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Thread: whats next?

  1. #1
    Junior Member
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    Default whats next?

    so let me start. I'm 17 and I love knowing how things work, esp code. I bought myself good'ol sam's java in 27 days and the book of games for the evil genius. This is the 1st major project I've ever completed :

    (attached)

    code is as follows :
    import java.awt.Color;
    import java.awt.Dimension;
    import java.awt.Font;
    import java.awt.Graphics;
    import java.awt.Image;
    import java.awt.Rectangle;
    import java.awt.event.KeyEvent;
    import java.awt.event.KeyListener;
    import java.io.File;
    import java.io.FileInputStream;
    import java.io.FileNotFoundException;
    import java.io.IOException;
    import java.io.InputStream;
    import java.util.ArrayList;
     
    import javax.imageio.ImageIO;
    import javax.print.DocFlavor.URL;
    import javax.sound.sampled.AudioFormat;
    import javax.sound.sampled.AudioInputStream;
    import javax.sound.sampled.AudioSystem;
    import javax.sound.sampled.Clip;
    import javax.sound.sampled.LineUnavailableException;
    import javax.sound.sampled.UnsupportedAudioFileException;
    import javax.swing.JFrame;
     
    public class game extends JFrame implements KeyListener {
     
        // alrighty , lets start taking this thing apart shall we?
        // so 1st off here , we have the intergets that will manage the planes
        // postion
        // and regulate how it travels
        int planeY = 200, planeX = 200, Xspeed = 0, Yspeed = 0;
     
        // up next we have some game play varibles which will handle things like
        // power ups , points , leveling up and other such things
        double points = 0;
        int level = 1, clocktime = 0;;
        boolean manmode = false;
        int manmodetimer = 0;
        int firerate = 120, firedamage = 5;
     
        boolean started = false;
        int songtimer = 0;
     
        // the compents below will be used to handle the clouds and to handle a
        // delay on
        // the menu pickup time
        int x1 = 0, y1 = 0, x2 = 1000, check = 0;
        int I = 0, T = 0, L = 0;
     
        // below we will declare graphics handelers and other such components that
        // will
        // ease the use of double buffering
     
        Graphics buffergraphics;
     
        Image offscreen;
     
        Dimension dim;
     
        // below we have some booleans which will handel the pauseing, starting and
        // other such things , throughout the game
     
        boolean Run = false;
        boolean Run2 = true;
        boolean menu = true;
        boolean dead = false;
        boolean gameover = false;
     
        // the blow booleans will handle other ingame taskes
        // such as enableing the hit boxes to be seen
        boolean showboxes = false;
        boolean firingbullets = false;
        boolean trifire = false;
        boolean forcespawn = false;
     
        // the below arraylists will take care of manageing al the bad guys ,
        // bullets and powerups
     
        ArrayList<Rectangle> bullets = new ArrayList<Rectangle>();
        ArrayList<Rectangle> badguys = new ArrayList<Rectangle>();
        ArrayList<Rectangle> badguyhealth = new ArrayList<Rectangle>();
        ArrayList<Integer> healthvaule = new ArrayList<Integer>();
        ArrayList<Boolean> deadornot = new ArrayList<Boolean>();
        ArrayList<Rectangle> powerups = new ArrayList<Rectangle>();
     
        // these are the collision boxes for the plane
        Rectangle CPB = new Rectangle(planeX, planeY + 70, 140, 10);
        Rectangle CPW = new Rectangle(planeX + 100, planeY + 5, 10, 140);
        Rectangle CPW2 = new Rectangle(planeX + 80, planeY + 5, 10, 140);
        Rectangle CPT = new Rectangle(planeX + 10, planeY + 45, 10, 60);
     
        // the methods below will handle key events
     
        public void keyPressed(KeyEvent e) {
     
            // this section here handles entering and exiting the main menu
            if (menu == true && T == 0) {
                if (e.getKeyChar() == 'm') {
                    System.out.println("menu exited");
                    menu = false;
                    Run = true;
                    T++;
                }
            }
            if (menu == false && T == 0) {
                if (e.getKeyChar() == 'm') {
                    System.out.println("menu entered");
                    menu = true;
                    Run = false;
                    T++;
                }
            }
     
            // the below key event will handel reseting the game after death
     
            if (e.getKeyChar() == 'r') {
                Run = true;
                dead = false;
                gameover = false;
                bullets.clear();
                badguys.clear();
                badguyhealth.clear();
                healthvaule.clear();
                deadornot.clear();
                powerups.clear();
                planeY = 200;
                planeX = 200;
                CPB.y = planeY + 70;
                CPW.y = planeY + 5;
                CPW2.y = planeY + 5;
                CPT.y = planeY + 45;
                CPB.x = planeX;
                CPW.x = planeX + 100;
                CPW2.x = planeX + 80;
                CPT.x = planeX + 10;
                points = 0.0;
                level = 1;
            }
            // the next coupld of lines should be easy to figure out
            // they set the speed vaules of the plane based off
            // which key is hit
            if (e.getKeyChar() == 's') {
     
                Yspeed = (0 - 1);
            }
     
            if (e.getKeyChar() == 'w') {
     
                Yspeed = 1;
            }
            if (e.getKeyChar() == 'd') {
     
                Xspeed = (0 - 1);
            }
     
            if (e.getKeyChar() == 'a') {
     
                Xspeed = 1;
            }
     
            if (e.getKeyCode() == KeyEvent.VK_SPACE) {
     
                firingbullets = true;
            }
     
            // avoit your eyes! these are alpha tester controls!
     
