I'm developing a game for a school project, a Bomberman-like game.
I'm using swing and I was using Canvas to draw my graphics but the KeyListener was not working, so I quitted using Canvas
and started using paintComponent(Graphics g)
. The KeyListener is responding now, but my graphics don't refresh when my while loop calls the repaint()
methods.
My code:
dispose();
SwingUtilities.invokeLater(new Runnable() {
public void run() {
board b = new board();
b.setSize(630, 650);
b.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
b.setVisible(true);
direction dessin = new direction();
b.add(dessin);
b.setVisible(true);
dessin.setBackground(Color.BLACK);
}
});
Then:
package Bm;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Toolkit;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferStrategy;
import javax.swing.JComponent;
import javax.swing.JPanel;
@SuppressWarnings("serial")
public class direction extends JPanel implements Runnable {
static float bmx = 35;
static float bmy = 35;
static float ex = 520;
static float ey = 520;
static float v = 0.03f;
static boolean gauche;
static boolean droite;
static boolean haut;
static boolean bas;
static void movEnnemi() {
int r = 1 + (int) (Math.random() * ((4 - 1) + 1));
Ennemi.droite = false;
Ennemi.gauche = false;
Ennemi.bas = false;
Ennemi.haut = false;
switch (r) {
case 1:
Ennemi.droite = true;
break;
case 2:
Ennemi.gauche = true;
break;
case 3:
Ennemi.bas = true;
break;
case 4:
Ennemi.haut = true;
break;
}
try {
Thread.sleep(5);
} catch (Exception e) {
}
;
}
public direction() {
super();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
for (int ligne = 0; ligne < board.gridHauteur; ligne++) {
for (int colonne = 0; colonne < board.gridLargeur; colonne++) {
switch (board.plateau1[ligne][colonne]) {
case 0:
g.setColor(Color.lightGray);
g.fillRect(30 * ligne, 30 * colonne, 30, 30);
break;
case 1:
g.setColor(Color.black);
g.fillRect(30 * ligne, 30 * colonne, 30, 30);
board.plateau1[ligne][colonne] = board.BLOCKED;
break;
case 2:
g.setColor(Color.darkGray);
g.fillRect(30 * ligne, 30 * colonne, 30, 30);
board.plateau1[ligne][colonne] = board.BLOCKED;
break;
}
}
}
g.setColor(Color.blue);
g.fillRect((int) ex, (int) ey, 20, 20);
g.setColor(Color.red);
g.fillRect((int) bmx, (int) bmy, 21, 21);
g.dispose();
}
public void run() {
long dernierTempsLoop = System.currentTimeMillis();
while (true) {
long delta = (System.currentTimeMillis() - dernierTempsLoop);
dernierTempsLoop = System.currentTimeMillis();
movEnnemi();
for (int i = 0; i < delta / 5; i++) {
logic(5);
Ennemi.logic(5);
}
if ((delta % 5) != 0) {
logic(delta % 5);
Ennemi.logic(delta % 5);
}
System.out.println((int) (bmx / 30) + " - " + (int) (bmy / 30));
try {
Thread.sleep(20);
} catch (Exception e) {
}
;
repaint(); // <== HERE
}
}
public static void logic(long delta) {
float dx = 0;
float dy = 0;
if (gauche) {
dx--;
}
if (droite) {
dx++;
}
if (haut) {
dy--;
}
if (bas) {
dy++;
}
if ((dx != 0) || (dy != 0)) {
joueur.mouvement(dx * delta * v, dy * delta * v);
if (joueur.mouvement((dx * delta * v), (dy * delta * v)) == false) {
if (joueur.mouvement(0, dy * delta * v)) {
joueur.mouvement(0, dy * delta * v);
}
if (joueur.mouvement(dx * delta * v, 0)) {
joueur.mouvement(dx * delta * v, 0);
}
}
}
}
}
And :
package Bm;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.Timer;
import javax.swing.*;
@SuppressWarnings("serial")
class board extends JFrame implements KeyListener {
static JPanel p;
public Timer fpstimer;
public direction g;
static final int BLOCKED = 1;
static int gridLargeur = 21;
static int gridHauteur = 21;
int fenLargeur = 630;
int fenHauteur = 650;
public static int plateau1[][] = {
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 } };
public board() {
super("Bomberman");
g = new direction();
addKeyListener(this);
threadLoop p = new threadLoop("loop");
p.start();
}
public static boolean blocked(double d, double e) {
return plateau1[(int) d][(int) e] == BLOCKED;
}
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
direction.gauche = true;
}
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
direction.droite = true;
}
if (e.getKeyCode() == KeyEvent.VK_DOWN) {
direction.bas = true;
}
if (e.getKeyCode() == KeyEvent.VK_UP) {
direction.haut = true;
}
if (e.getKeyCode() == KeyEvent.VK_ESCAPE) {
System.exit(0);
}
}
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
direction.gauche = false;
}
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
direction.droite = false;
}
if (e.getKeyCode() == KeyEvent.VK_DOWN) {
direction.bas = false;
}
if (e.getKeyCode() == KeyEvent.VK_UP) {
direction.haut = false;
}
}
public void keyTyped(KeyEvent e) {
}
}
class threadLoop extends Thread {
public direction g;
threadLoop(String name) {
super(name);
}
public void run() {
g = new direction();
g.run();
}
}
public class Jouer {
}
I hope you understand my problem, and will be able to help me, thank you :)
direction
, hence the issue you are seeing static
like this. It goes against good OO-programming extend
when not needed ( JFrame
, Thread
, etc...) Here is a very lame attempt to explain those various advices:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.Random;
import javax.swing.AbstractAction;
