I have been trying to code a half built simple java game i was given to by a friend (I wanted to try learning coding so he gave me this old assignment from his 1st year of programming class). He told me to try and build a game using the 2 classes he gave me, a main class and a sub class.
So far I have got everything to work as intended except for finding a way to get my enemy class to move towards the goal regardless of its position. I can get it to always move in a fixed direction towards the goal if I set it up perfectly but I want to be able to find the position of the goal regardless and make its way towards it.
The code need to be written in the peformAction
method under Enemy
.
If anyone would be kind enough to explain how I can go about this, it would be much appropriated, or even if you can just link me to another post that explains how to do what I'm trying to do.
Thank you in advance.
GameManager (main) Class:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferedImage;
import java.util.Random;
import javax.swing.JFrame;
public class GameManager extends JFrame implements KeyListener {
private int canvasWidth;
private int canvasHeight;
private int borderLeft;
private int borderTop;
private BufferedImage canvas;
private Stage stage;
private Enemy[] enemies;
private Player player;
private Goal goal;
private Graphics gameGraphics;
private Graphics canvasGraphics;
private int numEnemies;
private boolean continueGame;
public static void main(String[] args) {
// During development, you can adjust the values provided in the brackets below
// as needed. However, your code must work with different/valid combinations
// of values.
GameManager managerObj = new GameManager(1920, 1280, 30);
}
public GameManager(int preferredWidth, int preferredHeight, int maxEnemies) {
this.borderLeft = getInsets().left;
this.borderTop = getInsets().top;
Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
if (screenSize.width < preferredWidth)
this.canvasWidth = screenSize.width - getInsets().left - getInsets().right;
else
this.canvasWidth = preferredWidth - getInsets().left - getInsets().right;
if (screenSize.height < preferredHeight)
this.canvasHeight = screenSize.height - getInsets().top - getInsets().bottom;
else
this.canvasHeight = preferredHeight - getInsets().top - getInsets().bottom;
setSize(this.canvasWidth, this.canvasHeight);
setResizable(false);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setVisible(true);
addKeyListener(this);
Random rng = new Random(2);
this.canvas = new BufferedImage(this.canvasWidth, this.canvasHeight, BufferedImage.TYPE_INT_RGB);
// Create a Stage object to hold the background images
this.stage = new Stage();
// Create a Goal object with its initial x and y coordinates
this.goal = new Goal(this.canvasWidth / 2, Math.abs(rng.nextInt()) % this.canvasHeight);
// Create a Player object with its initial x and y coordinates
this.player = new Player(this.canvasWidth - (Math.abs(rng.nextInt()) % (this.canvasWidth / 2)),
(Math.abs(rng.nextInt()) % this.canvasHeight));
// Create the Enemy objects, each with a reference to this (GameManager) object
// and their initial x and y coordinates.
this.numEnemies = maxEnemies;
this.enemies = new Enemy[this.numEnemies];
for (int i = 0; i < this.numEnemies; i++) {
this.enemies[i] = new Enemy(this, Math.abs(rng.nextInt()) % (this.canvasWidth / 4),
Math.abs(rng.nextInt()) % this.canvasHeight);
}
this.gameGraphics = getGraphics();
this.canvasGraphics = this.canvas.getGraphics();
this.continueGame = true;
while (this.continueGame) {
updateCanvas();
}
this.stage.setGameOverBackground();
updateCanvas();
}
public void updateCanvas() {
long start = System.nanoTime();
// If the player is alive, this should move the player in the direction of the
// key that has been pressed
// Note: See keyPressed and keyReleased methods in the GameManager class.
this.player.performAction();
// If the enemy is alive, the enemy must move towards the goal. The goal object
// is obtained
// via the GameManager object that is given at the time of creating an Enemy
// object.
// Note: The amount that the enemy moves by must be much smaller than that of
// the player above
// or else the game becomes too hard to play.
for (int i = 0; i < this.numEnemies; i++) {
this.enemies[i].performAction();
}
if ((Math.abs(this.goal.getX() - this.player.getX()) < (this.goal.getCurrentImage().getWidth() / 2))
&& (Math.abs(this.goal.getY() - this.player.getY()) < (this.goal.getCurrentImage().getWidth() / 2))) {
for (int i = 0; i < this.numEnemies; i++) {
// Sets the image of the enemy to the "dead" image and sets its status to
// indicate dead
this.enemies[i].die();
}
// Sets the image of the enemy to the "dead" image and sets its status to
// indicate dead
this.goal.die();
// Sets the background of the stage to the finished game background.
