countShark(int x, int y){
int neighbourSharkCount = 0;
for(int i = x-1;i <= x+1; i++){
for(int j = y-1; j <= y+1; j++){
if(this.isShark(mod(i,this.height), mod(j,this.width))){
neighbourSharkCount++;
}
} // end inner for loop
}//end outer for loop
return neighbourSharkCount;
}
/**
* countFish() counts the number of fish surrounding queried cell
* #param x
* is the x-coordinate of the cell whose contents are queried.
* #param y
* is the y-coordinate of the cell whose contents are queried.
* #return returns number of sharks surrounding queried cell
*/
private int countFish(int x, int y){
int neighbourFishCount = 0;
for(int i = x-1;i <= x+1; i++){
for(int j = y-1; j <= y+1; j++){
if(this.isFish(mod(i,this.height), mod(j,this.width))){
neighbourFishCount++;
}
} // end inner for loop
}//end outer for loop
return neighbourFishCount;
}
/**
* mod() performs the modulo operation using euclidean divison
*
* #param n
* is the numerator
* #param d
* is the denominator
* #return the remainder
*/
private int mod(int n, int d) {
if (n >= 0)
return n % d;
else
return d + ~(~n % d);
}
/**
* timeStep() performs a simulation timestep as described in README.
*
* #return an ocean representing the elapse of one timestep.
*/
public Ocean timeStep() {
Ocean sea = new Ocean(width, height, starveTime);
for (int row = 0; row < this.height; row++) {
for (int col = 0; col < this.width; col++) {
switch(this.oceanMatrix[row][col]){
case Ocean.SHARK:
boolean gotTheFish = false;
//Check all the 8 neighbors of a Shark Cell for fish
if(this.checkFish(row,col)){
gotTheFish = true;
}
//Updating Shark Cell
if(gotTheFish){
/*
* 1) If a cell contains a shark, and any of its neighbors is a fish, then the
* shark eats during the time step, and it remains in the cell at the end of the
* time step. (We may have multiple sharks sharing the same fish. This is fine;
* they all get enough to eat.)
*/
sea.oceanMatrix[row][col] = Ocean.SHARK; // for next time step
}else{
/*
* 2) If a cell contains a shark, and none of its neighbors is a fish, it gets
* hungrier during the time step. If this time step is the (starveTime + 1)th
* time step the shark has gone through without eating, then the shark dies
* (disappears). Otherwise, it remains in the cell.
*/
this.sharkHungerLevelMatrix[row][col]++;
if(this.isSharkStarving(row,col)){
this.oceanMatrix[row][col] = Ocean.EMPTY; // for this time step
this.sharkHungerLevelMatrix[row][col] = Ocean.EMPTY; // for this time step
}
sea.sharkHungerLevelMatrix[row][col] = this.sharkHungerLevelMatrix[row][col]; // for next time step
sea.oceanMatrix[row][col] = this.oceanMatrix[row][col]; // for next time step
}
break;
case Ocean.FISH:
int neighbourSharkCount=0;
//Check all the 8 neighbors of a Fish cell to count for sharks
neighbourSharkCount=countShark(row,col);
//Updating fish cell for current & next time step
if(neighbourSharkCount ==1){
/*
* 4) If a cell contains a fish, and one of its neighbors is a shark, then the
* fish is eaten by a shark, and therefore disappears.
*/
this.oceanMatrix[row][col] = Ocean.EMPTY; //fish disappears this time step
}
else if(neighbourSharkCount > 1){
/*
* 5) If a cell contains a fish, and two or more of its neighbors are sharks, then
* a new shark is born in that cell. Sharks are well-fed at birth; _after_ they
* are born, they can survive an additional starveTime time steps without eating.
*/
sea.oceanMatrix[row][col] = Ocean.SHARK; // new shark for next time step
}
else if(neighbourSharkCount < 1){
/*
* 3) If a cell contains a fish, and all of its neighbors are either empty or are
* other fish, then the fish stays where it is.
*/
sea.oceanMatrix[row][col] = FISH; //for next time step
}
break;
case Ocean.EMPTY:
int fishCount=0;
int sharkCount=0;
//Check all the 8 neighbors of an Empty cell to count sharks and Fish
fishCount = this.countFish(row,col);
sharkCount = this.countShark(row, col);
//Update Empty Cell for current & next time step.
/* (no need to handle this case)
* 6) If a cell is empty, and fewer than two of its neighbors are fish, then the
* cell remains empty.
*/
if((fishCount >= 2) && (sharkCount <=1)){
/*
* 7) If a cell is empty, at least two of its neighbors are fish, and at most one
* of its neighbors is a shark, then a new fish is born in that cell.
*/
this.oceanMatrix[row][col] = FISH;// for current time step
sea.oceanMatrix[row][col] = FISH; //for next time step
}else if((fishCount >= 2) && (sharkCount >= 2)){
/*
* 8) If a cell is empty, at least two of its neighbors are fish, and at least two
* of its neighbors are sharks, then a new shark is born in that cell. (The new
* shark is well-fed at birth, even though it hasn’t eaten a fish yet.)
*/
sea.oceanMatrix[row][col] = Ocean.SHARK; // for next time step
}
break;
}
}//end inner for loop
}//end outer for loop
return sea;
}
/**
* The following method is required for Part II.
*
*
*/
/**
* addShark() (with three parameters) places a shark in cell (x, y) if the
* cell is empty. The shark's hunger is represented by the third parameter.
* If the cell is already occupied, leave the cell as it is, You will need
* this method to help convert run-length encodings to Oceans.
*
* #param x
* is the x-coordinate of the cell to place a shark in.
* #param y
* is the y-coordinate of the cell to place a shark in.
* #param feeding
* is an integer that indicates the shark's hunger. You may
* encode it any way you want; for instance, "feeding" may be the
* last timestep the shark was fed, or the amount of time that
* has passed since the shark was last fed, or the amount of time
* left before the shark will starve. It's upto you, but be
* consistent.
*/
public void addShark(int x, int y, int feeding) {
this.oceanMatrix[x][y] = Ocean.SHARK;
this.sharkHungerLevelMatrix[x][y] = feeding;
}
/**
* The following method is required for Part III.
*/
/**
* sharkFeeding() returns an integer that indicates the hunger of the shark
* in cell (x, y), using the same "feeding" representation as the parameter
* to addShark() described above. If cell (x, y) does not contain a shark,
* then its return value is undefined--that is, anything you want. Normally,
* this method should not be called if cell (x, y) does not contain a shark.
* You will need this method to help convert Oceans to run-length encodings.
*
* #param x
* is the x-coordinate of the cell whose contents are queried.
* #param y
* is the y-coordinate of the cell whose contents are queried.
*
*/
public int sharkFeeding(int x, int y) {
if(this.isShark(x, y)){
return this.sharkHungerLevelMatrix[x][y];
}
return Ocean.UNKNOWN;
}
}
While this is not a Swing program, you can substitute JFrame for Frame to leverage EXIT_ON_CLOSE.
JFrame frame = new JFrame("Sharks and Fish");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
The AWT approach is to add a WindowListener.
frame.addWindowListener(new WindowAdapter() {
#Override
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
Have you tried?
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

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