thread function wont work for the jump function in a game i am currently developing - processing

i am currently making a form of a platformer game and need a jump mechanic and the thread function i was reading about to not delay the whole program while having a delay in the process of the jump isn't working the way the documentation says it does, i am using processing 4.0b8, here is my code:
float char_x = 50.0;
float char_y = 880.0;
boolean run = true;
float jump = 10.0;
boolean jumping = false;
void setup()
{
size(1500, 1000);
frameRate(60);
}
void draw()
{
void jumpDelay() {
delay(1000);
char_y = char_y - jump;
}
if (run == true && keyCode == RIGHT) {
char_x = char_x + 10;
}
if (run == true && keyCode == UP) {
jumping = true;
char_y = char_y + jump;
}
if (run == true && jumping == true) {
thread("jumpDelay");
}
background(50, 255, 0);
circle(char_x, char_y, 30);
}

Related

Why won't image 1 move to the right?

I'm very new to coding and was wondering how I could make this image move to the right. I added all of my code so that it would be a bit more understandable for what's going on. The moveRight command will not actually move the png to the right which is why I need help fixing and understanding why it won't work. If someone can please help me it would be greatly appreciated.
PImage background, backgroundGameState1, headbasketballbackground, player1, player2;
boolean moveRight, moveLeft;
int canvasSizeX= 1000;
int canvasSizeY = 600;
int mainBackgroundX = 1000;
int mainBackgroundY = 600;
int gameState1 = 1;
int player1X = 100;
int player1Y = 200;
int player2X = 100;
int player2Y = 200;
int backgroundGameState1X= 1000;
int backgroundGameState1Y=600;
int time;
int player1MovmentX = 100;
int player2MovmentX = 700;
void setup() {
//size of canvas
size(1000, 600);
//Loaded images and called them, also made sure to resize them in order to match the canvas size or to make program more asthetically pleasing
background = loadImage("headbasketballbackground.png");
background.resize(mainBackgroundX, mainBackgroundY);
backgroundGameState1 = loadImage("backgroundgamestate1.png");
backgroundGameState1.resize(backgroundGameState1X, backgroundGameState1Y);
player1 = loadImage("steph.png");
player1.resize(player1X, player1Y);
player2 = loadImage("paul.png");
player2.resize(player2X, player2Y);
time=millis();
}
void draw() {
if (gameState1 == 1) {
background(backgroundGameState1);
if (millis() > time + 1000) {
text("Click On Space To Enter The Game!", 100, 100);
textSize(50);
// delay(3000);
}
drawGameState1();
}
if (gameState1 == 2) {
background(background);
image(player1, player1MovmentX, 300);
image(player2, player2MovmentX, 300);
}
// if (gameState2 == 3) {
// text("Congrats you won!");
//}
}
void drawGameState1() {
}
void drawGameState2() {
drawPlayer1Movment();
}
void drawPlayer1Movment(){
if(moveRight){
player1MovmentX += 25;
}
}
void drawGameState3() {
}
void keyPressed() {
if (gameState1 == 1) {
if (keyCode == 32) {
gameState1 = 2;
}
}
else if(gameState1 == 2){
if(keyCode == RIGHT){
moveRight = true;
}
}
}
void keyReleased(){
if(keyCode == RIGHT){
moveRight = false;
}
}
I don't think you ever called drawPlayer1Movement(). Add it to keyPressed() and player1 should move to the right when you hit the right arrow.
void keyPressed() {
if (gameState1 == 1) {
if (keyCode == 32) {
gameState1 = 2;
}
} else if (gameState1 == 2) {
if (keyCode == RIGHT) {
moveRight = true;
drawPlayer1Movment();
}
}
}

I was wondering if someone could help me re-format my code to fix the loop I made