import javax.swing.ImageIcon;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.SwingUtilities;
public class Game {
private static final String ICON_URL = "http://images2.wikia.nocookie.net/__cb20100515002803/fanon/images/a/a2/Bomberman_sprite.png";
private static final int GRID_SIZE = 24;
private static final int SQUARE_SIZE = 30;
private JFrame frame;
private Board board;
private static class Board extends JPanel {
private int[][] grid;
private int playerX;
private int playerY;
private ImageIcon playerIcon;
public Board() throws MalformedURLException {
// Some code to generate a random pseudo-board
Random random = new Random();
grid = new int[GRID_SIZE][];
for (int i = 0; i < GRID_SIZE; i++) {
grid[i] = new int[GRID_SIZE];
for (int j = 0; j < GRID_SIZE; j++) {
int r = random.nextInt(10);
grid[i][j] = r > 8 ? 2 : r > 6 ? 1 : 0;
}
}
playerIcon = new ImageIcon(new URL(ICON_URL));
}
@Override
public Dimension getPreferredSize() {
return new Dimension(GRID_SIZE * SQUARE_SIZE, GRID_SIZE * SQUARE_SIZE);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// pseudo-board painting
for (int i = 0; i < grid.length; i++) {
for (int j = 0; j < grid[i].length; j++) {
switch (grid[i][j]) {
case 1:
g.setColor(Color.GREEN);
g.fillRect(i * SQUARE_SIZE, j * SQUARE_SIZE, SQUARE_SIZE, SQUARE_SIZE);
break;
case 2:
g.setColor(Color.RED);
g.fillRect(i * SQUARE_SIZE, j * SQUARE_SIZE, SQUARE_SIZE, SQUARE_SIZE);
break;
default:
break;
}
}
}
// Player painting
int x = playerX * SQUARE_SIZE + (SQUARE_SIZE - playerIcon.getIconWidth()) / 2;
int y = playerY * SQUARE_SIZE + (SQUARE_SIZE - playerIcon.getIconHeight()) / 2;
g.drawImage(playerIcon.getImage(), x, y, this);
}
public int getPlayerX() {
return playerX;
}
public int getPlayerY() {
return playerY;
}
public void setPlayerX(int playerX) {
if (playerX >= 0 && playerX < GRID_SIZE && grid[playerX][playerY] == 0) {
this.playerX = playerX;
repaint();
}
}
public void setPlayerY(int playerY) {
if (playerY >= 0 && playerY < GRID_SIZE && grid[playerX][playerY] == 0) {
this.playerY = playerY;
repaint();
}
}
}
private class MoveLeftAction extends AbstractAction {
@Override
public void actionPerformed(ActionEvent e) {
board.setPlayerX(board.getPlayerX() - 1);
}
}
private class MoveRightAction extends AbstractAction {
@Override
public void actionPerformed(ActionEvent e) {
board.setPlayerX(board.getPlayerX() + 1);
}
}
private class MoveUpAction extends AbstractAction {
@Override
public void actionPerformed(ActionEvent e) {
board.setPlayerY(board.getPlayerY() - 1);
}
}
private class MoveDownAction extends AbstractAction {
@Override
public void actionPerformed(ActionEvent e) {
board.setPlayerY(board.getPlayerY() + 1);
}
}
private class ExitAction extends AbstractAction {
@Override
public void actionPerformed(ActionEvent e) {
int i = JOptionPane.showConfirmDialog(board, "Are you sure you want to exit?");
if (i == JOptionPane.YES_OPTION) {
System.exit(0);
}
}
}
protected void initUI() throws MalformedURLException {
frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
board = new Board();
board.setBackground(Color.BLACK);
board.registerKeyboardAction(new MoveLeftAction(), KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0), JComponent.WHEN_FOCUSED);
board.registerKeyboardAction(new MoveRightAction(), KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0), JComponent.WHEN_FOCUSED);
board.registerKeyboardAction(new MoveUpAction(), KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0), JComponent.WHEN_FOCUSED);
board.registerKeyboardAction(new MoveDownAction(), KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0), JComponent.WHEN_FOCUSED);
board.registerKeyboardAction(new ExitAction(), KeyStroke.getKeyStroke(KeyEvent.VK_ESCAPE, 0), JComponent.WHEN_IN_FOCUSED_WINDOW);
frame.add(board);
frame.pack();
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
try {
new Game().initUI();
} catch (MalformedURLException e) {
e.printStackTrace();
JOptionPane.showMessageDialog(null, "Could not load icon from Internet", "Unable to start", JOptionPane.ERROR_MESSAGE);
}
}
});
}
}
Please note that the display and the logic of the games are here completely intertwined, so I don't quite follow advice nr 6.
The direction
you assign to the frame/ board
is not the same you a trying to paint to. You create a new reference in your main loop
I'd also suggest you use key bindings over key listeners
Updated
You construct a initial direction
and then add that to the screen. This is actually what will be rendered.
direction dessin = new direction();
b.add(dessin);
But in your threadLoop
you create a new (disconnected) direction
and start trying to update it...
public void run() {
g = new direction();
g.run();
}
...this will never paint as it has no connection to the screen.
You also create a third reference in board
...
g = new direction();
All these disconnected direction
classes have no one to paint or communicate with each and are unnecessary.
I would create a single reference in board
, add it to the frame and pass that reference to the threadLoop
Updated
You could take a look at this . It's a basic example demonstrating a simple threaded animation engine and key bindings for the movement of a game asset
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