Java Breakout Too Early

I take an intro for programming on the Internet. However, I was stuck in one task.

Purpose - to write a breakthrough game. I successfully wrote 97% of the game. However, the game stops before removing all the bricks. Sometimes 4 bricks remain, several times 11. The program is designed to stop when the point counter reaches the point where all the bricks are gone, so it must reach this point earlier.

What am I doing wrong?

Edit: inline code. and rephrased question

/* * File: Breakout.java * ------------------- * Name:Alex Godin * * This file will eventually implement the game of Breakout. */ import acm.graphics.*; import acm.program.*; import acm.util.*; import java.applet.*; import java.awt.*; import java.awt.event.*; public class Breakout extends GraphicsProgram { /** Width and height of application window in pixels */ public static final int APPLICATION_WIDTH = 400; public static final int APPLICATION_HEIGHT = 600; /** Dimensions of game board (usually the same) */ private static final int WIDTH = APPLICATION_WIDTH; private static final int HEIGHT = APPLICATION_HEIGHT; /** Dimensions of the paddle */ private static final int PADDLE_WIDTH = 60; private static final int PADDLE_HEIGHT = 10; /** Offset of the paddle up from the bottom */ private static final int PADDLE_Y_OFFSET = 30; /** Number of bricks per row */ private static final int NBRICKS_PER_ROW = 10; /** Number of rows of bricks */ private static final int NBRICK_ROWS = 10; /** Separation between bricks */ private static final int BRICK_SEP = 4; /** Width of a brick */ private static final int BRICK_WIDTH = (WIDTH - (NBRICKS_PER_ROW - 1) * BRICK_SEP) / NBRICKS_PER_ROW; /** Height of a brick */ private static final int BRICK_HEIGHT = 8; /** Radius of the ball in pixels */ private static final int BALL_RADIUS = 10; /** Offset of the top brick row from the top */ private static final int BRICK_Y_OFFSET = 70; /** Number of turns */ private static final int NTURNS = 3; /**pause time*/ private static final int PAUSE_TIME = 3; /**THE VALUE OF EACH BRICK*/ private static final int BRICKVAL = 10; /** ivar holding the ball*/ private GOval ball; /**The current row(for setup)*/ private static int rownum = 0; /**The paddle*/ private static GRect paddle = new GRect(PADDLE_WIDTH, PADDLE_HEIGHT); /**The velocity*/ private static double vx, vy; /**the random generator*/ private RandomGenerator rgen = RandomGenerator.getInstance(); /**bricks remaining*/ private static int bricks = NBRICKS_PER_ROW * NBRICK_ROWS; /**the score int*/ private static int scoreINT = 0; /**livesRemaining*/ private static int livesINT = NTURNS; /**score label*/ private static GLabel score = new GLabel("Score:" + scoreINT,0,0); /**lives label*/ GLabel lives = new GLabel("lives :" + livesINT,0,0); /* Method: run() */ /** Runs the Breakout program */ public void run() { scoreAndLives(); setUpBricks(); paddle(); addMouseListeners(); addKeyListeners(); vx = rgen.nextDouble(1.0, 3.0); ball(); move(); } /**adds a score and life counter*/ private void scoreAndLives(){ score(); lives(); } /**adds a score counter*/ private void score(){ score.setLocation(7,7 + score.getHeight()); score.setColor(Color.RED); score.setFont(new Font("Serif", Font.BOLD, 24)); add(score); } /**adds a life counter*/ private void lives(){ lives.setLocation(WIDTH - lives.getWidth()*2 + 7,7 + lives.getHeight()); lives.setColor(Color.RED); lives.setFont(new Font("Serif", Font.BOLD, 24)); add(lives); } /**designs the brick */ private GRect brickDesign() { GRect brick = new GRect(BRICK_WIDTH, BRICK_HEIGHT); brick.setFilled(true); switch (rownum + 1){ case 1: brick.setColor(Color.RED); break; case 2: brick.setColor(Color.RED); break; case 3: brick.setColor(Color.ORANGE); break; case 4: brick.setColor(Color.ORANGE); break; case 5: brick.setColor(Color.YELLOW); break; case 6: brick.setColor(Color.YELLOW); break; case 7: brick.setColor(Color.GREEN); break; case 8: brick.setColor(Color.GREEN); break; case 9: brick.setColor(Color.CYAN); break; case 10: brick.setColor(Color.CYAN); break; } return brick; } /**sets up the bricks*/ private void setUpBricks(){ int x=0; int y=0; for(int i=0; i<NBRICK_ROWS; i++){ x=0; y=rownum * BRICK_HEIGHT + BRICK_SEP * i + BRICK_Y_OFFSET; for(int j=0; j<NBRICKS_PER_ROW + 1; j++){ add(brickDesign(), x, y); x=(j * BRICK_WIDTH) + (BRICK_SEP * j); } rownum+=1; } } /**initializes the paddle*/ private void paddle(){ int xCenter = WIDTH/2 - PADDLE_WIDTH/2; paddle.setFilled(true); add(paddle, xCenter, HEIGHT-PADDLE_Y_OFFSET); } /**moves the paddle*/ public void mouseMoved(MouseEvent e){ int x = e.getX(); if(x < WIDTH-PADDLE_WIDTH){ paddle.setLocation(x, APPLICATION_HEIGHT - PADDLE_Y_OFFSET); } } /**sets up the ball*/ private void ball(){ ball = new GOval( WIDTH/2 - BALL_RADIUS, HEIGHT/2 - BALL_RADIUS, BALL_RADIUS * 2, BALL_RADIUS * 2); ball.setFilled(true); add(ball); vy = 3.0; } /**the animation*/ private void move(){ if (rgen.nextBoolean(0.5)) vx = -vx; while(true){ ball.move(vx, vy); checkWallColisions(); checkCollisions(); pause(PAUSE_TIME); if(scoreINT == bricks * BRICKVAL){ break; } } } /**Checks for colisions with the wall*/ private void checkWallColisions(){ if(xWallCollision() == true){ xColide(); } if(yWallCollision() == true){ yColide(); } } /**what to do in case of ax collision*/ private void xColide(){ if(vx>0){ vx = -1 * rgen.nextDouble(1.0, 3.0); }else{ vx = rgen.nextDouble(1.0, 3.0); } } /**what to do in case of ay collision*/ private void yColide(){ if(vx>0){ vx = rgen.nextDouble(1.0, 3.0); }else{ vx = -1 * rgen.nextDouble(1.0, 3.0); } vy=-vy; } /**checks for an x wall colision*/ private boolean xWallCollision(){ if(ball.getX() + BALL_RADIUS*2 > WIDTH){ double bally=ball.getY(); ball.setLocation(WIDTH-BALL_RADIUS*2, bally); return true; }else if(ball.getX() < 0){ double bally=ball.getY(); ball.setLocation(0, bally); return true; }else{ return false; } } /**checks for ay wall colision*/ private boolean yWallCollision(){ if(ball.getY() > HEIGHT - BALL_RADIUS*2){ return true; }if(ball.getY() < 0){ return true; }else{ return false; } } /**gets coliders*/ private GObject getColidingObject(){ if(getElementAt(ball.getX(), ball.getY()) != null){ return getElementAt(ball.getX(), ball.getY()); }else if(getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY()) != null){ return getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY()); }else if(getElementAt(ball.getX(), ball.getY() + BALL_RADIUS *2) != null){ return getElementAt(ball.getX(), ball.getY() + BALL_RADIUS *2); }else if(getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY() + BALL_RADIUS *2) != null){ return getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY() + BALL_RADIUS *2); }else{ return null; } } /**checks for brick and paddle colisions*/ private void checkCollisions(){ GObject colider = getColidingObject(); if(colider == paddle){ yColide(); }else if(colider == lives || colider == score){ }else if(colider != null){ yColide(); remove(colider); scoreINT+=BRICKVAL; score.setLabel("Score:" + scoreINT); } } } 

