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#ActualEpicWally

Posted 08 November 2012 - 09:46 AM

So I'm working on a rogue-like, and right wrong or indifferent, I am using swing. My current setup has a GameWindow class that extends JFrame, and implements KeyListener, a GamePanel class that extends JPanel, a GameState class that holds the game panel of whatever state I'm in, and also holds that state's logic, and a GameController class that knows which state the game is in, and can cycle through states. The way I am passing KeyEvents is the frame has the keylistener, and when a key is pressed it passes that KeyEvent to the GameController, which then on the next cycle through the GameLoop it passes it to the GameState through the state's input function, and the state proccesses accordingly. This sounds good, but for whatever reason, it doesn't seem to be working. I am showing the relevent source code below, but I have a hunch my error is in method rather than syntax? Any help would be greatly appreciated.

Thanks!
-Wally

GameWindow code
package main.java.dungeon.gui;
import java.awt.BorderLayout;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
import main.java.main.GameController;
public class GameWindow extends JFrame implements KeyListener{
private static final long serialVersionUID = 1L;
private static GameWindow gameWindow;
private static JPanel activePanel;

private GameWindow(){
  super("Dungeon Crawler");
  setResizable(false);
  setDefaultCloseOperation(EXIT_ON_CLOSE);
  setBounds(0, 0, 640, 480);
  setVisible(true);
}

public static GameWindow create(){
  if(gameWindow == null)
   gameWindow = new GameWindow();
  return gameWindow;
}

public void setActivePanel(JPanel panel){
  activePanel = panel;
  add(activePanel, BorderLayout.CENTER);
}
@Override
public void keyPressed(KeyEvent e) {
  GameController.keyPressed(e);

}
@Override
public void keyReleased(KeyEvent e) {
  // TODO Auto-generated method stub

}
@Override
public void keyTyped(KeyEvent e) {
  //GameController.keyPressed(e);

}
}

GameController code
package main.java.main;
import java.awt.event.KeyEvent;
import main.java.dungeon.GameState;
public abstract class GameController {

private static GameState currentState;
private static GameState nextState;
private static KeyEvent keyPressed;

private GameController(){}

static void input(){
  if(keyPressed != null){
   currentState.input(keyPressed);
   keyPressed = null;
  }
}

static void logic(){
  currentState.logic();
  nextState = currentState.getNextState();
  if(nextState != null)
   currentState = nextState;
}

static void update(){
  currentState.update();
}

static void setState(GameState state){
  currentState = state;
}

static GameState getState(){
  return currentState;
}

public static void keyPressed(KeyEvent e){
  keyPressed = e;
}
}

Main Menu State code
package main.java.dungeon;
import java.awt.event.KeyEvent;
import main.java.dungeon.gui.MainMenuPanel;
public class GameStateMainMenu extends GameState{

private static final String START_GAME = "Start game!";
private static final String OPTIONS = "Options";
private static final String QUIT = "Quit";
private static final String INDENT = "		  ";

private int pointer;
private GameState nextState;
private boolean pointerUp, pointerDown, changeState, update;
private String text;

public GameStateMainMenu(){
  gamePanel = new MainMenuPanel();
  pointer = 1;
  pointerUp = pointerDown = changeState = false;
  update = true;
}

@Override
public void input(KeyEvent keyEvent) {
  if(keyEvent != null){
   switch(keyEvent.getKeyCode()){
   case KeyEvent.VK_UP:
	pointerUp = true;
	update = true;
	break;
   case KeyEvent.VK_DOWN:
	pointerDown = true;
	update = true;
	break;
   case KeyEvent.VK_ENTER:
	changeState = true;
	break;
   }
  }
}
@Override
public void logic() {
  if(pointerUp && pointer != 1)
   pointer--;
  if(pointerDown && pointer != 3)
   pointer++;
  if(changeState){
   if(pointer == 1)
	nextState = new GameStatePlaying();
   if(pointer == 2)
	nextState = new GameStateMainMenuOptions();
   if(pointer == 3){}
	//TODO generate quit code
  }
}
@Override
public void update() {
  if(update){
   text = "\n\n\n\n" + INDENT + (pointer == 1 ? ">" : " ") + START_GAME +
	 "\n\n\n" + INDENT + (pointer == 2 ? ">" : " ") + OPTIONS +
	 "\n\n\n" + INDENT + (pointer == 3 ? ">" : " ") + QUIT;
   update = false;
  }
  ((MainMenuPanel)gamePanel).setText(text);
}
@Override
public GameState getNextState() {
  return nextState;
}
}