            if (e.getKeyChar() == '0') {
     
                dead = true;
            }
     
            if (e.getKeyChar() == '9') {
     
                showboxes = true;
            }
     
            if (e.getKeyChar() == '8') {
     
                trifire = true;
            }
     
            if (e.getKeyChar() == '7') {
     
                forcespawn = true;
            }
            // this littl line here makes sure that the menu doesn't
            // glitch to crap whenever you press it though it doesn't always work
            // i gotta think of some other way to handle this but i don't have time
     
            L++;
            if (L >= 500) {
                T = 0;
                L = 0;
            }
     
        }
     
        @Override
        // the below method will handle when
        // a key event ends (you take your finger off the key)
        public void keyReleased(KeyEvent e) {
     
            // mostly what is happening is the reseting of vaules
            if (e.getKeyChar() == 's') {
                Yspeed = 0;
     
            }
            if (e.getKeyChar() == 'w') {
                Yspeed = 0;
     
            }
     
            if (e.getKeyChar() == 'd') {
                Xspeed = 0;
     
            }
            if (e.getKeyChar() == 'a') {
                Xspeed = 0;
     
                // again avoid your eyes! these are alpha controls!
     
            }
            if (e.getKeyChar() == '0') {
     
                dead = false;
            }
            if (e.getKeyChar() == '9') {
     
                showboxes = false;
            }
            if (e.getKeyCode() == KeyEvent.VK_SPACE) {
     
                firingbullets = false;
            }
     
            if (e.getKeyChar() == '8') {
     
                trifire = false;
            }
            if (e.getKeyChar() == '7') {
     
                forcespawn = false;
            }
        }
     
        public void keyTyped(KeyEvent e) {
     
            // these keys handle pause and starting, i should have done
            // the menu this way, but i wanted to bind it to one key instead of 2
     
            if (e.getKeyChar() == 'p') {
     
                Run = false;
            }
            if (e.getKeyChar() == 'o') {
     
                Run = true;
            }
     
        }
     
        // here is where the game starts, this is the contructor!
     
        public game() {
     
            super("game");
            addKeyListener(this);
            setSize(1000, 600);
     
            // not currently implemented , but soon i will not be useing the setSize
            // command, instead i will let the user set there own size
            // by dragging the window, but before i do that i need to work out
            // a good ratio system so everything scales correctly
            // i think that a system of double Xratio = currentsize.width / 1000
            // (orginal working size)
            // and double Yratio = currentsize.height / 600
            // i think that creating those, then adding them onto every single X & Y
            // relation
            // would make my scaleing work, but im not too sure, and Im outta time
     
            setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
     
            setVisible(true);
     
            // below i handle starting all the threads/methods i created
     
            planemovement plane = new planemovement();
            // the above thread handles the plane
            refreshrate refresh = new refreshrate();
            // the above thread handles the repaint and the cloud speed
            hitdetection hit = new hitdetection();
            // the above thread handles hit detection for the plane
            bulletcreator bulletcreator = new bulletcreator();
            // the above thread handles bullet creation
            bulletmanager bulletmanager = new bulletmanager();
            // the above thread handles bullet movement
            badguyspawning spawning = new badguyspawning();
            // the above thread handles random spawning
            badguymovement badguymove = new badguymovement();
            // the above thread handles badguy movement
            bullethitdection bullethit = new bullethitdection();
            // the above thread handels bullet collison
            deathcontrol death = new deathcontrol();
            // the above thread handles bad guy death and power up creation
            powerupmovement powerup = new powerupmovement();
            // the above thread handles power up movement
            powerupclock powerclock = new powerupclock();
            // the above thread handles the amount of time the power up lasts
            levelclock clock = new levelclock();
            // the above thread handles time passage
            planedeath gamedeath = new planedeath();
            // the above thread handles player dieing
            audiomanager audio = new audiomanager();
     
            // I don't think you know how hard it was for me to not make
            // a method called "madness" cause ive been dying to make the
            // "theres method to my madness " pun all friggin year
     
            // any way , so now we start all the threads we declared above
            refresh.start();
            plane.start();
            hit.start();
            bulletcreator.start();
            bulletmanager.start();
            spawning.start();
            badguymove.start();
            bullethit.start();
            death.start();
            powerup.start();
            powerclock.start();
            clock.start();
            gamedeath.start();
            audio.start();
     
        }
     
        // here is where the graphics starts!
        public void paint(Graphics g) {
            // the below image array handles all my images
            Image[] images = new Image[10];
     
            // this handles fecthing the size of the window
            // so i can double buffer correctly
            dim = getSize();
            // so we create a blank Image, and we make it the size of
            // the current window
            offscreen = createImage(dim.width, dim.height);
            // then we tell our graphics engine to get whatever is currently on
            // screen
            buffergraphics = offscreen.getGraphics();
            // then , we clear the screen
            buffergraphics.clearRect(0, 0, dim.width, dim.width);
     
            // now lets start drawing stuff
     
            buffergraphics.setColor(Color.red);
     
            // this handles directing the graphics to the main menu
            if (menu == false) {
     
                // this handles directing the graphics to game over screen
                if (gameover == false) {
     
                    // and this handles directing the graphics to all the normal
                    // stuff
                    if (Run == true) {
     
                        int loop = 0;
     
                        // lets start loading up those images
                        try {
                            images[1] = ImageIO.read(new File("sky.png"));
                        } catch (IOException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                        try {
                            images[2] = ImageIO.read(new File("sky.png"));
                        } catch (IOException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
     
