So I've pretty much thrown together a basic game in java by following a bunch of different tutorials - the problem is i cant manage to figure out how to get my sprite to move in different directions. Here is the code for my main
package com.game.src.main;
import java.awt.Canvas;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.io.DataOutputStream;
import java.io.IOException;
import java.net.ServerSocket;
import java.net.Socket;
import javax.swing.JFrame;
public class Game extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
public static final int WIDTH = 850;
public static final int HEIGHT = 650;
public static final int SCALE = 1;
public final String TITLE = "Racing Game!";
static ServerSocket serverSocket;
static Socket socket;
static DataOutputStream out;
private boolean running = false;
private Thread thread;
private BufferedImage image = new BufferedImage(WIDTH, HEIGHT,BufferedImage.TYPE_INT_RGB);
private BufferedImage spriteSheet = null;
private BufferedImage spriteSheet2 = null;
private BufferedImage background = null;
private BufferedImage MenuBackground = null;
private Player p;
private Player2 p2;
private Menu menu;
public static enum STATE {
MENU,
GAME
};
public static STATE State = STATE.MENU;
public void init() {
BufferedImageLoader loader = new BufferedImageLoader();
try {
spriteSheet = loader.loadImage("/Sprite_Sheet.png");
background = loader.loadImage("/Track.png");
MenuBackground = loader.loadImage("/MenuBG.fw.png");
}
catch (IOException e) {
e.printStackTrace();
}
menu = new Menu();
addKeyListener(new KeyInput(this));
this.addMouseListener(new MouseInput());
p = new Player(365, 500, this);
p2 = new Player2(365, 550, this);
}
private synchronized void start() {
if(running)
return;
running = true;
thread = new Thread(this);
thread.start();
}
private synchronized void stop() {
if(!running)
return;
running = false;
try {
thread.join();
}
catch (InterruptedException e) {
e.printStackTrace();
}
System.exit(1);
}
public void run() {
init();
long lastTime = System.nanoTime();
final double amountOfTicks = 60.0;
double ns = 1000000000 / amountOfTicks;
double delta = 0;
int updates = 0;
int frames = 0;
long timer = System.currentTimeMillis();
while(running) {
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
if(delta >= 1) {
tick();
updates++;
delta--;
}
render();
frames++;
if(System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println(updates + " FPS, TICKS " + frames);
updates = 0;
frames = 0;
}
}
stop();
}
private void tick() {
if(State == STATE.GAME){
p.tick();
p2.tick();
}
}
private void render() {
BufferStrategy bs = this.getBufferStrategy();
if(bs == null) {
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
g.drawImage(image, 0, 0, getWidth(), getHeight(), this);
g.drawImage(MenuBackground, 0, 0, null);
if(State == STATE.GAME){
//Drawing the main games background
g.drawImage(background, 0, 0, null);
p.render(g);
p2.render(g);
}
else if(State == STATE.MENU){
menu.render(g);
}
g.dispose();
bs.show();
}
public void keyPressed(KeyEvent e){
int key = e.getKeyCode();
if(State == STATE.GAME){
if(key == KeyEvent.VK_RIGHT){
p.setVelX(5);
}
if(key == KeyEvent.VK_D){
p2.setVelX2(5);
}
else if(key == KeyEvent.VK_LEFT) {
p.setVelX(-5);
}
else if(key == KeyEvent.VK_A) {
p2.setVelX2(-5);
}
else if(key == KeyEvent.VK_DOWN) {
p.setVelY(5);
}
else if(key == KeyEvent.VK_S) {
p2.setVelY2(5);
}
else if(key == KeyEvent.VK_UP) {
p.setVelY(-5);
}
else if(key == KeyEvent.VK_W) {
p2.setVelY2(-5);
}
}
}
public void keyReleased(KeyEvent e){
int key = e.getKeyCode();
if(key == KeyEvent.VK_RIGHT){
p.setVelX(0);
}
if(key == KeyEvent.VK_D){
p2.setVelX2(0);
}
else if(key == KeyEvent.VK_LEFT) {
p.setVelX(0);
}
else if(key == KeyEvent.VK_A) {
p2.setVelX2(0);
}
else if(key == KeyEvent.VK_DOWN) {
p.setVelY(0);
}
else if(key == KeyEvent.VK_S) {
p2.setVelY2(0);
}
else if(key == KeyEvent.VK_UP) {
p.setVelY(0);
}
else if(key == KeyEvent.VK_W) {
p2.setVelY2(0);
}
}
public static void main(String args[]) throws Exception {
Game game = new Game();
game.setPreferredSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
