Tower Defense Game: Moving the enemies on the screen - image

I am trying to develop a Tower Defense Game using javafx and I am having trouble as to how to make it so that the enemies move around the screen. Which classes and methods should I be using in order to approach this problem?

A tower defense game is too much to be covered on SO. I had a little bit of spare time and modified the engine I created in this thread.
Here's the main class with the game loop where the game is loaded, input is checked, sprites are moved, collision is checked, score is updated etc. In opposite to the other engine here you don't need keyboard input. Instead use a mouse click to position a tower. I added 4 initial towers.
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import java.util.Random;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.geometry.Point2D;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.image.Image;
import javafx.scene.input.MouseEvent;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.text.Font;
import javafx.scene.text.FontWeight;
import javafx.scene.text.Text;
import javafx.scene.text.TextBoundsType;
import javafx.stage.Stage;
public class Game extends Application {
Random rnd = new Random();
Pane playfieldLayer;
Pane scoreLayer;
Image playerImage;
Image enemyImage;
List<Tower> towers = new ArrayList<>();;
List<Enemy> enemies = new ArrayList<>();;
Text scoreText = new Text();
int score = 0;
Scene scene;
#Override
public void start(Stage primaryStage) {
Group root = new Group();
// create layers
playfieldLayer = new Pane();
scoreLayer = new Pane();
root.getChildren().add( playfieldLayer);
root.getChildren().add( scoreLayer);
playfieldLayer.addEventFilter(MouseEvent.MOUSE_CLICKED, e -> {
createTower(e.getX(), e.getY());
});
scene = new Scene( root, Settings.SCENE_WIDTH, Settings.SCENE_HEIGHT);
primaryStage.setScene( scene);
primaryStage.show();
loadGame();
createScoreLayer();
createTowers();
AnimationTimer gameLoop = new AnimationTimer() {
#Override
public void handle(long now) {
// add random enemies
spawnEnemies( true);
// check if target is still valid
towers.forEach( tower -> tower.checkTarget());
// tower movement: find target
for( Tower tower: towers) {
tower.findTarget( enemies);
}
// movement
towers.forEach(sprite -> sprite.move());
enemies.forEach(sprite -> sprite.move());
// check collisions
checkCollisions();
// update sprites in scene
towers.forEach(sprite -> sprite.updateUI());
enemies.forEach(sprite -> sprite.updateUI());
// check if sprite can be removed
enemies.forEach(sprite -> sprite.checkRemovability());
// remove removables from list, layer, etc
removeSprites( enemies);
// update score, health, etc
updateScore();
}
};
gameLoop.start();
}
private void loadGame() {
playerImage = new Image( getClass().getResource("player.png").toExternalForm());
enemyImage = new Image( getClass().getResource("enemy.png").toExternalForm());
}
private void createScoreLayer() {
scoreText.setFont( Font.font( null, FontWeight.BOLD, 48));
scoreText.setStroke(Color.BLACK);
scoreText.setFill(Color.RED);
scoreLayer.getChildren().add( scoreText);
scoreText.setText( String.valueOf( score));
double x = (Settings.SCENE_WIDTH - scoreText.getBoundsInLocal().getWidth()) / 2;
double y = 0;
scoreText.relocate(x, y);
scoreText.setBoundsType(TextBoundsType.VISUAL);
}
private void createTowers() {
// position initial towers
List<Point2D> towerPositionList = new ArrayList<>();
towerPositionList.add(new Point2D( 100, 200));
towerPositionList.add(new Point2D( 100, 400));
towerPositionList.add(new Point2D( 800, 200));
towerPositionList.add(new Point2D( 800, 600));
for( Point2D pos: towerPositionList) {
createTower( pos.getX(), pos.getY());
}
}
private void createTower( double x, double y) {
Image image = playerImage;
// center image at position
x -= image.getWidth() / 2;
y -= image.getHeight() / 2;
// create player
Tower player = new Tower(playfieldLayer, image, x, y, 0, 0, 0, 0, Settings.PLAYER_SHIP_HEALTH, 0, Settings.PLAYER_SHIP_SPEED);
// register player
towers.add( player);
}
private void spawnEnemies( boolean random) {
if( random && rnd.nextInt(Settings.ENEMY_SPAWN_RANDOMNESS) != 0) {
return;
}
// image
Image image = enemyImage;
// random speed
double speed = rnd.nextDouble() * 1.0 + 2.0;
// x position range: enemy is always fully inside the screen, no part of it is outside
// y position: right on top of the view, so that it becomes visible with the next game iteration
double x = rnd.nextDouble() * (Settings.SCENE_WIDTH - image.getWidth());
double y = -image.getHeight();
// create a sprite
Enemy enemy = new Enemy( playfieldLayer, image, x, y, 0, 0, speed, 0, 1,1);
// manage sprite
enemies.add( enemy);
}
private void removeSprites( List<? extends SpriteBase> spriteList) {
Iterator<? extends SpriteBase> iter = spriteList.iterator();
while( iter.hasNext()) {
SpriteBase sprite = iter.next();
if( sprite.isRemovable()) {
// remove from layer
sprite.removeFromLayer();
// remove from list
iter.remove();
}
}
}
private void checkCollisions() {
for( Tower tower: towers) {
for( Enemy enemy: enemies) {
if( tower.hitsTarget( enemy)) {
enemy.getDamagedBy( tower);
// TODO: explosion
if( !enemy.isAlive()) {
enemy.setRemovable(true);
// increase score
score++;
}
}
}
}
}
private void updateScore() {
scoreText.setText( String.valueOf( score));
}
public static void main(String[] args) {
launch(args);
}
}
Then you need a base class for your sprites. You can use it for enemies and towers.
