I am making the game Asteroids. Everything functionally works properly, but originally I set the background color to black and had the objects represented by shapes that moved around on a Canvas
. I've since changed the background to an Image
and am working on changing the objects to be represented by images.
However, regardless of the background, I am having trouble repainting the image in a new location. You can see the path of each object after its been moved to each new location. I've been mostly focusing on the shot fired and I noticed if I fire shots all around the screen, the background is refreshed, but it almost seems to be completely at random. If anyone could help guide me in the right direction, that would be great! I've read several documents, textbooks, and watched several videos to try to understand.
package comets;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.AffineTransform;
import java.awt.image.AffineTransformOp;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import javax.sound.sampled.*;
import javax.swing.*;
import java.util.*;
import java.io.*;
import java.net.URL;
// This class is primarily responsible for organizing the game of Comets
public class CometsMain extends JPanel implements KeyListener
{
// GUI Data
private JFrame frame; // The window itself
private JPanel playArea; // The area where the game takes place
private final int playWidth = 500; // The width of the play area (in pixels)
private final int playHeight = 500; // The height of the play area (in pixels)
// Game Data
private SpaceObject spaceObject;
private Ship ship; // The ship in play
private Shot s = new Shot(0, 0, 0, 0);
private LargeComet large = new LargeComet(0, 0, 0, 0);
private MediumComet medium = new MediumComet(0, 0, 0, 0);
private SmallComet small = new SmallComet(0, 0, 0, 0);
private Vector<Shot> shots; // The shots fired by the player
private Vector<Comet> comets; // The comets floating around
private boolean shipDead; // Whether or not the ship has been blown up
private long shipTimeOfDeath; // The time at which the ship blew up
// Keyboard data
// Indicates whether the player is currently holding the accelerate, turn
// left, or turn right buttons, respectively
private boolean accelerateHeld = false;
private boolean turnLeftHeld = false;
private boolean turnRightHeld = false;
private boolean slowDownHeld = false;
// Indicates whether the player struck the fire key
private boolean firing = false;
// Create Images
private Image background; // background image
private BufferedImage spaceShip = null;
private BufferedImage largeComet = null;
private BufferedImage mediumComet = null;
private BufferedImage smallComet = null;
private BufferedImage bullet = null;
private int type = AlphaComposite.SRC_OVER;
private float alpha = 0;
// Set up the game and play!
public CometsMain()
{
// Get everything set up
configureGUI();
configureGameData();
// Display the window so play can begin
frame.setVisible(true);
//Use double buffering
frame.createBufferStrategy(2);
//play music
playMusic();
// Start the gameplay
playGame();
}
private void playMusic(){
try {
URL url = this.getClass().getClassLoader().getResource("BackgroundMusic.wav");
AudioInputStream audioIn = AudioSystem.getAudioInputStream(url);
Clip clip = AudioSystem.getClip();
clip.open(audioIn);
clip.start();
clip.loop(5);
} catch (Exception e) {
e.printStackTrace();
}
}
// Set up the initial positions of all space objects
private void configureGameData()
{
// Configure the play area size
SpaceObject.playfieldWidth = playWidth;
SpaceObject.playfieldHeight = playHeight;
// Create the ship
ship = new Ship(playWidth/2, playHeight/2, 0, 0);
// Create the shot vector (initially, there shouldn't be any shots on the screen)
shots = new Vector<Shot>();
// Read the comets from comets.cfg
comets = new Vector<Comet>();
try
{
Scanner fin = new Scanner(new File("comets.cfg"));
// Loop through each line of the file to read a comet
while(fin.hasNext())
{
String cometType = fin.next();
double xpos = fin.nextDouble();
double ypos = fin.nextDouble();
double xvel = fin.nextDouble();
double yvel = fin.nextDouble();
if(cometType.equals("Large"))
comets.add(new LargeComet(xpos, ypos, xvel, yvel));
else if(cometType.equals("Medium")){
comets.add(new MediumComet(xpos, ypos, xvel, yvel));
}
else
comets.add(new SmallComet(xpos, ypos, xvel, yvel));
}
}
