private void buildEye(double x, double y) { GOval Eye = new GOval(x, y, eye_radius * 2, eye_radius * 2); Eye.setColor(Color.YELLOW); Eye.setFilled(true); Eye.setFillColor(Color.YELLOW); add(Eye); }
/** getReady: Initialize the game */ private void getReady() { // Make up the bricks double brickPerWidth = (getWidth() - DIST_BRICK_WALL * 2 - DIST_BRICK_BRICK * (NUM_BRICK_ROW - 1)) / NUM_BRICK_ROW; double brickPerHeight = BRICK_HEIGHT; double x_start = DIST_BRICK_WALL; double y_start; for (int i = 1; i <= NUM_BRICK_ROW; i++) { for (int j = 1; j <= NUM_BRICK_COL; j++) { y_start = 50 + (j - 1) * (DIST_BRICK_BRICK + brickPerHeight); GRect tmpbrick = new GRect(brickPerWidth, brickPerHeight); tmpbrick.setFilled(true); add(tmpbrick, x_start, y_start); } x_start += DIST_BRICK_BRICK + brickPerWidth; } // Make up the board board = new GRect(BOARD_WIDTH, BOARD_HEIGHT); board.setFilled(true); add(board, (getWidth() - BOARD_WIDTH) / 2, (getHeight() - 30)); // Place the ball ball = new GOval(BALL_RADIUS * 2, BALL_RADIUS * 2); ball.setFilled(true); ball.setColor(Color.RED); add(ball, (getWidth() - BALL_RADIUS * 2) / 2, (getHeight() - 30 - BALL_RADIUS * 2)); // Set up random generator rgen = RandomGenerator.getInstance(); // Add Listeners addMouseListeners(); }
public void run() { while (true) { // move ball to right // end when ball moves off right side of screen setup(); while (ball.getX() < getWidth()) { moveBall(); checkForCollision(); pause(DELAY); } // move ball to left xVel = -X_VEL; X_START = getWidth() - DIAM_BALL; setup(); while (ball.getX() > -DIAM_BALL - 5) { moveBall(); checkForCollision(); pause(DELAY); } X_START = DIAM_BALL / 2; xVel = X_VEL; yVel = 0.0; } }
private void PaintOval( int x, int y, int Width, int Height) { // Paint four round in corners? black color GOval OvalPaint = new GOval(x, y, Width, Height); OvalPaint.setFilled(true); OvalPaint.setColor(Color.BLACK); add(OvalPaint); }
/** The method takes parameters and returns, oval shape figure */ private GOval oval(int x, int y, int width, int height, Color colorSetFill, Color colorSet) { GOval oval = new GOval(x, y, width, height); oval.setFilled(true); oval.setFillColor(colorSetFill); oval.setColor(colorSet); add(oval); return oval; }
public void drawInnerOval() { double x = getWidth() / 2.0 - INNER_CIRCLE_WIDTH / 2.0; double y = getHeight() / 2.0 - INNER_CIRCLE_WIDTH / 2.0; GOval oval = new GOval(x, y, INNER_CIRCLE_WIDTH, INNER_CIRCLE_WIDTH); add(oval); oval.setFilled(true); oval.setFillColor(Color.RED); oval.setColor(Color.WHITE); }
public void run() { GOval o = new GOval(40, 40); o.setColor(Color.RED); o.setFilled(true); add(o, 100, 100); while (true) { pause(WAIT); o.move(xMove, yMove); } }
private void PrecisionPaddle() { if (ball.getY() > HEIGHT - PADDLE_Y_OFFSET - PADDLE_HEIGHT - BALL_RADIUS * 2) { // check if the ball drops below the paddle double diff = ball.getY() - (HEIGHT - PADDLE_Y_OFFSET - PADDLE_HEIGHT - BALL_RADIUS * 2); ball.move(0, -2 * diff); // move ball an amount equal to the amount it drops below the paddle } }
public void drawWhiteOval() { double x = getWidth() / 2.0 - WHITE_CIRCLE_WIDTH / 2.0; double y = getHeight() / 2.0 - WHITE_CIRCLE_WIDTH / 2.0; GOval oval = new GOval(x, y, WHITE_CIRCLE_WIDTH, WHITE_CIRCLE_WIDTH); add(oval); oval.setFilled(true); oval.setFillColor(Color.WHITE); oval.setColor(Color.WHITE); }
