Space Invaders Game - Collision Detection

Apr 19, 2014

I'm working on a space invaders game and I'm having problems with collision detection. My main issue is I'm having problems getting what the y value of the "missile" is as it goes up towards the top of the game. I have tried for many hours and tried to look at other people's space invaders game in an attempt to figure out how to figure out my problem. Also I'm not sure if I have the code for my collision detection in the correct spot. Right now I have the code in the keyPressed method. Below is the code for the main and missle classes ...

import java.awt.Color;
import java.awt.Container;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.util.ArrayList;
import java.util.Iterator;

[Code] ....

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Pong Game - Y Axis Collision Detection

Jan 28, 2014

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:

Java Code:

if((BALL.getX() >= LEFT_BAT.getX() && BALL.getX() <= LEFT_BAT.getX() + LEFT_BAT.getWidth()
&& BALL.getY() >= LEFT_BAT.getY() && BALL.getY() <= LEFT_BAT.getY() + LEFT_BAT.getHeight())
&& (BALL.getX() >= RIGHT_BAT.getX() && BALL.getX() <= RIGHT_BAT.getX() + RIGHT_BAT.getWidth()
&& BALL.getY() >= RIGHT_BAT.getY() && BALL.getY() <= RIGHT_BAT.getY() + RIGHT_BAT.getHeight())){
BALL.increaseDX();
BALL.setDX(-BALL.getDX());
} mh_sh_highlight_all('java');

It seems as though I would use the same code for checking the top or bottom.

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Video Game - Collision Detection Class?

Apr 30, 2014

I use eclipse as my IDE. I have decided to make my own video game and somebody had sent me a class that could be used for collision detection. The problem with the collision detection class was that it made a box around an object and if something else had touched the object, the collision detection would work. My problem with this class is what happens when i want to use circles? I cant have a box drawn around it. Then it wouldn't work as i would want. Is there a pixel perfect collision detection class out there I can use? It'll be useful in my journey to become successful in computer science! By the way this is in the java language.

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Alien Movement In Space Invaders Game

Apr 13, 2014

I'm working on this space invaders game and I've been stuck trying to get the alien spaceships to move down in one group. The way we have to design the game is we have to implement at least these 3 classes. These classes are GameData,GamePanel, and Animator. GameData is all the action figures/models in the game. GamePanel draws all game action figures/ models on the screen. Animator updates periodicaly action figures positions,sizes, colors etc. I can get the aliens to move right but once they hit the end of the canvas I cannot figure out how to get them to move as a group down and then begin moving left. I tried to add alien objects to the GameFigures list and then have the update method in the Alien class be responsible for moving the alien ships, but I couldn't figure out how to make it work. So then I made an alienFigures list in the GameData class and I still cannot figure out what to do. Here is the GameData class

import java.util.List;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Iterator;

[code]....

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Dec 2, 2014

I don't understand why when I collide into my objects my character freezes. Such as if I collide into collision() I can go left and right but, not up and if I collide into collision2() I freeze in all places but, if I collide into the bounds I made I can still go in all directions without problems. The xa and ya are still being set to 0.

package com.questkings.game;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;

[Code] .....

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Array In Space Invaders Program

Mar 7, 2015

Java Code:

public synchronized boolean isHit (FilledRect missile) {
for (int col = 0; col < aliens[0].length; col++) {
for (int row = 0; row < aliens.length; row++) {
if (aliens[row][col]!= null && aliens[row][col].overlaps (missile)) {
aliens[row][col] = null;
return true;
}
return false;
}
}
} mh_sh_highlight_all('java');

And I get an error saying that it cannot find symbol method overlaps. So is there something wrong that I am doing?

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Collision Detection Using Rectangles - Player Sometimes Passes Through The Tiles

May 19, 2014

I have already tried every possible way for removing this bug but all failed. The problem is that sometimes my player passes through the map tiles, i mean, the algorithm is like -- if not colliding, move in required direction; else if colliding, move in opposite direction. But sometimes the second condition fails i dont understand why.

private void movement(){
left=bindObject.getLeft();
right=bindObject.getRight();
up=bindObject.getUp();
down=bindObject.getDown();
bindObject.setColliding(colliding);

[Code] .....