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.layout.Pane;
public abstract class SpriteBase {
Image image;
ImageView imageView;
Pane layer;
double x;
double y;
double r;
double dx;
double dy;
double dr;
double health;
double damage;
boolean removable = false;
double w;
double h;
boolean canMove = true;
public SpriteBase(Pane layer, Image image, double x, double y, double r, double dx, double dy, double dr, double health, double damage) {
this.layer = layer;
this.image = image;
this.x = x;
this.y = y;
this.r = r;
this.dx = dx;
this.dy = dy;
this.dr = dr;
this.health = health;
this.damage = damage;
this.imageView = new ImageView(image);
this.imageView.relocate(x, y);
this.imageView.setRotate(r);
this.w = image.getWidth(); // imageView.getBoundsInParent().getWidth();
this.h = image.getHeight(); // imageView.getBoundsInParent().getHeight();
addToLayer();
}
public void addToLayer() {
this.layer.getChildren().add(this.imageView);
}
public void removeFromLayer() {
this.layer.getChildren().remove(this.imageView);
}
public Pane getLayer() {
return layer;
}
public void setLayer(Pane layer) {
this.layer = layer;
}
public double getX() {
return x;
}
public void setX(double x) {
this.x = x;
}
public double getY() {
return y;
}
public void setY(double y) {
this.y = y;
}
public double getR() {
return r;
}
public void setR(double r) {
this.r = r;
}
public double getDx() {
return dx;
}
public void setDx(double dx) {
this.dx = dx;
}
public double getDy() {
return dy;
}
public void setDy(double dy) {
this.dy = dy;
}
public double getDr() {
return dr;
}
public void setDr(double dr) {
this.dr = dr;
}
public double getHealth() {
return health;
}
public double getDamage() {
return damage;
}
public void setDamage(double damage) {
this.damage = damage;
}
public void setHealth(double health) {
this.health = health;
}
public boolean isRemovable() {
return removable;
}
public void setRemovable(boolean removable) {
this.removable = removable;
}
public void move() {
if( !canMove)
return;
x += dx;
y += dy;
r += dr;
}
public boolean isAlive() {
return Double.compare(health, 0) > 0;
}
public ImageView getView() {
return imageView;
}
public void updateUI() {
imageView.relocate(x, y);
imageView.setRotate(r);
}
public double getWidth() {
return w;
}
public double getHeight() {
return h;
}
public double getCenterX() {
return x + w * 0.5;
}
public double getCenterY() {
return y + h * 0.5;
}
// TODO: per-pixel-collision
public boolean collidesWith( SpriteBase otherSprite) {
return ( otherSprite.x + otherSprite.w >= x && otherSprite.y + otherSprite.h >= y && otherSprite.x <= x + w && otherSprite.y <= y + h);
}
/**
* Reduce health by the amount of damage that the given sprite can inflict
* #param sprite
*/
public void getDamagedBy( SpriteBase sprite) {
health -= sprite.getDamage();
}
/**
* Set health to 0
*/
public void kill() {
setHealth( 0);
}
/**
* Set flag that the sprite can be removed from the UI.
*/
public void remove() {
setRemovable(true);
}
/**
* Set flag that the sprite can't move anymore.
