So for a game I'm trying to have a user controlled image that runs away from a cpu controlled image. When they collide, I want the game to end and display how long they survived. I can't seem to get the images to stop when they collide, and the timer is not showing.
This is my user controlled image.
package parthap;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
public class Start {
private int dx;
private int dy;
private int x;
private int y;
private Image image;
protected int width;
protected int height;
protected boolean vis;
public Start() {
initCraft();
}
private void initCraft() {
ImageIcon ii = new ImageIcon("donald.jpg");
image = ii.getImage();
width = image.getWidth(null);
height = image.getHeight(null);
x = 600;
y = 400;
}
public void move() {
x += dx;
y += dy;
checkOOB();
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public Image getImage() {
return image;
}
private void checkOOB() {
if(x < 0) x = 0;
if(x > 1200) x = 1200;
if(y < 0) y = 0;
if(y > 800) y = 800;
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT) {
dx = -5;
}
if (key == KeyEvent.VK_RIGHT) {
dx = 5;
}
if (key == KeyEvent.VK_UP) {
dy = -5;
}
if (key == KeyEvent.VK_DOWN) {
dy = 5;
}
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT) {
dx = 0;
}
if (key == KeyEvent.VK_RIGHT) {
dx = 0;
}
if (key == KeyEvent.VK_UP) {
dy = 0;
}
if (key == KeyEvent.VK_DOWN) {
dy = 0;
}
}
public boolean isVisible() {
return vis;
}
public void setVisible(Boolean visible) {
vis = visible;
}
public Rectangle getBounds() {
return new Rectangle(x, y, width, height);
}
}
This is my AI
package parthap;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
import java.util.Random;
import javax.swing.ImageIcon;
public class AI_1 {
Random rand = new Random();
// encapsulated data: instance data
private int dx;
private int dy;
private int x;
private int y;
private Image image;
protected int width;
protected int height;
protected boolean vis;
// constructor
public AI_1() {
// initialize all instance data
}
// constructor ... overloaded because signature changed
public AI_1(int xpos, int ypos) {
// initialize all instance data
ImageIcon ii = new ImageIcon("kim (1).jpg");
image = ii.getImage();
x = xpos;
y = ypos;
}
protected void getImageDimensions() {
width = image.getWidth(null);
height = image.getHeight(null);
}
public void move() {
x += dx;
y += dy;
checkOOB();
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public Image getImage() {
return image;
}
private void checkOOB() {
if(x < 0) x = 0;
if(x > 1200) x = 1200;
if(y < 0) y = 0;
if(y > 800) y = 800;
}
/* the number generator for movement
* one parameter max to indicate the maximum number of case
* statements representing the change in x and y, neg. and pos directions*/
public void numbergen(int max, int speed) {
int num = rand.nextInt(max)+1;
switch (num){
case 1:
dx=-speed;
break;
case 2:
dx=speed;
break;
case 3:
dy=-speed;
break;
case 4:
dy=speed;
break;
default:
break;
}
}
public boolean isVisible() {
return vis;
}
public void setVisible(Boolean visible) {
vis = visible;
}
public Rectangle getBounds() {
return new Rectangle(x, y, width, height);
}
}
And this is my board.
public class Board extends JPanel implements ActionListener {
private Timer timer;
private Start start;
private final int DELAY = 10;
private final int B_WIDTH = 400;
private final int B_HEIGHT = 300;
private AI_1 sprite;
private AI_2 sprite2;
private AI_3 sprite3;
private AI_4 sprite4;
private Image image;
private Image bg;
private boolean ingame;
public Board() {
initBoard();
}
private void initBoard() {
addKeyListener(new TAdapter());
setFocusable(true);
start = new Start();
ImageIcon bgi = new ImageIcon("back.jpg");
bg = bgi.getImage();
sprite = new AI_1(1200, 800);// passing actual parameter..or arguments
sprite2 = new AI_2(0, 0);
sprite3 = new AI_3(1200, 0);
sprite4 = new AI_4(0, 800);
timer = new Timer(DELAY, this);
timer.start();
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
if (ingame) {
doDrawing(g);
} else {
drawGameOver(g);
}
Toolkit.getDefaultToolkit().sync();
}
private void doDrawing(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
g2d.drawImage(bg, 0, 0, this);
g2d.drawImage(start.getImage(), start.getX(), start.getY(), this);
g2d.drawImage(sprite.getImage(), sprite.getX(), sprite.getY(), this);
g2d.drawImage(sprite2.getImage(), sprite2.getX(), sprite2.getY(), this);
g2d.drawImage(sprite3.getImage(), sprite3.getX(), sprite3.getY(), this);
g2d.drawImage(sprite4.getImage(), sprite4.getX(), sprite4.getY(), this);
}
private void drawGameOver(Graphics g) {
String msg = "Game Over";
Font small = new Font("Helvetica", Font.BOLD, 14);
FontMetrics fm = getFontMetrics(small);
g.setColor(Color.white);
g.setFont(small);
g.drawString(msg, (B_WIDTH - fm.stringWidth(msg)) / 2,
B_HEIGHT / 2);
}
@Override
public void actionPerformed(ActionEvent e) {
start.move();
sprite.move();
sprite2.move();
sprite3.move();
sprite4.move();
repaint();
}
public void checkCollisions() {
Rectangle r3 = start.getBounds();
Rectangle r2 = sprite.getBounds();
Rectangle r1 = sprite2.getBounds();
Rectangle r4 = sprite3.getBounds();
Rectangle r5 = sprite4.getBounds();
if (r3.intersects(r2)) {
start.setVisible(false);
sprite.setVisible(false);
ingame = false;
}
if (r3.intersects(r1)) {
start.setVisible(false);
sprite2.setVisible(false);
ingame = false;
}
if (r3.intersects(r4)) {
start.setVisible(false);
sprite3.setVisible(false);
ingame = false;
}
if (r3.intersects(r5)) {
start.setVisible(false);
sprite4.setVisible(false);
ingame = false;
}
}
private class TAdapter extends KeyAdapter {
@Override
public void keyReleased(KeyEvent e) {
start.keyReleased(e);
sprite.numbergen(4, 15); // direction and speed
sprite2.numbergen(4, 15);
sprite3.numbergen(4, 15);
sprite4.numbergen(4, 15);
}
@Override
public void keyPressed(KeyEvent e) {
start.keyPressed(e);
sprite.numbergen(4, 10); // direction and speed
sprite2.numbergen(4, 10);
sprite3.numbergen(4, 10);
sprite4.numbergen(4, 10);
}
}
}
You need to call checkCollisions() somewhere otherwise there wil be no checkCollisions