and the game panel's code
package main.java.dungeon.gui;
import java.awt.BorderLayout;
import java.awt.Dimension;
import javax.swing.JPanel;
import javax.swing.JTextPane;
public class MainMenuPanel extends JPanel{

  private static final long serialVersionUID = 1L;

  private JTextPane text;

public MainMenuPanel(){
  setPreferredSize(new Dimension(640, 480));
  setBounds(0, 0, 640, 480);
  text = new JTextPane();
  text.setPreferredSize(new Dimension(640, 480));
  text.setEditable(false);
  add(text, BorderLayout.CENTER);

}

public void setText(String s){
  if(!s.equals(text.getText()))
   text.setText(s);
}
}

Lots of code to read, I know. Thank you for taking the time to look at it! If there is any other code you need to see, please let me know! (Also, this is very much a work in progress, I know there are a lot of things that will need cleaned up in this as I work through it.) Thanks again.

#2EpicWally

Posted 08 November 2012 - 09:45 AM

So I'm working on a rogue-like, and right wrong or indifferent, I am using swing. My current setup has a GameWindow class that extends JFrame, and implements KeyListener, a GamePanel class that extends JPanel, a GameState class that holds the game panel of whatever state I'm in, and also holds that state's logic, and a GameController class that knows which state the game is in, and can cycle through states. The way I am passing KeyEvents is the frame has the keylistener, and when a key is pressed it passes that KeyEvent to the GameController, which then on the next cycle through the GameLoop it passes it to the GameState through the state's input function, and the state proccesses accordingly. This sounds good, but for whatever reason, it doesn't seem to be working. I am showing the relevent source code below, but I have a hunch my error is in method rather than syntax? Any help would be greatly appreciated.

Thanks!
-Wally
<br />GameWindow code<br /> package main.java.dungeon.gui

#1EpicWally

Posted 08 November 2012 - 09:42 AM

So I'm working on a rogue-like, and right wrong or indifferent, I am using swing. My current setup has a GameWindow class that extends JFrame, and implements KeyListener, a GamePanel class that extends JPanel, a GameState class that holds the game panel of whatever state I'm in, and also holds that state's logic, and a GameController class that knows which state the game is in, and can cycle through states. The way I am passing KeyEvents is the frame has the keylistener, and when a key is pressed it passes that KeyEvent to the GameController, which then on the next cycle through the GameLoop it passes it to the GameState through the state's input function, and the state proccesses accordingly. This sounds good, but for whatever reason, it doesn't seem to be working. I am showing the relevent source code below, but I have a hunch my error is in method rather than syntax? Any help would be greatly appreciated.

Thanks!
-Wally

GameWindow code
package main.java.dungeon.gui;
import java.awt.BorderLayout;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
import main.java.main.GameController;
public class GameWindow extends JFrame implements KeyListener{
private static final long serialVersionUID = 1L;
private static GameWindow gameWindow;
private static JPanel activePanel;

private GameWindow(){
  super("Dungeon Crawler");
  setResizable(false);
  setDefaultCloseOperation(EXIT_ON_CLOSE);
  setBounds(0, 0, 640, 480);
  setVisible(true);
}

public static GameWindow create(){
  if(gameWindow == null)
   gameWindow = new GameWindow();
  return gameWindow;
}

public void setActivePanel(JPanel panel){
  activePanel = panel;
  add(activePanel, BorderLayout.CENTER);
}
@Override
public void keyPressed(KeyEvent e) {
  GameController.keyPressed(e);

