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Thread: Checking if an object contains a point

  1. #1
    Member Gravity Games's Avatar
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    Default Checking if an object contains a point

    Hi, I'm having a little trouble seeing if an object contains a point. Here's my code:

    package com.gravitygamesinteractive.kylethecaiman;
     
    import java.awt.*;
    import java.awt.image.BufferedImage;
    import java.io.File;
    import java.io.IOException;
     
    import javax.imageio.ImageIO;
     
    public class Character {
    	private int x,y;
    	public int fallspeed = 3;
     
    	public static BufferedImage kyle;
    	public static BufferedImage cali;
    	public static BufferedImage steve;
    	public static boolean isTouchingFloor;
    	public Character(int x, int y){
    		this.x=x;
    		this.y=y;
    		try {
    		    kyle = ImageIO.read(new File("res/Kyle.png"));
    		} catch (IOException e) {
    		}
    	}
     
    	public void tick(){
    		if(!isCollidingWithFloor(new Point(x,(y+44)),new Point((x+16),(y+44)))){
    		y+=fallspeed;
    		Component.sy+=(fallspeed);
    		}
    	}
     
    	public boolean isCollidingWithFloor(Point pt1, Point pt2){
    		for(int f=0;f<Level.tile.size();f++){
    			if(Level.tile.get(f).contains(pt1) || Level.tile.get(f).contains(pt2)){
    				return true;
    			}
    		}
    		return false;
    	}
     
    	public void render(Graphics g){
    		g.drawRect(x, y, 16, 44);
    		g.drawImage(kyle,Component.sx+x-8,Component.sy+y,null);
     
    	}
    }
    Current Projects (and planned release dates):

    Chomp's Wacky Worlds [???] (PC, Android and Ouya)
    Kyle the Caiman [???] (PC, Android and Ouya)
    KTC: King Crocko's Mystic Maze [???] (PC, Android and Ouya)


  2. #2
    Super Moderator Norm's Avatar
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    Default Re: Checking if an object contains a point

    Are you asking about the location of shapes drawn on a Graphics context?
    What kind of shapes are you working with?

    Can you explain what happens when the code is executed?

    Try debugging the code by adding println statements to show what the values of the variables are so you can see what the computer sees and know why it is executing the way it is.
    For example print these: Level.tile.get(f), pt1 and pt2
    Last edited by Norm; September 1st, 2012 at 05:07 PM.
    If you don't understand my answer, don't ignore it, ask a question.

  3. #3
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    Default Re: Checking if an object contains a point

    I'm trying to get the player object to stop moving vertically when there is a tile object directly underneath it. The object will not only keep falling, but it also winds up throwing an error when it goes below the objects.
    Current Projects (and planned release dates):

    Chomp's Wacky Worlds [???] (PC, Android and Ouya)
    Kyle the Caiman [???] (PC, Android and Ouya)
    KTC: King Crocko's Mystic Maze [???] (PC, Android and Ouya)

  4. #4
    Super Moderator Norm's Avatar
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    Default Re: Checking if an object contains a point

    I'd use the term shape instead of object. In OOP an object relates to an instance of a class.
    A shape is something drawn on a screen.

    What prints out when you print the contents of the variables as I suggested?
    If you don't understand my answer, don't ignore it, ask a question.

  5. #5
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    Default Re: Checking if an object contains a point

    The number keeps going on. Also, for some reason the crash doesn't happen anymore, in case that helps.
    Current Projects (and planned release dates):

    Chomp's Wacky Worlds [???] (PC, Android and Ouya)
    Kyle the Caiman [???] (PC, Android and Ouya)
    KTC: King Crocko's Mystic Maze [???] (PC, Android and Ouya)

  6. #6
    Super Moderator Norm's Avatar
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    Default Re: Checking if an object contains a point

    Can you explain what the problem is and post some print outs that shows it?
    You haven't provided any useful information yet about what is happening.
    If you don't understand my answer, don't ignore it, ask a question.

