Computer Science 120
Introduction to Programming
Spring 2012, Siena College
PongBricks Demo
A working demo of PongBricks will appear below. Click inside the applet to interact with it.
PongBricks BlueJ Project
Click here to download a BlueJ project for PongBricks.
PongBricks Source Code
The Java source code for PongBricks is below. Click on a file name to download it.
import objectdraw.*; import java.awt.*; /* * Example PongBricks * * Jim Teresco, Siena College, CSIS 120, Spring 2012 * * $Id: PongBricks.java 1846 2012-04-10 15:29:49Z terescoj $ */ public class PongBricks extends WindowController { // position and dimensions of the court private static final int COURT_LEFT = 50; private static final int COURT_TOP = 50; private static final int COURT_HEIGHT = 300; private static final int COURT_WIDTH = 300; private static final int COURT_RIGHT = COURT_LEFT + COURT_WIDTH; // dimensions of the paddle private static final int PADDLE_WIDTH = 50; private static final int PADDLE_HEIGHT = 20; private static final int PADDLE_Y = COURT_TOP + COURT_HEIGHT - PADDLE_HEIGHT - 1; // how many bricks in the playing area private static final int NUM_BRICKS = 10; private FilledRect paddle; private FramedRect boundary; // the boundary of the playing area. private BrickCollection bricks; public void begin() { // make the playing area boundary = new FramedRect(COURT_LEFT, COURT_TOP, COURT_WIDTH, COURT_HEIGHT, canvas); // make the paddle paddle = new FilledRect(COURT_LEFT + (COURT_WIDTH-PADDLE_WIDTH)/2, COURT_TOP + COURT_HEIGHT - PADDLE_HEIGHT -1, PADDLE_WIDTH, PADDLE_HEIGHT, canvas); // the collection of bricks bricks = new BrickCollection(COURT_LEFT, COURT_LEFT+COURT_WIDTH, COURT_TOP, COURT_TOP+COURT_HEIGHT/2, NUM_BRICKS, canvas); } // create a new falling ball public void onMouseClick(Location point) { // create the ball at the top of the playing area // at the mouse point's x coordinate if (boundary.contains(point)) { new PongBall(paddle, boundary, bricks, canvas); } } // move the paddle to follow the mouse's x coordinate public void onMouseMove(Location point) { if (point.getX() < COURT_LEFT) { // place paddle at left edge of the court paddle.moveTo(COURT_LEFT, PADDLE_Y); } else if (point.getX() + PADDLE_WIDTH > COURT_RIGHT) { // place paddle at right edge of the court paddle.moveTo(COURT_RIGHT - PADDLE_WIDTH, PADDLE_Y); } else { // keep the edge of the paddle lined up with the mouse paddle.moveTo(point.getX(), PADDLE_Y); } } }
import objectdraw.*; import java.awt.*; /* * * A simple active object that controls a ball that bounces around the * canvas and interacts with a boundary and a pong paddle * * Jim Teresco, Siena College, CSIS 120, Spring 2011 * * $Id: PongBall.java 1846 2012-04-10 15:29:49Z terescoj $ */ public class PongBall extends ActiveObject { // size and speed of falling balls private static final int BALLSIZE = 30; private static final double MIN_SPEED = 3; private static final double MAX_SPEED = 10; private static final int DELAY_TIME = 33; // the ball controlled by this instance private FilledOval ball; // the paddle with which we will interact private FilledRect paddle; // the bricks we are trying to hit private BrickCollection bricks; // how far to fall before stopping and disappearing? private double yMax; // how far up to go before bouncing off the ceiling? private double yMin; // and what about the walls? private double xMin, xMax; // Draw a ball and start it falling. public PongBall(FilledRect paddle, FramedRect boundary, BrickCollection bricks, DrawingCanvas aCanvas) { // compute/remember our boundaries (of the upper left corner of a ball) yMax = boundary.getY()+boundary.getHeight(); yMin = boundary.getY(); xMin = boundary.getX(); xMax = boundary.getX() + boundary.getWidth() - BALLSIZE; // random generator for the x-coordinate RandomDoubleGenerator posGen = new RandomDoubleGenerator(xMin, xMax); // draw the ball at its initial position, which is at the // top of the playing area, at a randomly-selected position ball = new FilledOval(posGen.nextValue(), yMin+1, BALLSIZE, BALLSIZE, aCanvas); // remember the paddle this.paddle = paddle; // remember the bricks this.bricks = bricks; // activate! start(); } // move the ball repeatedly until it falls off screen, bouncing // off the paddle and walls along the way public void run() { double xSpeed, ySpeed; // start by moving downward and some amount to the right RandomDoubleGenerator speedGen = new RandomDoubleGenerator(MIN_SPEED, MAX_SPEED); xSpeed = speedGen.nextValue(); double initYSpeed = speedGen.nextValue(); ySpeed = initYSpeed; // keep moving as long as we haven't fallen off the bottom of // the screen while (ball.getY() <= yMax) { // if we are above the top line, start moving down if (ball.getY() < yMin) { ySpeed = initYSpeed; } // if we are in contact with the paddle, start moving up if (ball.overlaps(paddle)) { ySpeed = -initYSpeed; } // bounce off side walls if (ball.getX() < xMin || ball.getX() > xMax) { xSpeed = -xSpeed; } // bounce off any bricks if (bricks.hit(ball)) { ySpeed = -ySpeed; } // move a little in the appropriate direction ball.move(xSpeed, ySpeed); pause(DELAY_TIME); } ball.removeFromCanvas(); } }
import objectdraw.*; import java.awt.*; import java.util.ArrayList; /** * A collection of bricks that can be "hit" by a ball * in a pong/breakout game * * Jim Teresco, Siena College, CSIS 120, Spring 2012 * * $Id: BrickCollection.java 1846 2012-04-10 15:29:49Z terescoj $ */ public class BrickCollection { private static final double BRICK_SIZE = 25; private ArrayList<FilledRect> bricks; /** * Constructor for objects of class BrickCollection */ public BrickCollection(double xMin, double xMax, double yMin, double yMax, int numBricks, DrawingCanvas canvas) { // place to store our bricks bricks = new ArrayList<FilledRect>(); RandomDoubleGenerator xGen = new RandomDoubleGenerator(xMin, xMax - BRICK_SIZE); RandomDoubleGenerator yGen = new RandomDoubleGenerator(yMin, yMax - BRICK_SIZE); // randomly place numBricks bricks within the boundaries, making sure // none overlap int bricksSoFar = 0; while (bricksSoFar < numBricks) { FilledRect newest = new FilledRect(xGen.nextValue(), yGen.nextValue(), BRICK_SIZE, BRICK_SIZE, canvas); bricks.add(newest); bricksSoFar++; } } // check if the given ball overlaps any of our bricks public boolean hit(FilledOval ball) { for (int brickNum = 0; brickNum < bricks.size(); brickNum++) { FilledRect thisBrick = bricks.get(brickNum); if (thisBrick.overlaps(ball)) { thisBrick.removeFromCanvas(); bricks.remove(brickNum); return true; } } return false; } }