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Created February 9, 2014 15:34
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package crappyBird;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.Timer;
public class BirdMan {
static int DIAMETER = 25; //Diameter of the bird
static int X = ( Game.WIDTH / 2 ) - ( DIAMETER / 2 ); //The x position of the bird. Does not change at any time. Should be exactly centered
static int y = Game.HEIGHT / 2; //The STARTING y position of the bird. Will change constantly
static int acceleration = 1; //Used in the gravity simulation below
static int speed = 2; //The speed at which the bird will fall (constantly increased by acceleration (1) )
//Fetching bird.png from Imgur where it's hosted (not ideal, slower loading times)
static BufferedImage img = null;{
try {
img = ImageIO.read(new URL("http://i.imgur.com/mw0ai3K.png"));
} catch (IOException e) {
System.out.println("WRONG BIRD"); //Prints "WRONG BIRD" if there is an error retrieving the image
}}
public BirdMan(){
//just the constructor, nothing to see here
}
//This is called when the bird jumps (on mouse click). It just temporarily sets the speed to -17 (arbitrary number), then is slowly taken back down because
//of "gravity"
public void jump(){
speed = - 17;
}
//all movement stuff is here
public static void move(){
//only moves if the bird is between the top and bottom of the window
if ( ( y > 0 ) && ( y < Game.HEIGHT )) {
speed += acceleration; //Here's the gravity I was talking about the speed is just increased by 1 all the time, even after a jump
y += speed; //The actual movement, y location equals (where it was) + (how far it should go)
}
//or else the game resets (Bird is dead!)
else {
reset(); //rests bird's postion, actual method below
Game.dead = true; //bird is dead! This is used in the Main method to reset the walls after a death
}
}
public static void reset(){ //called after the bird dies
y = Game.HEIGHT / 2; //resets position, speed, etc.
speed = 2;
Game.score = 0;
Game.deathMessage = "you died, try again"; //also shows this lovely message
//This timer just makes the message dissapear after 3000 milliseconds
Timer deathTimer = new Timer(3000, new ActionListener(){
public void actionPerformed(ActionEvent event){
Game.deathMessage = "";
};
});
deathTimer.start();
}
public static void paint(Graphics g){
g.drawImage(img, X, y, null); //paints the bird's icon
}
public static Rectangle getBounds(){
return new Rectangle(X, y, DIAMETER, DIAMETER); //Gives a rectangle used to detect collisions in the Wall class
}
}
package crappyBird;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.JPanel;
@SuppressWarnings("serial")
public class Game extends JPanel{
static int HEIGHT = 800; //height of the window
static int WIDTH = 600; //width of the window
BirdMan birdy = new BirdMan(); //makes a new bird
Wall wall = new Wall(WIDTH); //makes the first wall you see
Wall wall2 = new Wall(WIDTH + (WIDTH / 2)); //makes the second wall you see
static int score = 0; //the score (how many walls you've passed)
int scrollX = 0; //scrolls the background
static boolean dead = false; //used to reset the walls
static String deathMessage = "" ; // "you died, try again";
//grabs the background from Imgur
BufferedImage img = null;{
try {
img = ImageIO.read(new URL("http://i.imgur.com/cXaR0vS.png"));
} catch (IOException e) {
System.out.println("WRONG BACKGROUND"); //prints "WRONG BACKGROUND" if there is an issue obtaining the background
}}
public Game(){
//this mouseAdapter just listens for clicks, whereupon it then tells the bird to jump
this.addMouseListener(new MouseAdapter(){
public void mousePressed(MouseEvent arg0) {
birdy.jump();
}
});
}
@SuppressWarnings("static-access")
public void paint(Graphics g){
super.paint(g);
g.drawImage(img, scrollX, 0, null); //there are two backgrounds so you get that seamless transition, this is the first
g.drawImage(img, scrollX + 1800, 0, null); //number 2, exactly one background length away (1800 pixels)
wall.paint(g); //paints the first wall
wall2.paint(g); //the second wall
birdy.paint(g); //the wee little birdy
g.setFont(new Font("comicsans", Font.BOLD, 40));
g.drawString("" + score, WIDTH / 2 - 20, 700);
g.drawString(deathMessage, 200, 200); //paints "" if the player has not just died, paints "you died, try again" if the user just died
}
@SuppressWarnings("static-access")
public void move(){
wall.move(); //moves the first wall
wall2.move(); //moves the second wall
birdy.move(); //moves the wee little birdy
scrollX += Wall.speed; //scrolls the wee little background
if (scrollX == -1800) //this loops the background around after it's done
scrollX = 0;
if (dead){ //this block essentially pushes the walls back 600 pixels on birdy death
wall.x = 600;
wall2.x = 600 + (WIDTH / 2);
dead = false;
}
if ( (wall.x == BirdMan.X) || (wall2.x == BirdMan.X) ) //Increments the score when the player passes a wall
score();
}
public static void score(){
score += 1;
}
}
package crappyBird;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.Timer;
public class Main {
static JFrame frame = new JFrame();
public static void main (String [] args) throws InterruptedException{
frame.setSize(Game.WIDTH, Game.HEIGHT); //declares the JFrame (window) that all of this is housed in
frame.setVisible(true); //you have to be able to see the JFrame
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //Honestly don't know what this does, but it has to be here.
