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Thread: Starting a New Game After One Ends.

  1. #1
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    Default Starting a New Game After One Ends.

    Hello I am writing a program that shoots a bullet that hits a balloon and pops, you have 60 seconds to pop as many balloons as you can. I have everything done the only thing I can not figure out is how to start a new game from my JMenubar any help pointing me in the right direction would be much appreciated.




    Main method.
    import java.awt.*;
       import java.awt.event.*;
       import java.util.Random;
       import javax.swing.*;
     
       public class BalloonGame extends JFrame {
          private Game	board;
     
     
          public  BalloonGame(int width, int height) {
             board = new Game(width, height);
             add(board);
             board.setFocusable(true);
          }
     
          public static void main(String[] args) {
             JMenuBar menuBar = new JMenuBar();
             int width = 640, height = 360; 
             final BalloonGame frame = new BalloonGame(width, height);
             frame.setSize(width, height);
             frame.setLocationRelativeTo(null);
             frame.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
             frame.setVisible( true);
             frame.setResizable(false);
             frame.setTitle("Balloon Game");
             frame.setJMenuBar(menuBar);
    		//panel
             JPanel panel = new JPanel();
     
     
          // menu bar  
             JMenu fileMenu = new JMenu("File");
     
             JMenuItem openMenu = new JMenuItem("New Game");       
             JMenuItem closeMenu = new JMenuItem("Close");
             fileMenu.add(openMenu);
             fileMenu.add(closeMenu);
             menuBar.add(fileMenu);
     
    		 openMenu.addActionListener(
                   new ActionListener(){
     
                      public void actionPerformed(ActionEvent e){
                      //TODO add for new game
     
                      }
                   });
     
     
    		 closeMenu.addActionListener(
                   new ActionListener(){
     
                      public void actionPerformed(ActionEvent e){
     
                         System.exit(0);                
                      }
                   });
     
     
    		}
       }


    Game class.

       import java.awt.*;
       import java.awt.event.*;
       import java.util.Random;
       import javax.swing.*;
     
       public  class Game extends JPanel  {
     
          //instance variables
          private int	xCoordinate	= 0;
          private Point	shootingFrom;
          private boolean	shooting	= false;
          private Point	balloonLocation;
          private int gunSize = 25;
          private int padding = 35;
          private boolean isShattered;
          private Timer stopShatter;
          private int shatterDistance;
          private int gunTilt = 90;
          private int bulletTilt;
          private int	balloonRadius = 20;
          private int bulletRadius = 5;
          private static int ballonsHit;
          private static  int s = 60;
          private static int k = 0;
          private Timer	timer;
          private int x;
          private int y;
     
          public Game(int width, int height) {
     
             JOptionPane.showMessageDialog (null,"               Welcome to my Balloon Game!               " + "\n You have 60 seconds to shoot and break as many balloons as you can." + 
                "\n\nDirections to play this game." + "\nLeft arrow key moves the gun left." + "\nRight arrow key moves the gun right." + "\nUp arrow key shoots the gun.");
     
             final  JLabel time = new JLabel();
             this.add(time);
     
             ActionListener actionListener = 
                new ActionListener() {
                   public void actionPerformed(ActionEvent actionEvent) {
     
                      if(s > k) {
                         s--; 
                         time.setText("Time left: " + s + 
                            "                                                                                                                                                               Balloons hit: " + ballonsHit);
                      }
                      if(s == 0){
                       time.setText("Time is up!" + 
                            "                                                                                                                                                               Balloons hit: " + ballonsHit);
     
                      }
                   }
                } ;
     
             Timer countDownTimer = new Timer(1000, actionListener);
             countDownTimer.start();
     
             this.setSize(width, height);
             xCoordinate	= this.getWidth()/2-1;
             balloonLocation = setRandomBalloonLocation();
     
             timer = new Timer( 15, 
                   new ActionListener() {
     
                      public void actionPerformed(ActionEvent e) {
                         repaint();
                      }
                   } );
     
             //repaint board every 25 milliseconds
             timer.start();
     