this.stage.setGameOverBackground();
this.continueGame=false;
}
// If an enemy is close to the goal, the player and goal die
int j=0;
while(j<this.numEnemies) {
if ((Math.abs(this.goal.getX() - this.enemies[j].getX()) < (this.goal.getCurrentImage().getWidth() / 2))
&& (Math.abs(this.goal.getY() - this.enemies[j].getY()) < (this.goal.getCurrentImage().getWidth()/ 2))) {
this.player.die();
this.goal.die();
this.stage.setGameOverBackground();
j=this.numEnemies;
this.continueGame=false;
}
j++;
}
try {
// Draw stage
this.canvasGraphics.drawImage(stage.getCurrentImage(), 0, 0, null);
// Draw player
this.canvasGraphics.drawImage(player.getCurrentImage(),
this.player.getX() - (this.player.getCurrentImage().getWidth() / 2),
this.player.getY() - (this.player.getCurrentImage().getHeight() / 2), null);
// Draw enemies
for (int i = 0; i < this.numEnemies; i++) {
this.canvasGraphics.drawImage(this.enemies[i].getCurrentImage(),
this.enemies[i].getX() - (this.enemies[i].getCurrentImage().getWidth() / 2),
this.enemies[i].getY() - (this.enemies[i].getCurrentImage().getHeight() / 2), null);
}
// Draw goal
this.canvasGraphics.drawImage(this.goal.getCurrentImage(),
this.goal.getX() - (this.goal.getCurrentImage().getWidth() / 2),
this.goal.getY() - (this.goal.getCurrentImage().getHeight() / 2), null);
} catch (Exception e) {
System.err.println(e.getMessage());
}
// Draw everything.
this.gameGraphics.drawImage(this.canvas, this.borderLeft, this.borderTop, this);
long end = System.nanoTime();
this.gameGraphics.drawString("FPS: " + String.format("%2d", (int) (1000000000.0 / (end - start))),
this.borderLeft + 50, this.borderTop + 50);
}
public Goal getGoal() {
return this.goal;
}
public void keyPressed(KeyEvent ke) {
// Below, the setKey method is used to tell the Player object which key is
// currently pressed.
// The Player object must keep track of the pressed key and use it for
// determining the direction
// to move.
if (ke.getKeyCode() == KeyEvent.VK_LEFT)
this.player.setKey('L', true);
if (ke.getKeyCode() == KeyEvent.VK_RIGHT)
this.player.setKey('R', true);
if (ke.getKeyCode() == KeyEvent.VK_UP)
this.player.setKey('U', true);
if (ke.getKeyCode() == KeyEvent.VK_DOWN)
this.player.setKey('D', true);
if (ke.getKeyCode() == KeyEvent.VK_ESCAPE)
this.continueGame = false;
}
@Override
public void keyReleased(KeyEvent ke) {
// Below, the setKey method is used to tell the Player object which key is
// currently released.
// The Player object must keep track of the pressed key and use it for
// determining the direction
// to move.
if (ke.getKeyCode() == KeyEvent.VK_LEFT)
this.player.setKey('L', false);
if (ke.getKeyCode() == KeyEvent.VK_RIGHT)
this.player.setKey('R', false);
if (ke.getKeyCode() == KeyEvent.VK_UP)
this.player.setKey('U', false);
if (ke.getKeyCode() == KeyEvent.VK_DOWN)
this.player.setKey('D', false);
}
@Override
public void keyTyped(KeyEvent ke) {
}
}
My Enemy (sub) Class:
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
public class Enemy {
//variables
private BufferedImage imageRunning;
private BufferedImage imageOver;
private BufferedImage imageCurrent;
int valX = 200;
int valY = 200;
public Enemy (GameManager gameManager, int x, int y) {
try {
this.imageRunning = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/enemy-alive.png"));
this.imageOver = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/enemy-dead.png"));
} catch (IOException e) {
e.printStackTrace();
}
this.imageCurrent = this.imageRunning;
}
public BufferedImage getCurrentImage() {
return this.imageCurrent;
}
public void performAction() {
valX += 1;
valY += 1;
return;
}
public void die() {
// TODO Auto-generated method stub
this.imageCurrent = this.imageOver;
}
public int getX() {
// TODO Auto-generated method stub
return this.valX;
}
public int getY() {
// TODO Auto-generated method stub
return this.valY;
}
}
My Goal (sub) class:
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
public class Goal {
private BufferedImage imageRunning;
private BufferedImage imageOver;
private BufferedImage imageCurrent;
int posX = 500;
int poxY = 500;
public Goal(int x, int y) {
try {
this.imageRunning = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/goal-alive.png"));
this.imageOver = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/goal-dead.png"));
} catch (IOException e) {
e.printStackTrace();
}
this.imageCurrent = this.imageRunning;
}
public BufferedImage getCurrentImage() {
return this.imageCurrent;
}
public int getX() {
return this.posX;
}
public int getY() {
return this.poxY;
}
public void die() {
this.imageCurrent = this.imageOver;
}
}
A very simple implementation:
public void performAction()
{
valX += Math.signum(gameManager.getGoal().getX() - valX);
valY += Math.signum(gameManager.getGoal().getX() - valX);
}