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    Default Re: Checking if an object contains a point

    The problem is that the Character object won't stop falling when it touches a ground object. All the printline shows is the y position and that it keeps increasing.
    Current Projects (and planned release dates):

    Chomp's Wacky Worlds [???] (PC, Android and Ouya)
    Kyle the Caiman [???] (PC, Android and Ouya)
    KTC: King Crocko's Mystic Maze [???] (PC, Android and Ouya)

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    Default Re: Checking if an object contains a point

    As your fall speed is +3, what is to stop

    !isCollidingWithFloor(new Point(x,(y+44)),new Point((x+16),(y+44)))

    from returning true 1 pixel above the floor, then incrementing 2 pixels past it?
    Please use [highlight=Java]//code goes here...[/highlight] tags when posting your code

  9. #9
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    Default Re: Checking if an object contains a point

    Nothing I guess. You think that might be the problem, and if so, how would I fix it?
    Current Projects (and planned release dates):

    Chomp's Wacky Worlds [???] (PC, Android and Ouya)
    Kyle the Caiman [???] (PC, Android and Ouya)
    KTC: King Crocko's Mystic Maze [???] (PC, Android and Ouya)

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    Default Re: Checking if an object contains a point

    I don't know, it could be.
    We'd need to see your Level class first so we know how big your Shape object is. When norm keeps asking you for all these printlns, he's expecting you to do it, and then post the results back on these forums.
    We cannot read your mind.

    If that is the problem, then you simply check the Y position of your character vs the Y position of the floor. If charY >= floorY, collision = true, set charY = floorY.
    Please use [highlight=Java]//code goes here...[/highlight] tags when posting your code

  11. #11
    Super Moderator Norm's Avatar
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    Default Re: Checking if an object contains a point

    Check a virtual move before doing the actual move.
    If you don't understand my answer, don't ignore it, ask a question.

  12. #12
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    Default Re: Checking if an object contains a point

    Alright, here's the level class:

    package com.gravitygamesinteractive.kylethecaiman;
     
    import java.awt.*;
    import java.util.*;
    import java.io.File;
     
    public class Level {
    	public static ArrayList<Tile> tile=new ArrayList<Tile>();
    	public static Character kyle;
    	private Scanner s;
    	private int objectId;
    	private int spx;
    	private int spy;
    	private String oidstr;
    	private String xstr;
    	private String ystr;
    	private String placelinetile;
    	private ArrayList<String> objarray= new ArrayList<String>();
    	public static ArrayList<String> xarray= new ArrayList<String>();
    	private ArrayList<String> yarray= new ArrayList<String>();
    	public Level(){
    		stageFile();
    		setStage();
    	}
     
    	public void tick(){
    		kyle.tick();
    	}
     
    	public void render(Graphics g){
    		g.setColor(Color.darkGray);
    		g.fillRect(0, 0, Component.size.width, Component.size.height);
    		kyle.render(g);
    		for(int d=0;d<tile.size();d++){
    			tile.get(d).render(g);
    		}
    	}
     
    	public void stageFile(){
    		try{
    			String stage = new String("assets/stage1.txt");
    			System.out.println("stageset");
    			s = new Scanner(new File("assets/world1stage1.txt"));
    			System.out.println("scanset");
    			while(s.hasNextLine()){
    				objectId=s.nextInt();
    	            oidstr=Integer.toString(objectId);
    				objarray.add(oidstr);
    				spx=s.nextInt();
    				xstr=Integer.toString(spx);
    				xarray.add(xstr);
    				spy=s.nextInt();
    				ystr=Integer.toString(spy);
    				yarray.add(ystr);
    				System.out.println("Object: " + objectId + " At: " + spx + "," + spy);
    	}
    			s.close();
    	}catch(Exception e){
    		System.out.println("error");
    	}
     
    	}
     
    	public void setStage(){
    		for(int oa=0; oa<objarray.size(); oa++){
    			if(Integer.parseInt(objarray.get(oa))==0){
    				kyle=new Character(Integer.parseInt(xarray.get(oa)),Integer.parseInt(yarray.get(oa)));
    			}else{
    			tile.add(new Tile(Integer.parseInt(xarray.get(oa)),Integer.parseInt(yarray.get(oa))));
    			}
    		}
    		//Stages.stage1.setStage();
    		//for (int a = 0; a < objarray.size(); a++) {
    		//new Tile(Integer.parseInt(xarray.get(a)),Integer.parseInt(yarray.get(a)));
    		//}
    	}
    }