private GOval createFilledCircle(double x, double y, double r, int i) { GOval circle = new GOval(x - r, y - r, 2 * r, 2 * r); if (i % 2 != 0) { circle.setColor(Color.RED); } else { circle.setColor(Color.WHITE); } circle.setFilled(true); return circle; }
public void run() { for (int i = 0; i < NCIRCLES; i++) { double r = rgen.nextDouble(MIN_RADIUS, MAX_RADIUS); double x = rgen.nextDouble(0, getWidth() - 2 * r); double y = rgen.nextDouble(0, getHeight() - 2 * r); GOval circle = new GOval(x, y, 2 * r, 2 * r); circle.setFilled(true); circle.setColor(rgen.nextColor()); add(circle); } }
private void checkWall() { boolean checkLeftWall = ball.getX() <= 0; boolean checkRightWall = ball.getX() + BALL_RADIUS * 2 >= WIDTH; boolean checkTop = ball.getY() <= 0; if ((checkLeftWall) || (checkRightWall)) { vx = -vx; } if (checkTop) { vy = -vy; } }
/** * Makes the ball bounce from the top wall and paddle When you hit the upper wall and a paddle * changes direction along the y-coordinate. */ private double checkTheTopWallAndPaddle(double vy) { if (ball.getY() + 1 <= 0) { // Checks upper wall vy = -vy; } else if (getElementAt(ball.getX() + BALL_RADIUS * 2, ball.getY() + BALL_RADIUS * 2) == paddle || getElementAt(ball.getX(), ball.getY() + BALL_RADIUS * 2) == paddle) { // Checks paddle if (vy > -2.0) { vy = -vy - 0.1; // Makes the the acceleration of the ball at every touch the paddle } } return vy; }
private void checkForCollision() { // check if ball has hit floor. If so, bounce it upwards. if (ball.getY() > getHeight() - DIAM_BALL) { bounceClip.play(); yVel = -yVel * BOUNCE_REDUCE; // bounces back almost to BOUNCE_REDUCE * starting height // moves ball back above the floor the same distance it would have dropped below the floor in // same time double diff = ball.getY() - (getHeight() - DIAM_BALL); ball.move(0, -2 * diff); } }
private void drawOval(int x, int y, int size) { // create circle and set whether it will be red or white GOval circle = new GOval(x, y, size, size); if ((size % 2) == 0) { // if the size of the circle divides evenly (remainder of zero) // color the circle RED circle.setFillColor(Color.RED); } else { // color the circle white circle.setFillColor(Color.WHITE); } circle.setFilled(true); // add color add(circle); // create circle }
private void drawBall() { double x = WIDTH / 2 - BALL_RADIUS; double y = HEIGHT / 2 - BALL_RADIUS; double d = 2 * BALL_RADIUS; ball = new GOval(x, y, d, d); ball.setFilled(true); add(ball); }
private void checkObject() { // x and y parameters for the different corners double leftX = ball.getX(); double rightX = ball.getX() + (2 * BALL_RADIUS); double upperY = ball.getY(); double lowerY = ball.getY() + (2 * BALL_RADIUS); // check the corners for object GObject upperLeft = checkCorner(leftX, upperY); // check upper-left corner if (upperLeft == null) { GObject upperRight = checkCorner(rightX, upperY); // check upper-right corner } GObject lowerLeft = checkCorner(leftX, lowerY); // //check lower-left corner if (lowerLeft == null) { GObject lowerRight = checkCorner(rightX, lowerY); // check lower-right corner if ((lowerLeft == paddle) && (lowerRight == paddle)) { // When both lower corners hit paddle, change direction. vy = -vy; } } }
