Reputation:
I have an image that moves in a random direction when it starts to hit the wall. The image always starts or appear at the upper left corner during execution, you can see that in my code. Now I want the image to appear in a random position during execution and that is my problem, could someone give me an idea about this? Thanks in advance.
public class Ball extends JPanel implements Runnable
{
private Image ball;
private Thread animator;
private int x, y;
private final int DELAY = 20;
private int speedX = 1;
private int speedY = 1;
private static final int RIGHT_WALL = 200;
private static final int LEFT_WALL = 1;
private static final int DOWN_WALL = 200;
private static final int UP_WALL = 1;
public Ball()
{
setBackground(Color.BLACK);
setDoubleBuffered(true);
ImageIcon ii = new ImageIcon(this.getClass().getResource("ball.gif"));
ball = ii.getImage();
x = y = 10;
}
public void addNotify()
{
super.addNotify();
animator = new Thread(this);
animator.start();
}
public void paint(Graphics g)
{
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
g2d.drawImage(ball, x, y, this);
Toolkit.getDefaultToolkit().sync();
g.dispose();
}
public void move()
{
x += speedX;
y += speedY;
if (x >= RIGHT_WALL)
{
x = RIGHT_WALL;
moveRandomDirection();
}
if (y > DOWN_WALL)
{
y = DOWN_WALL;
moveRandomDirection();
}
if (x <= LEFT_WALL)
{
x = LEFT_WALL;
moveRandomDirection();
}
if (y < UP_WALL)
{
y = UP_WALL;
moveRandomDirection();
}
}
public void moveRandomDirection()
{
double direction = Math.random() * 2.0 * Math.PI;
double speed = 10.0;
speedX = (int) (speed * Math.cos(direction));
speedY = (int) (speed * Math.sin(direction));
}
public void run()
{
long beforeTime, timeDiff, sleep;
beforeTime = System.currentTimeMillis();
while (true)
{
move();
repaint();
timeDiff = System.currentTimeMillis() - beforeTime;
sleep = DELAY - timeDiff;
if (sleep > 2)
{
sleep = 1;
}
try
{
Thread.sleep(sleep);
}
catch (InterruptedException e)
{
System.out.println("interrupted");
}
beforeTime = System.currentTimeMillis();
}
}
}
Upvotes: 1
Views: 7962
Reputation: 68847
This covers a random location:
Compute the area in which the ball is allowed to appear:
int x = RIGHT_WALL - LEFT_WALL;
int y = DOWN_WALL - UP_WALL;
Subtract the ball size:
x -= ball.getWidth(null);
y -= ball.getHeight(null);
Choose a random location:
Random r = new Random(); // java.util.Random
x = r.nextInt(x);
y = r.nextInt(y);
Move the coordinates to the beginning of the upper-left corner of the wall:
x += LEFT_WALL;
y += UP_WALL;
Now x
and y
are valid positions for the ball to appear.
Note: Be aware of that the x
and y
I used here are NOT your class members. These are supposed to be local variables.
It seems like you solved the algorithm yourself for a random direction.
There is a mistake in your move()
method: You don't care about the ball size when you check for collision. The if
s should look like this:
if (x + ball.getWidth(null) >= RIGHT_WALL)
{
x = RIGHT_WALL - ball.getWidth(null);
moveRandomDirection();
}
if (y + ball.getHeight(null) >= DOWN_WALL)
{
y = DOWN_WALL - ball.getHeight(null);
moveRandomDirection();
}
if (x <= LEFT_WALL)
{
x = LEFT_WALL;
moveRandomDirection();
}
if (y <= UP_WALL)
{
y = UP_WALL;
moveRandomDirection();
}
Upvotes: 1
Reputation: 391
Instead of x=y=10 in your constructor you can generate random values as well. I would use the java.util.Random class to do this. Have a look at the nextInt Method. You can set a maximum value there using the parameter.
Upvotes: 0