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Thread: collision between player and enemy

  1. #1
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    Default collision between player and enemy

    first note this function is inside loop.
    what i am trying to do is if my player toch the enemy, than my player shoud jump back. so it will look like player got hurt.
    the method i want to use is set to set collsion of box around my enemy and player. that way i know those two box cant toch each other.

      /*** player + enemy collion ***/
    		public void PLAYER_ENEMY_COLLISION(Main m, Player p,Enemy e)
    		{
    			int enemyX = e.getX();
    			int enemyY = e.getY();
    		}
    		/*** end of PlAYER_ENEMY_COLLISION METHOD ***/

    what i was thinking was may be to do:
    when the enemy x postion by this if statment
    if(playerX < enemyX && playerX > enemyX + enemyWIDTH)
    than i can add another if statment
    if(playerY > enemyY && playerY > enemyY+enemyHEIGHT)
    now i should have collsion box around enemy. so i can see player X and Y here


    Main.java
    public class Main extends Applet implements Runnable, /*TimerListener,*/ KeyListener
    {
    	//Double buffering variables
    	Image dbImage;
    	Graphics dbGraphics;
     
    	Thread thread;
    	Timer timer;
     
    	//Class variables
    	Ground ground_class;
    	Player player_class;
    	Platform platform_class;
    	Shoot shoot_class;
    	Enemy  enemy_class;
     
     
     
    	/*** init method ***/
    	@Override
    	public void init() 
    	{
    		setSize(900, 400);
    		addKeyListener(this);
    	}/*** end of init method ***/
     
     
     
     
    	/*** start method ***/
    	@Override
    	public void start()
    	{
    		ground_class = new Ground(0, this.getHeight()-20,this.getSize().width, 20); //x, y, widith, height
    		player_class = new Player(10, ground_class.getY()-30);  //x, y
    		platform_class = new Platform();
    		shoot_class = new Shoot();
    		enemy_class = new Enemy(500, 345);   //x, y
     
    		thread = new Thread(this); //start run method
    		thread.start();
    		//timer = new Timer(1000,this); //1 sec
    		//timer.start();
    		//void stop()
    		//void setDelay(int delay)
    		//boolean isRunning()
    		//int getDelay
    	}/*** end of start method ***/
     
     
     
    	/*** run method ***/
     
    	public void run()
    	{
    		while(true) //player moves
    		{
    			ground_class.update(this, player_class);                         //ground + player collions
    			player_class.PLAYER_MOVE(this, ground_class);                                  //player moves
    			platform_class.update(this, player_class);
    			shoot_class.PLAYER_SHOOT_MOVE(this, player_class, shoot_class);  //player shoot bullet moves
    			player_class.PLAYER_ENEMY_COLLISION(this, player_class, enemy_class);          //player + enemy collision
     
    			repaint();
    			try
    			{
    				Thread.sleep(10);
    			}
    			catch(InterruptedException e)
    			{
    				e.printStackTrace();
    			}
    		}
    	}/*** end of run method ***/
     
     
     
     
     
     
     
    	/*** update method ***/
    	@Override
    	public void update(Graphics g) 
    	{
    		if(dbImage == null) //if image is empty than create new image
    		{
    			dbImage = createImage(this.getSize().width, this.getSize().height);
    			dbGraphics = dbImage.getGraphics();
    		}
    		dbGraphics.setColor(getBackground());  //set the background color
    		dbGraphics.fillRect(0, 0, this.getSize().width, this.getSize().height);
    		dbGraphics.setColor(getForeground());
    		paint(dbGraphics);     //call paint method
    		g.drawImage(dbImage, 0, 0, this);
    	}/*** end of update method ***/
     
     
     
     
     
     
    	/*** paint method ***/
    	@Override
    	public void paint(Graphics g) 
    	{
    		ground_class.paint(g);             //call paint method from Ground class  //draw ground than player on top
    		player_class.paint(g);             //call paint method from Player classr 
    		platform_class.paint(g);
    		shoot_class.paint(g, player_class); //draw bullet
    		if(enemy_class.isDEAD() == false)  //draw enemy if it's not dead
    		{
    			enemy_class.paint(g);
    		}
     
    	}/*** end of paint method ***/
     
     
     
     
     
     
    	/*** stop method ***/
    	@Override
    	public void stop()
    	{
     
    	}/*** end of stop method ***/
     
    	/*** destroy method ***/
    	@Override
    	public void destroy()
    	{
     
    	}/*** end of destroy method ***/
     
     
     
     
     
     
     
     
     
     
     
     
     