I was wondering what mistake I made in the line that is formatted like this "''" because I was wondering why my code wouldn't move back to the right to bounce back and forth between walls. I put the code that I need help in with single quotations. This is my frist time on stack, so any tips would be appreciated.
PImage invader, invader2, invader3, invader4, invader5, space, tank;
int tankX = 400;
PImage [] picArray = new PImage [7];
int invaderState = 2;
int timer = 0;
int lap = 0;
int [] alienXPos = {100, 180, 260, 340, 420, 500, 580, 660, 740, 820};
//had to add a few zeros on alienYPos otherwise the loop would bug out and wouldn't work
int[] alienYPos = {40, 140, 240, 340, 0, 0, 0, 0, 0, 0};
boolean moveLeft, moveRight;
int paddleSpeed = 3;
int gameState = 1;
String message1 = "Welcome to space invaders!";
String message2 = "Click space to start!";
boolean movingLeft, movingRight;
void setup() {
size(1000, 1000);
invader = loadImage("invader.jpg");
invader.resize(70, 50);
invader2 = loadImage("invader2.png");
invader2.resize(70, 50);
space = loadImage("space.png");
space.resize(1000, 1000);
tank = loadImage("tank.png");
tank.resize(150, 100);
}
void draw() {
background(space);
timer = millis();
if (timer-lap>800) {
lap = timer;
' **for (int m=0; m <10; m++) {
if (movingRight == false) {
alienXPos[m] += 40;
} else {
alienXPos[m] -= 40;
}
if (alienXPos [m] > 900 && movingRight == false) {
movingRight = true;
for (int l=0; l<10; l++) {
alienYPos[l] += 75;
println("movingleft : " + movingLeft);
println("Moving right : " + movingRight);
}
// if(movingLeft == false){
// alienXPos[m] -= 55;
//}
//else{
// alienXPos [m] += 40;
//}
if (movingLeft == false) {
//alienXPos[m] -=55;
} /*else {
alienXPos[m] ;
}*/
if (alienXPos[m] < 100 && movingLeft == true) {
movingLeft = false;
movingRight = true;
/*for (int l=0; l<10; l++) {
alienYPos[l] += 75;
}** '
println("movingLeft : " + movingLeft);
*/
}
}
}
/* if (alienXPos[m] > 0 && movingLeft == true) {
alienXPos[m] -= 55;
}*/
if (invaderState == 1) {
invaderState = 2;
} else {
invaderState = 1;
}
}
if (tankX > width) {
tankX = 0;
}
if (tankX < 0) {
tankX = 1000;
}
if (gameState == 1) {
drawGameState1();
} else if (gameState == 2) {
drawGameState2();
}
}
void drawGameState1() {
background(#222222);
fill(#000000);
textSize(36);
fill(130, 130, 130);
text(message1, 300, 450);
textSize(20);
text(message2, 430, 600);
}
void drawGameState2() {
background(space);
drawSpaceInvader1();
drawTank();
drawTankMovement();
}
void drawSpaceInvader1() {
for (int i=0; i< 10; i++) {
if (invaderState == 1) {
image(invader, alienXPos[i], alienYPos[0]);
image(invader, alienXPos[i], alienYPos[1]);
image(invader, alienXPos[i], alienYPos[2]);
image(invader, alienXPos[i], alienYPos[3]);
} else if (invaderState == 2) {
image(invader2, alienXPos[i], alienYPos[0]);
image(invader2, alienXPos[i], alienYPos[1]);
image(invader2, alienXPos[i], alienYPos[2]);
image(invader2, alienXPos[i], alienYPos[3]);
}
}
}
void drawTank() {
image(tank, tankX, 700);
}
void drawTankMovement() {
if (moveLeft) {
tankX -= 25;
}
if (moveRight) {
tankX += 25;
}
}
void keyPressed() {
if (gameState == 1) {
if (keyCode == 32) {
gameState = 2;
}
}
if (gameState == 2) {
if (keyCode == LEFT) {
moveLeft = true;
}
if (keyCode == RIGHT) {
moveRight = true;
}
}
}
void keyReleased() {
if (keyCode == LEFT) { // Left Key
moveLeft = false;
}
if (keyCode == RIGHT) { // Right Key
moveRight = false;
}
}
A few things:
Next time, please try and provide a minimal, reproducible example, you were almost there, but you forgot to attach the image files that you use to draw your game out. Running this code gave me errors saying I was missing a few files. I took the liberty of importing some nonsense image and reusing that as your missing assets.
Also missing from your answer is a more implicit title. I think you misunderstood the term "reformatting" code, as that generally refers to the formatting of code. To make your answer likely to be found by others with the same problem, please consider changing the title to what your question is actually about: You can't figure out why your code doesn't reverse the movement of your row of space invaders. Next time, please read this guide on how to write a proper question.
Now to answer your question:
I ran your code and noticed that movingLeft was false whilst movingRight was true. Yet your invaders seem to be running towards the left side of the screen. One of your mistakes was probably getting confused by these variables.
In your code you do
if (movingRight == false) {
alienXPos[m] += 40;
} else {
alienXPos[m] -= 40;
}
Which effectively does the opposite of what you want. In coordinates are oriented like this, assuming we have a 800x400 canvas:
So if you want your invaders to move right, you should be adding to the coordinates when the bool is true, not when it's false. Your logic which flips the invaders direction should be sound:
if (alienXPos[m] < 100 && movingLeft == true) {
movingLeft = false;
movingRight = true;
}
But since in your program due to the above logic error movingLeft is never true, this statement will never run.
One suggestion is that in the simple case of space invaders you don't really need to keep track of two seperate moving variables for each direction, after all, invaders either:
Move to the right
or
Move to the left
Thus you could ditch having two variables and just check, for example, movingRight. If that is true, the invaders should be moving to the right, and if it's false, they should be moving to the left.

