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 PONG BABY :includes super advanced A.I.
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ify




PostPosted: Sun Jun 13, 2004 5:17 pm   Post subject: PONG BABY :includes super advanced A.I.

what else can i say its freakin pong

Java:
// The "asdf" class.
import java.awt.*;
import javax.swing.*;

public class asdf extends Frame
{

    // declaiations of variables
    int ballX = 300;
    int ballY = 200;
    int xTwenty = 20;
    int yFive = 7;
    int playerY = 200;
    int computerY = 200;
    int playerScore = 0;
    int computerScore = 0;
    int twenty = 20;

    Image offScreenImage;
    Graphics offScreenBuffer;



    MenuItem newOption, exitOption, helpOption, aboutOption;



    public asdf ()
    {
        super ("asdf")// Set the frame's name
        setResizable (false);
        setSize (600, 400);     // Set the frame's size
        setLocation (360, 25);

        setBackground (Color.black);

        newOption = new MenuItem ("New");
        exitOption = new MenuItem ("Exit");
        helpOption = new MenuItem ("Help");
        aboutOption = new MenuItem ("Info");

        Menu gameMenu = new Menu ("Game");
        Menu gameMenuTwo = new Menu ("Help");

        gameMenu.add (newOption);
        gameMenu.addSeparator ();
        gameMenu.add (exitOption);

        gameMenuTwo.add (helpOption);
        gameMenuTwo.addSeparator ();
        gameMenuTwo.add (aboutOption);

        // Set up the Game Menu


        MenuBar mainMenu = new MenuBar ();
        mainMenu.add (gameMenu);
        mainMenu.add (gameMenuTwo);
        // Set the menu bar for this frame to mainMenu
        setMenuBar (mainMenu);

        show ();                // Show the frame
        // Constructor
    }


    public void newGame ()
    {
        ballX = 300;
        ballY = 200;
        playerScore = 0;
        computerScore = 0;

        repaint ();
    }


    public boolean action (Event evt, Object arg)
    {
        if (evt.target == newOption)
        {

            newGame ();
        }
        else if (evt.target == exitOption)
        {
            hide ();
            System.exit (0);
        }
        else if (evt.target == helpOption)
        {

            JOptionPane.showMessageDialog (null, "PONG its tennis but electronic", "Help window", JOptionPane.INFORMATION_MESSAGE);
        }
        else if (evt.target == aboutOption)
        {

            JOptionPane.showMessageDialog (null, "programed by: Steven Baldwin, Julian Change", "About", JOptionPane.INFORMATION_MESSAGE);

        }
        else
            return false;
        return true;
    }


    // handles imput from the mouse
    public boolean mouseMove (Event event, int x, int y)
    {
        if (y >= 30 || y <= 350)
        {
            playerY = y;
            repaint ();

            return true;
        }
        else
            return false;
    }


    // Handles the close button on the window
    public boolean handleEvent (Event evt)
    {
        if (evt.id == Event.WINDOW_DESTROY)
        {
            hide ();
            System.exit (0);
            return true;
        }


        // If not handled, pass the event along
        return super.handleEvent (evt);
    }


    //draws the images on the screen however were using a offscreen buffer so the images are drawn
    //off screne and then brought on screen
    public void paint (Graphics g)
    {

        if (computerY >= ballY)
            computerY = computerY - 30;
        else if (computerY <= ballY)
            computerY = computerY + 30;








        if (offScreenBuffer == null)
        {
            offScreenImage = createImage (size ().width, size ().height);
            offScreenBuffer = offScreenImage.getGraphics ();
        }

        offScreenBuffer.clearRect (0, 0, size ().width, size ().height);

        //places a delay in the code so the ball doesnt move super fast
        try
        {
            Thread.sleep (75);
        }
        catch (Exception e)
        {
        }





        //switches the dy to nevitive if the ball hits a wall so the ball will go the opposite way
        if (ballY < 55 || ballY > 350)
        {
            yFive = -yFive;