                        try {
                            images[4] = ImageIO.read(new File("ufo.png"));
                        } catch (IOException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                        try {
                            images[5] = ImageIO.read(new File("boom.png"));
                        } catch (IOException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                        try {
                            images[6] = ImageIO.read(new File("powerup.png"));
                        } catch (IOException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                        try {
                            images[7] = ImageIO.read(new File("manup.png"));
                        } catch (IOException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
     
                        // below will handle the planing blowing up before the game
                        // ends
     
                        if (dead == false) {
                            try {
                                images[3] = ImageIO
                                        .read(new File("planefinal.png"));
                            } catch (IOException e) {
                                // TODO Auto-generated catch block
                                e.printStackTrace();
                            }
                        }
     
                        if (dead == true) {
                            try {
                                images[3] = ImageIO.read(new File("boom.png"));
                            } catch (IOException e) {
                                // TODO Auto-generated catch block
                                e.printStackTrace();
                            }
                        }
     
                        // now we go to where we actually draw stuff on the screen
                        // course , i used the auto format when i was done, so this
                        // layout looks like sh*t, but all for marks
     
                        // okay , lets draw the clouds 1st, because the order in
                        // which we
                        // draw things, is the order in which they get coverd up
                        // the last thing to be drawn, will always overlay ontop
                        // of everything else
                        buffergraphics
                                .drawImage(images[1], x1, y1, 1000, 600, this);
     
                        buffergraphics.drawImage(images[2], x2, y1, 1000 + 2, 600,
                                this);
     
                        // now lets draw the plane, so it overlays ontop the clouds
                        buffergraphics.drawImage(images[3], planeX, planeY, 150,
                                150, null);
     
                        // / now lets handle drawing those hitboxes , which are an
                        // ALPHA
                        // control! so don't you rember this!
     
                        buffergraphics.setColor(Color.CYAN);
     
                        if (showboxes == true) {
                            buffergraphics.fillRect(CPB.x, CPB.y, 140, 10);
                            buffergraphics.fillRect(CPW.x, CPW.y, 10, 140);
                            buffergraphics.fillRect(CPW2.x, CPW2.y, 10, 140);
                            buffergraphics.fillRect(CPT.x, CPT.y, 10, 60);
                        }
     
                        // now we handle drawing the bullets, this loop will go
                        // around
                        // and draw all the bullets
                        try {
                            if (bullets.size() > 0) {
     
                                while (loop < bullets.size()) {
                                    buffergraphics.setColor(Color.YELLOW);
                                    buffergraphics.fillRect(bullets.get(loop).x,
                                            bullets.get(loop).y, 10, 10);
     
                                    loop++;
     
                                }
     
                            }
                        }
                        // now, this try and catch are on that, beacuse it was
                        // giving off an
                        // error or null pointer (the bullet count was reduced while
                        // it was
                        // trying to draw the bullet)
                        // my program is filled with errors like this, where stuff
                        // is killed / delelted during its handeling process,
                        // rather then going and making sure all this stuff runs in
                        // some sort
                        // of order so this can't happen, i would rather just catch
                        // the errors
                        catch (NullPointerException e) {
                            loop = 0;
                        }
     
                        // now here we go and draws the power-ups, because
                        // we want the bad guys to show up overtop of the power ups
                        int loop3 = 0;
                        if (powerups.size() > 0) {
     
                            while (loop3 < powerups.size()) {
                                buffergraphics.drawImage(images[6],
                                        powerups.get(loop3).x,
                                        powerups.get(loop3).y, 50, 50, this);
                                buffergraphics.drawImage(images[7],
                                        powerups.get(loop3).x,
                                        powerups.get(loop3).y - 20, 50, 20, this);
     
                                loop3++;
                            }
     
                        }
     
                        // now we draw those badguys
                        // if the bad guys are dead, we draw a "boom"
                        int loop2 = 0;
                        if (badguys.size() > 0) {
                            while (loop2 < badguys.size()) {
                                try {
     
                                    if (deadornot.get(loop2) == true) {
                                        buffergraphics.drawImage(images[5],
                                                badguys.get(loop2).x,
                                                badguys.get(loop2).y, 50, 50, null);
     
                                    } else {
                                        buffergraphics.drawImage(images[4],
                                                badguys.get(loop2).x,
                                                badguys.get(loop2).y, 50, 50, null);
                                    }
     
                                    // course, while we draw the bad guys we also
                                    // gotta draw their health vaules
                                    buffergraphics.setColor(Color.RED);
     
                                    buffergraphics.fillRect(
                                            badguyhealth.get(loop2).x,
                                            badguyhealth.get(loop2).y,
                                            healthvaule.get(loop2), 10);
     
                                    loop2++;
     
                                }
                                // more errors to catch!
                                catch (NullPointerException e) {
                                    loop2 = 0;
                                }
                            }
                        }
     
                    }
                    // this 1st else here, is for when the "normal" engine isn't
                    // running,
                    // this means the game must be paused.. there is not real use
                    // for the pause, considering that i have the main menu, but oh
                    // well
                    // it was nice pratice
                    else {
                        try {
                            images[1] = ImageIO.read(new File("pause.png"));
                        } catch (IOException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
     
                        buffergraphics.drawImage(images[1], 0, 0, dim.width,
                                dim.height, this);
                        buffergraphics.setColor(Color.BLUE);
                        buffergraphics.setFont(new Font("TimesRoman", Font.PLAIN,
                                30));
                        buffergraphics.drawString("PRESS 0 ", 20, dim.height / 4);
                        buffergraphics
                                .drawString("TO UNPAUSE ", 20, dim.height / 5);
     
                    }
     
                }
                // now below we are going to handle the game over screen
                // for when you die(beacuse you don't know the alpha controls!
                // RIGHT?)
                else {
     