}
@Override
public void keyReleased(KeyEvent e) {
  // TODO Auto-generated method stub

}
@Override
public void keyTyped(KeyEvent e) {
  //GameController.keyPressed(e);

}
}

GameController code
package main.java.main;
import java.awt.event.KeyEvent;
import main.java.dungeon.GameState;
public abstract class GameController {

private static GameState currentState;
private static GameState nextState;
private static KeyEvent keyPressed;

private GameController(){}

static void input(){
  if(keyPressed != null){
   currentState.input(keyPressed);
   keyPressed = null;
  }
}

static void logic(){
  currentState.logic();
  nextState = currentState.getNextState();
  if(nextState != null)
   currentState = nextState;
}

static void update(){
  currentState.update();
}

static void setState(GameState state){
  currentState = state;
}

static GameState getState(){
  return currentState;
}

public static void keyPressed(KeyEvent e){
  keyPressed = e;
}
}

Main Menu State code
package main.java.dungeon;
import java.awt.event.KeyEvent;
import main.java.dungeon.gui.MainMenuPanel;
public class GameStateMainMenu extends GameState{

private static final String START_GAME = "Start game!";
private static final String OPTIONS = "Options";
private static final String QUIT = "Quit";
private static final String INDENT = "		  ";

private int pointer;
private GameState nextState;
private boolean pointerUp, pointerDown, changeState, update;
private String text;

public GameStateMainMenu(){
  gamePanel = new MainMenuPanel();
  pointer = 1;
  pointerUp = pointerDown = changeState = false;
  update = true;
}

@Override
public void input(KeyEvent keyEvent) {
  if(keyEvent != null){
   switch(keyEvent.getKeyCode()){
   case KeyEvent.VK_UP:
	pointerUp = true;
	update = true;
	break;
   case KeyEvent.VK_DOWN:
	pointerDown = true;
	update = true;
	break;
   case KeyEvent.VK_ENTER:
	changeState = true;
	break;
   }
  }
}
@Override
public void logic() {
  if(pointerUp && pointer != 1)
   pointer--;
  if(pointerDown && pointer != 3)
   pointer++;
  if(changeState){
   if(pointer == 1)
	nextState = new GameStatePlaying();
   if(pointer == 2)
	nextState = new GameStateMainMenuOptions();
   if(pointer == 3){}
	//TODO generate quit code
  }
}
@Override
public void update() {
  if(update){
   text = "\n\n\n\n" + INDENT + (pointer == 1 ? ">" : " ") + START_GAME +
	 "\n\n\n" + INDENT + (pointer == 2 ? ">" : " ") + OPTIONS +
	 "\n\n\n" + INDENT + (pointer == 3 ? ">" : " ") + QUIT;
   update = false;
  }
  ((MainMenuPanel)gamePanel).setText(text);
}
@Override
public GameState getNextState() {
  return nextState;
}
}

and the game panel's code
package main.java.dungeon.gui;
import java.awt.BorderLayout;
import java.awt.Dimension;
import javax.swing.JPanel;
import javax.swing.JTextPane;
public class MainMenuPanel extends JPanel{

  private static final long serialVersionUID = 1L;

  private JTextPane text;

public MainMenuPanel(){
  setPreferredSize(new Dimension(640, 480));
  setBounds(0, 0, 640, 480);
  text = new JTextPane();
  text.setPreferredSize(new Dimension(640, 480));
  text.setEditable(false);
  add(text, BorderLayout.CENTER);

}

public void setText(String s){
  if(!s.equals(text.getText()))
   text.setText(s);
}
}

Lots of code to read, I know. Thank you for taking the time to look at it! If there is any other code you need to see, please let me know! (Also, this is very much a work in progress, I know there are a lot of things that will need cleaned up in this as I work through it.) Thanks again.

PARTNERS