        }

        //this is incase the ball hits a corner and doesnt get stuck in the wall or if the ball hits the pattle



        else if (ballX <= 60 && ballX >= 50 && ballY >= playerY & ballY <= playerY + 100)
        {
            xTwenty = -xTwenty;
        }

        else if (ballX <= 540 && ballX >= 520 && ballY >= computerY & ballY <= computerY + 100)
        {
            xTwenty = -xTwenty;
        }


        if (ballX <= 0)
        {
            ballX = 300;
            ballY = 200;
            computerScore++;
            JOptionPane.showMessageDialog (null, playerScore + " / " + computerScore, "Score", JOptionPane.INFORMATION_MESSAGE);
        }
        else if (ballX >= 600)
        {
            ballX = 300;
            ballY = 200;
            playerScore++;
            JOptionPane.showMessageDialog (null, playerScore + " / " + computerScore, "Score", JOptionPane.INFORMATION_MESSAGE);
        }
        if (playerScore == 10)
        {
            ballX = 300;
            ballY = 200;
            playerScore = 0;
            computerScore = 0;
            JOptionPane.showMessageDialog (null, "PLAYER WINS!!!!!!!!", "Game Over", JOptionPane.INFORMATION_MESSAGE);
        }
        else if (computerScore == 10)
        {
            ballX = 300;
            ballY = 200;
            computerScore = 0;
            playerScore = 0;
            JOptionPane.showMessageDialog (null, "computer wins due to super advanced AI", "Game Over", JOptionPane.INFORMATION_MESSAGE);

        }
        // drawing the ball
        ballX = ballX + xTwenty;
        ballY = ballY + yFive;
        offScreenBuffer.setColor (Color.white);
        offScreenBuffer.fillRect (ballX, ballY, 10, 10);


        //draws the pattle which is the player&and the computer pattle

        offScreenBuffer.setColor (Color.LIGHT_GRAY);
        offScreenBuffer.fillRect (50, playerY, 10, 100);

        offScreenBuffer.setColor (Color.LIGHT_GRAY);
        offScreenBuffer.fillRect (530, computerY, 10, 100);

        //repaints the screen so we dont have old images on the screen
        repaint ();

        // Transfer the offScreenBuffer to the screen
        g.drawImage (offScreenImage, 0, 0, this);


        // Place the drawing code here
    } // paint method



    public void update (Graphics g)
    {
        paint (g);
    }


    public void destroy ()
    {
        offScreenBuffer.dispose ();
    }




    public static void main (String[] args)
    {
        new asdf ();     // Create a asdf frame
    } // main method
} // asdf class




enjoy Razz
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Paul




PostPosted: Sun Jun 13, 2004 7:42 pm   Post subject: (No subject)

Uh... can't run it, there's like 50 errors when I try to compile... am I doing something wrong?
ify




PostPosted: Mon Jun 14, 2004 1:21 pm   Post subject: .

i used "ready to program" to make it u probably have a different java
Jekate




PostPosted: Sat Oct 16, 2004 1:14 pm   Post subject: (No subject)

i used ready to program as well and there are still many errors.
alikhan




PostPosted: Sun May 15, 2005 7:05 pm   Post subject: (No subject)

works for me though ure AI is kinda working weird. is it meant to dance about like that?
wtd




PostPosted: Sun May 15, 2005 11:14 pm   Post subject: (No subject)

A tip: use standard Java naming conventions. In Java all class names start with a capital letter. Also, use meaningful class names.

Another tip: You have lots of (x, y) coordinates. Create a class for this.

Java:
class Point
{
   private int x, y;

   public Point(int x, int y)
   {
      this.x = x;
      this.y = y;
   }

   public int getX() { return x; }
   public int getY() { return y; }
   public void setX(int x) { this.x = x; }
   public void setY(int y) { this.y = y; }
}
Andy




PostPosted: Mon May 16, 2005 6:27 pm   Post subject: (No subject)

Point2D! my favorite object haha...
diablos8704




PostPosted: Fri Nov 24, 2006 2:24 pm   Post subject: it's good but...

the a.i. was dancing around so much i rarley had to move becuase the ball would come up and score on the a.i. so it's a good start but it needs to be fixed
wtd




PostPosted: Fri Nov 24, 2006 2:34 pm   Post subject: (No subject)

Holy necro post Batman!
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