// If the file could not be read correctly for whatever reason, abort
// the program
catch(FileNotFoundException e)
{
System.err.println("Unable to locate comets.cfg");
System.exit(0);
}
catch(Exception e)
{
System.err.println("comets.cfg is not in a proper format");
System.exit(0);
}
}
// Set up the game window
private void configureGUI()
{
// Load Images & Icons
// Background Image
try {
background = ImageIO.read(this.getClass().getClassLoader().getResource("galaxy.jpg"));
} catch (IOException e) {
}
// Space Ship Image
try {
spaceShip = ImageIO.read(this.getClass().getClassLoader().getResource("ship.png"));
} catch (IOException e) {
}
// Large Comet Image
try {
largeComet = ImageIO.read(this.getClass().getClassLoader().getResource("largecomet.png"));
} catch (IOException e) {
}
// Medium Comet Image
try {
mediumComet = ImageIO.read(this.getClass().getClassLoader().getResource("mediumcomet.png"));
} catch (IOException e) {
}
// Medium Comet Image
try {
smallComet = ImageIO.read(this.getClass().getClassLoader().getResource("smallcomet.png"));
} catch (IOException e) {
}
// bullet Image
try {
bullet = ImageIO.read(this.getClass().getClassLoader().getResource("bullet.png"));
} catch (IOException e) {
}
// Create the window object
frame = new JFrame("Comets");
frame.setSize(playWidth+20, playHeight+35);
frame.setResizable(false);
// The program should end when the window is closed
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(playWidth, playHeight);
// Set the window's layout manager
frame.setLayout(new FlowLayout());
// Create background
JLabel bgLabel = new JLabel( new ImageIcon(background.getScaledInstance(playWidth, playHeight, 0) ) );
bgLabel.setSize(playWidth, playHeight);
frame.setContentPane(bgLabel);
frame.pack();
// Create the play area
playArea = new JPanel();
playArea.setSize(playWidth, playHeight);
playArea.setFocusable(false);
playArea.setOpaque(false);
frame.add(playArea);
// Make the frame listen to keystrokes
frame.addKeyListener(this);
}
// The main game loop. This method coordinates everything that happens in
// the game
private void playGame()
{
while(true)
{
// Measure the current time in an effort to keep up a consistent
// frame rate
long time = System.currentTimeMillis();
// If the ship has been dead for more than 3 seconds, revive it
if(shipDead && shipTimeOfDeath + 3000 < time)
{
shipDead = false;
ship = new Ship(playWidth/2, playHeight/2, 0, 0);
}
// Process game events, move all the objects floating around,
// and update the display
if(!shipDead)
handleKeyEntries();
handleCollisions();
moveSpaceObjects();
// Sleep until it's time to draw the next frame
// (i.e. 32 ms after this frame started processing)
try
{
long delay = Math.max(0, 32-(System.currentTimeMillis()-time));
Thread.sleep(delay);
}
catch(InterruptedException e)
{
}
}
}
// Deal with objects hitting each other
private void handleCollisions()
{
// Anything that is destroyed should be erased, so get ready
// to erase stuff
Graphics g = playArea.getGraphics();
Graphics2D g2d = (Graphics2D) g;
g2d.setComposite(AlphaComposite.getInstance(type, alpha));
// Deal with shots blowing up comets
for(int i = 0; i < shots.size(); i++)
{
Shot s = shots.elementAt(i);
for(int j = 0; j < comets.size(); j++)
{
Comet c = comets.elementAt(j);
// If a shot has hit a comet, destroy both the shot and comet
if(s.overlapping(c))
{
// Erase the bullet
shots.remove(i);
i--;
repaint((int)shots.elementAt(i).getXPosition(), (int)shots.elementAt(i).getYPosition(), (int)(2*shots.elementAt(i).getRadius()), (int)(2*shots.elementAt(i).getRadius()));
// If the comet was actually destroyed, replace the comet
// with the new comets it spawned (if any)
Vector<Comet> newComets = c.explode();
if(newComets != null)
{
paintComponent(g);
comets.remove(j);
j--;
comets.addAll(newComets);
}
break;
}
}
}
// Deal with comets blowing up the ship
if(!shipDead)
{
for(Comet c : comets)
{
// If the ship hit a comet, kill the ship and mark down the time
if(c.overlapping(ship))
{
shipTimeOfDeath = System.currentTimeMillis();
shipDead = true;
spaceObject=ship;
paintComponent(g);
}
}
}
}
// Check which keys have been pressed and respond accordingly
private void handleKeyEntries()
{
// Ship movement keys
if(accelerateHeld)
ship.accelerate();
if(slowDownHeld)
ship.slowDown();
// Shooting the cannon
if(firing)
{
firing = false;
shots.add(ship.fire());
}
}
// Deal with moving all the objects that are floating around
