Welcome to the Java Programming Forums


The professional, friendly Java community. 21,500 members and growing!


The Java Programming Forums are a community of Java programmers from all around the World. Our members have a wide range of skills and they all have one thing in common: A passion to learn and code Java. We invite beginner Java programmers right through to Java professionals to post here and share your knowledge. Become a part of the community, help others, expand your knowledge of Java and enjoy talking with like minded people. Registration is quick and best of all free. We look forward to meeting you.


>> REGISTER NOW TO START POSTING


Members have full access to the forums. Advertisements are removed for registered users.

Results 1 to 3 of 3

Thread: collision between player and platform

  1. #1
    Member
    Join Date
    Oct 2012
    Posts
    133
    Thanks
    16
    Thanked 0 Times in 0 Posts

    Default collision between player and platform

    my main goal to:
    make player jump on platform.

    (goal-1).if player jump on platform than player should stand on platform.

    (goal-2).if player is below the platform than he jump. and if his head hits the platform than player should not go though it. it should bonce back down.

    (goal-3). if player walk right or left of platform than player should stop.

    some variabble information:
    x = platform x postion
    y = platform y postion
    width = platform width
    height = platform width 
    playerX = player x postion
    playerY = player y postion
    playerW = player width
    playerH = player height
    p.setY() = set player y postion

    this code below create a collision around platform.
    if(playerX + playerW >= x && playerX <= x + width)
     {
          if(playerY+playerH >= y && playerY <= y+height)
          {
          }
    }

    (goal-1) done below
    now if player jump on platform than iam setting setting player y postion so that player is on platform.

    if(playerX + playerW >= x && playerX <= x + width)
    		{
    		    if(playerY+playerH >= y && playerY <= y+height)
    		    {
    	p.setJUMP(false);
    				p.setY(y - playerH); 
    }
    }

    now i need help with goal-2,3:




    platform.java
    public class Platform 
    {
    	private int dx;     //plat form speed
    	private int x;      //x postion
    	private int y;      //y postion
    	private int width;  //width 
    	private int height;  //height
     
    	Image platform_image;
    	float frame = 0; //start from 0 frame-total 3 frame-012
     
     
     
     
    	public Platform(int x, int y)
    	{
    		this.x = x;
    		this.y = y;
    		width = 120;
    		height = 40;
    		dx = 1;
    		platform_image = Sprite_Sheet.platform_sheet;
    	}
     
     
     
    	/*** for player collsion - name stay same ***/
    	public Rectangle getBounds()
    	{ return  new Rectangle(x, y, width,height);}
     
     
    	public int getWIDTH()
    	{
    		return width;
    	}
     
     
     
    	public void PLATFORM_ANIMATION()
    	{
    		int tester = (int)(frame + .1); //.1 slow down
    		if(tester < 3)
    		{
    			frame += .1;
    		}
    		else
    		{
    			frame = 0;
    		}
    	}
     
     
    	//update method
    	public void PLATFORM_COLLSION(Main m, Player p)
    	{	
     
    		x -= dx;  //move platform left
     
    		//loop back same platform left to right
    		if(x < 0 - width) 
    		{
    			Random r = new Random();
    			x = m.getWidth() + r.nextInt(300);
    			y = m.getHeight() - r.nextInt(400);
    		}
    		checkForCollision(p); //in update bc this is in loop
    	}/*** end of platform_collsion ***/
     
     
     
     
     
     
    	private void checkForCollision(Player p) //we control Player class
    	{
    		int playerX = p.getX();
    		int playerY = p.getY();
    		int playerW = p.getWIDTH();
    		int playerH = p.getHEIGHT();
     