*/
public void stopMovement() {
this.canMove = false;
}
public abstract void checkRemovability();
}
The towers are subclasses of the sprite base class. Here you need a little bit of math because you want the towers to rotate towards the enemies and let the towers fire when the enemy is within range.
import java.util.List;
import javafx.scene.effect.ColorAdjust;
import javafx.scene.image.Image;
import javafx.scene.layout.Pane;
public class Tower extends SpriteBase {
SpriteBase target; // TODO: use weakreference
double turnRate = 0.6;
double speed;
double targetRange = 300; // distance within tower can lock to enemy
ColorAdjust colorAdjust;
double rotationLimitDeg=0.0;
double rotationLimitRad = Math.toDegrees( this.rotationLimitDeg);
double roatationEasing = 10;
double targetAngle = 0;
double currentAngle = 0;
boolean withinFiringRange = false;
public Tower(Pane layer, Image image, double x, double y, double r, double dx, double dy, double dr, double health, double damage, double speed) {
super(layer, image, x, y, r, dx, dy, dr, health, damage);
this.speed = speed;
this.setDamage(Settings.TOWER_DAMAGE);
init();
}
private void init() {
// red colorization (simulate "angry")
colorAdjust = new ColorAdjust();
colorAdjust.setContrast(0.0);
colorAdjust.setHue(-0.2);
}
#Override
public void move() {
SpriteBase follower = this;
// reset within firing range
withinFiringRange = false;
// rotate towards target
if( target != null)
{
// parts of code used from shane mccartney (http://lostinactionscript.com/page/3/)
double xDist = target.getCenterX() - follower.getCenterX();
double yDist = target.getCenterY() - follower.getCenterY();
this.targetAngle = Math.atan2(yDist, xDist) - Math.PI / 2;
this.currentAngle = Math.abs(this.currentAngle) > Math.PI * 2 ? (this.currentAngle < 0 ? (this.currentAngle % Math.PI * 2 + Math.PI * 2) : (this.currentAngle % Math.PI * 2)) : (this.currentAngle);
this.targetAngle = this.targetAngle + (Math.abs(this.targetAngle - this.currentAngle) < Math.PI ? (0) : (this.targetAngle - this.currentAngle > 0 ? ((-Math.PI) * 2) : (Math.PI * 2)));
this.currentAngle = this.currentAngle + (this.targetAngle - this.currentAngle) / roatationEasing; // give easing when rotation comes closer to the target point
// check if the rotation limit has to be kept
if( (this.targetAngle-this.currentAngle) > this.rotationLimitRad) {
this.currentAngle+=this.rotationLimitRad;
} else if( (this.targetAngle-this.currentAngle) < -this.rotationLimitRad) {
this.currentAngle-=this.rotationLimitRad;
}
follower.r = Math.toDegrees(currentAngle);
// determine if the player ship is within firing range; currently if the player ship is within 10 degrees (-10..+10)
withinFiringRange = Math.abs( Math.toDegrees( this.targetAngle-this.currentAngle)) < 20;
}
super.move();
}
public void checkTarget() {
if( target == null) {
return;
}
if( !target.isAlive() || target.isRemovable()) {
setTarget( null);
return;
}
//get distance between follower and target
double distanceX = target.getCenterX() - getCenterX();
double distanceY = target.getCenterY() - getCenterY();
//get total distance as one number
double distanceTotal = Math.sqrt(distanceX * distanceX + distanceY * distanceY);
if( Double.compare( distanceTotal, targetRange) > 0) {
setTarget( null);
}
}
public void findTarget( List<? extends SpriteBase> targetList) {
// we already have a target
if( getTarget() != null) {
return;
}
SpriteBase closestTarget = null;
double closestDistance = 0.0;
for (SpriteBase target: targetList) {
if (!target.isAlive())
continue;
//get distance between follower and target
double distanceX = target.getCenterX() - getCenterX();
double distanceY = target.getCenterY() - getCenterY();
//get total distance as one number
double distanceTotal = Math.sqrt(distanceX * distanceX + distanceY * distanceY);
// check if enemy is within range
if( Double.compare( distanceTotal, targetRange) > 0) {
continue;
}
if (closestTarget == null) {
closestTarget = target;
closestDistance = distanceTotal;
} else if (Double.compare(distanceTotal, closestDistance) < 0) {
closestTarget = target;
closestDistance = distanceTotal;
}
}
setTarget(closestTarget);
}
public SpriteBase getTarget() {
return target;
}
public void setTarget(SpriteBase target) {
this.target = target;
}
#Override
public void checkRemovability() {
if( Double.compare( health, 0) < 0) {
setTarget(null);
setRemovable(true);
}
}
public boolean hitsTarget( SpriteBase enemy) {
return target == enemy && withinFiringRange;
}
public void updateUI() {
if( withinFiringRange) {
imageView.setEffect(colorAdjust);
} else {
imageView.setEffect(null);
}
super.updateUI();
}
}
The enemy class is easier. It needs only movement. However, in your final version the enemies should consider obstacles during movement. In this example I add a health bar above the enemy to show the health.