Where bindObject is a class which contains key bindings of following keys:-

left arrow key (when pressed) , left arrow key (when released),
right arrow key (when pressed), right arrow key (when released),
up arrow key (when pressed), up arrow key (when released),
down arrow key (when pressed), down arrow key (when released)

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JAVA Platform Game Jumping And Collision

Sep 16, 2014

i have problem in what comes to jumping because in what i have now mario jumps with the key lsitener, key pressed up arrow and it jumps smooth but when im trying to make it fall down he appears immediatly at ground and it doesnt simulate the fall as it should be.

import java.awt.BorderLayout;
import javax.swing.border.EmptyBorder;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.io.*;
import java.awt.*;
import java.awt.image.*;
import javax.imageio.*;
import java.awt.EventQueue;

[code]....

The other problem is that i dont really know how to detect collisions if there is a method that makes easier this proceso and how to make the map to continue and repeat so mario could continue walking,

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Java Game - 3D Space / Camera Positioning

Jan 4, 2014

1: 3D space. How do i define the space where i will make my world? Is there a certain point that i will define as 0,0,0 or is there some other way.

2: Camera positioning. When i have the 3D space, how to i make it so that the camera will show that what i want it to show. Lets say il define its lokatios 30,50,100 and direction is NW, then how to i make it so that is see the SW direction from the point 30,50,100?

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Create 2D Game That Has Realistic Space Simulation

Jul 31, 2014

I am attempting to create a 2d game that has a realistic space simulation. The map is supposed to be set so that you are looking from the top down. The problem I am having exists in my interaction between the sun and a planet. Simply put, the planet will only move in a single diagonal direction without ever changing direction. The formulas I am using are F=(G*M1*M2)/D^2 and A=F/M. The code below is simplified.

(inside planet Class)
double x;
double y;
double mass;
double xForce;
double yForce;
double xAccel;
double yAccel;

[Code] ....

Things I have already tried:
1. Setting G to negative
2. changing the order of the subtraction in determining D
3. some weird pythagorean theorem thing someone suggested

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Jun 15, 2014

okay so far I have made a game with character that runs with constant velocity it jumps and ducks . I want the player to be dead on collision from a hurdle and then play a specific png, which shows the dying style . I am able to build collision detection but it passes from background I want it to collide and be dead on collision.

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JavaFX 2.0 :: Point Of Collision Between Shapes

May 25, 2015

I have a problem in with colissions in JavaFX.
 
First, I detect a collision between a line and a circle using the follow code:
 
if(line.getBoundsInParent().intersects(circle.getBoundsInParent())){
System.out.println("Collision!");
}
 
After this, i need catch the coordinate of collision, like the below figure:

How to catch this coordinate?
 
[]'s

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Mar 25, 2014

Any examples for object detection or motion detection program..

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Sep 3, 2014

I want to do face detection on the camera.

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Directed Graph Cycle Detection

Jan 4, 2015

I have some problem checking if a directed graph has a cycle or not. So I have a given rooted directed graph, and find if there at least one existing cycle.

For example, I have to input the Root Node, followed by a number of nodes, the nodes in the graph, number of edges, and the adjacency list representing the edges. Each entry in the adjacency list contains a pair of nodes. The ordering of the nodes in the pair represents the direction of the edge. An entry A, B means that there is an edge from A to B. Nodes in each pair is separated by a space. One input per line.

And the output should display whether the directed graph has a cycle or not.

Sample input:

A //Root Node
6 //Number of Nodes
A //Nodes in Graph
B
C
D
E
F
6 //Number of edges
A B //Adjacency list representing the edges
B C
C D
C F
F E
E B

Output:
Cycle!