                    Run = false;
                    buffergraphics.setColor(Color.BLACK);
                    buffergraphics.fillRect(0, 0, dim.width, dim.height);
                    buffergraphics.setColor(Color.RED);
                    buffergraphics.setFont(new Font("TimesRoman", Font.PLAIN, 120));
                    buffergraphics.drawString("YOU ARE DEAD", 20, dim.height / 2);
                    buffergraphics.setFont(new Font("TimesRoman", Font.PLAIN, 30));
                    buffergraphics.drawString("GAME OVER MAN! GAME OVER!", 200,
                            dim.height / 2 + 120);
                    buffergraphics.drawString("YOU ACHIVE A SCORE OF : " + points,
                            200, dim.height / 2 + 150);
                    buffergraphics.drawString("YOU MADE IT TO LEVEL : " + level,
                            200, dim.height / 2 + 180);
                    buffergraphics.drawString("PRESS R TO RESET", 200,
                            dim.height / 2 + 210);
                }
     
            }
            // alrighty , now we are going to Draw the main menu!
            else {
                Rectangle background = new Rectangle(0, 0, dim.width, dim.height);
                buffergraphics.setColor(Color.RED);
                buffergraphics.fillRect(background.x, background.y, dim.width,
                        dim.height);
     
                buffergraphics.setColor(Color.BLUE);
                buffergraphics.setFont(new Font("TimesRoman", Font.PLAIN, 80));
                buffergraphics.drawString("MAIN MENU", (dim.width / 2) - 200, 100);
     
                Rectangle controls = new Rectangle((dim.width / 4),
                        dim.width / 4 - 100, 200, 100);
                buffergraphics.fillRect(controls.x, controls.y, 600, 230);
                buffergraphics.setFont(new Font("TimesRoman", Font.PLAIN, 30));
                buffergraphics.setColor(Color.GREEN);
                buffergraphics.drawString("controls", controls.x + 50,
                        controls.y + 50);
                buffergraphics.drawString("press wsad to move", controls.x + 50,
                        controls.y + 80);
                buffergraphics.drawString("press P to pause", controls.x + 50,
                        controls.y + 110);
                buffergraphics.drawString("press spacebar to fire",
                        controls.x + 50, controls.y + 140);
                buffergraphics.drawString("press R to reset", controls.x + 50,
                        controls.y + 170);
                buffergraphics.drawString("and press M to return to menu/game",
                        controls.x + 50, controls.y + 200);
            }
            // almost done, lets draw the points!
            buffergraphics.setColor(Color.ORANGE);
            buffergraphics.setFont(new Font("TimesRoman", Font.PLAIN, 30));
            buffergraphics.drawString("points : " + points + " level : " + level,
                    50, 50);
            // now finally , lets draw the offscreen image,
            // which contains all of our graphicical data
            // this is how double buffer works, draw everything at once
            // beacuse when you draw componets seperately , it flickers
            g.drawImage(offscreen, 0, 0, this);
        }
     
        // i have no idea what the below method does, I just put it in there
        // cause some coders from StackoverFlow (great site)
        // said i needed it , though nothing happens when i take it out
        public void update(Graphics g) {
            paint(g);
        }
     
        // this thread will handle plane movement
        public class planemovement extends Thread {
     
            public void run() {
     
                // inital loop to ensure 2ndary loop can keep running
                while (Run2 == true) {
                    // this if statment is to make sure that the threads arn't
                    // taking up
                    // cpu power, when the game is paused
                    if (Run == false) {
                        try {
                            Thread.sleep(100);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                    }
                    // this is the loop that handles all the code
                    while (Run == true) {
                        // kk , lets start off by moveing the Image of the plane
                        // around
                        planeY = planeY - Yspeed;
                        planeX = planeX - Xspeed;
                        // now the hitboxes for the body
                        CPB.x = CPB.x - Xspeed;
                        CPB.y = CPB.y - Yspeed;
                        // wings
                        CPW.x = CPW.x - Xspeed;
                        CPW.y = CPW.y - Yspeed;
     
                        CPW2.x = CPW2.x - Xspeed;
                        CPW2.y = CPW2.y - Yspeed;
                        // tail
                        CPT.y = CPT.y - Yspeed;
                        CPT.x = CPT.x - Xspeed;
                        // we will allow the thread to sleep for 5 milisecounds,
                        // simply to
                        // control the speed at which the plane travels around
                        try {
                            Thread.sleep(5);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
     
                    }
     
                }
     
            }
     
        }
     
        // now this thread will handle the refresh rate
        public class refreshrate extends Thread {
     
            public void run() {
     
                while (Run2 == true) {
     
                    I++;
     
                    repaint();
     
                    // okay , below is the delay behinde frames / prints
                    // odly enough, a higher vaule such as 8 or 10 seems to make the
                    // game run
                    // smoother... you would think that a lower vaule would do
                    // better
                    // beacuse then you would have more frames, but i guess not
                    try {
                        Thread.sleep(8);
                    } catch (InterruptedException e) {
                        // TODO Auto-generated catch block
                        e.printStackTrace();
                    }
                    if (I >= 2) {
                        I = 0;
     
                        x1--;
     
                        x2--;
     
                        if (x1 == -1000) {
                            x1 = 1000;
                        }
                        if (x2 == -1000) {
                            x2 = 1000;
                        }
                    }
     
                }
            }
     
        }
     
        // here we are handleing if the plane is
        // collideing with a power up or the borders
        // or any of the bad guys
        public class hitdetection extends Thread {
     
            public void run() {
                while (Run2 == true) {
                    if (Run == false) {
                        try {
                            Thread.sleep(100);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                    }
                    // this is the loop that handles all the code
                    while (Run == true) {
     
