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){} }