    	/************** key *********************/
    	@Override
    	public void keyPressed(KeyEvent e)
    	{
    		int keys = e.getKeyCode();
    		if(keys == KeyEvent.VK_RIGHT) 
    		{
    			player_class.hitRIGHT();
    		}
    		else if(keys == KeyEvent.VK_LEFT)
    		{
    			player_class.hitLEFT();
    		}	
    		else if (keys == KeyEvent.VK_UP)
    		{
    			player_class.hitJUMP(ground_class);
    		}
    		else if(keys == KeyEvent.VK_SPACE)
    		{
    			shoot_class.hitSHOOT();
    		}
    	}
    	@Override
    	public void keyReleased(KeyEvent e)
    	{
    		int keys = e.getKeyCode();
    		if(keys == KeyEvent.VK_RIGHT) 
    		{
    			player_class.stopRIGHT();
    		}
    		else if(keys == KeyEvent.VK_LEFT)
    		{
    			player_class.stopLEFT();
    		}	
    		//else if (keys == KeyEvent.VK_UP)
    		//{
    			//player_class.stopJUMP();
    		//}
    		else if(keys == KeyEvent.VK_SPACE)
    		{
    			shoot_class.stopSHOOT();
    		}
    	}
    	@Override
    	public void keyTyped(KeyEvent e){}
     
    	/************    MOUSE  **********/
    	public void mousePressed(MouseEvent e){}
    	public void mouseReleased(MouseEvent e){}
    	public void mouseClicked(MouseEvent e){}
    	public void mouseEntered(MouseEvent e){}
    	public void mouseExited(MouseEvent e){}
    }


    ENEMY.java
    public class Enemy 
    {
    	private int x;
    	private int y;
    	private int width = 30;
    	private int height = 40;
    	private int dx;
    	private int dy;
     
    	private boolean dead = false; //to test if enemy is dead or not
     
    	private static ImageIcon enemy_image = new ImageIcon("Image/enemy/ch2.png");
     
     
     
     
    	public Enemy(int ix, int iy)
    	{
    		x = ix;
    		y = iy;
    	}
     
    	/*** get/set methods ***/
    	public static Image getEIMAGE()  
    	{ return enemy_image.getImage(); }
     
    	public int getX()
    	{ return x; }
    	public void setX(int value) 
    	{ this.x =  value; }
     
    	public int getY()
    	{ return y; }
    	public void setY(int value) 
    	{ this.y =  value; }
     
    	public int getWIDTH()
    	{ return width; }
    	public void setWIDTH(int value) 
    	{ this.width =  value; }
     
    	public int getHEIGHT()
    	{ return height; }
    	public void setHEIGHT(int value) 
    	{ this.height =  value; }
     
    	public boolean isDEAD()
    	{ return dead; }
    	public void setDEAD(boolean value)
    	{ this.dead = value; }
     
     
     
     
    	/*** update method ****/
    	public void update(Main m)
    	{
     
    	}
     
     
     
    	/*** paint method ***/
    	public void paint(Graphics g) 
    	{
    		g.drawImage(this.getEIMAGE(), x, y, width, height, null); 
    	}/*** paint method ***/
     
    }

    Player.java
    public class Player 
    {
    	//Player movement variable
    	private int sx = 10;
    	private int sy = 352;
    	private int x;     //current x
    	private int y;     //current y
    	private int dx = 2;    //speed of player
     
    	private double dy = 6.0;  //go x up and down x
    	private double gravity = 0.2;    
     
     
    	private boolean dead = false;
     
    	private boolean look_right = true;
    	private boolean walk_right;
    	private boolean walk_left;
    	private boolean jump = false;
    	private boolean jump_lock = false;
    	private boolean fall = false;                  
    	private boolean hitSPACE = false;
     
    	/*** image variable ***/
    	private static ImageIcon player_walk_right = new ImageIcon("Image/player/player_walk_right.gif");
    	private static ImageIcon player_walk_left = new ImageIcon("Image/player/player_walk_left.gif");
    	private static ImageIcon player_stand_right = new ImageIcon("Image/player/player_stand_right.gif");
    	private static ImageIcon player_stand_left = new ImageIcon("Image/player/player_stand_left.gif");
    	private static ImageIcon player_jump_right = new ImageIcon("Image/player/player_jump_right.gif");
    	private static ImageIcon player_jump_left = new ImageIcon("Image/player/player_jump_left.gif");
     
     
     
    	/*** constructor Method ***/
    	public Player()
    	{
    	}
    	/*** constructor Method2 ***/
    	public Player(int ix, int iy) 
    	{
    		x = ix;
    		y = iy;
    	}	
     
