Computer Science 252
Problem Solving with Java
Spring 2014, The College of Saint Rose
TiltPong Demo
A working demo of TiltPong will appear below. Click inside the applet to interact with it.
TiltPong BlueJ Project
Click here to download a BlueJ project for TiltPong.
TiltPong Source Code
The Java source code for TiltPong is below. Click on a file name to download it.
import objectdraw.*; import java.awt.*; /* * Example Pong: a still-simple but playable "Pong" game that features * a paddle and a falling ball that can now bounce off the sides and * interact with the paddle, now with the ability to nudge the ball. * * Jim Teresco, Siena College, CSIS 120, Spring 2011 * Based on similar example from CSCI 134, Williams College * * $Id: TiltPong.java 2218 2013-10-18 14:06:39Z terescoj $ */ public class TiltPong 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; private FilledRect paddle; private FramedRect boundary; // the boundary of the playing area. private PongBall ball; // newest pong ball created 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); ball = null; } // create a new "nudgeable" pong ball public void onMousePress(Location point) { // create the ball at the top of the playing area // at the mouse point's x coordinate if (boundary.contains(point)) { ball = new PongBall(paddle, boundary, canvas); } // if we clicked outside, we should also nudge the most-recently // created ball else if (ball != null) { ball.nudge(); } } // 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.*; import java.text.DecimalFormat; import java.util.Random; /* * * A simple active object that controls a ball that bounces around the * canvas and interacts with a boundary and a pong paddle, plus a * nudge method that allows someone to make a minor change to its * trajectory. * * Jim Teresco, Siena College, CSIS 120, Spring 2011 * The College of Saint Rose, Fall 2013 * * $Id: PongBall.java 2218 2013-10-18 14:06:39Z 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; private static final double NUDGE_MAX = 2; // the ball controlled by this instance private FilledOval ball; // the paddle with which we will interact private FilledRect paddle; // 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; // speeds are now instance variables since private double xSpeed, ySpeed; // label for speeds private Text speeds; // random generator Random randGen = new Random(); // for decimal formatting DecimalFormat df = new DecimalFormat("#.###"); // Draw a ball and start it falling. public PongBall(FilledRect paddle, FramedRect boundary, 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; // draw the ball at its initial position, which is at the // top of the playing area, at a randomly-selected position ball = new FilledOval(randGen.nextDouble() * (xMax - xMin) + xMin, yMin+1, BALLSIZE, BALLSIZE, aCanvas); // remember the paddle this.paddle = paddle; // A label for the speeds speeds = new Text("", 10, 10, aCanvas); // activate! start(); } // our "nudge" method -- make a minor change in the trajectory // and temporarily make the ball red public void nudge() { // randomly perturb both the x and y speeds xSpeed = xSpeed + randGen.nextDouble() * (2*NUDGE_MAX) - NUDGE_MAX; ySpeed = ySpeed + randGen.nextDouble() * (2*NUDGE_MAX) - NUDGE_MAX; speeds.setText("xSpeed = " + df.format(xSpeed) + ", ySpeed = " + df.format(ySpeed)); ball.setColor(Color.red); } // move the ball repeatedly until it falls off screen, bouncing // off the paddle and walls along the way public void run() { // start by moving downward and some amount to the left or right xSpeed = randGen.nextDouble() * (MAX_SPEED - MIN_SPEED) + MIN_SPEED; double initYSpeed = randGen.nextDouble() * (MAX_SPEED - MIN_SPEED) + MIN_SPEED; 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; } // move a little in the appropriate direction speeds.setText("xSpeed = " + df.format(xSpeed) + ", ySpeed = " + df.format(ySpeed)); ball.move(xSpeed, ySpeed); speeds.moveTo(ball.getX() + BALLSIZE, ball.getY() + BALLSIZE); ball.setColor(Color.black); pause(DELAY_TIME); } ball.removeFromCanvas(); speeds.removeFromCanvas(); } }