Graph Representation:

Based on the illustration above, the graph has one cycle. The cycle exists in nodes B, C, F and E.

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May 26, 2014

So I'm making buttons for a game I'm making. The graphics work, at least to the extent that I don't have to fix them yet. However, click detection is a bit iffy. For example pressing where the black line is in the first picture below, triggers a response. Now obviously that point is not on the button. I have tested the buttons bounding box by drawing a rectangle around it, using it's getBounds() method (which is also used for click detection) and it draws a perfect rectangle around it. So then I tested the mouse click points and it turns out that even though the button is placed at y = 100, at the black line, the mouse point is also equal to 100... Now, why that is happening, especially because, if I place the button in the top left corner, the mouse detection correctly detects the top pixels and there is no offset...

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Apr 22, 2014

I need to be able to detect IE 9, IE 10, IE 11 and the latest from Firefox and Chrome. The old method using the user-agent string is unreliable and not recommended. There is a different approach called, "Feature Detection". But I need to know what features to test to determine the browser. I can write it myself, or if there is a handy dandy API using feature detection already written that would be OK too.

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Apr 5, 2014

I am trying to detect the collision between a moving Jbutton and stationary Jbuttons using Rectangle Intersection.

When I run the program I am getting a NullPointerException on line 'msg1.setBounds(new Rectangle(320,50,400,50));'.

import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
public class gamePanel01 extends JPanel implements KeyListener {
character ch1 = new character("Hero");
//Global Variables
JButton blocker01;
JButton blocker02;

[Code]...

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Opoly Game - Goal Of The Game Is To Reach Or Exceed Reward Value 1000

Mar 12, 2015

Opoly works this way: The board is a circular track of variable length (the user determines the length when the game app runs). There is only one player, who begins the game at position 0.

Thus, if the board length is 20, then the board locations start at position 0 and end at position 19. The player starts with a reward of 100, and the goal of the game is to reach or exceed reward value 1000. When this reward value is reached or exceeded, the game is over. When the game ends, your program should report the number of turns the player has taken, and the final reward amount attained.

In Opoly the game piece advances via a spinner - a device that takes on one of the values 1, 2, 3, 4, 5 at random, with each of the five spin values equally likely.

Although the board is circular, you should draw the state of the board as a single "line", using an 'o' to represent the current player position, and * represent all other positions. Thus if the board size is 10, then this board drawing:

**o******

means that the player is at location 2 on the board.

Here are the other Opoly game rules:

If your board piece lands on a board cell that is evenly divisible by 7, your reward doubles.

If you land on the final board cell, you must go back 3 spaces. Thus if the board size is 20, the last position is position 19, and if you land there, you should go back to position 16. (If the position of the last cell is evenly divisible by 7, no extra points are added, but if the new piece location, 3 places back, IS evenly divisible by 7, then extra points ARE added).

If you make it all the way around the board, you get 100 points. Note that if you land exactly on location 0, you first receive 100 extra points (for making it all the around), and then your score is doubled, since 0 is evenly divisible by 7,

Every tenth move (that is, every tenth spin of the spinner, move numbers 10,20,30,... etc.), reduces the reward by 50 points. This penalty is applied up front, as soon as the 10th or 20th or 30th move is made, even if other actions at that instant also apply. Notice that with this rule it's possible for the reward amount to become negative.

Here is the driver class for the game:

import java.util.*;
public class OpolyDriver{
public static void main(String[] args){
System.out.println("Enter an int > 3 - the size of the board");
Scanner s = new Scanner(System.in);
int boardSize = s.nextInt();

[Code] ....

heres the methods:

REQUIRED CODE STRUCTURE: Your Opoly class must include the following methods (in addition to the Opoly constructor) and must implement the method calls as specified:

playGame - The top-level method that controls the game. No return value, no parameters. Must call drawBoard, displayReport, spinAndMove, isGameOver.

spinAndMove - spins the spinner and then advances the piece according to the rules of the game. No return value, no parameters. Must call spin and move.

spin - generates an integer value from 1 to 5 at random- all equally likely. Returns an integer, no parameters.

move - advances the piece according to the rules of the game. No return value, takes an integer parameter that is a value from 1 to 5.

isGameOver - checks if game termination condition has been met. Returns true if game is over, false otherwise. No parameters.

drawBoard - draws the board using *'s and an o to mark the current board position. Following each board display you should also report the current reward. No return value, no parameters.

displayReport - reports the end of the game, and gives the number of rounds of play, and the final reward. No return value, no parameters.