import javafx.scene.image.Image;
import javafx.scene.layout.Pane;
public class Enemy extends SpriteBase {
HealthBar healthBar;
double healthMax;
public Enemy(Pane layer, Image image, double x, double y, double r, double dx, double dy, double dr, double health, double damage) {
super(layer, image, x, y, r, dx, dy, dr, health, damage);
healthMax = Settings.ENEMY_HEALTH;
setHealth(healthMax);
}
#Override
public void checkRemovability() {
if( Double.compare( getY(), Settings.SCENE_HEIGHT) > 0) {
setRemovable(true);
}
}
public void addToLayer() {
super.addToLayer();
// create health bar; has to be created here because addToLayer is called in super constructor
// and it wouldn't exist yet if we'd create it as class member
healthBar = new HealthBar();
this.layer.getChildren().add(this.healthBar);
}
public void removeFromLayer() {
super.removeFromLayer();
this.layer.getChildren().remove(this.healthBar);
}
/**
* Health as a value from 0 to 1.
* #return
*/
public double getRelativeHealth() {
return getHealth() / healthMax;
}
public void updateUI() {
super.updateUI();
// update health bar
healthBar.setValue( getRelativeHealth());
// locate healthbar above enemy, centered horizontally
healthBar.relocate(x + (imageView.getBoundsInLocal().getWidth() - healthBar.getBoundsInLocal().getWidth()) / 2, y - healthBar.getBoundsInLocal().getHeight() - 4);
}
}
The health bar
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.scene.shape.StrokeType;
public class HealthBar extends Pane {
Rectangle outerHealthRect;
Rectangle innerHealthRect;
public HealthBar() {
double height = 10;
double outerWidth = 60;
double innerWidth = 40;
double x=0.0;
double y=0.0;
outerHealthRect = new Rectangle( x, y, outerWidth, height);
outerHealthRect.setStroke(Color.BLACK);
outerHealthRect.setStrokeWidth(2);
outerHealthRect.setStrokeType( StrokeType.OUTSIDE);
outerHealthRect.setFill(Color.RED);
innerHealthRect = new Rectangle( x, y, innerWidth, height);
innerHealthRect.setStrokeType( StrokeType.OUTSIDE);
innerHealthRect.setFill(Color.LIMEGREEN);
getChildren().addAll( outerHealthRect, innerHealthRect);
}
public void setValue( double value) {
innerHealthRect.setWidth( outerHealthRect.getWidth() * value);
}
}
And then you need some global settings like this
public class Settings {
public static double SCENE_WIDTH = 1024;
public static double SCENE_HEIGHT = 768;
public static double TOWER_DAMAGE = 1;
public static double PLAYER_SHIP_SPEED = 4.0;
public static double PLAYER_SHIP_HEALTH = 100.0;
public static int ENEMY_HEALTH = 100;
public static int ENEMY_SPAWN_RANDOMNESS = 50;
}
These are the images:
player.png
enemy.png
So summarized the gameplay is for now:
click on the screen to place a tower ( ie a smiley)
when an enemy is in range, the smiley becomes angry (i just change the color to red), in your final version the tower would be firing
as long as the tower is firing at the enemy, the health is reduced. i did it by changing the health bar depending on the health
when the health is depleted, the enemy is killed and the score is updated; you'd have to add an explosion
So all in all it's not so easy to create a tower defense game. Hope it helps as a start.
Heres' a screenshot:

Related

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);
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public void keyPressed() {
if(key == 'w') {
shootUp = true;
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if(key == 'a') {
shootLeft = true;
}
if(key == 's') {
shootDown = true;
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shootRight = true;
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public void draw() {
background(206);
imageMode(CENTER);
image(shooter, shooterX, shooterY);
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u_bulletSpeed += 2;
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u_bulletSpeed = 0;
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l_bulletSpeed += 2;
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l_bulletSpeed = 0;
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rect(shooterX+r_bulletSpeed, shooterY, 5, 5);
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r_bulletSpeed = 0;
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}
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.

GUITexture disapears when I add a transform position & quaternion.identity

I'm trying to create a health system for my 2d asteroid shoooter. I have the health icons instantiating now using:
Transform newHealthIcon = ((GameObject)Instantiate(healthIconGUI.gameObject)).transform;
However, when I try and set it's transform position and rotation the texture becomes invisible and no longer shows.
Transform newHealthIcon = ((GameObject)Instantiate(healthIconGUI.gameObject, transform.position, Quaternion.identity)).transform;
Here's the full code:
using UnityEngine;
using System.Collections;
public class Health : MonoBehaviour {
public int startingHealth;
public int healthPerIcon;
public GUITexture healthIconGUI;
private ArrayList healthIcons = new ArrayList();
public int maxIconsPerRow;
private float spacingX;
private float spacingY;
void Start () {
spacingX = healthIconGUI.pixelInset.width;
spacingY = healthIconGUI.pixelInset.height;
AddHealth (startingHealth / healthPerIcon);
}
public void AddHealth(int n) {
for (int i = 0; i < n; i++) {
Transform newHealthIcon = ((GameObject)Instantiate(healthIconGUI.gameObject, transform.position, Quaternion.identity)).transform;
newHealthIcon.parent = transform;
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healthIcons.Add (newHealthIcon);
}
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public void ModifyHealth (int amount) {
}
}

Drawing in Java - why my code is so slow?