                        int loop = 0;
                        int loop2 = 0;
     
                        // lets see if any of the hit boxes hit any of the bad guys
                        while (loop < badguys.size()) {
                            try {
                                try {
                                    if (CPB.intersects(badguys.get(loop))) {
                                        dead = true;
                                    }
                                    if (CPW.intersects(badguys.get(loop))) {
                                        dead = true;
                                    }
     
                                    if (CPW2.intersects(badguys.get(loop))) {
                                        dead = true;
                                    }
     
                                    if (CPT.intersects(badguys.get(loop))) {
                                        dead = true;
                                    }
                                } catch (IndexOutOfBoundsException e) {
                                    loop = 0;
                                }
                            } catch (NullPointerException e) {
                                loop = 0;
                            }
                            loop++;
     
                        }
                        // now lets do the same and see if we hit any power ups
                        // if we do, lets activate the power up stats
     
                        while (loop2 < powerups.size()) {
     
                            try {
                                if (CPB.intersects(powerups.get(loop2))) {
                                    System.out.println("man mode activated");
                                    manmode = true;
                                    manmodetimer = 0;
                                    firerate = 70;
                                    firedamage = 200;
                                    trifire = true;
                                    powerups.remove(loop2);
                                    loop2 = 0;
                                }
                                if (CPW.intersects(powerups.get(loop2))) {
                                    System.out.println("man mode activated");
                                    manmode = true;
                                    manmodetimer = 0;
                                    firerate = 70;
                                    firedamage = 200;
                                    trifire = true;
                                    powerups.remove(loop2);
                                    loop2 = 0;
                                }
     
                                if (CPW2.intersects(powerups.get(loop2))) {
                                    System.out.println("man mode activated");
                                    manmode = true;
                                    manmodetimer = 0;
                                    firerate = 70;
                                    firedamage = 200;
                                    trifire = true;
                                    powerups.remove(loop2);
                                    loop2 = 0;
                                }
     
                                if (CPT.intersects(powerups.get(loop2))) {
                                    System.out.println("man mode activated");
                                    manmode = true;
                                    manmodetimer = 0;
                                    firerate = 70;
                                    firedamage = 200;
                                    trifire = true;
                                    powerups.remove(loop2);
                                    loop2 = 0;
                                }
                            } catch (IndexOutOfBoundsException e) {
                                loop2 = 0;
                            }
                            loop2++;
                        }
                        // okay , lets get the size , and then make sure that the
                        // plane isn't
                        // leaving the borders of the window
                        // of the plane is moving outside the box, move it back!
                        Dimension range = getSize();
     
                        if (planeY + 140 > range.height) {
                            planeY--;
                            CPB.y = CPB.y - 1;
                            CPW.y = CPW.y - 1;
                            CPW2.y = CPW2.y - 1;
                            CPT.y = CPT.y - 1;
                        }
                        if (planeY < 0) {
                            planeY++;
                            CPB.y = CPB.y + 1;
                            CPW.y = CPW.y + 1;
                            CPW2.y = CPW2.y + 1;
                            CPT.y = CPT.y + 1;
     
                        }
                        if (planeX + 140 > range.width) {
                            planeX--;
                            CPB.x = CPB.x - 1;
                            CPW.x = CPW.x - 1;
                            CPW2.x = CPW2.x - 1;
                            CPT.x = CPT.x - 1;
                        }
                        if (planeX < 0) {
                            planeX++;
                            CPB.x = CPB.x + 1;
                            CPW.x = CPW.x + 1;
                            CPW2.x = CPW2.x + 1;
                            CPT.x = CPT.x + 1;
                        }
     
                        try {
                            Thread.sleep(1);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
     
                    }
                }
            }
        }
     
        // now we are going to handle the creation of bullets
        public class bulletcreator extends Thread {
     
            public void run() {
                while (Run2 == true) {
                    if (Run == false) {
                        try {
                            Thread.sleep(100);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                    }
                    // this is the loop that handles all the code
                    while (Run == true) {
     
                        // so the area the the bullets spawn , should be where the
                        // plane is
                        int bulletspawnX = CPB.x + 120, bulletspawnY = CPB.y;
     
                        if (firingbullets == true) {
     
                            Rectangle bullet = new Rectangle(bulletspawnX,
                                    bulletspawnY, 10, 10);
     
                            bullets.add(bullet);
     
                            if (trifire == true) {
                                Rectangle bullet2 = new Rectangle(
                                        bulletspawnX - 45, bulletspawnY + 70, 10,
                                        10);
     
                                Rectangle bullet3 = new Rectangle(
                                        bulletspawnX - 45, bulletspawnY - 70, 10,
                                        10);
                                bullets.add(bullet2);
                                bullets.add(bullet3);
     
                            }
     
                        }
     
                        try {
                            Thread.sleep(firerate);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
     
                    }
                }
            }
        }
     
        // now we are going to handle bullet movement
        public class bulletmanager extends Thread {
     
            public void run() {
                while (Run2 == true) {
                    if (Run == false) {
                        try {
                            Thread.sleep(100);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                    }
                    // this is the loop that handles all the code
                    while (Run == true) {
                        int loop = 0;
                        Dimension range = getSize();
     
                        // alrighty, so check every bullet, and lets see if it goes
                        // out of bounds
                        // or if it hits something , but most importantly , lets
                        // make it move!
                        if (bullets.size() > 0) {
                            while (loop < bullets.size()) {
                                try {
                                    try {
     