game.setMaximumSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
game.setMinimumSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
JFrame frame = new JFrame(game.TITLE);
frame.add(game);
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
game.start();
System.out.println("Starting server....");
serverSocket = new ServerSocket(7777);
System.out.println("Server started");
socket = serverSocket.accept();
System.out.println("Connecting from: " + socket.getInetAddress());
out = new DataOutputStream(socket.getOutputStream());
out.writeUTF("This is a test of Java Sockets");
System.out.println("Data has been sent");
}
public BufferedImage getSpriteSheet() {
return spriteSheet;
}
public BufferedImage getSpriteSheet2() {
return spriteSheet2;
}
}
This is my player class
package com.game.src.main;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
public class Player {
private double x;
private double y;
private double velX = 0;
private double velY = 0;
private BufferedImage player;
BufferedImageLoader loader = new BufferedImageLoader();
BufferedImage SpriteSheet = null;
public Player(double x, double y, Game game) {
this.x = x;
this.y = y;
//New instance of Sprite sheet - reading from buffered image loader
SpriteSheet ss = new SpriteSheet(game.getSpriteSheet());
player = ss.grabImage(1, 1, 50, 50);
try {
SpriteSheet = loader.loadImage("/Sprite_Sheet.png");
}
catch(Exception e) {
e.printStackTrace();
}
}
public void tick() {
x+=velX;
y+=velY;
//Adding basic collision
if(x < 0 + 50) {
x = 0 + 50;
}
if(x >= 850 - 100) {
x = 850 - 100;
}
if(y < 0 + 100) {
y = 0 + 100;
}
if(y >= 650 - 100){
y = 650 - 100;
}
}
public void render(Graphics g){
//Draw Track
Color c1 = Color.green;
g.setColor( c1 );
g.fillRect( 150, 200, 550, 300 ); //grass
Color c2 = Color.black;
g.setColor( c2 );
g.drawRect(50, 100, 750, 500); // outer edge
g.drawRect(150, 200, 550, 300); // inner edge
Color c3 = Color.yellow;
g.setColor( c3 );
g.drawRect( 100, 150, 650, 400 ); // mid-lane marker
Color c4 = Color.white;
g.setColor( c4 );
g.drawLine( 425, 500, 425, 600 ); // start line
g.drawImage(player, (int)x, (int)y, null);
}
public double getX(Graphics g){
return x;
}
public double getY(){
return y;
}
public void setX(double x){
this.x = x;
}
public void setY(double y){
this.y = y;
}
public void setVelX(double velX){
this.velX = velX;
}
public void setVelY(double velY){
this.velY = velY;
}
}
I have two players in this game but i'm really stuck on how i can change the sprites direction by 22.5% in a desired direction so if i pressed the up key for player 1 it would rotate my car 22.5% north etc. I have a sprite sheet with 16 sprites for each player for every change in angle by 22.5% This is really confusing me and i'm not sure how i can implement this,
Thanks for taking the time to look
This is a basic example of spinning a sprite
What this is maintain's a virtual state which the
Player
object inspects in order to determine how it should be changed accordingly. This separates the action from the result, meaning that it would be possible to substitute the action (arrow up key) with some other action, but still obtain the same result.This example also uses the key bindings API, which doesn't suffer from the same focus related issues that
KeyListener
does, but this is a pure Swing API and won't be compatiable withCanvas
, but is a nice demonstration ;)The real magic occurs in the characters
paint
method...Basically, this creates a
AffineTransformation
which is then compounded to produce the result we need. That is, first it's anchor position is translated to the characters x/y position and then rotated about the characters center point. Because it's been translated, we can simply paint the character at 0x0. This much easier then try to calculate the characters rotation anchor somewhere else in virtual space - IMHOThe character is rotated by pressing either the Up or Down arrow keys. While pressed, the character will continue to rotate, this is a feature of the example for demonstration purpose.
Remember, this is just an example used to present the concept ;)