I can't seem to figure out why this is happening...
My serverPaddle (it's based on a java.awt.Component) isn't coming out the right size. I've placed System.out.println(serverPaddle.getSize()); in the thread loop and it shows that the component is the right size for 1 loop and then the next and thereafter, it's the same size as the parent (Container).
import javax.swing.JFrame;
import java.awt.Container;
import java.awt.Color;
import java.awt.Graphics;
private final int FRAMERATE = 60, THIS_MUCH = 1000/FRAMERATE,
BALL_DIAMETER = 30, BALL_SPEED = 15,
PADDLE_WIDTH = 15, PADDLE_HEIGHT = 60, PADDLE_SPEED = 30;
private final Color BALL_COLOR = Color.WHITE, PADDLE_COLOR = Color.WHITE;
private Container c;
private Ball puck;
private Paddle serverPaddle, clientPaddle;
...
private Container c;
...
c = getContentPane();
...
public void run() {
//Center puck
puck = new Ball(c.getWidth()/2 - BALL_DIAMETER/2,
c.getHeight()/2 - BALL_DIAMETER/2, BALL_SPEED);
puck.setSize(BALL_DIAMETER, BALL_DIAMETER);
puck.setForeground(BALL_COLOR);
puck.createHitbox();
puck.setMoving(true);
//West paddle
serverPaddle = new Paddle(PADDLE_WIDTH,
c.getHeight()/2 - PADDLE_HEIGHT/2,
PADDLE_SPEED);
serverPaddle.setSize(PADDLE_WIDTH, PADDLE_HEIGHT);
serverPaddle.setForeground(PADDLE_COLOR);
serverPaddle.createHitbox();
c.add(puck);
c.add(serverPaddle);
//Draw at FRAMERATE frames per second
while (true) {
System.out.println(serverPaddle.getSize());
puck.move(determineSituation());
puck.repaint();
wait(THIS_MUCH);
}
}
This is the Paddle class
import java.awt.Graphics;
import java.awt.Color;
import java.awt.event.KeyListener;
import java.awt.event.KeyEvent;
public class Paddle extends GameObject implements KeyListener {
private int x = 0, y = 0;
public Paddle(int x, int y, int speed) {
super(speed);
this.x = x;
this.y = y;
}
public void keyTyped(KeyEvent e) {
}
public void keyPressed(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
public void paint(Graphics g) {
setLocation(x, y);
//These two are the culprits, the size is correct when
//I use constants instead.
g.fillRect(0, 0, **getWidth()**, **getHeight()**);
updateHitbox();
}
}
My GameObject class...
import java.awt.Component;
import java.awt.Rectangle;
public class GameObject extends Component {
/* Members */
private int speed = 0;
private boolean isMoving = false;
private Rectangle hitbox;
//Dead south = 0 radians, anti-clockwise
private double direction = 0;
public GameObject(int speed) {
this.speed = speed;
}
/* Accessors */
public boolean isMoving() { return isMoving; }
public void setMoving(boolean isMoving) { this.isMoving = isMoving; }
public int getSpeed() { return speed; }
public void setSpeed(int speed) { this.speed = speed; }
public double getDirection() { return direction; }
public void setDirection(double direction) { this.direction = direction; }
public Rectangle getHitbox() { return hitbox; }
public void createHitbox() {
hitbox = new Rectangle(getX(), getY(), getWidth(), getHeight());
}
public void createHitbox(int x, int y, int width, int height) {
hitbox = new Rectangle(x, y, width, height);
}
public void updateHitbox() {
hitbox.setLocation(getX(), getY());
}
}
even when I comment all the code out for the Ball/puck, it doesn't work. Commenting out the "wait" method doesn't work as well. It just somehow changes for some reason that I don't know but I really wanna know SO I CAN FIX THIS THING!!11
Help! Thanks.
By the way, wait is just calling Thread.sleep
public void wait(int durationInMilliseconds) {
try {
Thread.sleep(durationInMilliseconds);
} catch (InterruptedException e) {
System.out.println(e);
}
}