                                        bullets.get(loop).x = bullets.get(loop).x + 1;
                                    } catch (IndexOutOfBoundsException e) {
                                        loop--;
     
                                    }
                                    try {
                                        if (bullets.get(loop).x > range.width) {
                                            bullets.remove(loop);
     
                                            loop--;
                                        }
                                    } catch (IndexOutOfBoundsException e) {
                                        loop--;
                                    }
                                    loop++;
                                } catch (NullPointerException e) {
                                    loop = 0;
                                }
     
                            }
     
                        }
     
                        try {
                            Thread.sleep(1);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
     
                    }
                }
            }
        }
     
        // now lets handle the creation and location of bad guys!
        public class badguyspawning extends Thread {
     
            public void run() {
                while (Run2 == true) {
                    if (Run == false) {
                        try {
                            Thread.sleep(100);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                    }
                    // this is the loop that handles all the code
                    while (Run == true) {
     
                        int spawn = 0;
                        spawn = (int) (Math.random() * 100);
     
                        Dimension range = getSize();
     
                        // okay , so as the level increases, we will increase the
                        // chance
                        // of bad guys getting spawned
                        if (spawn <= (1 * (level * 1.25))) {
     
                            // okay , so we create the random Y cord,
                            // and if this is too close to the boreders (so the
                            // alien
                            // would be offscreen ) lets move him up a random
                            // amount!
                            int Y = (int) (Math.random() * range.height);
                            if (Y >= range.height - 80) {
                                Y = range.height
                                        - ((int) (Math.random() * 300) + 50);
                            }
                            if (Y <= 80) {
                                Y = 0 + ((int) (Math.random() * 300) + 50);
                            }
                            // kk , now we make the varibles that repersent this
                            // badguy
                            int vaule = 50;
                            boolean dead = false;
                            Rectangle badguy = new Rectangle(range.width, Y, 50, 50);
                            Rectangle health = new Rectangle(range.width, Y - 15,
                                    50, 10);
                            // and now lets add all the info to their respective
                            // arrays
                            badguys.add(badguy);
                            badguyhealth.add(health);
                            healthvaule.add(vaule);
                            deadornot.add(dead);
                        }
                        // ALPHA FEATURE, PLEASE IGNORE
                        if (forcespawn == true) {
                            int Y = (int) (Math.random() * range.height);
                            if (Y >= range.height - 80) {
                                Y = range.height
                                        - ((int) (Math.random() * 300) + 50);
                            }
                            if (Y <= 80) {
                                Y = 0 + ((int) (Math.random() * 300) + 50);
                            }
                            int vaule = 50;
                            boolean dead = false;
                            Rectangle badguy = new Rectangle(range.width, Y, 50, 50);
                            Rectangle health = new Rectangle(range.width, Y - 15,
                                    50, 10);
                            badguyhealth.add(health);
                            badguys.add(badguy);
                            healthvaule.add(vaule);
                            deadornot.add(dead);
     
                        }
     
                        // and now lets make the thread sleep ,
                        // so we don't get too much bad guys right off the bat
                        // (level 30 is insainty though!
                        try {
                            Thread.sleep(30);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
     
                    }
                }
            }
        }
     
        // now lets handle the bad guys moving across the screen
        public class badguymovement extends Thread {
     
            public void run() {
                while (Run2 == true) {
                    if (Run == false) {
                        try {
                            Thread.sleep(100);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                    }
                    // this is the loop that handles all the code
                    while (Run == true) {
     
                        int loop = 0;
     
                        // course, were only doing this if there is any bad guys
                        // and also, if they go offscreen, they are deleted
                        if (badguys.size() > 0) {
                            while (loop < badguys.size()) {
     
                                try {
                                    try {
                                        badguys.get(loop).x = badguys.get(loop).x - 1;
                                        badguyhealth.get(loop).x = badguyhealth
                                                .get(loop).x - 1;
                                    } catch (IndexOutOfBoundsException e) {
                                        loop--;
     
                                    }
                                    try {
                                        if (badguys.get(loop).x < 0) {
                                            badguys.remove(loop);
                                            badguyhealth.remove(loop);
                                            healthvaule.remove(loop);
     
                                            loop--;
                                        }
                                    } catch (IndexOutOfBoundsException e) {
                                        loop = 0;
                                    }
                                } catch (NullPointerException e) {
                                    loop = 0;
                                }
                                loop++;
     
                            }
     
                        }
     
                        // and let them sleep for 30 milisecounds, so they don't out
                        // run the
                        // plane!
                        try {
                            Thread.sleep(30);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
     
                    }
                }
            }
        }
     
        // now we handle bullets hitting stuff!
        public class bullethitdection extends Thread {
     
            public void run() {
                while (Run2 == true) {
                    if (Run == false) {
                        try {
                            Thread.sleep(100);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                    }
                    // this is the loop that handles all the code
                    while (Run == true) {
                        int loop = 0;
     
                        // okay , so while there are badguys on screen
                        while (loop < badguys.size()) {
                            int loop2 = 0;
     
                            try{
                            try {
                                // and while there are bullets also on screen
     
                            while (loop2 < bullets.size()) {
     
                                if (loop > badguys.size()){
                                    loop=0;
                                }
                                if (loop2 > bullets.size()){
                                    loop2=0;
                                }
     
                                // check to see if the current bad guys
                                // collides with any of the current bullets
                                // if so , remove that bullets, and give that
                                // bad guy damage
                                // because of the setup of these dual loops, every
                                // bad guy
                                // will be checked against every bullet
                                // this thread consumes the most power compared to
                                // any other
                                if (badguys.get(loop).intersects(bullets.get(loop2))) {
     