    Also, I don't think its the fallspeed, as the Character object falls through even when I set it to 1.
    Current Projects (and planned release dates):

    Chomp's Wacky Worlds [???] (PC, Android and Ouya)
    Kyle the Caiman [???] (PC, Android and Ouya)
    KTC: King Crocko's Mystic Maze [???] (PC, Android and Ouya)

  13. #13
    Super Moderator Norm's Avatar
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    Default Re: Checking if an object contains a point

    What is printed out by the printlns of the variables?
    If you don't understand my answer, don't ignore it, ask a question.

  14. #14
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    Default Re: Checking if an object contains a point

    Here's all the printline results, including the one that prints the y value of the player:

    stageset
    scanset
    Object: 0 At: 10,40
    Object: 1 At: 0,583
    Object: 1 At: 16,583
    Object: 1 At: 32,583
    Object: 1 At: 48,583
    Object: 1 At: 64,583
    Object: 1 At: 80,583
    Object: 1 At: 96,583
    Object: 1 At: 128,583
    Object: 1 At: 160,583
    Object: 1 At: 192,583
    Object: 1 At: 224,583
    Object: 1 At: 256,583
    Object: 1 At: 288,583
    Object: 1 At: 320,583
    Object: 1 At: 352,583
    Object: 1 At: 384,583
    Object: 1 At: 416,583
    Object: 1 At: 448,583
    Object: 1 At: 480,583
    Object: 1 At: 512,583
    Object: 1 At: 544,583
    Object: 1 At: 576,583
    Object: 1 At: 608,583
    Object: 1 At: 640,583
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    Current Projects (and planned release dates):

    Chomp's Wacky Worlds [???] (PC, Android and Ouya)
    Kyle the Caiman [???] (PC, Android and Ouya)
    KTC: King Crocko's Mystic Maze [???] (PC, Android and Ouya)

  15. #15
    Super Moderator Norm's Avatar
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    Default Re: Checking if an object contains a point

    Which are the values of Level.tile.get(f),
    which are pt1
    and which are pt2


    I would expect to see the values of all three printed just before this line:

    if(Level.tile.get(f).contains(pt1) || Level.tile.get(f).contains(pt2)){

    so you could see what that line of code is testing and understand why it works like it does. Is the problem that the above line never is true?

    Just a list of numbers like you posted has no use.
    If you don't understand my answer, don't ignore it, ask a question.

  16. #16
    Member Gravity Games's Avatar
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    Default Re: Checking if an object contains a point

    Printlining the points returns a very similar list. However, the Level.tile.get(f) doesn't print at all.
    Current Projects (and planned release dates):

    Chomp's Wacky Worlds [???] (PC, Android and Ouya)
    Kyle the Caiman [???] (PC, Android and Ouya)
    KTC: King Crocko's Mystic Maze [???] (PC, Android and Ouya)

  17. #17
    Super Moderator Norm's Avatar
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    Default Re: Checking if an object contains a point

    Level.tile.get(f) doesn't print at all.
    Please explain. Something must print or is there an error?

    Can you post the println statement and the next few lines of code that shows where the println statement is located?

    Is this the statement that is not working as you expect:

    if(Level.tile.get(f).contains(pt1) || Level.tile.get(f).contains(pt2)){
    If you don't understand my answer, don't ignore it, ask a question.

  18. #18
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    Default Re: Checking if an object contains a point

    Yes, as far as I know, that's the problem line. The printline doesn't print anything there either.
    Current Projects (and planned release dates):

    Chomp's Wacky Worlds [???] (PC, Android and Ouya)
    Kyle the Caiman [???] (PC, Android and Ouya)
    KTC: King Crocko's Mystic Maze [???] (PC, Android and Ouya)

  19. #19
    Super Moderator Norm's Avatar
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    Default Re: Checking if an object contains a point

    If the println line doesn't print anything that would indicate that the statement is not being executed.

