COMP 274 Week 5 Lab Timer and Mouse Events and Java Graphics
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COMP 274 Week 5 Lab Timer and Mouse Events and Java Graphics
Introduction
The purpose of this week’s programming assignment is to learn how to deal with
events from multiple sources. In addition, we will learn how to use some of
Java’s graphics capabilities for drawing shapes in a display area. The
programming assignment for this week is to implement a simple paddle ball game.
Paddle
Ball Game Overview
The paddle ball game is a simplification of the Pong game. In the Pong game, a
ball is moving around the display, bouncing off walls. The player moves a
paddle in one dimension, trying to hit the ball whenever possible. If the ball
hits the paddle, it bounces off and continues on its way. If the paddle misses
the ball, the ball goes off the end of the display area and the player loses a
point.
In our paddle ball game, the ball moves around the
display, bouncing off walls just as in the Pong game. The player controls a
paddle trying to hit the ball just like in the Pong game. If the ball hits the
paddle, it bounces off and continues on its way. The main difference in our
game is that if the player misses the ball, the ball simply bounces off the
wall behind the paddle and continues to travel. There is no scoring in this
game.
Object
Oriented Design
If we analyze the game description we can see there are several different
objects which are interacting. There is a ball object which is traveling around
the display. There is a paddle object which is being moved by the player. There
is a display which is presenting the graphical representation of the game to
the user. These objects are readily apparent from the description of the game.
The ball object has a size and a position within the
field of play. It also has a direction of travel in both the X and Y
dimensions. The ball must be able to update its position when needed. Since the
ball normally bounces off walls, it needs to know the length and width of the
field of play when updating its position. The ball must also be able to draw
itself.
The paddle has a size and a position within the field of
play. The paddle must be able to update its position within the field of play.
The paddle must also be able to draw itself.
The display has a display area which has a length and
width. It has a means for drawing graphical shapes within the display area. The
display area must be able to update the display area the position of the ball
or paddle changes. The display itself has no concept of the game or its
objects, so it will need to interact with some other object to draw all the
game objects.
At this point, we have a ball, a paddle, and a display
object. What is missing is some object which provides the game context. The
ball has no awareness of the paddle. The paddle has no awareness of the ball.
The display has no awareness of either the ball or paddle. We need an object
which enforces the rules and concepts of the game and manages the behaviors of
the other objects involved in the game.
Let’s call this the controller object. The controller has
a ball, a paddle, and a display object. The controller manages game events. It
gets mouse events and tells the paddle to update its position based on the
position of the mouse cursor. It gets timer events and tells the ball to update
its position based on the size of the display area which it gets from the
display. It tells the display when to redraw the display area. It also provides
a method which the display object uses to request the controller to draw the
current state of the game. The controller is responsible for telling the ball
and paddle to draw themselves.
The controller is also responsible for detecting when
game objects are interacting. Specifically, it must be able to determine when
the ball has made contact with the paddle. This requires that the controller is
able to determine if a specific surface of the ball is in contact with a
specific surface of the paddle. When this is detected, the controller tells the
ball to reverse the direction of travel in the X or Y direction. This places a
requirement on the ball and paddle to provide methods allowing the controller
to determine the X or Y position of any given surface of the ball or paddle.
The
Ball Class
Given that the ball has a size, a position, and moves a specific amount on each
update, the Ball class will need member variables for all of these attributes.
The size of the ball (diameter) and the number of pixels to move per update
should be established when a ball object is created (explicit value
constructor). To simplify things, the distance to move (increment) will
initially be the same in the X and Y directions. The X and Y position members need
to be set to some starting position by the constructor. The X, Y position of
the ball is the upper left corner of the minimal box which contains the ball.
When the X increment is positive, the ball is traveling
to the right. When it is negative it is traveling to the left. When the Y
increment is positive the ball is traveling down. When it is negative it is
traveling up.
According to the description in the previous section, the
ball must provide the position of its edges to the controller. To do that, the
Ball class provides the following methods:
- getTop
- getBottom
- getLeft
- getRight
The first two methods return the Y coordinate of the
top/bottom edge of the ball. The other two methods return the X coordinate of
the left/right edge of the ball. These values can easily be calculated from the
X, Y position and the diameter of the ball. The Ball class must provide a
method which takes a Graphics object parameter and uses it to draw the ball at
its current position.
When the controller detects that the ball has hit the
paddle, the controller must tell the ball to reverse its direction of travel in
either the X or Y direction. To be flexible, the Ball class should provide two
methods, one to reverse the X direction and one to reverse the Y direction. To
the ball, reversing direction simply means negating the value of the X or Y
increment.
The controller also must know whether the center of the
ball is within the boundaries of the paddle in order to detect contact. This
means the Ball class must provide methods to report its horizontal or vertical
center. This can be easily computed from the current position and the diameter.