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May 9, 2015

Im trying to make a tic tac toe game that you play against the computer using a random number generator and two dimensional arrays for the game board. Im not trying to make a GUI, the assignment is to have the board in the console, which I have done. I have run into a few problems with trying to get the computer player to correctly generate 2 integers and have those two integers be a place on the game board. Here is my code so far.

import java.util.Random;
import java.util.Scanner;
 public class TicTacToe {
 private static Scanner keyboard = new Scanner(System.in);
private static char[][] board = new char[3][3];
public static int row, col;
 
[Code] ....

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Feb 12, 2014

In c++, I'm aware that you can use the ignore function to ignore numbers after space, but in string how do I ignore a number after space is found for instance, "109 33" how would I ignore 33?

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Jan 19, 2015

I have an assessment for college, the part of my code that im struggling with is the part where the user enter their first name followed by a space and then their second name. I m using ---------------fullname = JOptionPane.showInputDialog("enter your firstname followed by a space then your second name " ); ------------- to capture this. the issue is if the user only enter 1 name I need to output an error. the issue is I cant find a way to tell if the user entered a second name. This is what I have so far:

public void makename() {
// makes an inputbox to ask their name
fullname = JOptionPane.showInputDialog("enter your firstname followed by a space then your second name " );
 //separates the first and second name into 2 strings in order to make the username
 
[code]....

The problem is it accepts anything I type in without causing an error. What should I type in to stop this? ive tried anything but I cant find a way to tell if a surname has been entered or not.

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Apr 11, 2014

The title says it all and i'm a fairly new java programmer but here is the code:

package TestVersion;
import java.awt.Color;
import java.awt.Graphics;

[Code]......

I think i need a variable or something oh and here is the 2 other classes, the keylistener one:

package TestVersion;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;

[Code].....

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Apr 2, 2014

Here is the question I'm having trouble with:

Write a program that reads a list of characters:

eg.ubccdddwfreshawbgtiijhktrocbfgrtwghdddguppgrkitt. etc.

inputted from the keyboard one character at a time starting with a vowel (The vowels are a, e, i, o, and u) until a blank {spacebar} character is issued. You do not press enter after each character. Any other sequence should return an error message and a way of entering it correctly.

Having read in the list (or during the reading of the list) the program is to find the longest continuous occurrence of consonants, outputting the vowels between which this occurs and the length of this string of consonants.

{In the example above, the output would be 13ou}

Check for input errors and respond accordingly.

I have done most of it, the problem being that I don't know how to end the scan with a space so that I don't have to press enter. I have done the bit that finds the biggest amount of consonants in a row. (I'm writing in netbeans)

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Dec 8, 2014

I have been trying to space out output on a Java console window so that I have three columns with 6 rows of data from three different arrays. The code I have so far outputs the data with no problem however the spacing between the columns is uneven. My loop so far is made up as follows

for (int i = 0; i < printVotes.length; i++) {
System.out.println(printNames[i] + "
" + printVotes[i] + "
" + printPrecent[i] + "%");
}

As you can see I have been manually adding the space between each element of the array but this means that the space between each element is different because the size of each element is different if work out a loop that works out an even amount of space between the elements and then print this along with the elements ....

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If I use panel1.setVisible(false) panel1 will disappear but then all the panels below it move up to take panel1's place.

I don't want that to happen. I want just a blank area where panel1 was.

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