    		/* not a good idea but works fine
    		if(p.getBounds().intersects(this.getBounds()))
    		{
    			//we selected only the platform
    				p.setJUMP(false);
    				p.setY(y - playerH+9); //stay on platform height
    		}*/
     
    		if(playerX + playerW >= x && playerX <= x + width)
    		{
    		    if(playerY+playerH >= y && playerY <= y+height)
    		    {
    		    	p.setJUMP(false);
    				p.setY(y - playerH); 
    		    }
    		}
    	}
     
     
     
     
    	//draw ground
    	public void paint(Graphics g)
    	{
    		//g.drawImage(img, dx1, dy1, dx2, dy2, sx1, sy1, sx2, sy2, observer)
    		//dx1 = x postion top left conver
    		//dy1 = y postion top left coner
    		//dx2 = x postion bottom right conver
    		//dy2 = y postion bottom right coner
    		//sx1 = x cut off postion top left coner
    		//sx1 = x cutt of postion top left coner
    		//sx2 = x cut off postion bottom right coner
    		//sy2 = y cut off postion bottom right coner
    			//to display 1st frame
    			//g.drawImage(platform_image, x, y, x+width, y+height,0, 0, width, height,Sprite_Sheet.m1);
    		//loop 3 frames
    		g.drawImage(platform_image,x, y, x+width, y+height, 0, height*(int)frame, width, height*(int)frame+height,Sprite_Sheet.m1);
     
    	}
    }





    player.java
    public class Player 
    {
    	//Player movement variable
    	private int sx = 10;
    	private int sy = 200;
    	private int x;     //current x
    	private int y;     //current y
    	private int width = 30;
    	private int height = 40;
    	private int dx = 2;    //speed of player
     
    	private double dy = 6.0;  //change in y over time
    	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 fall = false;   //fall without jump. so hold right on platform. it will fall               
    	private boolean hitSPACE = false;
     
     
    	/*** image variable ***/
    	Image player_image;
    	URL url;
    	float frame = 0; 
     
     
    	/*** constructor Method ***/
    	public Player()
    	{
    	}
    	/*** constructor Method2 ***/
    	public Player(int ix, int iy) 
    	{
    		x = ix;
    		y = iy;
    		player_image = Sprite_Sheet.player_sheet;
    	}	
     
     
    		/*** for player collsion - name stay same ***/
    		public Rectangle getBounds()
    		{ return  new Rectangle(x, y, 13,30);}
     
     
    		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 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 double getGRAVITY()
    		{ return gravity; }
    	    public void setGRAVITY(double value) 
    		{ this.gravity =  value; }
     
    		public double getDY()
    		{ return dy; }
    	    public void setDY(double value) 
    		{ this.dy =  value; }
     
    	    public void setJUMP(boolean value)
    	    { this.jump = value; }
     
    	    public void setFALL(boolean value)
    	    { this.fall = 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(jump == false)//if on ground 
    			{
    				jump = true;
    				dy = 6.0;	//reset
    			} 
    		}
     
     
     
     
     
    		/**************************/
    		/****** LOOP METHODS ******/
    		/**************************/
    		/*** player move method ***/
    		public void PLAYER_MOVE(Main m, Ground g) //player move's
    		{
    			int tester = (int)(frame + .1); //.1 slow down
    			if(tester < 3)
    			{
    				frame += .1;
    			}
    			else
    			{
    				frame = 0;
    			}
     
     
    			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+height >= g.getY()) //if on ground
    				{
    					jump = false;
    				}
    			}
    			else if(jump == false) //move player down when game starts
    			{
    				y += 2; //fall of platform speed or start of game going down
    				fall = true;
    			}
    		}/***end of update method ***/
     
     
     
     
     
     
     
     
     
     
    		/*** paint method ***/
    		public void paint(Graphics g)
    		{
    			if(jump == false)
    			{
    				if(look_right == true)
    					{
    						if(dead == false && walk_right == true) //walk right
    						{	
    							g.drawImage(player_image, x, y, x+width, y+height, 
    									40*(int)frame, 47, 40*(int)frame+40, 90 ,Sprite_Sheet.m1);
     
