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Copy pathGamePanel.java
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159 lines (144 loc) · 4.06 KB
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import java.awt.*;
import java.awt.event.*;
import java.util.*;
import javax.swing.*;
public class GamePanel extends JPanel implements Runnable{
static final int GAME_WIDTH = 1000;
static final int GAME_HEIGHT = 600;
static final Dimension SCREEN_SIZE = new Dimension(GAME_WIDTH,GAME_HEIGHT);
static final int BALL_DIAMETER = 20;
static final int PADDLE_WIDTH = 25;
static final int PADDLE_HEIGHT = 100;
Thread gameThread;
Image image;
Graphics graphics;
Random random;
Paddle paddle1;
Paddle paddle2;
Ball ball;
Score score;
//constructor
GamePanel(){
newPaddles();
newBall();
score = new Score(GAME_WIDTH,GAME_HEIGHT);
this.setFocusable(true);
this.addKeyListener(new AL());
this.setPreferredSize(SCREEN_SIZE);
gameThread = new Thread(this);
gameThread.start();
}
//creating paddles
public void newPaddles() {
paddle1 = new Paddle(0,(GAME_HEIGHT/2)-(PADDLE_HEIGHT/2),PADDLE_WIDTH,PADDLE_HEIGHT,1);
paddle2 = new Paddle(GAME_WIDTH-PADDLE_WIDTH,(GAME_HEIGHT/2)-(PADDLE_HEIGHT/2),PADDLE_WIDTH,PADDLE_HEIGHT,2);
}
//to add a ball in middle
public void newBall() {
random = new Random();
ball = new Ball((GAME_WIDTH/2)-(BALL_DIAMETER/2),random.nextInt(GAME_HEIGHT-BALL_DIAMETER),BALL_DIAMETER,BALL_DIAMETER);
}
//draw and paint ball,paddle & score graphically
public void draw(Graphics g) {
paddle1.draw(g);
paddle2.draw(g);
ball.draw(g);
score.draw(g);
Toolkit.getDefaultToolkit().sync();
}
public void paint(Graphics g) {
image = createImage(getWidth(),getHeight());
graphics = image.getGraphics();
draw(graphics);
g.drawImage(image,0,0,this);
}
//calling move again and again as the game runs by time
public void move() {
paddle1.move();
paddle2.move();
ball.move();
}
//if collision of ball and paddles then what to do!
public void checkCollision() {
//ball should not be getting out of game frame of top & bottom
if(ball.y <=0) {
ball.setYDirection(-ball.yVelocity);
}
if(ball.y >= GAME_HEIGHT-BALL_DIAMETER) {
ball.setYDirection(-ball.yVelocity);
}
//ball collision with paddles
if(ball.intersects(paddle1)) {
ball.xVelocity = Math.abs(ball.xVelocity);
ball.xVelocity++;
if(ball.yVelocity>0)
ball.yVelocity++;
else
ball.yVelocity--;
ball.setXDirection(ball.xVelocity);
ball.setYDirection(ball.yVelocity);
}
if(ball.intersects(paddle2)) {
ball.xVelocity = Math.abs(ball.xVelocity);
ball.xVelocity++;
if(ball.yVelocity>0)
ball.yVelocity++;
else
ball.yVelocity--;
ball.setXDirection(-ball.xVelocity);
ball.setYDirection(ball.yVelocity);
}
//paddles should not be getting out of game frame of top & bottom
if(paddle1.y<=0)
paddle1.y=0;
if(paddle1.y >= (GAME_HEIGHT-PADDLE_HEIGHT))
paddle1.y = GAME_HEIGHT-PADDLE_HEIGHT;
if(paddle2.y<=0)
paddle2.y=0;
if(paddle2.y >= (GAME_HEIGHT-PADDLE_HEIGHT))
paddle2.y = GAME_HEIGHT-PADDLE_HEIGHT;
//player 2 gets 1 point if ball passes through player 1 , create new game
if(ball.x <=0) {
score.player2++;
newPaddles();
newBall();
System.out.println("Player 2: "+score.player2);
}
//player 1 gets 1 point if ball passes through player 2 , create new game
if(ball.x >= GAME_WIDTH-BALL_DIAMETER) {
score.player1++;
newPaddles();
newBall();
System.out.println("Player 1: "+score.player1);
}
}
//time loop
public void run() {
long lastTime = System.nanoTime();
double amountOfTicks =60.0;
double ns = 1000000000 / amountOfTicks;
double delta = 0;
while(true) {
long now = System.nanoTime();
delta += (now -lastTime)/ns;
lastTime = now;
if(delta >=1) {
move();
checkCollision();
repaint();
delta--;
}
}
}
//game runs with keys: W, S, ArrowUp, ArrowDown
public class AL extends KeyAdapter{
public void keyPressed(KeyEvent e) {
paddle1.keyPressed(e);
paddle2.keyPressed(e);
}
public void keyReleased(KeyEvent e) {
paddle1.keyReleased(e);
paddle2.keyReleased(e);
}
}
}