I am creating a game where a caveman is throwing rocks, and when you click, a rock spawns. the first five or so work fine, then it waits until the rocks get off the screen and then they can spawn again. I would like them to spawn whenever i click.
Thanks in advance
Code:
package com.russell.raphael.birds;
import java.awt.Toolkit;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
@SuppressWarnings("serial")
public class Start extends JFrame {
ImageIcon landImage, manImage, skyImage, RockPileImage, RockImage;
JLabel skylbl, manlbl, landlbl, rockPilelbl;
Bird[] birds = new Bird[10];
Rock[] rocks = new Rock[10000];
public static MouseListener throwrock;
public static void main(String[] args){
new Start();
}
public Start() {
setVisible(true);
initComp();
setSize(1000, 1100);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLocationRelativeTo(null);
setTitle("Not the Birds!!!");
setIconImage(Toolkit.getDefaultToolkit().getImage(Start.class.getResource("/com/russell/raphael/images/Icon.png")));
}
private void initComp() {
throwrock = new MouseAdapter() {
@Override
public void mouseClicked(MouseEvent e) {
int eventX = 0, eventY = 0, sourceX = 420, sourceY = 840;
int rise = 0, run = 0;
try {
JLabel source = (JLabel) e.getSource();
eventX = (source.getLocation().x) + (e.getX());
eventY = (source.getLocation().y) + (e.getY());
rise = Math.abs(eventY - sourceY);
run = eventX - sourceX;
nextRock().start(rise, run);
} catch (Exception ex) {
ex.printStackTrace();
}
}
};
setResizable(false);
for(int counter =0; counter < rocks.length; counter++){
rocks[counter] = new Rock();
getContentPane().add(rocks[counter]);
}
landImage = new ImageIcon(
Start.class.getResource("/com/russell/raphael/images/land.png"));
manImage = new ImageIcon(
Start.class.getResource("/com/russell/raphael/images/man.png"));
skyImage = new ImageIcon(
Start.class.getResource("/com/russell/raphael/images/sky.jpg"));
RockPileImage = new ImageIcon(
Start.class
.getResource("/com/russell/raphael/images/rockpile.png"));
getContentPane().setLayout(null);
skylbl = new JLabel(skyImage);
skylbl.addMouseListener(throwrock);
skylbl.setLocation(0, 0);
skylbl.setSize(1010, 983);
skylbl.setVisible(true);
manlbl = new JLabel(manImage);
manlbl.setSize(200, 300);
manlbl.addMouseListener(throwrock);
manlbl.setLocation(400, 700);
landlbl = new JLabel(landImage);
landlbl.setBounds(0, 725, 1000, 400);
manlbl.addMouseListener(throwrock);
rockPilelbl = new JLabel();
rockPilelbl.setIcon(RockPileImage);
rockPilelbl.setBounds(236, 782, 220, 174);
getContentPane().add(rockPilelbl);
manlbl.addMouseListener(throwrock);
getContentPane().add(manlbl);
getContentPane().add(landlbl);
getContentPane().add(skylbl);
}
public Rock nextRock(){
for(int counter = 0; counter < rocks.length; counter++){
if(!rocks[counter].hasBeenUsed){
return rocks[counter];
}
}
return null;
}
}
next class:
package com.russell.raphael.birds;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ImageIcon;
import javax.swing.JLabel;
import javax.swing.JOptionPane;
import javax.swing.Timer;
@SuppressWarnings("serial")
public class Rock extends JLabel {
Timer timer;
Thread thread;
boolean hasBeenUsed = false;
public Rock() {
super();
setBounds(415, 840, 37, 35);
setIcon(new ImageIcon(
Rock.class.getResource("/com/russell/raphael/images/Rock.png")));
setVisible(true);
}
public void start(final int rise, final int run) {
hasBeenUsed = true;
thread = new Thread() {
public void run() {
timer = new Timer(30, new ActionListener() {
@Override
public void actionPerformed(ActionEvent ae) {
setBounds(getBounds().x + run / 20, getBounds().y
+ -rise / 20, getBounds().width,
getBounds().height);
if (getBounds().x < 0 || getBounds().y < 0
|| getBounds().y > 1000) {
timer.stop();
hasBeenUsed = false;
setBounds(415, 840, 37, 35);
thread.stop();
}
}
});
timer.start();
}
};
thread.start();
}
}
</code>
I have no issue with getting the pool of rocks to empty and then waiting for them to disapear, but I have plenty of other issues…
Lets start with…
This will potentially return a
nullobject, which will cause aNullPointerExceptionAs I stated before, you shouldn’t need to mix
ThreadandTimer, here’s my simple take on the rock..Your rock pool contains 10,000 rocks!! I don’t think you can click fast enough to exhaust this pile.
Try reducing it down to something like 2 or 3 for testing…
Side note
This is a very expensive call…
If you have 9, 999 rocks in the air, it’s going to take a noticeable amount of time to get to the last one as you must iterate through all the rocks that are currently unavailable.
It might be easier to add all the rocks to a
java.util.List(lets call it the rockPile). As rocks are thrown, you could check this list to see if there are any available rocks, if not, return, otherwise, remove the first rock from the list and place into a “inFlight” list. This will make it faster to check the rock pile (using something likeList#isEmptyandList#get(0)are much faster).When a rock becomes “available” again, you would remove it from the “inFlight” list and place back into the
rockPilelist.This would also mean you could potentially get down to one
Timerthat would be responsible for iterating through theinFlightlist and updating there positions…UPDATE using a List
Basically, you need some kind of “manager” that maintain all the required information and can be shared between the interested parties…
NB: Technically, you probably don’t “need”
inFlight, but I’m using as a trap to ensure that rocks can’t be added to the pile that aren’t in flight ;). You could also use aSetfor therockPileas this will ensure that only unique references are contained within the list…Next, I added a instance field of
RockManagerto theStartclass.In the
initCompmethod of yourStartclass, you need to change the way you construct your rocks…So, instead of
You would now have…
You’re
nextRockmethod would become…And finally, your
Rockclass would require a reference to theRockManager, basically, I pass a reference in via the constructor…Then, when the rock leaves the playing field, you can add it back to the pile via the
RockManager…