                                    healthvaule.set(loop, healthvaule.get(loop)- firedamage);
                                    bullets.remove(loop2);
     
                                    loop2--;
     
                                }
                                loop2++;
                            }
                            }
                            catch (IndexOutOfBoundsException e){
                                System.out.println("bullet error one");
                                loop2=0;
     
                            }
                            }
                            catch (NullPointerException e){
                                System.out.println ("bullet error two");
     
                                loop2=0;
                                loop=0;
     
                            }
                            loop++;
                        }
     
                        try {
                            Thread.sleep(1);
                        } catch (InterruptedException e) {
     
                            e.printStackTrace();
                        }
     
                    }
     
                }
     
            }
        }
     
        // this controls the baddies deaths, and makes sure you get power ups!
        public class deathcontrol extends Thread {
     
            public void run() {
                while (Run2 == true) {
                    if (Run == false) {
     
                        try {
                            Thread.sleep(100);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                    }
     
                    // this is the loop that handles all the code
                    while (Run == true) {
                        int spawn = 0;
                        int loop = 0;
                        while (loop < badguys.size()) {
     
                            try {
                                try {
                                    if (healthvaule.get(loop) <= 0) {
                                        deadornot.set(loop, true);
                                        // okay, so when we set the death to true
                                        // we wana wait a little so that way ,
                                        // we acutally see the little "boom"
                                        // before they de-spawn
                                        try {
                                            Thread.sleep(120);
                                        } catch (InterruptedException e) {
                                            // TODO Auto-generated catch block
                                            e.printStackTrace();
                                        }
                                        // now we determin the chance of man-up
                                        // being dropped
                                        spawn = (int) (Math.random() * (20 * (1 + level / 8)));
                                        if (spawn == 1) {
                                            Rectangle powerup = new Rectangle(
                                                    badguys.get(loop).x,
                                                    badguys.get(loop).y, 50, 50);
                                            powerups.add(powerup);
                                        }
                                        // and finally we add points, and remove all
                                        // things related
                                        // to that baddie
                                        points = points + 50;
                                        badguys.remove(loop);
                                        deadornot.remove(loop);
                                        badguyhealth.remove(loop);
                                        healthvaule.remove(loop);
     
                                    }
                                } catch (IndexOutOfBoundsException e) {
                                    loop = 0;
                                }
                            } catch (NullPointerException e) {
                                loop = 0;
                            }
                            loop++;
                        }
     
                        try {
                            Thread.sleep(1);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
     
                    }
                }
            }
        }
     
        // this class , as you guessed it, handles the power-ups movement\
        // i am not going into detail with this one
        public class powerupmovement extends Thread {
     
            public void run() {
                while (Run2 == true) {
                    if (Run == false) {
     
                        try {
                            Thread.sleep(100);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                    }
     
                    // this is the loop that handles all the code
                    while (Run == true) {
                        int loop = 0;
     
                        while (loop < powerups.size()) {
     
                            powerups.get(loop).x = powerups.get(loop).x - 1;
     
                            if (powerups.get(loop).x < 0) {
                                powerups.remove(loop);
                            }
                            loop++;
                        }
     
                        try {
                            Thread.sleep(30);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
     
                    }
                }
            }
        }
     
        // this one here, handles how long the power up will last
        // and resets vaules when its over
        public class powerupclock extends Thread {
     
            public void run() {
                while (Run2 == true) {
                    if (Run == false) {
     
                        try {
                            Thread.sleep(100);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                    }
     
                    // this is the loop that handles all the code
                    while (Run == true) {
     
                        if (manmode == true) {
                            manmodetimer++;
     
                            if (manmodetimer >= 10) {
     
                                manmode = false;
                                firerate = 120;
                                firedamage = 5;
                                trifire = false;
                                manmodetimer = 0;
                            }
     
                            try {
                                Thread.sleep(1000);
                            } catch (InterruptedException e) {
                                // TODO Auto-generated catch block
                                e.printStackTrace();
                            }
     
                        } else {
     
                            try {
                                Thread.sleep(1);
                            } catch (InterruptedException e) {
                                // TODO Auto-generated catch block
                                e.printStackTrace();
                            }
                        }
     
                    }
                }
            }
        }
     
        // this one is just like the above thread, it counts, every 10 secounds the
        // level
        // increases by one and the player gets a bonus 10% of his current points
        public class levelclock extends Thread {
     
            public void run() {
                while (Run2 == true) {
                    if (Run == false) {
     
                        try {
                            Thread.sleep(100);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                    }
     
                    // this is the loop that handles all the code
                    while (Run == true) {
     
                        clocktime++;
     
                        if (clocktime >= 10) {
     
                            clocktime = 0;
                            level++;
                            points = points * 1.01;
                            points = Math.round(points);
                        }
     
                        try {
                            Thread.sleep(1000);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
     
                    }
                }
            }
        }
     
        // this class here handles the plane getting blowed up , and the game over
        // screen playing!
        public class planedeath extends Thread {
     
            public void run() {
                while (Run2 == true) {
                    if (Run == false) {
     
                        try {
                            Thread.sleep(100);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
                    }
     
                    // this is the loop that handles all the code
                    while (Run == true) {
     
                        if (dead == true) {
     
                            // this sleeping allows the player to acutally see the
                            // plane blow up,
                            // before the game ends
                            try {
                                Thread.sleep(600);
                            } catch (InterruptedException e) {
                                // TODO Auto-generated catch block
                                e.printStackTrace();
                            }
     