    						}
    						else if(dead == false && walk_right == false) //stand right
    						{
     
    							g.drawImage(player_image, x, y, x+width, y+height, 
    									0, 0, 40 , 42,Sprite_Sheet.m1);
    						}
    						else if(dead == true)
    						{
    							g.drawImage(player_image, x, y+10, x+width, y+height, 
    									0, 230, 40, 268 ,Sprite_Sheet.m1);
    						}
    					}
    				else if(look_right == false)
    				{
    					if(dead == false && walk_left == true) //walk left
    						{
    						g.drawImage(player_image, x, y, x+width, y+height, 
    								40*(int)frame, 87, 40*(int)frame+40, 125 ,Sprite_Sheet.m1);
    						}
    					else if(dead == false && walk_left == false) //stand left
    					{
    						g.drawImage(player_image, x, y, x+width, y+height, 
    								40, 0, 80, 42 ,Sprite_Sheet.m1);
    					}
    					else if(dead == true)
    					{
    						g.drawImage(player_image, x, y+10, x+width, y+height, 
    								41, 230, 82, 268 ,Sprite_Sheet.m1);
    					}
    				}	
    			}
    			else if(jump == true)
    			{
    				if (dead == false && look_right == true) //jump right
    				{
    					g.drawImage(player_image, x, y, x+width, y+height, 
    							0, 129, 40, 172 ,Sprite_Sheet.m1);
    				}
    				else if(dead == true && look_right == true)  //dead right
    				{
    					g.drawImage(player_image, x, y+10, x+width, y+height, 
    							0, 230, 40, 268 ,Sprite_Sheet.m1);
    				}
    				else if(dead == false && look_right == false) //jump left
    				{
    					g.drawImage(player_image, x, y, x+width, y+height, 
    							0, 187, 40, 236 ,Sprite_Sheet.m1);
    				}
    				else if(dead == true && look_right == false)
    				{
    					g.drawImage(player_image, x, y+10, x+width, y+height, 
    							41, 230, 82, 268 ,Sprite_Sheet.m1);
    				}
    			}
    		}
    }/*** end of class ***/



    main.java
    public class Main extends Applet implements Runnable, KeyListener, MouseMotionListener, MouseListener
    {
    	//Double buffering variables
    	Image dbImage;
    	Graphics dbGraphics;
     
    	Thread thread;
     
     
     
    	//Class variables
    	 Background background_class;
    	 Score score_class;
    	 Ground ground_class;
    	 Sprite_Sheet sprite_sheet_class;
    	 Player player_class;
    	Platform platform_class[] = new Platform[5];
    	Enemy  enemy_class;
    	Item item_class[] = new Item[3];
    	Shoot shoot_class;
     
     
    	 //is if game is running or not
    	 boolean running = true;
    	 boolean mouseIn = false;
     
    	 Container c;
     
     
     
     
    	/*** init method ***/
    	@Override
    	public void init() 
    	{
    		setSize(900, 400);
    		addKeyListener(this);
    		addMouseListener(this);
    		addMouseMotionListener(this);
     
    	}/*** end of init method ***/
     
     
     
     
    	/*** start method ***/
    	@Override
    	public void start()
    	{	
    		/*** set variables ***/
    		Random r1 = new Random();
     
    		ground_class = new Ground(0, this.getHeight()-20,this.getSize().width, 20); //x, y, widith, height
    		sprite_sheet_class = new Sprite_Sheet(this);
    		background_class = new Background();
    		player_class = new Player(5, 250);  //x, y
    		for(int i = 0; i < platform_class.length; i++)
    		{ 
    		  Random r = new Random();
    		  platform_class[i] = new Platform(i*120, 300); //x,y --sub -40 so no cut off platform at bottom
    		}
    		//item_class = new Item_0_Background(200); //x print 1 item
    		for(int i = 0; i < item_class.length; i++)
    		{ item_class[i] = new Item_1_Fast(r1.nextInt(900)); } //x  - print 1 item than swich to 2nd item
    		shoot_class = new Shoot();
    		enemy_class = new Enemy(500, 345);   //x, y
     
    		score_class = new Score(5,30);
     