Background
Im trying to create fancy, smooth and fast analog gauge with some dial inertia simulation etc. I want to avoid OpenGL if this is possible.
Problem
My code in Java is much slower than I expect.
I want my dial to move in time shorter than 0.5 second from minimum value (0) to maximum value (1024, i can change this, but I need smoothness).
I tried to measure time spent on repaint and paintComponent methods to find problem.
Repaint takes about 40us, paintComponent takes 300us, on my machine (Core Duo 2GHz, Windows 7).
It seems to be fast enough (1/0.000340s = ~3000 "runs" per second).
I think that video card is bottleneck and it slows my code, but I have no idea what to do with it.
Question
How to make my code faster and keep animation smooth as possible?
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.Stroke;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Point2D;
import java.awt.image.BufferedImage;
import javax.swing.*;
public class Main extends JPanel {
private static final Point2D CENTER = new Point2D.Double(PREF_W / 2.0,
PREF_W / 2.0);
private static final double RADIUS = PREF_W / 2.0;
private static final Color LARGE_TICK_COLOR = Color.DARK_GRAY;
private static final Color CENTER_HUB_COLOR = Color.DARK_GRAY;
private static final Stroke LARGE_TICK_STROKE = new BasicStroke(4f);
private static final Stroke LINE_TICK_STROKE = new BasicStroke(8f);
private static final int LRG_TICK_COUNT = 18;
private static final double TOTAL_LRG_TICKS = 24;
private static final double LRG_TICK_OUTER_RAD = 0.9;
private static final double LRG_TICK_INNER_RAD = 0.8;
private static final int START_TICK = 10;
private static final double CENTER_HUB_RADIUS = 10;
private static final double DIAL_INNER_RAD = 0.00;
private static final double DIAL_OUTER_RAD = 0.75;
private static final Color DIAL_COLOR = Color.DARK_GRAY;
private BufferedImage backgroundImg;
private static final int PREF_W = 400; //
private static final int PREF_H = 400;
private static final double INIT_VALUE = 0;
public static final int MAX_VALUE = 1024; // resolution
public static int delay = 1; // delay (ms) between value changes
private double theta;
private double cosTheta;
private double sinTheta;
private static long microtime;
public Main() {
setBackground(Color.white);
backgroundImg = createBackgroundImg();
setSpeed(INIT_VALUE);
}
public void setSpeed(double speed) {
if (speed < 0) {
speed = 0;
} else if (speed > MAX_VALUE) {
speed = MAX_VALUE;
}
this.theta = ((speed / MAX_VALUE) * LRG_TICK_COUNT * 2.0 + START_TICK)
* Math.PI / TOTAL_LRG_TICKS;
cosTheta = Math.cos(theta);
sinTheta = Math.sin(theta);
microtime = System.nanoTime()/1000;
repaint();
System.out.println("Repaint (us) = " + (System.nanoTime()/1000 - microtime));
}
private BufferedImage createBackgroundImg() {
BufferedImage img = new BufferedImage(PREF_W, PREF_H,
BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = img.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(LARGE_TICK_COLOR);
g2.setStroke(LARGE_TICK_STROKE);
for (double i = 0; i < LRG_TICK_COUNT; i++) {
double theta = (i * 2.0 + START_TICK) * Math.PI / TOTAL_LRG_TICKS;
double cosTheta = Math.cos(theta);
double sinTheta = Math.sin(theta);
int x1 = (int) (LRG_TICK_INNER_RAD * RADIUS * cosTheta + CENTER.getX());
int y1 = (int) (LRG_TICK_INNER_RAD * RADIUS * sinTheta + CENTER.getY());
int x2 = (int) (LRG_TICK_OUTER_RAD * RADIUS * cosTheta + CENTER.getX());
int y2 = (int) (LRG_TICK_OUTER_RAD * RADIUS * sinTheta + CENTER.getY());
g2.drawLine(x1, y1, x2, y2);
}
g2.setColor(CENTER_HUB_COLOR);
int x = (int) (CENTER.getX() - CENTER_HUB_RADIUS);
int y = (int) (CENTER.getY() - CENTER_HUB_RADIUS);
int width = (int) (2 * CENTER_HUB_RADIUS);
int height = width;
g2.fillOval(x, y, width, height);
g2.dispose();
return img;
}
#Override
protected void paintComponent(Graphics g) {
System.out.println("Paint component (us) = " + (System.nanoTime()/1000 - microtime));
super.paintComponent(g);
if (backgroundImg != null) {
g.drawImage(backgroundImg, 0, 0, this);
}
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setStroke(LINE_TICK_STROKE);
g.setColor(DIAL_COLOR);
int x1 = (int) (DIAL_INNER_RAD * RADIUS * cosTheta + CENTER.getX());
int y1 = (int) (DIAL_INNER_RAD * RADIUS * sinTheta + CENTER.getY());
int x2 = (int) (DIAL_OUTER_RAD * RADIUS * cosTheta + CENTER.getX());
int y2 = (int) (DIAL_OUTER_RAD * RADIUS * sinTheta + CENTER.getY());
g.drawLine(x1, y1, x2, y2);
microtime = System.nanoTime()/1000;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
private static void createAndShowGui() {
final Main mainPanel = new Main();
JFrame frame = new JFrame("DailAnimation");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
new Timer(delay, new ActionListener() {
double speed = 0;
#Override
public void actionPerformed(ActionEvent evt) {
speed ++;
if (speed > Main.MAX_VALUE) {
speed = 0;
}
mainPanel.setSpeed(speed);
}
}).start();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
Little code description:
There is a timer, that changes gauge value. Timer interval is defined by delay variable at the beginning.
