Reputation: 75
I am attempting to make a bouncing ball. The bounds are set that allows the ball to begin from the starting point once it exceeds the frame bounds. I can not get the ball to bounce. How do I get the ball to bounce once the bounds (outside edges of the frame) are hit? I believe the problem is in the moveBall() method.
Main Class import javax.swing.JFrame;
public class MainForm {
/**
* @param args the command line arguments
*/
public static void main(String[] args) {
MainFrame mainFrame = new MainFrame();
mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
mainFrame.setSize(220, 270);
mainFrame.setVisible(true);
}
}
2nd class
import java.awt.BorderLayout;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class MainFrame extends JFrame {
private CustomPanel _panel;
public MainFrame()
{
super("Bouncing Ball");
_panel = new CustomPanel();
add(_panel, BorderLayout.CENTER);
}
}
3rd class
import java.awt.Graphics;
import javax.swing.JPanel;
public class CustomPanel extends JPanel{
private final BouncingBall _ball1;
private final BouncingBall _ball2;
private final BouncingBall _ball3;
public CustomPanel ()
{
_ball1 = new BouncingBall(this, 20, 3);
Thread thread1 = new Thread(_ball1);
_ball2 = new BouncingBall(this, 40, 6);
Thread thread2 = new Thread(_ball2);
_ball3 = new BouncingBall(this, 60, 9);
Thread thread3 = new Thread(_ball3);
thread1.start();
thread2.start();
thread3.start();
}
@Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
_ball1.draw(g);
_ball2.draw(g);
_ball3.draw(g);
}
}
4th class
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.swing.JPanel;
public class BouncingBall implements Runnable {
private JPanel _panel;
private int _xComponent;
private int _yComponent;
private int _sleepDelay;
public BouncingBall(JPanel panel, int startingYPosition, int sleepDelay)
{
_panel = panel;
_xComponent = 0;
_yComponent = startingYPosition;
_sleepDelay = sleepDelay;
}
@Override
public void run()
{
while(true)
{
try
{
Thread.sleep(_sleepDelay);
moveBall();
_panel.repaint();
}
catch (InterruptedException ex)
{
Logger.getLogger(BouncingBall.class.getName()).log(Level.SEVERE,null, ex);
}
}
}
public void draw(Graphics g)
{
g.setColor(new Color(255, 0, 0));
g.fillOval(_xComponent, _yComponent, 20, 20);
}
private void moveBall()
{
_xComponent += 2;
Rectangle bounds = _panel.getBounds();
if(_xComponent >= bounds.width)
_xComponent = -_xComponent;
}
}
Upvotes: 1
Views: 257
Reputation: 109593
You need to reverse the speed (steps).
Assuming the bounds are relative, at (0, 0), and one starts inside the bounds.
x += dx;
y += dy;
if (x < 0 || x > bounds.width) {
dx = -dx;
x += dx;
}
if (y < 0 || y > bounds.height) {
dy = -dy;
y += dy;
}
(x
short hand for _xComponent
)
Upvotes: 1
Reputation: 32535
_xComonent
is top left corner of ball component box. So to "detect collision" from right and botton of bound you would have to
if(_xComponent+ball.width >= bounds.width)
insteed of
if(_xComponent >= bounds.width)
.
The same would have to be done with height to "collide" with bottom. Top and left colliisions can be detected in straightforward way.
Now another thing is when u invert your _xComponent
insteed of subtracting from /add to it, you will move your "ball" of of bound in no time. Remember that (0,0)
is the left top corner of compoent/screen, and not its center. So basicly all negative components of point will result in out-of-the-screen drawing.
Here you got some info about Swing's coordinate system straight from Oracle. https://docs.oracle.com/javase/tutorial/2d/overview/coordinate.html
Upvotes: 0