/** * The method which controls the movement the ball, check all the objects with which the ball is * faced and performs the appropriate actions to them */ private boolean runBall() { double vx; double vy = SPEED_Y; boolean res = false; vx = rgen.nextDouble(1.0, 3.0); // randomly sets horizontal speed if (rgen.nextBoolean( 0.5)) // with a 50 percent chance change the direction of movement of the ball vx = -vx; while (allDelBricks < NBRICK_ROWS * NBRICKS_PER_ROW) { // The game will not end until all the bricks GObject collider = getCollidingObject(); // The variable gets test result object vx = checkTheLeftAndRightWall(vx); // Check the collision of the ball on the side walls vy = checkTheTopWallAndPaddle(vy); // Check the collision of the ball on the ceiling and paddle vx = checkLeftAndRightWallOfPaddle( vx); // Check the collision of the ball with the side part of the paddle if (collider != null) { // If checkpoints are returned brick, it is then removed if (collider != paddle) { remove(collider); vy = -vy; allDelBricks++; } } ball.move(vx, vy); pause(TIME_PAUSE); if (ball.getY() > HEIGHT - (PADDLE_Y_OFFSET / 3) - BALL_RADIUS * 2) { // The game stops when the ball falls below the window res = false; return res; } res = true; } return res; }
/** Bind the ball to the mouse cursor */ private void muvedBall(MouseEvent e) { if (startGame == 0) { int y = HEIGHT - PADDLE_HEIGHT - PADDLE_Y_OFFSET - BALL_RADIUS * 2; int x; if (e.getX() > WIDTH - PADDLE_WIDTH / 2) { // Makes it impossible to exit the ball over the right part of the window x = WIDTH - PADDLE_WIDTH / 2 - BALL_RADIUS; } else if (e.getX() < PADDLE_WIDTH / 2) { // Makes it impossible to exit the ball over the left part of the window x = PADDLE_WIDTH / 2 - BALL_RADIUS; } else { x = e.getX() - BALL_RADIUS; // Bind the ball to the center of the cursor } ball.setLocation(x, y); } }
/** * Creates a point at the ball 4 check and verifies the presence of an object near it. Returns * null or the name of the object, if it is present */ private GObject getCollidingObject() { GObject colliding; colliding = getElementAt(ball.getX(), ball.getY()); // Creates the upper left point of check ball if (colliding != null) { Color color = colliding.getColor(); count(color); return colliding; } colliding = getElementAt( ball.getX() + BALL_RADIUS * 2, ball.getY()); // Creates the top right point of check ball if (colliding != null) { Color color = colliding.getColor(); count(color); return colliding; } colliding = getElementAt( ball.getX(), ball.getY() + BALL_RADIUS * 2); // Creates the lower left point of check ball if (colliding != null) { Color color = colliding.getColor(); count(color); return colliding; } colliding = getElementAt( ball.getX() + BALL_RADIUS * 2, ball.getY() + BALL_RADIUS * 2); // Creates a check point of the lower right on the ball if (colliding != null) { Color color = colliding.getColor(); count(color); return colliding; } return null; }