This is complete, one file code, you can just paste it in your IDE and compile.
You could try the following:
Switch from BufferedImage to VolatileImage
Precalculate your sin and cos function results and store them in arrays
Switch to Active painting instead of calling repaint

XNA SpriteSheet not working

I have added logic to show the Sprite animating but it's simply not showing on the screen. What am I doing wrong?
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input.Touch;
namespace MyXNAGame.Game_Classes
{
public class Player : Sprite
{
private int _frameCount = 6;
private int _frameIndex;
private Rectangle[] _frames;
public float _jumpVelocity = 12f;
public PlayerState _playerState;
public Rectangle BoundingBox
{
get { return new Rectangle {X = (int) Position.X, Y = (int) Position.Y, Height = Texture.Height, Width = Texture.Width}; }
}
public void Initialize()
{
_frames = new Rectangle[_frameCount];
int width = Texture.Width / _frameCount;
for (int i = 0; i < _frameCount; i++)
{
_frames[i] = new Rectangle(i*width, 0, width, Texture.Height);
}
}
public void Load(ContentManager contentManager, string assetName)
{
Texture = contentManager.Load<Texture2D>(assetName);
}
public void Update(GameTime gameTime)
{
while (TouchPanel.IsGestureAvailable)
{
GestureSample gestureSample = TouchPanel.ReadGesture();
if (gestureSample.GestureType == GestureType.Tap)
{
if (_playerState == PlayerState.Running)
{
_playerState = PlayerState.NormalJump;
}
}
if (gestureSample.GestureType == GestureType.Hold)
{
if (_playerState == PlayerState.Running)
{
_playerState = PlayerState.LongJump;
}
}
}
// NormalJump Logic
switch (_playerState)
{
case PlayerState.NormalJump:
Position.Y -= _jumpVelocity;
_jumpVelocity -= 0.5f;
if (_jumpVelocity == 0)
{
_playerState = PlayerState.Falling;
}
break;
case PlayerState.LongJump:
Position.Y -= _jumpVelocity;
_jumpVelocity -= 0.5f;
if (_jumpVelocity == 0)
{
_playerState = PlayerState.Falling;
}
break;
case PlayerState.Falling:
Position.Y += _jumpVelocity;
_jumpVelocity += 0.5f;
break;
case PlayerState.Running:
_frameIndex++;
if (_frameIndex > 5)
{
_frameIndex = 0;
}
break;
}
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(Texture, Position, _frames[_frameIndex], Color.White, 0, new Vector2(0, 0), new Vector2(0, 0), SpriteEffects.None, 0);
}
}
}`
Can anyone see the obvious mistake? I am using WP7
I changed the 'Scale' parameter in the Draw() method from new Vector(0,0) to new Vector(1,1) as obviously, having a Scale of 0 will not show anything at all.

how to crop image with particular shape in Blackberry?

Hi all thanks to read my answer hope you can help me
I am working on Image cropping in blackberry. In my application contain 3 main things.
