Reputation: 3
I've created a Bouncing Ball application in in Java. The goal is to have a ball appear on mousePressed()
and have it bounce off the walls without leaving the frame. Only one Ball One Thread, should be easy.. My problem is that every time I click to make the ball appear it gets faster and I have no idea why. Can somebody help me please. PS: I'm new to threads.
import java.awt.Graphics;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class MyFrame extends JPanel {
public int xPos, yPos, xDir = 3, yDir = 4;
public int diameter = 50;
public MyFrame(){
final JFrame thisFrame = new JFrame();
thisFrame.add(this);
thisFrame.setTitle("Bouncing Ball");
thisFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
thisFrame.setLocationRelativeTo(null);
thisFrame.setSize(500, 500);
this.addMouseListener(new MouseListener() {
@Override
public void mouseReleased(MouseEvent e) {}
@Override
public void mousePressed(MouseEvent e) {
xPos = e.getX();
yPos = e.getY();
Thread t = new Thread() {
@Override
public void run() {
while(true){
try{
Thread.sleep(10);
}catch(Exception e){};
xPos += xDir;
yPos += yDir;
if(xPos + diameter >= thisFrame.getWidth() - 25 || xPos <= 0) xDir = -xDir;
if(yPos + diameter >= thisFrame.getHeight() - diameter || yPos <= 0) yDir = -yDir;
repaint();
}
}
};
t.start();
}
@Override
public void mouseExited(MouseEvent e) {}
@Override
public void mouseEntered(MouseEvent e) {}
@Override
public void mouseClicked(MouseEvent e) {}
});
thisFrame.setVisible(true);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.fillOval(xPos, yPos, diameter, diameter);
}
}
public class MyMain{
public static void main(String[] args) {
new MyFrame();
}
}
Upvotes: 0
Views: 1264
Reputation: 347194
Every time you click, you are starting a new Thread, which means you have another thread updating the x/y positions.
For example, 1 thread means your update the x/p once per sync, 2 means you're updating the x/y position at least twice per cycle and this just gets compounded each time you add a new thread.
A better solution would be to start the Thread
at some time earlier and then use a List
to maintain the position and direction of the ball.
This will require a little but synchronisation to keep things safe
FYI a delay of 40 milliseconds is roughly 25 fps, 16 milliseconds is roughly 60 fps. IMHO, for what you are doing, 10 milliseconds seems excessive...
Upvotes: 1