I am currently trying to make a game where circles are spawned and the player must click on it to gain a score. There are a bunch of details there but I want to ask this question.
Some variables are unused there or out of place since the original code was from a snake game made by "Bro Code" on youtube. I am trying to use his code as a foundation.
How to spawn multiple circles without limit in a 2d grid? (I tested the spawnTarget() method in the always-triggering listener and it only allows a single circle to exist.)
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.util.Random;
public class GamePanel extends JPanel implements ActionListener {
static final int SCREEN_WIDTH = 1600;
static final int SCREEN_HEIGHT = 1000;
static final int UNIT_SIZE = 25;
static final int GAME_UNITS = (SCREEN_WIDTH*SCREEN_HEIGHT)/UNIT_SIZE;
static final int DELAY = 75;
final int x[] = new int[GAME_UNITS];
final int y[] = new int[GAME_UNITS];
int bodyParts = 6;
int applesEaten = 0;
int appleX;
int appleY;
boolean running = false;
Timer timer;
Random random;
//
JPanel clockPanel;
JLabel clock;
long startTime;
long endTime;
//
long elapsedSeconds;
long elapsedTenthSeconds;
//
//
GamePanel() {
random = new Random();
this.setPreferredSize(new Dimension(SCREEN_WIDTH,SCREEN_HEIGHT));
this.setBackground(Color.black);
this.setFocusable(true);
this.addKeyListener(new MyKeyAdapter());
startGame();
}
public void startGame() {
running = true;
timer = new Timer(DELAY,this);
timer.start();
clockMethod();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
draw(g);
}
public void draw(Graphics g) {
if (running) {
// optional grid
for(int i=0; i<SCREEN_WIDTH/UNIT_SIZE; i++) {
g.drawLine(0, i*UNIT_SIZE, SCREEN_WIDTH, i*UNIT_SIZE);
g.drawLine(i*UNIT_SIZE, 0, i*UNIT_SIZE, SCREEN_HEIGHT);
}
// apple
g.setColor(Color.red);
g.fillOval(appleX, appleY, UNIT_SIZE, UNIT_SIZE);
// score
g.setColor(Color.white);
g.setFont(new Font("Courier New", Font.BOLD, 40));
FontMetrics metrics = getFontMetrics(g.getFont());
g.drawString(String.valueOf(applesEaten),(SCREEN_WIDTH - metrics.stringWidth(String.valueOf(applesEaten)))/2,2*g.getFont().getSize());
}
else {
gameOver(g);
}
}
public void newTargetCoords() {
appleX = random.nextInt((int)(SCREEN_WIDTH/UNIT_SIZE))*UNIT_SIZE;
appleY = random.nextInt((int)(SCREEN_HEIGHT/UNIT_SIZE))*UNIT_SIZE;
}
public void move() {
}
public void spawnTarget() {
newTargetCoords();
}
public void checkApple() {
if ((x[0] == appleX)&&(y[0] == appleY)) {
bodyParts++;
applesEaten++;
}
}
public void checkCollisions() {
if (!running) {
timer.stop();
}
}
public void gameOver(Graphics g) {
// score
g.setColor(Color.white);
g.setFont(new Font("Courier New", Font.BOLD, 20));
FontMetrics metrics1 = getFontMetrics(g.getFont());
g.drawString("score: " + applesEaten,(SCREEN_WIDTH - metrics1.stringWidth("score: " + applesEaten))/2,g.getFont().getSize());
// Game Over text
g.setColor(Color.green);
g.setFont(new Font("Courier New", Font.PLAIN, 40));
FontMetrics metrics2 = getFontMetrics(g.getFont());
g.drawString("game over",(SCREEN_WIDTH - metrics2.stringWidth("game over"))/2,SCREEN_HEIGHT/2);
}
public void restartGame() {
setVisible(false);
new GameFrame();
}
public void clockMethod() {
clockPanel = new JPanel();
clock = new JLabel("00:00");
clockPanel.add(clock);
startTime = System.currentTimeMillis();
add(clockPanel);
}
@Override
public void actionPerformed(ActionEvent e) {
if (running) {
move();
checkApple();
checkCollisions();
}
repaint();
if(timer.isRunning())
{
endTime = System.currentTimeMillis();
// elapsed quarter seconds for spawns
elapsedTenthSeconds = (endTime-startTime)/100;
// put elapsed seconds into variable
elapsedSeconds = (endTime-startTime)/1000;
// declare formatting
int min = (int)elapsedSeconds/60;
int sec = (int)elapsedSeconds%60;
String minStr = (min<10 ? "0" : "")+min;
String secStr = (sec<10 ? "0" : "")+sec;
// display elapsed time (minutes:seconds)
clock.setText(minStr+":"+secStr);
// spawn circle
spawnTarget();
}
}
public class MyKeyAdapter extends KeyAdapter {
@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_R) {
restartGame();
}
}
}
}