Processing: Multiple bullets in top down shooter

I am trying to make a simple top down shooter. When the user presses W, A, S or D a 'bullet' (rectangle) will come out of the 'shooter'. With my code, you can only shoot one bullet per direction until it reaches the end of the screen. Is there a way to make it so they (the user) can shoot multiple bullets in one direction?
Here's my code:
package topdownshooter;
import processing.core.PApplet;
import processing.core.PImage;
public class TopDownShooter extends PApplet {
PImage shooter;
float shooterX = 400;
float shooterY = 300;
float u_bulletSpeed;
float l_bulletSpeed;
float d_bulletSpeed;
float r_bulletSpeed;
boolean shootUp = false;
boolean shootLeft = false;
boolean shootDown = false;
boolean shootRight = false;
public static void main(String[] args) {
PApplet.main("topdownshooter.TopDownShooter");
}
public void setup() {
shooter = loadImage("shooter.png");
}
public void settings() {
size(800, 600);
}
public void keyPressed() {
if(key == 'w') {
shootUp = true;
}
if(key == 'a') {
shootLeft = true;
}
if(key == 's') {
shootDown = true;
}
if(key == 'd') {
shootRight = true;
}
}
public void draw() {
background(206);
imageMode(CENTER);
image(shooter, shooterX, shooterY);
if(shootUp == true) {
rect(shooterX, shooterY-u_bulletSpeed, 5, 5);
u_bulletSpeed += 2;
if(u_bulletSpeed > 300) {
u_bulletSpeed = 0;
shootUp = false;
}
}
if(shootLeft == true) {
rect(shooterX-l_bulletSpeed, shooterY, 5, 5);
l_bulletSpeed += 2;
if(l_bulletSpeed > 400) {
l_bulletSpeed = 0;
shootLeft = false;
}
}
if(shootDown == true) {
rect(shooterX, shooterY+d_bulletSpeed, 5, 5);
d_bulletSpeed += 2;
if(d_bulletSpeed > 300) {
d_bulletSpeed = 0;
shootDown = false;
}
}
if(shootRight == true) {
rect(shooterX+r_bulletSpeed, shooterY, 5, 5);
r_bulletSpeed += 2;
if(r_bulletSpeed > 400) {
r_bulletSpeed = 0;
shootRight = false;
}
}
}
}
The language is processing and I am using the eclipse IDE.
Thanks!
Here's what I would do if I were you. First I'd encapsulate your bullet data into a class, like this:
class Bullet{
float x;
float y;
float xSpeed;
float ySpeed;
// you probably want a constructor here
void drawBullet(){
// bullet drawing code
}
}
Then I'd create an ArrayList that holds Bullet instances:
ArrayList<Bullet> bullets = new ArrayList<Bullet>();
To add a bullet, I'd create a new instance and add it to the ArrayList like this:
bullets.add(new Bullet(bulletX, bulletY));
Then to draw the bullets, I'd iterate over the ArrayList and call the corresponding function:
for(Bullet b : bullets){
b.drawBullet();
}
Shameless self-promotion:
Here is a tutorial on creating classes.
Here is a tutorial on using ArrayLists.