1)Load the image on the screen
2)select the shape of the cropping area
3)display that cropping image on next screen with out losing its shape
Step1: i can done the image loading part
step2: using Menu i just add the 4 types of shapes
1)Circle
2)Rectangle with rounded shape
3)Star
4)Cloud
using menu when he click on any menu item ,then that particular shape image will display on the screen.
we can give the movement to that image because we have to provide him to select any portion of the image.
step3: After fix the position then we will allow the user to crop using menu.
when he click on menu item " CROP". then we have to crop the image according the shape and that image should display on the next screen
Note: Following code working only for Rectangular shape but i want to
use all shapes
This is my sample code ::
import net.rim.device.api.system.Bitmap;
import net.rim.device.api.system.Display;
import net.rim.device.api.ui.Field;
import net.rim.device.api.ui.Graphics;
import net.rim.device.api.ui.Manager;
import net.rim.device.api.ui.MenuItem;
import net.rim.device.api.ui.Screen;
import net.rim.device.api.ui.UiApplication;
import net.rim.device.api.ui.XYEdges;
import net.rim.device.api.ui.XYRect;
import net.rim.device.api.ui.component.BitmapField;
import net.rim.device.api.ui.component.Dialog;
import net.rim.device.api.ui.component.Menu;
import net.rim.device.api.ui.container.MainScreen;
import net.rim.device.api.ui.container.VerticalFieldManager;
import net.rim.device.api.ui.decor.BackgroundFactory;
public class ClipMove extends MainScreen{
Bitmap circle_frame,rectangle_frame,star_frame,cloud_frame,image,selected_frame;
BitmapField frmae_field;
private int padding_x=0,padding_y=0;
private VerticalFieldManager vrt_mgr;
public ClipMove() {
//Here my shape images are transparent
circle_frame=Bitmap.getBitmapResource("circle.gif");
rectangle_frame=Bitmap.getBitmapResource("rect1.png");
star_frame=Bitmap.getBitmapResource("star.gif");
cloud_frame=Bitmap.getBitmapResource("cloud.gif");
//this is my actual image to crop
image=Bitmap.getBitmapResource("sample.jpg");
vrt_mgr=new VerticalFieldManager(){
protected void sublayout(int maxWidth, int maxHeight) {
super.sublayout(Display.getWidth(),Display.getHeight());
setExtent(Display.getWidth(),Display.getHeight());
}
};
vrt_mgr.setBackground(BackgroundFactory.createBitmapBackground(image));
add(vrt_mgr);
}
protected void makeMenu(Menu menu, int instance) {
super.makeMenu(menu, instance);
menu.add(new MenuItem("Rect",0,0) {
public void run() {
// TODO Auto-generated method stub
vrt_mgr.deleteAll();
selected_frame=rectangle_frame;
frmae_field=new BitmapField(rectangle_frame);
vrt_mgr.add(frmae_field);
vrt_mgr.invalidate();
}
});
menu.add(new MenuItem("Circle",0,0) {
public void run() {
// TODO Auto-generated method stub
vrt_mgr.deleteAll();
selected_frame=circle_frame;
frmae_field=new BitmapField(circle_frame);
vrt_mgr.add(frmae_field);
vrt_mgr.invalidate();
}
});
menu.add(new MenuItem("Star",0,0) {
public void run() {
// TODO Auto-generated method stub
vrt_mgr.deleteAll();
selected_frame=star_frame;
frmae_field=new BitmapField(star_frame);
vrt_mgr.add(frmae_field);
vrt_mgr.invalidate();
}
});
menu.add(new MenuItem("Cloud",0,0) {
public void run() {
// TODO Auto-generated method stub
vrt_mgr.deleteAll();
selected_frame=cloud_frame;
frmae_field=new BitmapField(cloud_frame);
vrt_mgr.add(frmae_field);
vrt_mgr.invalidate();
}
});
menu.add(new MenuItem("Crop",0,0) {
public void run() {
// TODO Auto-generated method stub
Field f=vrt_mgr.getField(0);
// XYRect rect=getFieldExtent(f);
XYRect rect=new XYRect(padding_x, padding_y,frmae_field.getBitmapWidth(),frmae_field.getBitmapHeight());
Bitmap crop = cropImage(image, rect.x, rect.y,
rect.width, rect.height);
synchronized (UiApplication.getEventLock()) {
UiApplication.getUiApplication().pushScreen(new sampleScreen(crop,selected_frame));
}
}
});
}
protected boolean navigationMovement(int dx, int dy, int status, int time) {
if(frmae_field!=null){
padding_x=padding_x+dx;
padding_y=padding_y+dy;
XYEdges edge=new XYEdges(padding_y, 0, 0, padding_x);
frmae_field.setPadding(edge);
vrt_mgr.invalidate();
return true;
}else {
return false;
}
}
public void DisplayMessage(final String str)
{
UiApplication.getUiApplication().invokeLater(new Runnable() {
public void run() {
Dialog.inform(str);
}
});
}
public XYRect getFieldExtent(Field fld) {