    Check the logic to see if it is possible that the println is not being executed. Add lots of println statements to show the execution flow and the value of variables that would control execution flow getting to the println and the following if statement.
    For example what is the value of Level.tile.size()?
    If you don't understand my answer, don't ignore it, ask a question.

  20. #20
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    Default Re: Checking if an object contains a point

    Level.tile is an arraylist of tile objects, and the size value is the number of tile objects in the arraylist. I'm not sure why its not getting called though, as it is referenced in the tick method.
    Current Projects (and planned release dates):

    Chomp's Wacky Worlds [???] (PC, Android and Ouya)
    Kyle the Caiman [???] (PC, Android and Ouya)
    KTC: King Crocko's Mystic Maze [???] (PC, Android and Ouya)

  21. #21
    Super Moderator Norm's Avatar
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    Default Re: Checking if an object contains a point

    Did you print out the value of Level.tile.size() in the isCollidingWithFloor() method?
    Is the tick() method being called? Add a println first thing in tick() that prints a message to see.

    That's it for tonight. Back tomorrow.
    If you don't understand my answer, don't ignore it, ask a question.

  22. #22
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    Default Re: Checking if an object contains a point

    When I use the printline, it correctly shows the number of objects in the arraylist, so that's not the problem. The problem surely has to be the line you said earlier, I must be using the wrong method or something...
    Current Projects (and planned release dates):

    Chomp's Wacky Worlds [???] (PC, Android and Ouya)
    Kyle the Caiman [???] (PC, Android and Ouya)
    KTC: King Crocko's Mystic Maze [???] (PC, Android and Ouya)

  23. #23
    Super Moderator Norm's Avatar
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    Default Re: Checking if an object contains a point

    problem surely has to be the line you said earlier,
    Can you post the code with printlns in the isCollidingWithFloor() method
    and also post the output from those printlns?
    Last edited by Norm; September 2nd, 2012 at 12:04 PM.
    If you don't understand my answer, don't ignore it, ask a question.

  24. #24
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    Default Re: Checking if an object contains a point

    Code with the printlines:

    public boolean isCollidingWithFloor(Point pt1, Point pt2){
    		for(int f=0;f<Level.tile.size();f++){
    			System.out.println(Level.tile.size());
    			if(Level.tile.get(f).contains(pt1) || Level.tile.get(f).contains(pt2)){
    				System.out.println(pt1);
    				System.out.println(pt2);
    				return true;
    			}
    		}
    		return false;
    	}

    The printline for the Level.tile.size() is the only one that prints. All that nets me is a bunch of 24s.

    If it helps, what I'm trying to do is:

    Check if there is an object touching the player.
    If the object is beneath the player objects points (pt1 and pt2), return true.
    If there is not an object beneath the player that fits this description, return false.
    Current Projects (and planned release dates):

    Chomp's Wacky Worlds [???] (PC, Android and Ouya)
    Kyle the Caiman [???] (PC, Android and Ouya)
    KTC: King Crocko's Mystic Maze [???] (PC, Android and Ouya)

  25. #25
    Super Moderator Norm's Avatar
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    Default Re: Checking if an object contains a point

    The printlns should be BEFORE the values of the variables are used, not AFTER:
    public boolean isCollidingWithFloor(Point pt1, Point pt2){
    		System.out.println("L.T.size="+Level.tile.size());
    		for(int f=0;f<Level.tile.size();f++){
    		   System.out.println("L.T.get="Level.tile.get(f) +" pt1="+pt1 +" pt2="+pt2);
    			if(Level.tile.get(f).contains(pt1) || Level.tile.get(f).contains(pt2)){
    				return true;
    			}
    		}
    		return false;
    	}
    Also there should be ID Strings with the numbers so you know what is printed. A long list of unlabelled numbers is VERY hard to understand.

    You are trying to see why the if statement never returns true. Print out all the values used in the if to see what the computer sees.
    Last edited by Norm; September 2nd, 2012 at 12:35 PM. Reason: spelling
    If you don't understand my answer, don't ignore it, ask a question.

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