I created a very simple shooting game utilizing JPanel
as shown in the code below. I also wanted to experiment with rotating the game and trying it out. I have one issue, where the game I was able to successfully rotate the game but the dimension seems to cut out, and I have to set each position of the enemy and myself to the rotated position.
I was wondering if there was a way to rotate the result as a whole, instead of simply rotating the shape so that the position of the ship and the missiles would also rotate all at once.
Edited code: added three lives to the player and tried implementing heart image with BufferedImage
.
public class game extends JFrame{
public game(){
}
public static void main(String[] args){
new game();
}
public class MyJPanel extends JPanel implements ActionListener, MouseListener,
MouseMotionListener,KeyListener
{
//variables for player
int my_x;
int player_width,player_height;
private int lives = 3;
int heart_width, heart_height;
//variables for player's missiles
int my_missile_x, my_missile_y;
int missile_flag;
public static final int MY_Y = 600;
//variables for enemies' missiles
int e_missile_flag[];
int e_missile_x[];
int e_missile_y[];
int e_missile_move[];
Image image,image2;
Timer timer;
private BufferedImage heart;
public MyJPanel(){
missile_flag = 0;
/*** initialize enemies' info ***/
ImageIcon icon2 = new ImageIcon("enemy.jpg");
image2 = icon2.getImage();
enemy_width = image2.getWidth(this);
enemy_height = image2.getHeight(this);
try {
heart = ImageIO.read(getClass().getResource("heart.jpg"));
}catch(IOException e) {
}
heart_width = heart.getWidth(this);
heart_height = heart.getHeight(this);
n = 14; //number of enemies
enemy_x = new int[n];
enemy_y = new int[n];
enemy_move = new int[n];
enemy_alive = new int[n];
int distance = 40;
e_missile_flag = new int[n];
e_missile_x = new int[n];
e_missile_y = new int[n];
e_missile_move = new int[n];
// place enemies in 7x2
for (int i = 0; i < 7; i++) {
enemy_x[i] = (enemy_width + distance) * i + 50;
enemy_y[i] = 50;
}
for (int i = 7; i < n; i++) {
enemy_x[i] = (enemy_width + distance) * (i - 5) + 50;
enemy_y[i] = 100;
}
for (int i = 0; i < n; i++) {
enemy_alive[i] = 1; //all alive
enemy_move[i] = -10; //moves to left
}
for (int i = 0; i < n; i++) {
e_missile_flag[i] = 0;
e_missile_x[i] = 0;
e_missile_y[i] = 0;
e_missile_move[i] = 7 + n%3;
}
/*** setup system ***/
setBackground(Color.black);
setFocusable(true);
addMouseListener(this);
addMouseMotionListener(this);
addKeyListener(this);
timer = new Timer(50, this);
timer.start();
}
private void updateEnemiesPosition(){
//update enemies' position
Dimension dim = getSize();
for (int i = 0; i < n; i++) {
enemy_x[i] += enemy_move[i];
if ((enemy_x[i] < 0) || (enemy_x[i] > (dim.width - enemy_width))) {
enemy_move[i] = -enemy_move[i];
}
}
}
private void updateMyPosition() {
if(my_x < 0) {
my_x = 800;
}
if(my_x > 800) {
my_x = 0;
}
}
private void activateMyMissile(){
//shoot a missile
if(missile_flag == 0){
my_missile_x = my_x + player_width / 2;
my_missile_y = MY_Y; //MY_Y=400
missile_flag = 1;
}
}
private void updateMyMissile(){
//update missile position if alive
if (missile_flag == 1) {
my_missile_y -= 15;
if (0 > my_missile_y) {
missile_flag = 0;
}
}
}
private void activateEnemiesMissile(){
//activate enemies' missile if enemy is alive and its missile is not alive
for(int i = 0; i < n; i++){
if (enemy_alive[i] == 1 && e_missile_flag[i] == 0) {
e_missile_x[i] = enemy_x[i] + enemy_width/2;
e_missile_y[i] = enemy_y[i];
e_missile_flag[i] = 1;
}
}
}
private void updateEnemiesMissile(){
//update enemies' missile position if alive
Dimension dim = getSize();
for(int i = 0; i < n; i++){
if (e_missile_flag[i] == 1) {
e_missile_y[i] += e_missile_move[i];
if (e_missile_y[i] > dim.height) {
e_missile_flag[i] = 0;
}
}
}
}
private void checkHitToEnemy(){
for(int i = 0; i < n; i++){
if(missile_flag == 1 && enemy_alive[i] == 1){
if(
my_missile_x > enemy_x[i] &&
my_missile_x < (enemy_x[i] + enemy_width) &&
my_missile_y > enemy_y[i] &&
my_missile_y < (enemy_y[i] + enemy_height)
){
//hit
missile_flag = 0;
enemy_alive[i] = 0;
}
}
}
}
private boolean checkClear(){
int cnt = 0;
for(int i = 0; i < n; i++){
if(enemy_alive[i] == 0) cnt++;
}
return (n == cnt);
}
if(lives>0) {
int x = 0;
int y = getHeight()- heart.getHeight();
for(int index = 0; index < lives; index++) {
g.drawImage(heart, x, y, this);
x += heart.getWidth();
}
}
g2d.dispose();
}
public void actionPerformed(ActionEvent e){
if (e.getSource() == timer) {
updateEnemiesPosition();
updateMyPosition();
updateMyMissile();
updateEnemiesMissile();
activateEnemiesMissile();
if(checkHitToPlayer()){
System.out.println("===== Game Over =====");
System.exit(0);
}
checkHitToEnemy();
if(checkClear()){
System.out.println("===== Game Clear =====");
System.exit(0);
}
repaint();
}
}
public void mouseClicked(MouseEvent me)
{ }
public void mousePressed(MouseEvent me)
{
activateMyMissile();
}
public void mouseReleased(MouseEvent me)
{ }
public void mouseExited(MouseEvent me)
{ }
public void mouseEntered(MouseEvent me)
{ }
public void mouseMoved(MouseEvent me)
{ }
public void mouseDragged(MouseEvent me)
{ }
public void keyReleased(KeyEvent e){
}
public void keyTyped(KeyEvent e){
}
}
}