private void gaming() { boolean loseOneTurn; boolean win = false; boolean stillAlive = true; for (int i = NTURNS; i > 0; i--) { // loops for the number of turns. GLabel life = showLifeCount(i); waitForClick(); add(life); while (stillAlive) { // the ball moves and bounces until the user loses or wins the turn. moveBall(); loseOneTurn = (ball.getY() >= HEIGHT); // user loses one turn when the ball falls under the paddle. win = (brickCount == 0); // user wins when there is no brick left. stillAlive = !(loseOneTurn || win); } if (win) break; // breaks from the loop if the user wins in one turn. remove(ball); createBall(); // a new ball appears on the center of the screen after one turn stillAlive = true; remove(life); } }
// Update/move ball down and sideways. yVel increases each cycle, due to gravity. private void moveBall() { yVel += GRAVITY; ball.move(xVel, yVel); }
public void run() { double outerCircleDiameter = 2 * OUTER_CIRCLE_RADIUS; double middleCircleDiameter = 2 * MIDDLE_CIRCLE_RADIUS; double innerCircleDiameter = 2 * INNER_CIRCLE_RADIUS; double xOuterCircle = (getWidth() - outerCircleDiameter) / 2; double xMiddleCircle = (getWidth() - middleCircleDiameter) / 2; double xInnerCircle = (getWidth() - innerCircleDiameter) / 2; double yOuterCircle = (getHeight() - outerCircleDiameter) / 2; double yMiddleCircle = (getHeight() - middleCircleDiameter) / 2; double yInnerCircle = (getHeight() - innerCircleDiameter) / 2; GOval outCircle = new GOval(xOuterCircle, yOuterCircle, outerCircleDiameter, outerCircleDiameter); GOval middleCircle = new GOval(xMiddleCircle, yMiddleCircle, middleCircleDiameter, middleCircleDiameter); GOval centreCircle = new GOval(xInnerCircle, yInnerCircle, innerCircleDiameter, innerCircleDiameter); outCircle.setColor(Color.RED); middleCircle.setColor(Color.WHITE); centreCircle.setColor(Color.RED); outCircle.setFilled(true); middleCircle.setFilled(true); centreCircle.setFilled(true); outCircle.setFillColor(Color.RED); middleCircle.setFillColor(Color.WHITE); centreCircle.setFillColor(Color.RED); add(outCircle); add(middleCircle); add(centreCircle); }
// Create and place ball private void setup() { ball = new GOval(X_START, Y_START, DIAM_BALL, DIAM_BALL); ball.setFilled(true); add(ball); }
/** Move the ball */ private void moveBall() { ball.move(vx, vy); }
/** Check whether the game is over */ private boolean gameover() { return (ball.getY() > (getHeight() - 2 * BALL_RADIUS)) || (num_brick_left == 0); }
/** Check for collision */ private void checkRebounce() { // check for left/right/top wall if (ball.getX() < 0) { vx *= -1; ball.move(vx, 0); return; } else if ((ball.getX() + 2 * BALL_RADIUS) > getWidth()) { vx *= -1; ball.move(vx, 0); return; } else if (ball.getY() < 0) { ball.setLocation(ball.getX(), -ball.getY()); vy *= -1; return; } // check for collision with bricks: from the four vertexs lefttop = getElementAt(ball.getX(), ball.getY()); righttop = getElementAt(ball.getX() + 2 * BALL_RADIUS, ball.getY()); leftbottom = getElementAt(ball.getX(), ball.getY() + 2 * BALL_RADIUS); rightbottom = getElementAt(ball.getX() + 2 * BALL_RADIUS, ball.getY() + 2 * BALL_RADIUS); if ((lefttop != null) && (righttop != null) && (lefttop != board) && (lefttop != mylabel)) { remove(lefttop); num_brick_left--; vy *= -1; } else if ((righttop != null) && (rightbottom != null) && (righttop != board) && (righttop != mylabel)) { remove(righttop); num_brick_left--; vx *= -1; } else if ((rightbottom != null) && (leftbottom != null) && (rightbottom != board) && (rightbottom != mylabel)) { remove(rightbottom); num_brick_left--; vy *= -1; } else if ((leftbottom != null) && (lefttop != null) && (leftbottom != board) && (leftbottom != mylabel)) { remove(leftbottom); num_brick_left--; vx *= -1; } // check for collision with board if (getElementAt(ball.getX(), (ball.getY() + BALL_RADIUS / 2)) == board) { vy *= -1; ball.move(0, vy); } }