             //initiate shatter timer. 
             stopShatter = new Timer(1500, new ShatterTerminator());
     
             addKeyListener( 
                   new KeyAdapter() {
     
                      public void keyPressed(KeyEvent e) {
                         switch ( e.getKeyCode() ) {
                            case KeyEvent.VK_UP:
                               shootBall();
                               bulletTilt = gunTilt;
                               break;
                            case KeyEvent.VK_LEFT:
                               turnLeft();
                               break;
                            case KeyEvent.VK_RIGHT:
                               turnRight();
                               break;
                         }
                      }
                   });
          }
     
          public Point setRandomBalloonLocation() {
     
           //use java.util.Random to generate random location
             Random rand = new Random();
             Point location = new Point(rand.nextInt(this.getX()+this.getWidth()-padding)+1, (rand.nextInt(this.getY()+this.getHeight())/2)+1);
             return location;
          }
     
          public void shootBall() {
             if (!shooting) {
                shooting = true;
                shootingFrom = new Point(getWidth() / 2 + x - bulletRadius, getHeight() - y);		
             }  
          }
     
          public void turnLeft() {
             xCoordinate -= 1;
             gunTilt += 5;
          }
     
          public void turnRight() {
             xCoordinate += 1;
             gunTilt -= 5;
          }
     
          protected void paintComponent(Graphics g) {
             super.paintComponent(g);
     
             int x = (int) (Math.cos(Math.toRadians(gunTilt)) * gunSize);
             int y = (int)(Math.sin(Math.toRadians(gunTilt)) * gunSize);
     
             //turnLeft() and turnRight will control it
             g.drawLine( getWidth() / 2 + x, getHeight() - y, getWidth() / 2, getHeight() );
     
             //Display mini-balloons if the balloon was hit, otherwise display balloon
             if(isShattered) {
                g.setColor(Color.red);
                g.drawOval(balloonLocation.x+shatterDistance, balloonLocation.y, balloonRadius/2, balloonRadius/2);
                g.drawOval(balloonLocation.x-shatterDistance, balloonLocation.y, balloonRadius/2, balloonRadius/2);
                g.drawOval(balloonLocation.x, balloonLocation.y+shatterDistance, balloonRadius/2, balloonRadius/2);
                g.drawOval(balloonLocation.x, balloonLocation.y-shatterDistance, balloonRadius/2, balloonRadius/2);
                shatterDistance+=2;
             }
             else {
                g.setColor(Color.red);
                g.drawOval( balloonLocation.x, balloonLocation.y, balloonRadius*2, balloonRadius*2);
             }
     
             //Draw bullet
             if (shooting) {
                g.setColor(Color.black); 
                shootingFrom.x += (int)(Math.cos(Math.toRadians(gunTilt)) * gunSize);
                g.fillOval( shootingFrom.x, shootingFrom.y, bulletRadius, bulletRadius);
     
                if((shootingFrom.x >= balloonLocation.x && shootingFrom.x <= (balloonLocation.x+(balloonRadius*3))) 
                   && (shootingFrom.y >= balloonLocation.y && shootingFrom.y <= (balloonLocation.y+(balloonRadius*3)))
                   ) {
     
                   ballonsHit++;
                   shatterDistance = 0;
                   isShattered = true;
                   stopShatter.start();
                   shooting = false;
                }
     
                //checks if the ball hits the edge of the screen
                if(shootingFrom.y <= 0 || shootingFrom.x <= 0 || shootingFrom.x >= this.getX()+this.getWidth()) { 
     
                   shooting = false;
                }
     
                shootingFrom.y -= (int)(Math.sin(Math.toRadians(gunTilt)) * gunSize);
             }
          }
     
          public  class ShatterTerminator implements ActionListener {
             public void actionPerformed(ActionEvent e) {
                isShattered = false;
                balloonLocation	= setRandomBalloonLocation();
                stopShatter.stop();
             }
          }
       }
    Last edited by Delgado21; September 18th, 2011 at 11:19 PM.


  2. #2
    Super Moderator Norm's Avatar
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    Default Re: Starting a New Game After One Ends.

    how to start a new game
    Reset all variables to their values when the game started.

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