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I’m doing a Bounceball game, using iteration with the mouse pointer. But I’ve come across a problem I’m having trouble solving.
The general idea is that, the bubbles move around the screen, and when they find the mouse pointer, they change direction. But my method is a bit messed up, for some bubbles it works, but for most of them it doesn’t. They are "locked" in the upper left corner of the screen.
Someone can shed some light on what’s wrong??
My problem is in the method "Move".
Follows my source:
public class SimpleBalls {
private Point mousePoint;
public static void main(String[] args) {
new SimpleBalls();
}
public SimpleBalls() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager
.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException ex) {
} catch (InstantiationException ex) {
} catch (IllegalAccessException ex) {
} catch (UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Spot");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
Balls balls = new Balls();
frame.add(balls);
frame.setSize(400, 400);
frame.setVisible(true);
new Thread(new BounceEngine(balls)).start();
}
});
}
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
public class Balls extends JPanel {
private List<Ball> ballsUp;
public Balls() {
ballsUp = new ArrayList<Ball>(25);
MouseAdapter handler = new MouseAdapter() {
@Override
public void mouseMoved(MouseEvent e) {
mousePoint = e.getPoint();
// System.out.println(mousePoint);
}
@Override
public void mouseExited(MouseEvent e) {
mousePoint = null;
}
};
addMouseListener(handler);
addMouseMotionListener(handler);
for (int index = 0; index < 1 + random(2); index++) {
ballsUp.add(new Ball(new Color(random(255), random(255),
random(255))));
}
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
for (Ball ball : ballsUp) {
ball.paint(g2d);
}
g2d.dispose();
}
public List<Ball> getBalls() {
return ballsUp;
}
}
public class BounceEngine implements Runnable {
private Balls parent;
public BounceEngine(Balls parent) {
this.parent = parent;
}
@Override
public void run() {
int width = getParent().getWidth();
int height = getParent().getHeight();
for (Ball ball : getParent().getBalls()) {
int x = random(width);
int y = random(height);
Dimension size = ball.getSize();
if (x + size.width > width) {
x = width - size.width;
}
if (y + size.height > height) {
y = height - size.height;
}
ball.setLocation(new Point(x, y));
}
while (getParent().isVisible()) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
getParent().repaint();
}
});
for (Ball ball : getParent().getBalls()) {
move(ball, mousePoint);
}
// for (Ball ball : getParent().getBalls()) {
// move(ball, mousePoint);
// }
try {
Thread.sleep(100);
} catch (InterruptedException ex) {
ex.printStackTrace();
}
}
}
public Balls getParent() {
return parent;
}
public void move(Ball ball, Point mouse) {
try {
Point p = ball.getLocation();
Point speed = ball.getSpeed();
Dimension size = ball.getSize();
int dimeter = ball.dimeter;
int vx = speed.x;
int vy = speed.y;
int x = p.x;
int y = p.y;
// ----------------------
if (mouse != null) {
int xDistance = Math.abs(x + (size.width / 2) - mouse.x);
int yDistance = Math.abs(y + (size.height / 2) - mouse.y);
if (xDistance < yDistance) {
if (x + (size.width / 2) < mouse.x) {
if (vx > 0) {
vx *= -1;
System.out
.println("1 - MOUSE - x: " + x
+ " Dimeter: " + size.width
+ " Dimeter/2: "
+ (size.width / 2)
+ " Mouse X: " + mouse.x
+ " VX: " + vx);
}
} else {
if (vx > 0) {
vx *= -1;
System.out
.println("2 - MOUSE - x: " + x
+ " Dimeter: " + size.width
+ " Dimeter/2: "
+ (size.width / 2)
+ " Mouse X: " + mouse.x
+ " VX: " + vx);
}
}
} else {
if (y + (size.height / 2) < mouse.y) {
if (vy > 0) {
vy *= -1;
System.out
.println("3 - MOUSE - y: " + y
+ " Dimeter: " + size.height
+ " Dimeter/2: "
+ (size.height / 2)
+ " Mouse Y: " + mouse.y
+ " VY: " + vy);
}
} else {
if (vy > 0) {
vy *= -1;
System.out
.println("4 - MOUSE - y: " + y
+ " Dimeter: " + size.height
+ " Dimeter/2: "
+ (size.height / 2)
+ " Mouse Y: " + mouse.y
+ " VY: " + vy);
}
}
}
}
// ----------------------
if (x + vx < 0 || x + size.width + vx > getParent().getWidth()) {
vx *= -1;
System.out.println("1 - N ");
}
if (y + vy < 0
|| y + size.height + vy > getParent().getHeight()) {
vy *= -1;
System.out.println("2 - N ");
}
x += vx;
y += vy;
ball.setSpeed(new Point(vx, vy));
ball.setLocation(new Point(x, y));
} catch (Exception e) {
e.printStackTrace();
}
}
}
public class Ball {
private Color color;
private Point location;
private Dimension size;
private Point speed;
private int dimeter;
public Ball(Color color) {
Random rnd = new Random();
dimeter = 10 + rnd.nextInt(50);
setColor(color);
speed = new Point(10 - random(20), 10 - random(20));
size = new Dimension(dimeter, dimeter);
}
public Dimension getSize() {
return size;
}
public void setColor(Color color) {
this.color = color;
}
public void setLocation(Point location) {
this.location = location;
}
public Color getColor() {
return color;
}
public Point getLocation() {
return location;
}
public Point getSpeed() {
return speed;
}
public void setSpeed(Point speed) {
this.speed = speed;
}
protected void paint(Graphics2D g2d) {
Point p = getLocation();
if (p != null) {
g2d.setColor(getColor());
Dimension size = getSize();
g2d.fillOval(p.x, p.y, size.width, size.height);
}
}
}
}
Anyone?? Any tips?
– Fernando A.W.
Are you considering the diameter when assessing whether she touched the corners of the window?
– Caputo
Fernando, although his code is not well organized, that is, did not adopt any standard (MVC, MVP, etc.), I gave a small simplicate in some parts that were very complex without need, the code is almost working. As I’m running out of time now, I put the code I left in this gist: https://gist.github.com/wakim/424973a8e2d2dca282b0
– Wakim
@Caputo Yes, in relation to the sides, it is hitting and changing direction correctly, but I could not understand why the bubbles get bugged when the mouse is on the screen..
– Fernando A.W.
@Wakim really, I was developing, researching and did not leave very organized. I will take a look at what you did there. Thank you.
– Fernando A.W.
@Wakim Cara, ball show... I’ve changed two things here, and it’s working perfectly.. I can’t believe I hit myself so hard with this. It makes perfect sense what you did. I only arranged the collision with the mouse taking into account the diameter. Of rest 100%. Put there that I close the doubt. Show... Thank you very much.
– Fernando A.W.
Okay, when I get home I put.
– Wakim
@Wakim Thanks even man... Thank you. Helped me a lot.
– Fernando A.W.