Java Video Tutorial 59

import java.awt.Polygon;
import java.awt.Rectangle; // NEW
import java.util.ArrayList;

// Extending the Polygon class because I'm drawing Polygons

class Rock extends Polygon{
	// Upper left hand corner of the Polygon
	int uLeftXPos, uLeftYPos;
	// Used to change the direction of the asteroid when 
	// it hits something and determines how fast it moves
	int xDirection = 1;
	int yDirection = 1;
	// Define rock height and width
	int rockWidth = 26;
	int rockHeight = 31;
	// Copy of the Rock ArrayList
	// Holds every Rock I create
	static ArrayList<Rock> rocks = new ArrayList<Rock>();
	// For JApplet
	// int width = ExampleBoard.WIDTH;
	// int height = ExampleBoard.HEIGHT;
	// Get the board width and height
	int width = GameBoard.boardWidth;
	int height = GameBoard.boardHeight;
	// Will hold the x & y coordinates for the Polygons
	int[] polyXArray, polyYArray;
	// x & y positions available for other methods
	// There will be more Polygon points available later
	public static int[] sPolyXArray = {10,17,26,34,27,36,26,14,8,1,5,1,10};
	public static int[] sPolyYArray = {0,5,1,8,13,20,31,28,31,22,16,7,0};
	// Creates a new asteroid 
	public Rock(int[] polyXArray, int[] polyYArray, int pointsInPoly, int randomStartXPos, int randomStartYPos){
		// Creates a Polygon by calling the super or parent class of Rock Polygon
		super(polyXArray, polyYArray, pointsInPoly);
		// Randomly generate a speed for the Polygon
		this.xDirection = (int) (Math.random() * 4 + 1);
		this.yDirection = (int) (Math.random() * 4 + 1);
		// Holds the starting x & y position for the Rock
		this.uLeftXPos = randomStartXPos;
		this.uLeftYPos = randomStartYPos;
	// NEW: Creates a bounding rectangle for collision checking
	public Rectangle getBounds() {
        return new Rectangle(super.xpoints[0], super.ypoints[0], rockWidth, rockHeight);

	public void move(){
		// This rectangle surrounds the rock I'll check against
		// all of the other rocks below
		Rectangle rockToCheck = this.getBounds();
		// Cycle through all the other rocks and check if they
		// cross over the rectangle I created above
		for(Rock rock : rocks){
			// Creates a bounding rectangle that is used temporarily
			// for each other rock on the board
			Rectangle otherRock = rock.getBounds();
			// Check to make sure I'm not comparing one rock to itself
			// Check if one rock crosses over another rock
			if(rock != this && otherRock.intersects(rockToCheck)){

				// Switch the direction the rocks are moving on impact
				int tempXDirection = this.xDirection;
				int tempYDirection = this.yDirection;
				this.xDirection = rock.xDirection;
				this.yDirection = rock.yDirection;
				rock.xDirection = tempXDirection;
				rock.yDirection = tempYDirection;
		// Get the upper left and top most point for the Polygon
		// This will be dynamic later on
		int uLeftXPos = super.xpoints[0]; 
		int uLeftYPos = super.ypoints[0];
		// If the Rock hits a wall it will go in the opposite direction
		if (uLeftXPos < 0 || (uLeftXPos + 25) > width) xDirection = -xDirection; 
		if (uLeftYPos < 0 || (uLeftYPos + 50) > height) yDirection = -yDirection;
		// Change the values of the points for the Polygon
		for (int i = 0; i < super.xpoints.length; i++){
			super.xpoints[i] += xDirection;
			super.ypoints[i] += yDirection;
	// public method available for creating Polygon x point arrays
	public static int[] getpolyXArray(int randomStartXPos){
		// Clones the array so that the original shape isn't changed for the asteroid
		int[] tempPolyXArray = (int[])sPolyXArray.clone();
		for (int i = 0; i < tempPolyXArray.length; i++){
			tempPolyXArray[i] += randomStartXPos;
		return tempPolyXArray;
	// public method available for creating Polygon y point arrays
	public static int[] getpolyYArray(int randomStartYPos){
		// Clones the array so that the original shape isn't changed for the asteroid
		int[] tempPolyYArray = (int[])sPolyYArray.clone();
		for (int i = 0; i < tempPolyYArray.length; i++){
			tempPolyYArray[i] += randomStartYPos;
		return tempPolyYArray;

Pages: 1 2 3 4 5 6

2 Responses to “Java Video Tutorial 59”

  1. Anonymous says:

    Amazing work, I had been a little confused on various points in the past two or three lessons, and you managed to answer all of my questions in this lesson. Now it all clicks.

    So given what you said about needing C and C++ for heavy graphics work, for a game developer would you suggest I move that direction after Java and Android development lessons?

    Again, thanks for all of the hard work.

    • Derek Banas says:

      Thank you for the nice compliments 🙂 It all depends on what you want to do. Personally I only use C++ for very intensive simulations I make. I would never try to make a 3D game until I’ve made many good 2D games. Do what makes you happy though.

Leave a Reply

Your email address will not be published.