Adding punctuation and speed increase
Every game needs a measurement of success. In our case we will include in the top left corner of the screen the punctuation, which will be the number of times we are able to hit the ball with the racquet. On the other hand, the game should be a bit more complicated each time, so that the player doesn´t get bored.
The moving objects of the game are the ball and the racquet. Changing the speed of these two objects, we will modify the speed of the game. We are going to include a property called "speed" in the Game class to keep the speed of the game. The property "speed" will be 1 initially, and it will increase each time we hit the ball with the racquet.
For the puctuation we need another property to increase each time we hit the ball. Instead of creating a new property, I am going to re-use "speed". The only inconvenience is that the punctuations start in 0 and not in 1 as "speed". The solution I thought of was, add a getScore() method which returns the value of speed, minus 1.
private int getScore() { return speed - 1; }
Let´s see what are the modifications made to the Game class:
package com.edu4java.minitennis8; import java.awt.Color; import java.awt.Font; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.RenderingHints; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import javax.swing.JFrame; import javax.swing.JOptionPane; import javax.swing.JPanel; @SuppressWarnings("serial") public class Game extends JPanel { Ball ball = new Ball(this); Racquet racquet = new Racquet(this); int speed = 1; private int getScore() { return speed - 1; } public Game() { addKeyListener(new KeyListener() { @Override public void keyTyped(KeyEvent e) { } @Override public void keyReleased(KeyEvent e) { racquet.keyReleased(e); } @Override public void keyPressed(KeyEvent e) { racquet.keyPressed(e); } }); setFocusable(true); Sound.BACK.loop(); } private void move() { ball.move(); racquet.move(); } @Override public void paint(Graphics g) { super.paint(g); Graphics2D g2d = (Graphics2D) g; g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); ball.paint(g2d); racquet.paint(g2d); g2d.setColor(Color.GRAY); g2d.setFont(new Font("Verdana", Font.BOLD, 30)); g2d.drawString(String.valueOf(getScore()), 10, 30); } public void gameOver() { Sound.BACK.stop(); Sound.GAMEOVER.play(); JOptionPane.showMessageDialog(this, "your score is: " + getScore(), "Game Over", JOptionPane.YES_NO_OPTION); System.exit(ABORT); } public static void main(String[] args) throws InterruptedException { JFrame frame = new JFrame("Mini Tennis"); Game game = new Game(); frame.add(game); frame.setSize(300, 400); frame.setVisible(true); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); while (true) { game.move(); game.repaint(); Thread.sleep(10); } } }
To paint the punctuation in the top left corner, we add the following code at the end of the paint method:
g2d.setColor(Color.GRAY); g2d.setFont(new Font("Verdana", Font.BOLD, 30)); g2d.drawString(String.valueOf(getScore()), 10, 30);
In the first line we choose the color; grey, in the second line the type of letter; Verdana, bold type of 30 pixeles and finally the position (x,y) = (10,30), where we paint the punctuation.
In the gameOver() method, we modify the second parameter to show the punctuation achieved:
JOptionPane.showMessageDialog(this, "your score is: " + getScore(), "Game Over", JOptionPane.YES_NO_OPTION);
The move() method of the Ball class has been modified to take into account the new property "game.speed". When the ball changed direction, the properties of speed "xa" and "ya" were changed to 1 or -1. Now, taking into account speed, these properties, change to game.speed or -game.speed. We have also added in the conditional if(collision()), that "speed" increases "game.speed++".
package com.edu4java.minitennis8; import java.awt.Graphics2D; import java.awt.Rectangle; public class Ball { private static final int DIAMETER = 30; int x = 0; int y = 0; int xa = 1; int ya = 1; private Game game; public Ball(Game game) { this.game = game; } void move() { boolean changeDirection = true; if (x + xa < 0) xa = game.speed; else if (x + xa > game.getWidth() - DIAMETER) xa = -game.speed; else if (y + ya < 0) ya = game.speed; else if (y + ya > game.getHeight() - DIAMETER) game.gameOver(); else if (collision()){ ya = -game.speed; y = game.racquet.getTopY() - DIAMETER; game.speed++; } else changeDirection = false; if (changeDirection) Sound.BALL.play(); x = x + xa; y = y + ya; } private boolean collision() { return game.racquet.getBounds().intersects(getBounds()); } public void paint(Graphics2D g) { g.fillOval(x, y, DIAMETER, DIAMETER); } public Rectangle getBounds() { return new Rectangle(x, y, DIAMETER, DIAMETER); } }
Below we can see the class Racquet:
package com.edu4java.minitennis8; import java.awt.Graphics2D; import java.awt.Rectangle; import java.awt.event.KeyEvent; public class Racquet { private static final int Y = 330; private static final int WITH = 60; private static final int HEIGHT = 10; int x = 0; int xa = 0; private Game game; public Racquet(Game game) { this.game = game; } public void move() { if (x + xa > 0 && x + xa < game.getWidth() - WITH) x = x + xa; } public void paint(Graphics2D g) { g.fillRect(x, Y, WITH, HEIGHT); } public void keyReleased(KeyEvent e) { xa = 0; } public void keyPressed(KeyEvent e) { if (e.getKeyCode() == KeyEvent.VK_LEFT) xa = -game.speed; if (e.getKeyCode() == KeyEvent.VK_RIGHT) xa = game.speed; } public Rectangle getBounds() { return new Rectangle(x, Y, WITH, HEIGHT); } public int getTopY() { return Y - HEIGHT; } }
Here, the modification is similar to Ball. In the keyPressed(KeyEvent e) method, the modification of "speed" xa changes from -1 and 1 to -game.speed and game.speed.
Note: "Java Beans" standard says that the access to the property "game.speed" should be done using a method in this way "game.getSpeed()". The direct access to a property is not considered correct in business java. Strangely enough, in the area of the games development it is very common and it is justified because of its eficiency. This is very important in mobile programming due to the shortage of resources.
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