     
    		/*** play music in main ***/
    		sprite_sheet_class.theme_music.loop();
     
     
     
    		thread = new Thread(this); //start run method
    		thread.start();
    	}/*** end of start method ***/
     
     
     
    	/*** run method ***/
     
    	public void run()
    	{
    		while(player_class.isDEAD() == false) //if player is not dead keep going
    		{
    			background_class.BACKGROUND_MOVE(this);
     
    			//set score
    			score_class.SCORE();
    			score_class.health(player_class, enemy_class, sprite_sheet_class);
     
    			Random r = new Random();
    			ground_class.GROUND_COLLISION(this, player_class);                         //ground + player collions
    			player_class.PLAYER_MOVE(this, ground_class);                                  //player moves
     
    			for(int i = 0; i < platform_class.length; i++)
    			{ platform_class[i].PLATFORM_ANIMATION();
    				platform_class[i].PLATFORM_COLLSION(this, player_class); }
    			shoot_class.PLAYER_SHOOT_MOVE(this, player_class, shoot_class);  //player shoot bullet moves
    			enemy_class.ENEMY_MOVE(this, sprite_sheet_class);
    			enemy_class.PLAYER_ENEMY_COLLISION(this, player_class, enemy_class);          //player + enemy collision
    			for(int i = 0; i < item_class.length; i++)
    			{
    			item_class[i].PLAYER_ITEM_COLLISION(this, score_class, player_class,  ground_class);
    				if(item_class[i].getY() == 0)         //if item is top left coner
    				{
    					item_class[i] = null;                 //delete item
    					item_class[i] = new Item_0_Background(r.nextInt(900)-50);
    					int ra = r.nextInt(4);
    					if(ra == 0)
    					{
    						item_class[i] = new Item_0_Background(r.nextInt(900)-10);  //create new item
    					}
    					else if(ra == 1)
    					{
    						item_class[i] = new Item_1_Fast(r.nextInt(900)-10);  //create new item
    					}
    					else if(ra == 2)
    					{
    						item_class[i] = new Item_2_SLOW(r.nextInt(900)-10); //	swich to different item
    					}
    					else if(ra == 3)
    					{
    						item_class[i] = new Item_3_Score(r.nextInt(900)-10);
    					}
    				}
    			}
     
     
    			/* msuic when player is dead */
    			if(player_class.isDEAD() == true)
    			{
    				sprite_sheet_class.theme_music.stop();
    				sprite_sheet_class.dead_music.play();
    			}	
     
    			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) 
    	{
    		background_class.paint(g, this);
    		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 
    		for(int i = 0; i < platform_class.length; i++)
    		{ platform_class[i].paint(g); }
    		shoot_class.paint(g); //draw bullet
    		if(enemy_class.isDEAD() == false)  //draw enemy if it's not dead
    		{
    			enemy_class.paint(g);
    		}
    		for(int i = 0; i < item_class.length; i++)
    		{ item_class[i].paint(g); }
    		score_class.paint(g, this, player_class);
     
    	}/*** 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();
    			sprite_sheet_class.running_music.loop();
    		}
    		else if(keys == KeyEvent.VK_LEFT)
    		{
    			player_class.hitLEFT();
    			sprite_sheet_class.running_music.loop();
     
    		}	
    		else if (keys == KeyEvent.VK_UP)
    		{
    			player_class.hitJUMP(ground_class);
    			sprite_sheet_class.jump_music.play();
     