                            // so , when game over is true, it takes us to the game
                            // over screen
                            gameover = true;
                        }
     
                        try {
                            Thread.sleep(1);
                        } catch (InterruptedException e) {
                            // TODO Auto-generated catch block
                            e.printStackTrace();
                        }
     
                    }
                }
            }
        }
     
     
        // screen playing!
            public class audiomanager extends Thread {
     
                public void run() {
                    while (Run2 == true) {
                        if (Run == false) {
     
                            try {
                                Thread.sleep(100);
                            } catch (InterruptedException e) {
                                // TODO Auto-generated catch block
                                e.printStackTrace();
                            }
                        }
     
     
                        // this is the loop that handles all the code
     
     
     
                            Clip clip ;
     
     
     
     
                            System.out.println(started);
     
                            if (started == false){
     
                            {
                              try
                                {
     
                                    clip = AudioSystem.getClip();
                                    clip.open(AudioSystem.getAudioInputStream(new File("song.wav")));
                                    clip.start();
                                    started = true;
     
                                }
                                catch (Exception exc)
                                {
                                    exc.printStackTrace(System.out);
                                }
     
                            }
     
                            }
     
                            try {
                                Thread.sleep(1000);
                            } catch (InterruptedException e) {
                                // TODO Auto-generated catch block
                                e.printStackTrace();
                            }
     
                            songtimer++;
                            System.out.println (songtimer);
     
                            if (songtimer == 122){
                                System.out.println("end of song");
                                songtimer=0;
                                started=false;
                            }
     
     
     
     
                        }
     
     
     
     
     
     
                    }
                }
     
     
     
     
     
     
        // and thats all folks!
        // things that could have been done better :
        // well I coulda offloaded allotta the threads to differnt classes
        // such as the bullethitdection thread, this would made the game run
        // smoother
        // also, I coulda added more contet for the user, but times was of the
        // essence
        // the alien hit boxes should have been done better, they are currently just
        // one bit square
        // the menu button could have been done in a better fashion and some of the
        // images
        // could have had a better photoshop job done to them
        // scaling is something that also needs to be added, but again, time
     
        // so all in all it wasn't bad for my 1st major attempt at a game.
        // its definately better then my classmates, who simply did a text base
        // adventure (and when i offered to teach them image handeling so they could
        // improve it
        // they turned me down!) which is super lame.


    I loved working on this project, it felt great when I was done! , but for the longest time I didn't know where do go next.. java code is cool, but I don't feel its as profitable as say, Android. But there is still loads of things to be done with java, I've reached the end of sam's java in 27 days, I thought maybe the deitel book of java would be more complex. But when I looked at it , It only had 1 page of info on image manipulation. So I was wondering if you guys can point in me the right direction! (Is this even the kind of forums site I should be on?, I get lost in the expanses of the web). Should I keep working on java? If so do you guys know any good books (I love books, reading online is okay...) with more advance information in them? college level stuff? Should I try my hand at Android? or just focus on my strength of java? I mean, its only a hobby after all. I haven't found any friends who speak even limited code, while your here, why not give me your opinion on my work? I realize there are some bugs (like menu exiting and re-entering not working properly) But I just haven't been motivated to fix them, cause 1) no money in it , and 2) nobody cares for the stuff...
    Attached Images Attached Images
    Last edited by cupid_the_conqueror; May 9th, 2014 at 08:13 PM.


  2. #2
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    Default Re: whats next?

    What you've done is quite an accomplishment! You mentioned you were working to a time constraint. How long did you spend learning/coding the project? Your comments suggest that it was a school project of some sort. Were there lessons included, or was it all self study?

    In general, you've still lots to learn about what you've done, how to do it properly, and why the code done properly is better than the way you've already done it and (quite remarkably) gotten to work.

    You've the aptitude and talent for further study, but you don't seem to have the time or the motivation to really dig in and understand the details. Your stated love of learning to understand the inner workings is somewhat diminished by the statement, ". . . I just haven't been motivated to fix them, cause 1) no money in it , and 2) nobody cares for the stuff..." Your own appreciation of the results of your efforts and the satisfaction that brings should be sufficient motivators for now.

    As for what you should do next, study what interests you. You still have plenty of time.

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    cupid_the_conqueror (May 10th, 2014)

  4. #3
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    Default Re: whats next?

    It was a school project, and I had only 2 weeks to get it all done with 2 hours a day of work (excluding weekends). The school lessons taught me about Array list features and some other basics. but; key listener functions, double buffering, image handling and thread management were all self taught. I've always been on the fence about continuing cause, well, I'm a rather indecisive person (I swear I'm working on that!). Since you mentioned learning to do things properly, I don't suppose You could point me at some sources real quick? I mean, I'm sure I can find what I'm looking for on this site, But as I've said before I LOVE books. And with this summer coming up, I actually plan to do both Java and android, since both interest me lots. (gotta whip that teenage lazyness outta me!)

  5. #4
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    Default Re: whats next?

    It's a very impressive accomplishment for 2 weeks of effort. You should stick with it.

    I don't recommend books, because there are so many and most are rather expensive. Research them online, check them out before you buy them (read reviews, preferably written by learners your age), and buy what you think has the info you need and provides it in a way you find interesting. There are also some free online books available that you can find by searching.

    You can't learn programming solely from books. Programming books read on the beach or by the pool won't teach you much (and the opposite sex will sit far away). Practice as you read, typing/running every example, doing every exercise at the end of each chapter, completing each chapter completely and in order.

    And no whipping. Pursue your programming hobby throughout the summer just as you will your others while you're enjoying the break. Good luck!

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