I was making a pong game, part copied code off the internet, part my own code, part my friends code. It works well enough, but the ball starts at one speed, and stays the same. I would like to know how to make the ball slowly increase.
It is a java applet, which shouldn't casue any harm right?
My code:
Pong Applet
import java.applet.*; import java.awt.*; import java.awt.event.*; import javax.swing.*; public class Pong extends Applet implements MouseMotionListener, KeyListener {
I have created this ping pong game but having problem with ball and paddle collusion. After first collusion it gives score 1 but later it never touch the paddle.
Code:
import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.awt.geom.*; import java.util.Random.*; import javax.swing.ImageIcon; public class Ball extends JFrame implements ActionListener, KeyListener{ int xSpeed=0;
[Code] ....
I think something is wrong here:
public void actionPerformed(ActionEvent e){ y=y+xSpeed; repaint(); if(y> this.getWidth()){ y=25; score -=1; } if(blockRect.intersects(ballRect)){ y=40; score +=1; x =200; y = 300; }
I wrote a code from our text book for Pong. Im trying to figure out how to fill the ball with color. Im also wondering how to speed the ball up once there is contact with the paddle. The initial speed is ok but once contact is made with the paddle, it slows down. Makes it too easy to play. Here is my code so far. As far as the game goes, it works and is good. Just wanted to add a couple customizations.
a) I have a Ball Object which implements the Runnable interface and traces the various positions of a ball.
b) I then have a Ball_Bounce JPanel inside a JFrame which creates two instances of the Ball object and then paints them to the JPanel.
As per my understanding, when the main() program in Ball_Bounce.java is started, there a total of three threads running in this program, one for each ball and one for the main(). What I cannot understand is whenever the balls collide, I end up getting the "Collision" message twice even though the collision is checked only in the main() thread.
[#]public class Ball implements Runnable { private boolean xUp, yUp, xUp1, yUp1; private int x, y, xDx, yDy; private final int MAX_X = 500, MAX_Y = 500; private boolean flag = true; private static Thread ball;
I can't figure out how to place a JPanel from a class(Game) in to a another class(Core). I have bean stuck on this for about three days now I bean doing my research but no luck so now I think I should ask directly so here I am. Now to state clearly I am trying to place a JPanel named Game_Screen witch is in another class named Game into a JFrame named frame witch is in a another class named Core.
Now both of this classes are with in the same package and my IDE Is Eclipse.The JPanel Game_Screen has other swing pieces attached to it that should also be added with the panel on to the frame.But the change is screen should only happen when I click the buttons New Legend(N),Load Legend(L),Help(H) what already happens is that when you click any of this buttons menu.setVisible(false); is activated making everything on screen at the time disappear from the screen but the panel does not a pear.
Here's my code:
//Class - Core------- package Source; import java.awt.*; import javax.swing.*; import java.awt.event.*; public class Core { static Game GG = new Game(); public static void main(String[] args) { JFrame frame = new JFrame();
I have made four apps and I want to put each of them in one project to make a big app.So,I have made a JFrame which has a lot of Jpanels inside.My question is how I can write different class for every Jpanel because I try to put all of them in one class,and it was not a good idea. Also, I do not want to open an other window when I choose an app. I want to have a Jpanel for every app. I use Cardlayout, I have read the tutorials but I can not understand. Also,I thought to make a different JFrame but I do not want to open a different window when I open a different app.
I have a JPanel class that creates a left panel and a right panel. the left panel and right panel both have one button each. What I’m trying to accomplish is when I click on the button in the left panel that it updates the button in the right panel. I have to do this without changing anything in the right panel.Basically I have to have LeftPanel have a way to keep track of an instance of RightPanel and I would have to do this through the JPanel class. But I have no clue where to begin on even accomplishing this.
I'm a beginner at java and am trying to code a basic pong game java applet. The code has no errors in it but when i run it the .png's do not come up in the window until its moved off screen. when the .png's are shown they do not update whatsoever. I thought the problem could be with the key-listener but even the ball (which moves independently of user input) does not move.
I've placed all the code from the 5 classes below. There's some unnecessary code in the background class but that's because I'm thinking of making the background scroll later on.
I can't figure out this problem that I'm having in my Pong game. It's compiling fine, except when I run it, it gives me an overflow error.
Here's the code:
// Pong import javax.swing.JFrame; import java.awt.Color; import java.awt.Graphics; public class Pong extends JFrame { private static final int WIDTH = 400; private static final int HEIGHT = 400;
[Code] .....
Here's the error:
java.lang.StackOverflowError at sun.awt.AppContext.get(AppContext.java:604) at com.sun.java.swing.SwingUtilities3.getDelegateRepa intManager(SwingUtilities3.java:120) at javax.swing.RepaintManager.getDelegate(RepaintMana ger.java:1625) at javax.swing.RepaintManager.addDirtyRegion(RepaintM anager.java:445)
The error keeps going for a lot of more lines.
The line that gets highlighted is the first bracket of the Pong constructor.