Finally, the Ball class provides a method which the
controller calls any time the ball needs to change position. This method adds
the X increment to the current X position, and the Y increment to the current Y
position. The Ball class is responsible for detecting when it has encountered a
wall. So, this method needs to know where the edges of the game area are. This
method must be given the length and height of the game area as parameters. The
following conditions must be checked for detecting contact with a wall:
- Top edge of ball <= 0 then reverse Y travel direction
- Bottom edge of ball >= height then reverse Y travel direction
- Left edge of ball <= 0 then reverse X travel direction
- Right edge of ball >= length then reverse X
travel direction
The
Paddle Class
The Paddle class has a length and a position. Both of these should be
initialized by an explicit value constructor. That allows the controller to
determine the paddle length and the position of the paddle relative to the
wall. We will simplify things by stating that the paddle will have a horizontal
orientation and will move left to right only. The paddle cannot move in the
vertical direction once it has been created. The X and Y position of the paddle
should represent the center of the top surface of the paddle. This will support
the correlation of the mouse cursor position to the center of the paddle.
The draw method of the Paddle class takes a Graphics
object parameter and draws a filled rectangle based on the current position of
the paddle. Drawing a rectangle is based on the upper left corner of the
rectangle as its reference position. Calculation of the reference position is
easily done using the X and Y position of the paddle and the length of the
paddle. The Paddle class controls what the width of the paddle will be.
To support the controller, the Paddle class must have
methods which return the position of the top, bottom, left, and right edges of
the paddle. The controller needs this information for detecting when the ball
and paddle come into contact. The getTop and getBottom methods return a Y
position. The getLeft and getRight methods return an X position. These values
are easily calculated from the X and Y postion, and the length and width of the
paddle.
Finally, a method must be provided to allow the
controller to change the position of the paddle based on the X and Y
coordinates of the mouse cursor. This method must restrict the movement of the
paddle to changes to the X coordinate only.
The
Display Class
The Display class provides a window to present the visual rendering of the
state of the game. It also must interact with the controller. The easiest way
to create a Display class which can draw various graphics is to have the class
extend the JPanel class and override the paintComponent method. This method
should simply fill a rectangle with some background color. The size of the
rectangle is simply the size of the panel which is acquired from the getWidth
and getHeight methods of the JPanel class. After drawing the background, the
display object must pass its Graphics object to the controller, enabling the
controller to arrange for the other game components to draw themselves.
The only other method needed in this class is an explicit
value constructor which takes a controller object and stores it into a member
variable. The constructor also creates a JFrame object storing it into a member
variable. The display object adds itself to the JFrame. The frame
initialization should be completed, including setting the initial size of the
window which will display the game.
The
Controller Class
The controller manages all aspects of the game including various game
parameters. It determines the diameter of the ball and the distance the ball
travels with each move. The distance travelled should be less than the
diameter. The speed of ball movement is controlled by a combination of distance
travelled and frequency of timer events. Timer events should be set up to occur
around every 25 milliseconds. The length of the paddle should be at least twice
the diameter of the ball. The game is to be set up so the paddle moves
horizontally near the top of the display area. There should be at least 5% of
the display height between the paddle and the top of the display area.
The Controller class contains a ball object, a paddle
object, and a display object. In addition, the controller is responsible for
managing the events that drive the game. Therefore, this class must implement
the ActionListener interface to deal with Timer events which drive the ball. It
must also implement the MouseMotionListener interface to cause the paddle to
move based on mouse movement.
The constructor of this class creates the three objects
mentioned above. It also must create a Timer object which will fire every 25
milliseconds and send ActionEvents to the controller object’s actionPerformed
method. The last thing the constructor needs to do is to register the
controller object as a mouseMotionListener on the display object. So, when the
mouse cursor moves across the display area, MouseEvents will be delivered to
the mouseDragged or mouseMoved methods of the controller object.
The controller provides a draw method which takes a
Graphics object parameter and is called by the display object. This method
should check to see if the ball and paddle objects exist, and if they do, ask
each object to draw itself, passing the Graphics object into the draw methods
of those objects.
The mouseDragged and mouseMoved methods are responsible
for managing the padddle position. When a MouseEvent occurs and one of these
methods executes, the method uses its MouseEvent parameter to get the current X
and Y coordinates of the mouse cursor. These coordinates are given to the
update method of the paddle which adjusts the paddle position based on these
new coordinates. Once the paddle has been updated, the controller calls the
repaint method on the display object to cause the display to reflect the new
position of the paddle.
The controller’s actionPerformed method is responsible
for causing the ball to move and detecting whether the ball is in contact with
the paddle. It calls the update method on the ball, passing in the width and
height of the display which it gets from the display object.
To detect whether the ball has just contacted the paddle,
the following steps should be executed:
- Get the Y coordinates of the top of the ball and the bottom of the
paddle.
- For contact to have just occurred, the top of the ball must be less
than or equal to the bottom of the paddle, and it must also be greater
than or equal to the bottom of the paddle minus the amount the ball just
moved.
- If step 2 is true, the horizontal center of the ball must be
between the left and right ends of the paddle.
- If step 3 is true, tell the ball to reverse its vertical
direction.
Finally, the actionPerformed method invokes the repaint
method to draw the display with the new position of the ball.
Play
the Game
Create a test application that creates a controller object and play the game!
Experiment with changing the game parameters and observe how the game reacts.
When the game works, take a screen shot of the game. Turn in ALL your code
along with the screen shot. Make sure that your code is fully commented.


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