Need to be able to see rectangles being drawn in Processing using for loop

For a project I made a code that creates a computer wallpaper with icons. One Icon I set to draw a loading bar when clicked (void mousePressed). I want to be able to see the rectangle(loading bar)start at a determined location using RectMode(CORNER) and have the width increase every few seconds until the bar is about 3/4 full and then stop and remain.
please give suggestions
this draws the finished bar but i want to see each increment for a couple seconds
void setup(){
size(800,600);
}
void mousePressed(){
if (mousePressed && mouseX>width/4 && mouseX<width-width/4 && mouseY>height/3 && mouseY<height- height/3){
rectMode(CORNER);
noStroke();
fill(0,180,0,180);
for( int r = 0; r <= 7; r++){
if (r == 1)
i = 50;
rect(width/2-348,height/2-35,i,height/8-4);
if (r == 2)
i = 150;
rect(width/2-348,height/2-35,i,height/8-4);
if (r == 3)
rect(width/2-348,height/2-35,i,height/8-4);
i = 250;
if (r == 4)
rect(width/2-348,height/2-35,i,height/8-4);
i = 350;
if (r == 5)
rect(width/2-348,height/2-35,i,height/8-4);
i = 450;
if (r == 6)
rect(width/2-348,height/2-35,i,height/8-4);
i = 550;
if (r == 7)
rect(width/2-348,height/2-35,i,height/8-4);
i = 650;
}
}
}
Using loop is in processing defined by function loop() and can be stopped by noLoop() also I am using frameCount (contains the number of frames that have been displayed since the program started - each run of draw() function) to count percentage of loaded progress bar and to stop loading on 3/4 as you want.
boolean loading = false;
int fillX = 0;
void setup()
{
size(300,300);
background(0);
noLoop();
}
void draw()
{
stroke(255);
fill(0);
rect(48, 137, 204, 25);
noStroke();
fill(255);
rect(51, 140, fillX, 20);
if(loading == true)
{
fillX = ((frameCount%301) / 3 * 2);
if(frameCount%(300*0.75) == 0)
{
loading = false;
noLoop();
frameCount = 0;
}
}
}
void mousePressed() {
loading = true;
loop();
}
RectMode(CORNER) is default mode so the is no need to specify it unless you are using different modes within project.
Do you want to do something like this?
int time, myWidth;
boolean loading;
void setup(){
size(800,600);
loading = false;
myWidth = 0;
}
void draw(){
drawLoadingBar();
}
void drawLoadingBar(){
if(myWidth < width/3){
if(loading && millis()-time > 1000){
rect(20, height/2, myWidth, 30);
myWidth = myWidth + 10;
time = millis();
}
}
}
void mousePressed(){
if(loading == false){
time = millis();
loading = true;
}
}
This code works by increasing the bar width by 10 every second after the first mouse click.

How can I get an NPC to move randomly in XNA?