    		/*** get/set method ***/
    		//need these to draw image's
    		public static Image get_player_walk_right()  
    		{ return player_walk_right.getImage(); }
    		public static Image get_player_walk_left()  
    		{ return player_walk_left.getImage(); }
    		public static Image get_player_stand_right()  
    		{ return player_stand_right.getImage(); }
    		public static Image get_player_stand_left()  
    		{ return player_stand_left.getImage(); }
    		public static Image get_player_jump_right()  
    		{ return player_jump_right.getImage(); }
    		public static Image get_player_jump_left()  
    		{ return player_jump_left.getImage(); }
     
    		public boolean isDEAD()
    		{ return dead; }
    		public void setDEAD(boolean value) 
    		{ this.dead =  value; }
     
    		public int getX()
    		{ return x; }
    		public void setX(int value) 
    		{ this.x =  value; }
     
    		public int getY()
    		{ return y; }
    		public void setY(int value) 
    		{ this.y =  value; }
     
    		public int getDX()
    		{ return dx; }
    		public void setDX(int value) 
    		{ this.dx =  value; }
     
    		public double getDY()
    		{ return dy; }
    	    public void setDY(double value) 
    		{ this.dy =  value; }
     
     
     
    		/*** main key methods ***/
    		/*** RIGHT ***/
    		public void hitRIGHT()  //if user hit right button
    		{ 
    			walk_right = true; 
    			look_right = true;
    		}
    		public void stopRIGHT() //if user let go of right button
    		{
    			walk_right = false;  //stop 
    			look_right = true;
    		}
     
    		/*** LEFT ***/
    		public void hitLEFT()  //move left
    		{
    			walk_left = true;
    			look_right = false;
    		}
    		public void stopLEFT()
    		{
    			walk_left = false;  //stop
    			look_right = false;
    		}
     
    		/*** JUMP ***/
    		public void hitJUMP(Ground g)
    		{
    			if(y >= g.getY()-30) //if on ground
    			{
    				jump = true;
    				dy = 6.0;	//reset
    			}
    		}
     
     
     
     
     
    		/**************************/
    		/****** LOOP METHODS ******/
    		/**************************/
    		/*** player move method ***/
    		//loop method
    		public void PLAYER_MOVE(Main m, Ground g) //player move's
    		{
    			//always same (Main m)
    			//loop - collion check here 
    			if(walk_right == true)
    			{
    					x += dx;
    			}
    			else if(walk_right == false)
    			{
    			}
     
    			if(walk_left == true)  //walking left
    			{
    				if(x - dx < 0)  //cant go left
    				{
    					x = 0;
    				}
    				else
    				{
    					x -= dx;      //move left
    				}
    			}
    			else if(walk_left == false)
    			{
    			}
     
     
     
     
    			if(jump == true) 
    			{
    				dy -= gravity;
    				y -= dy;	
    				if(y >= g.getY()-29) //if on ground
    				{
    					jump = false;
    				}
    			}
    		}/***end of update method ***/
     
     
     
     
     
     
     
     
     
    		/*** player + enemy collion ***/
    		public void PLAYER_ENEMY_COLLISION(Main m, Player p,Enemy e)
    		{
    			int enemyX = e.getX();
    			int enemyY = e.getY();
     
     
    		}
    		/*** end of PlAYER_ENEMY_COLLISION METHOD ***/
     
     
     
     
     
     
    		/*** paint method ***/
    		public void paint(Graphics g)
    		{
    			if(jump == false)
    			{
    				if(look_right == true)
    					{
    						if(walk_right == true)
    						{
    							g.drawImage(this.get_player_walk_right(), x, y, null);
    						}
    						else if(walk_right == false)
    						{
    							g.drawImage(this.get_player_stand_right(), x, y, null);
    						}
    					}
    				else if(look_right == false)
    				{
    					if(walk_left == true)
    						{
    							g.drawImage(this.get_player_walk_left(), x, y, null);
    						}
    					else if(walk_left == false)
    					{
    						g.drawImage(this.get_player_stand_left(), x, y, null);
    					}
    				}	
    			}
    			else if(jump == true)
    			{
    				if (look_right == true)
    				{
    					g.drawImage(this.get_player_jump_right(), x, y, null);
    				}
    				else if(look_right == false)
    				{
    					g.drawImage(this.get_player_jump_left(), x, y, null);
    				}
    			}
    		}
    }/*** end of class ***/


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    Default Re: collision between player and enemy

    And what happened when you tried that?
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