When I ran the methods "go1,go2,go3" separately without clicking on the menu , all of them worked well. by separately I mean, when I closed the program changed the source code from "go1;" to "go2" and go3. But when I click on the "change ball" and then "1 ball" or any thing, all I get is a new frame which is blank. And the old frame freezes.
I am making a game in java and i want to make a title screen. What I am trying to do is make a jpanel and load another jpanel when a button is pressed in one of the japenls. Here is the code for the runner
import java.awt.BorderLayout; import javax.swing.JFrame; public class Runner extends JFrame { // Have these set up so they can be seen everywhere public static final int GAMEWIDTH = 540; public static final int GAMEHEIGHT = 710; static boolean loading = false;
[Code] ....
here is the code for the jpanel that loads the other jpanel
I have made a "Pong" game and how to check if the ball has hit the top or the bottom of a paddle, however I do know how to check if it has hit the left or right side:
I don't know how to write a code to pong ball, when it touch red block.
public class bounc2 extends JPanel implements ActionListener,KeyListener{ double x = 0,y=0,velX=3,velY=3; double x2 = 5,y2=145,velX2=0,velY2=0; double x3= 473,y3=145,velX3=0,velY3=0; Timer t = new Timer(5,this); public bounc2(){ setBackground(Color.GREEN);
I have a Main() class that extends JPanel and I'm trying to add Card() that also extends JPanel.When I add a Card() or Main() object to the JFrame directly, it works fine. The problem arises when I try to add a Card() object to the Main() object.
I edited the code a little bit to make it easier to read so hopefully it's fine.
Main() code: public class Main extends JPanel implements Runnable { // HARDCODED OPTIONS public static final int WIN_WIDTH = 1200; public static final int WIN_HEIGHT = 800;
public static final int GRID_X = 9; public static final int GRID_Y = 5;
import javax.swing.Timer; import java.awt.*; import javax.swing.*; import java.awt.event.*; public class Ball extends JPanel { private int delay = 10; private Timer timer = new Timer(delay, new TimerListener()); private int x = 0; private int y = 0;
I am writing a three part program that essentially works like a magic 8 ball. I have the switch/case part which gives the answers from a random number generator, then I also have a graphics file to create the ball as a visual. Lastly I have the frame to display the ball. The problem I am having is that, I am trying to make the program so that when you type in a question and press return the ball will show the answer and then you can type another question and press return and the ball will show a different answer. To quit you would simply type "quit". Right now however the ball is not showing up in my frame until I type quit, then to ask another question I have to end the run and start over again. Here is my program so far:
Case/Switch: public class MagicEightBall { private int number; private String answer;
I am doing an assignment which involves creating a maze and a ball that needs to go through the maze to an end tile then stop the scenario. The maze is made up of 208 buttons in a Jbutton Grid layout. I am replacing certain buttons with a brown tile icon to make up the maze. The ball needs to run along those brown tiles as its path and not be able to move off the brown tile icon images.
I have built the maze and have got quite far with this but now I am stumped on the concept of keeping the ball within the boundary edges and on the brown tiles. I have been told to use if statements, but not had the process explained to me in a way I can understand.
Actually, i want to create multiple ball using multithreading.I have created a class 'CreateBall' and this class is making ball and second class 'Balls' is a Panel where the ball is display.But only one ball is being displayed.
Here is my code.......
CreateBall.java import java.awt.*; public class CreateBall implements Runnable { int px,py; int w=20,h=20; Graphics g; public CreateBall(int px,int py)
I'm trying to do is get this ball to bounce around the screen and ive gotten so far but not sure how to proceed. The ball keeps disappearing.
//bouncing ball
float x; //ball x position float dx = 3; //ball x direction is right, step 5 float y; //ball y position float dy = 3; void setup () //runs once at start
I want to make a simply game,actualy not a game but I want to moving object curve just like angry bird. Where I can move an object with curve motion. But I don't know how. I just can make it move straight(left,right,down,up).
I've got to make a ball bounce around a screen.... From what I can gather they seem to hold back useful java code.
anyway, i've changed the code over and over, and think this is the most succinct way i can manage it. but i have a problem. where i've marked the code (*****) and the following line are conditional on each other. so one won't provide the correct answer without the other line executing first, and vice versa (ignore the code after, i haven't looked at where that should be yet ). Anyway I don't really want to rip the code apart, again, because i'm pretty sure it's close.
I am working on a program that asks me to track the position of an imaginary ball as it bounces around an imaginary box. The user gives me input for the starting position of the ball (x,y), the bottom-left boundaries of the box (xl, yl), the top right boundaries (xr, yr) and the angle. The program then needs to find where the ball will hit the box, and then print that location and find the new angle for the next point. My program currently works in most cases if the angle is less than pi.
Here is my code
public class BouncyBall { public static void main(String args[]){ if (args.length != 8) { System.out.println("Error: usage is X, Y, Angle, Xl, Yl, Xr, Yr,N"); System.exit(1); } double x,y,xl,yl,xr,yr,angle; int n; x=Double.parseDouble(args[0]); y=Double.parseDouble(args[1]);