I basically want a character to walk in one direction for a while, stop, then go in another random direction. Right now my sprites look but don't move, randomly very quickly in all directions then wait and have another seizure. I will post the code I have so far in case that is useful.
class NPC: Mover
{
int movementTimer = 0;
public override Vector2 direction
{
get
{
Random rand = new Random();
int randDirection = rand.Next(8);
Vector2 inputDirection = Vector2.Zero;
if (movementTimer >= 50)
{
if (randDirection == 4)
{
inputDirection.X -= 1;
movingLeft = true;
}
else movingLeft = false;
if (randDirection == 1)
{
inputDirection.X += 1;
movingRight = true;
}
else movingRight = false;
if (randDirection == 2)
{
inputDirection.Y -= 1;
movingUp = true;
}
else movingUp = false;
if (randDirection == 3)
{
inputDirection.Y += 25;
movingDown = true;
}
else movingDown = false;
if (movementTimer >= 100)
{
movementTimer = 0;
}
}
return inputDirection * speed;
}
}
public NPC(Texture2D textureImage, Vector2 position,
Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize,
Vector2 speed)
: base(textureImage, position, frameSize, collisionOffset, currentFrame,
sheetSize, speed)
{
}
public NPC(Texture2D textureImage, Vector2 position,
Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize,
Vector2 speed, int millisecondsPerframe)
: base(textureImage, position, frameSize, collisionOffset, currentFrame,
sheetSize, speed, millisecondsPerframe)
{
}
public override void Update(GameTime gameTime, Rectangle clientBounds)
{
movementTimer++;
position += direction;
if (position.X < 0)
position.X = 0;
if (position.Y < 0)
position.Y = 0;
if (position.X > clientBounds.Width - frameSize.X)
position.X = clientBounds.Width - frameSize.X;
if (position.Y > clientBounds.Height - frameSize.Y)
position.Y = clientBounds.Height - frameSize.Y;
base.Update(gameTime, clientBounds);
}
}
How about you create a method to get a random direction:
Vector2 GetRandomDirection()
{
Random random = new Random();
int randomDirection = random.Next(8);
switch (randomDirection)
{
case 1:
return new Vector2(-1, 0);
case 2:
return new Vector2(1, 0);
case 3:
return new Vector2(0, -1);
case 4:
return new Vector2(0, 1);
//plus perhaps additional directions?
default:
return Vector2.Zero;
}
}
And then, when a set time has elapsed, you call that method to change the direction:
double totalElapsedSeconds = 0;
const double MovementChangeTimeSeconds = 2.0; //seconds
public override void Update(GameTime gameTime, Rectangle clientBounds)
{
totalElapsedSeconds += gameTime.ElapsedGameTime.TotalSeconds;
if (totalElapsedSeconds >= MovementChangeTimeSeconds)
{
totalElapsedSeconds -= MovementChangeTimeSeconds;
this.direction = GetRandomDirection();
}
position += direction;
//...
}
Use different code to detect which direction the NPC is moving (the booleans movingLeft, movingRight, etc.). Detect those values based on the direction vector. This way you don't have to assign redundant values.
enum MoveDirection
{
Up, Down, Left, Right, UpLeft, UpRight, DownLeft, DownRight, None
}
public MoveDirection GetMoveDirection(Vector2 direction)
{
if (direction.Y < 0)
{
if (direction.X < 0)
return MoveDirection.UpLeft;
else if (direction.X > 0)
return MoveDirection.UpRight;
else
return MoveDirection.Up;
}
else if (direction.Y > 0)
{
if (direction.X < 0)
return MoveDirection.DownLeft;
else if (direction.X > 0)
return MoveDirection.DownRight;
else
return MoveDirection.Down;
}
else
{
if (direction.X < 0)
return MoveDirection.Left;
else if (direction.X > 0)
return MoveDirection.Right;
else
return MoveDirection.None;
}
}
I presume this is used for rotating the sprite (or perhaps drawing a different one), so now you just need a switch:
public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
MoveDirection moveDirection = GetMoveDirection(this.direction);
switch(moveDirection)
{
case MoveDirection.Up:
//Draw up-facing sprite, or assign a value to a rotation variable.
break;
case MoveDirection.UpLeft:
//...
}
}
You can examine Platformer Starter Kit to know how enemies move.
As Microsoft discontinue the XNA development for Windows 8, he removes all links to download XNA 4 starter kits.
I upload original Platformer source code to bitbucket.
Here you can download original Platformer Starter Kit Source Code for XNA 4 http://vackup.blogspot.com.ar/2012/11/download-original-platformer-starter.html

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