I can make the ball bounce, but the cycle goes out before all the bricks have been removed and the ball stops jumping. The loop goes off when the count reaches the point at which all the bricks will be lost. However, he reached this point too early.

 /**the animation*/ private void move(){ if (rgen.nextBoolean(0.5)) vx = -vx; while(true){ checkCollisions(); ball.move(vx, vy); checkWallColisions(); pause(PAUSE_TIME); //where i'm having issues - the loop is set to escape when the score reaches the point at which all the bricks will be gone but the score is reaching that point too early if(scoreINT == bricks * BRICKVAL){ break; } } } /**gets coliders*/ private GObject getColidingObject(){ if(getElementAt(ball.getX(), ball.getY()) != null){ return getElementAt(ball.getX(), ball.getY()); }else if(getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY()) != null){ return getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY()); }else if(getElementAt(ball.getX(), ball.getY() + BALL_RADIUS *2) != null){ return getElementAt(ball.getX(), ball.getY() + BALL_RADIUS *2); }else if(getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY() + BALL_RADIUS *2) != null){ return getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY() + BALL_RADIUS *2); }else{ return null; } } /**checks for brick and paddle colisions*/ private void checkCollisions(){ GObject colider = getColidingObject(); if(colider == paddle){ yColide(); }else if(colider == lives || colider == score){}else if(colider != null){ remove(colider); yColide(); } } 
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2 answers

Do you use an IDE like Netbeans or Eclipse to write this game? If so, you can set some breakpoints in your code and run it in debug mode to try to figure out what is going on.

I assume that there is a method that checks if the count is zero and interrupts the program? Put a breakpoint in this method and run the application - as soon as the breakpoint is reached, you can use the clock that tracks the state of your program when it exits.

Have you checked that the program comes out cleanly? Is it definitely a zero point that closes it? An exception may be caused by interrupting your application.

Also, if you are new to programming, then debugging is a very good skill to learn!

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In your setUpBricks method, setUpBricks looks like you are creating bricks NBRICK_ROWS * (NBRICKS_PER_ROW + 1) . But in your move method, you only check the bricks NBRICKS_PER_ROW * NBRICK_ROWS .

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