frame.setLocationRelativeTo(null); //sets the window up in the middle of the screen
runnit(); // /r/running shoutout, also begins running the method below
}
public static void runnit() throws InterruptedException{
final Menu menu = new Menu(); //the menu used in each instance
final Game game = new Game(); //the game used in each instance
Timer animationTimer = new Timer(20, new ActionListener(){ //animation timer for the game, repaints the bird, walls, and background every 20 milliseconds
public void actionPerformed(ActionEvent event){
game.repaint();
game.move();
};
});
frame.add(menu); //adds the menu (Step 1)
menu.setVisible(true);
frame.revalidate(); //makes sure the menu is displayed (Step 1.5)
frame.repaint();
while (menu.startGame == false){ //waits until the mouse is clicked in the Menu
Thread.sleep(10);
}
frame.remove(menu); //Removes menu when mouse is clicked(Step 2)
frame.add(game); //adds the game in its place (Step 3)
game.setVisible(true); //makes sure the game is displayed (Step 3.5)
frame.revalidate();
animationTimer.start(); //begins animation timer, and the game begins
}
}
package crappyBird;
import java.awt.Graphics;
import javax.imageio.ImageIO;
import javax.swing.JPanel;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
/*
* This screen just waits for a mouseclick, whereupon it is removed from the JFrame and replaced with the game
* I'd like not have to wait for the picture to download though, so I need to figure out how to package the images
* within the Jar file.
*/
public class Menu extends JPanel{
private static final long serialVersionUID = 1L;
int highscore;
//gets the background from imgur
static BufferedImage img = null;{
try {
img = ImageIO.read(new URL("http://i.imgur.com/U6KEwxe.png"));
} catch (IOException e) {
System.out.println("WRONG MENU");
}}
boolean startGame = false; //the boolean toggle that starts the game over in ExecuteMe
public Menu(){
setFocusable(true); //waits for a mouseclick, then toggles startGame
addMouseListener(new MouseAdapter(){
@Override
public void mouseClicked(MouseEvent e) {
startGame = true;
}
});
}
public void paint (Graphics g){
super.paint(g);
g.drawImage(img, 0, 0, null); //paints background
}
}
package crappyBird;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import java.util.Random;
import javax.imageio.ImageIO;
/* Here's how this works:
*
* || || || ||
* || || --> || || --REPEAT-->
* || || || ||
* wall wall2 wall2 wall(loops back around at a different height)
*
*/
public class Wall {
Random rnd = new Random(); //used to generate a random height for dat gap
int x ; //the x position of the wall, always changing (right to left)
int y = rnd.nextInt(Game.HEIGHT - 400) + 200; //generates the y value that is the top of the bottom wall
static int speed = - 6; //scrolling speed
int WIDTH = 45; //width of a wall, it's a constant
int height = Game.HEIGHT - y; //height of the wall, just the height of the window - how high the wall is
int GAP = 200; //gap size (also a constant)
//procures the Wall image from Imgur
static BufferedImage img = null;{
try {
img = ImageIO.read(new URL("http://i.imgur.com/4SUsUuc.png"));
} catch (IOException e) {
System.out.println("WRONG WALL"); //prints "WRONG WALL" if there's trouble with Imgur
}}
public Wall(int i){ //allows me to differentiate the x positions of the two walls
this.x = i;
}
//draws the wall
public void paint(Graphics g){
g.drawImage(img, x, y, null); //top part
g.drawImage(img, x, ( -Game.HEIGHT ) + ( y - GAP), null); //bottom part
}
public void move(){
x += speed; //scrolls the wall
//These Rectanlges are used to detect collisions
Rectangle wallBounds = new Rectangle(x, y, WIDTH, height);
Rectangle wallBoundsTop = new Rectangle(x, 0, WIDTH, Game.HEIGHT - (height + GAP));
//If birdman collids with a wall, he dies and the game, bird, and walls are all reset
if ( (wallBounds.intersects(BirdMan.getBounds()) ) || (wallBoundsTop.intersects(BirdMan.getBounds()))){
BirdMan.reset();
died();
}
//pushes the wall back to just off screen on the right when it gets offscreen on the left (the loop)
if (x <= 0 - WIDTH){
x = Game.WIDTH;
y = rnd.nextInt(Game.HEIGHT - 400) + 200;
height = Game.HEIGHT - y;
}
}
//this is executed on death, just sets a random y value and tells Game that the bird died :(
public void died(){
y = rnd.nextInt(Game.HEIGHT - 400) + 200;
height = Game.HEIGHT - y;
Game.dead = true;
}
}
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