int cy = fld.getContentTop();
int cx = fld.getContentLeft();
Manager m = fld.getManager();
while (m != null) {
cy += m.getContentTop() - m.getVerticalScroll();
cx += m.getContentLeft() - m.getHorizontalScroll();
if (m instanceof Screen)
break;
m = m.getManager();
}
return new XYRect(cx, cy, fld.getContentWidth(), fld.getContentHeight());
}
// this logic only useful for rectangler shape
public Bitmap cropImage(Bitmap image, int x, int y, int width,int height) {
Bitmap result = new Bitmap(width, height);
Graphics g = Graphics.create(result);
g.drawBitmap(0, 0, width, height, image, x, y);
return result;
}
}
//this is my next screen to show the croped image
class sampleScreen extends MainScreen
{
VerticalFieldManager manager;
public sampleScreen(final Bitmap img,final Bitmap back) {
manager=new VerticalFieldManager(){
protected void paint(Graphics graphics) {
graphics.drawBitmap(0, 0, img.getWidth(), img.getHeight(), img, 0, 0);
super.paint(graphics);
}
protected void sublayout(int maxWidth, int maxHeight) {
super.sublayout( img.getWidth(), img.getHeight());
setExtent( img.getWidth(), img.getHeight());
}
};
BitmapField field=new BitmapField(back);
field.setPadding(0, 0, 0, 0);
manager.add(field);
add(manager);
}
}
My screen shots:
By using another dummy image, it is possible to determine which pixels of the original image needs to be deleted (we can make them transparent). Though It may not be the optimal solution, but it can be applied for any geometric figure we can draw on BlackBerry.
Check following steps:
Create a new Bitmap image (dummyImage) of same dimension as the
source image (myImage).
Draw (fill) the target geometric shape on it using a defined color
(fillColor).
Now for each pixel of myImage, if the same pixel of dummyImage
contains fillColor then keep it unchanged, else make this pixel
fully transparent by assigning zero (0) to it.
Now myImage is almost ready, need to trim this image for
transparent pixel removal.
Following code will apply a circular crop on a image. (but won't trim the transparent pixels).
package mypackage;
import net.rim.device.api.system.Bitmap;
import net.rim.device.api.system.Display;
import net.rim.device.api.ui.Color;
import net.rim.device.api.ui.Graphics;
import net.rim.device.api.ui.MenuItem;
import net.rim.device.api.ui.component.BitmapField;
import net.rim.device.api.ui.component.Menu;
import net.rim.device.api.ui.container.MainScreen;
class MyScreen extends MainScreen {
private Bitmap myImage = Bitmap.getBitmapResource("img/myImage.jpeg");
private BitmapField _bf;
public MyScreen() {
_bf = new BitmapField(myImage);
adjustBitmapMargin();
add(_bf);
}
private void adjustBitmapMargin() {
int x = (Display.getWidth() - myImage.getWidth()) / 2;
int y = (Display.getHeight() - myImage.getHeight()) / 2;
_bf.setMargin(y, 0, 0, x);
}
protected void makeMenu(Menu menu, int instance) {
menu.add(miCropCircle);
super.makeMenu(menu, instance);
}
private MenuItem miCropCircle = new MenuItem("Crop - Circle", 0, 0) {
public void run() {
cropImage();
}
};
private void cropImage() {
int width = myImage.getWidth();
int height = myImage.getHeight();
// get original data from the image
int myImageData[] = new int[width * height];
myImage.getARGB(myImageData, 0, width, 0, 0, width, height);
// get default color of a newly created bitmap
int defaultColors[] = new int[1 * 1];
(new Bitmap(1, 1)).getARGB(defaultColors, 0, 1, 0, 0, 1, 1);
int defaultColor = defaultColors[0];
int fillColor = Color.RED;
int diameter = 200;
// dummy data preparation
Bitmap dummyImage = new Bitmap(width, height);
Graphics dummyImageGraphics = Graphics.create(dummyImage);
dummyImageGraphics.setColor(fillColor);
int startX = width / 2 - diameter / 2;
int startY = height / 2 - diameter / 2;
dummyImageGraphics.fillArc(startX, startY, diameter, diameter, 0, 360);
int dummyData[] = new int[width * height];
dummyImage.getARGB(dummyData, 0, width, 0, 0, width, height);
// filling original data with transparent value.
int totalPixels = width * height;
for (int i = 0; i < totalPixels; i++) {
if (dummyData[i] == defaultColor) {
myImageData[i] = 0;
}
}
// set new data
myImage.setARGB(myImageData, 0, width, 0, 0, width, height);
// redraw screen
_bf.setBitmap(myImage);
adjustBitmapMargin();
invalidate();
// free up some memory here
defaultColors = null;
dummyImage = null;
dummyData = null;
dummyImageGraphics = null;
}
}
Output of the above code:

Resources