/* Draw graph line with the name and rating */ private void drawEntry(NameSurferEntry entry, int entryNumber) { /* Draws graph line */ for (int i = 0; i < NDECADES - 1; i++) { int position1 = entry.getRank(i); int position2 = entry.getRank(i + 1); double x1 = i * (getWidth() / NDECADES); double x2 = (i + 1) * (getWidth() / NDECADES); double y1 = 0; double y2 = 0; if (position1 != 0 && position2 != 0) { y1 = GRAPH_MARGIN_SIZE + (getHeight() - GRAPH_MARGIN_SIZE * 2) * position1 / MAX_RANK; y2 = GRAPH_MARGIN_SIZE + (getHeight() - GRAPH_MARGIN_SIZE * 2) * position2 / MAX_RANK; } else if (position1 == 0 && position2 == 0) { y1 = getHeight() - GRAPH_MARGIN_SIZE; y2 = y1; } else if (position1 == 0) { y1 = getHeight() - GRAPH_MARGIN_SIZE; y2 = GRAPH_MARGIN_SIZE + (getHeight() - GRAPH_MARGIN_SIZE * 2) * position2 / MAX_RANK; } else { y1 = GRAPH_MARGIN_SIZE + (getHeight() - GRAPH_MARGIN_SIZE * 2) * position1 / MAX_RANK; y2 = getHeight() - GRAPH_MARGIN_SIZE; } GLine line = new GLine(x1, y1, x2, y2); /* Set line color */ if (entryNumber % 4 == 0) { line.setColor(Color.BLUE); } else if (entryNumber % 4 == 1) { line.setColor(Color.RED); } else if (entryNumber % 4 == 2) { line.setColor(Color.MAGENTA); } else if (entryNumber % 4 == 3) { line.setColor(Color.BLACK); } add(line); } /* Add label with the name and ranking */ for (int i = 0; i < NDECADES; i++) { String name = entry.getName(); int position = entry.getRank(i); String positionString = Integer.toString(position); String label = name + " " + positionString; double x = i * (getWidth() / NDECADES) + 10; double x1 = x - NDECADES; double y; int R = 5; if (position != 0) { y = GRAPH_MARGIN_SIZE + (getHeight() - GRAPH_MARGIN_SIZE * 2) * position / MAX_RANK; } else { /* Add "*" if name was not used and remove marker point */ label = name + " *"; y = getHeight() - GRAPH_MARGIN_SIZE - 10; R = 0; } /* Add marker point */ GOval marker = new GOval(x1, y - 2, R, R); /* Got "y-2" by scientific research =) */ marker.setFilled(true); GLabel nameLabel = new GLabel(label, x, y); nameLabel.setFont(new Font("Times Roman", Font.BOLD, 12)); /* Set label color */ if (entryNumber % 4 == 0) { nameLabel.setColor(Color.BLUE); marker.setColor(Color.BLUE); } else if (entryNumber % 4 == 1) { nameLabel.setColor(Color.RED); marker.setColor(Color.RED); } else if (entryNumber % 4 == 2) { nameLabel.setColor(Color.MAGENTA); marker.setColor(Color.MAGENTA); } else if (entryNumber % 4 == 3) { nameLabel.setColor(Color.BLACK); marker.setColor(Color.BLACK); } add(nameLabel); add(marker); } }
/** * Makes the ball bounce from the left and right walls. At blow the side of the wall, changes * direction of the x coordinate. Returns the direction of the ball along the x coordinate */ private double checkTheLeftAndRightWall(double vx) { if (ball.getX() - 1 <= 0 || ball.getX() + BALL_RADIUS * 2 + 1 >= WIDTH) { vx = -vx; } return vx; }
private void startFall() { ball.move(vx, vy); pause(DELAY); ball.sendToBack(); }