    		}
    		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();
    			sprite_sheet_class.running_music.stop(); 
    		}
    		else if(keys == KeyEvent.VK_LEFT)
    		{
    			player_class.stopLEFT();
    			sprite_sheet_class.running_music.stop(); 
    		}	
    		else if(keys == KeyEvent.VK_SPACE)
    		{
    			shoot_class.stopSHOOT();
    		}
     
    	}
    	@Override
    	public void keyTyped(KeyEvent e){}
     
     
     
     
     
     
     
     
    /*** mouse mostion ***/
    	@Override
    	public void mouseDragged(MouseEvent e) {}
    	@Override
    	public void mouseMoved(MouseEvent e) 
    	{
    			if(e.getX() > 270 && e.getX() < 460)
    			{
    				if(e.getY() > 310 && e.getY() < 350)
    				{
    					mouseIn = true;
    				}
    			}
     
     
    			if(e.getX() < 280 || e.getX() > 460)
    			{
    					mouseIn = false;
     
    			}
    			if(e.getY() < 320 || e.getY() > 360)
    			{
    				mouseIn = false;
    			}
    	}
     
     
     
     
     
     
     
     
     
    	/************    MOUSE  **********/
    	@Override
    	public void mousePressed(MouseEvent e)
    	{
    		//start game over
    		if(mouseIn == true)
    		{
    			start();
    		}
    		//mouseIn = false;
    	}
    	public void mouseReleased(MouseEvent e){}
    	public void mouseClicked(MouseEvent e){}
    	public void mouseEntered(MouseEvent e){}
    	public void mouseExited(MouseEvent e){}
     
     
     
     
    }
    Last edited by hwoarang69; October 30th, 2012 at 10:23 PM.


  2. #2
    Super Moderator curmudgeon's Avatar
    Join Date
    Aug 2012
    Posts
    1,130
    My Mood
    Cynical
    Thanks
    64
    Thanked 140 Times in 135 Posts

    Default Re: collision between player and platform

    Quote Originally Posted by hwoarang69 View Post
    ... now i need help with goal-2,3:...
    What *specific* help do you need? What have you tried? How is this attempt not working? What specifically confuses you?

    Please answer these questions to the best of your ability to better help us help you.

  3. #3
    Member
    Join Date
    Oct 2012
    Posts
    133
    Thanks
    16
    Thanked 0 Times in 0 Posts

    Default Re: collision between player and platform

    no i didnt started it. i need help with logic first.

    here is what iam thinking, my main code should be in these if statment

    if (playerX <= x && playerY+playerH >= y) //player on right of platform and player feet is lower than platform
    {
    System.out.println("right");
    p.setX(x - playerW);
    }
    else if(playerX >= x && playerY+playerH >= y) //player on left of platform
    {
    System.out.println("left");
    p.setX(x + width);
    }
    else if(playerY+playerH <= y) //player on top of platform
    {
    System.out.println("top");
    p.setJUMP(false);
    p.setY(y - playerH);
    }
    but now the player on top if statment dont work. but player right and player left if statment works fine.
    Last edited by hwoarang69; October 31st, 2012 at 12:47 AM.

Similar Threads

  1. collision between player and enemy
    By hwoarang69 in forum What's Wrong With My Code?
    Replies: 1
    Last Post: October 24th, 2012, 08:43 AM
  2. How can i make my Player attack another Player?
    By Graser in forum What's Wrong With My Code?
    Replies: 2
    Last Post: July 31st, 2012, 05:01 PM
  3. java game bullets hit player 1 but not player 2
    By ajakking789 in forum What's Wrong With My Code?
    Replies: 3
    Last Post: August 22nd, 2011, 08:19 AM
  4. java game, both players move for player 2 but not player 1
    By ajakking789 in forum What's Wrong With My Code?
    Replies: 1
    Last Post: August 21st, 2011, 12:52 PM
  5. [SOLVED] Platform game player doesn't respond to keyboard
    By jesamjasam in forum What's Wrong With My Code?
    Replies: 4
    Last Post: December 12th, 2010, 09:44 AM