Okey, I've searched for this error and found out that the cause is probably that my update of the Arraylist is somehow conflicting with my repaint() method. I have changed my code many times trying to fix it but either I can't compile or I end up with the exact same error. I am creating Space Invaders and the game runs fine until I shoot to fast (ie. tap the UP button to fast) and this error comes up: (NB:the x in "Index: x, Size: x" is not always 1 it has ranged from 1 to 6)
Exception in thread "AWT-EventQueue-0" java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(ArrayList.java:604)
at java.util.ArrayList.get(ArrayList.java:382)
at Board.checkCollisions(Board.java:185)
at Board.actionPerformed(Board.java:172)
at javax.swing.Timer.fireActionPerformed(Timer.java:312)
at javax.swing.Timer$DoPostEvent.run(Timer.java:244)
at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:251)
at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:733)
at java.awt.EventQueue.access$200(EventQueue.java:103)
at java.awt.EventQueue$3.run(EventQueue.java:694)
at java.awt.EventQueue$3.run(EventQueue.java:692)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:76)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:703)
at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:242)
at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:161)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:150)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:146)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:138)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:91)
Here is the part of the code that seems to cause the problem.
public void actionPerformed(ActionEvent e){
if(enemies.size() == 0){
ingame = false;
}
ArrayList ss = gun.getShots();
for(int i = 0; i < ss.size(); i++){
Shot s = (Shot) ss.get(i);
if(s.isVisible()){
s.move();
}
else{
ss.remove(i);
}
}
for(int i = 0; i < enemies.size(); i++){
Enemy en = (Enemy) enemies.get(i);
if(en.isVisible()){
en.move();
}
else{
enemies.remove(i);
}
}
for(int i = 0; i < bunkers.size(); i++){
Bunker b = (Bunker) bunkers.get(i);
if(b.isVisible() == false){
bunkers.remove(i);
}
}
gun.move();
checkCollisions();
repaint();
}
public void checkCollisions(){
ArrayList ss = gun.getShots();
for(int i = 0; i < ss.size(); i++){
Shot s = (Shot) ss.get(i);
Rectangle r1 = s.getBounds();
//Collision for Enemies
for(int j = 0; j < enemies.size(); j++){
Enemy en = (Enemy) enemies.get(i);
Rectangle r2 = en.getBounds();
if(r1.intersects(r2)){
s.setVisible(false);
en.setVisible(false);
}
}
//Collision for Bunker
for(int j = 0; j < bunkers.size(); j++){
Bunker b = (Bunker) bunkers.get(i);
Rectangle r2 = b.getBounds();
if(r1.intersects(r2)){
s.setVisible(false);
b.setVisible(false);
score++;
}
}
}
}
More specifically these lines of code:
checkCollisions();
Enemy en = (Enemy) enemies.get(i);
and sometimes
checkCollisions();
Bunker b = (Bunker) bunkers.get(i);
Also there is another problem. For some reason when I shoot the aliens or when I shoot at the bunker I always have to shoot the one that is first in the ArrayList for it too disappear. If I shoot the others first nothing happens, the shot just flies through them. This is not my primary concern so I understand if you do not want to waste time explaining that to me. Thanks in advance.
I guess that these two snippets are the problem:
for(int j = 0; j < enemies.size(); j++){
Enemy en = (Enemy) enemies.get(i);
for(int j = 0; j < bunkers.size(); j++){
Bunker b = (Bunker) bunkers.get(i);
You iterate with j
, but you use i
in the getter.