private void moveSpaceObjects()
{
Graphics g = playArea.getGraphics();
// Handle the movements of all objects in the field
if(!shipDead)
updateShip(g);
updateShots(g);
updateComets(g);
}
// Move all comets and draw them to the screen
private void updateComets(Graphics g)
{
for(Comet c : comets)
{
spaceObject=c;
paintComponent(g);
// Move the comet to its new position
c.move();
paintComponent(g);
}
}
// Move all shots and draw them to the screen
private void updateShots(Graphics g)
{
for(int i = 0; i < shots.size(); i++)
{
Shot s = shots.elementAt(i);
// Erase the shot at its old position
paintComponent(g);
// Move the shot to its new position
s.move();
// Remove the shot if it's too old
if(s.getAge() > 180)
{
shots.remove(i);
i--;
}
// Otherwise, draw it at its new position
else
{
moveImage(g, s, (int)s.getXPosition(), (int)s.getYPosition());
paintComponent(g);
}
}
}
// Moves the ship and draws it at its new position
private void updateShip(Graphics g)
{
// Erase the ship at its old position
paintComponent(g);
// Ship rotation must be handled between erasing the ship at its old position
// and drawing it at its new position so that artifacts aren't left on the screen
if(turnLeftHeld)
ship.rotateLeft();
if(turnRightHeld)
ship.rotateRight();
ship.move();
// Draw the ship at its new position
moveImage(g, ship, (int)ship.getXPosition(), (int)ship.getYPosition());
paintComponent(g);
}
// Draws this ship s to the specified graphics context
private void drawShip(Graphics g, Ship s)
{
Graphics2D ship = (Graphics2D) spaceShip.getGraphics();
double x = Math.sin(s.getAngle());
double y = Math.cos(s.getAngle());
AffineTransform transformsave = AffineTransform.getRotateInstance(x, y, spaceShip.getWidth()/2, spaceShip.getHeight()/2);
AffineTransformOp transform = new AffineTransformOp( transformsave, AffineTransformOp.TYPE_BILINEAR );
// Figure out where the ship should be drawn
int xCenter = (int)s.getXPosition();
int yCenter = (int)s.getYPosition();
// Draw the ship body
g.drawImage(transform.filter(spaceShip, null), xCenter-10, yCenter-20, null);
ship.setTransform(transformsave);
}
public void setSpaceObject(SpaceObject s){
spaceObject=s;
}
public SpaceObject getSpaceObject(){
return spaceObject;
}
@Override
protected void paintComponent( Graphics g ){
super.paintComponent(g);
spaceObject=getSpaceObject();
int radius = (int)s.getRadius();
int xCenter = (int)s.getXPosition();
int yCenter = (int)s.getYPosition();
// Draw the object
if(spaceObject==s)
g.drawImage( bullet, xCenter-radius, yCenter-radius, this );
else if(spaceObject==large)
g.drawImage( largeComet, xCenter-radius, yCenter-radius, this );
else if(spaceObject==medium)
g.drawImage( mediumComet, xCenter-radius, yCenter-radius, this );
else if(spaceObject==small)
g.drawImage( smallComet, xCenter-radius, yCenter-radius, this );
else if(spaceObject==ship)
drawShip(g, ship);
}
public void moveImage(Graphics g, SpaceObject s, int x, int y){
int radius = (int)s.getRadius();
int xCenter=0, yCenter=0;
if(xCenter!=x || yCenter!=y){
xCenter= (int)s.getXPosition();
yCenter = (int)s.getYPosition();
repaint(xCenter, yCenter, radius*2, radius*2);
}
}
// Deals with keyboard keys being pressed
public void keyPressed(KeyEvent key)
{
// Mark down which important keys have been pressed
if(key.getKeyCode() == KeyEvent.VK_UP)
this.accelerateHeld = true;
if(key.getKeyCode() == KeyEvent.VK_LEFT)
this.turnLeftHeld = true;
if(key.getKeyCode() == KeyEvent.VK_RIGHT)
this.turnRightHeld = true;
if(key.getKeyCode() == KeyEvent.VK_SPACE)
this.firing = true;
//ADD DOWN TO SLOW DOWN SHIP!!!
if(key.getKeyCode() == KeyEvent.VK_DOWN)
this.slowDownHeld = true;
}
// Deals with keyboard keys being released
public void keyReleased(KeyEvent key)
{
// Mark down which important keys are no longer being pressed
if(key.getKeyCode() == KeyEvent.VK_UP)
this.accelerateHeld = false;
if(key.getKeyCode() == KeyEvent.VK_LEFT)
this.turnLeftHeld = false;
if(key.getKeyCode() == KeyEvent.VK_RIGHT)
this.turnRightHeld = false;
//ADD DOWN TO SLOW DOWN SHIP!!!
if(key.getKeyCode() == KeyEvent.VK_DOWN)
this.slowDownHeld = false;
}
// This method is not actually used, but is required by the KeyListener interface
public void keyTyped(KeyEvent arg0)
{
}
public static void main(String[] args)
{
// A GUI program begins by creating an instance of the GUI
// object. The program is event driven from that point on.
new CometsMain();
}
}