• Post Reply Bookmark Topic Watch Topic
  • New Topic
programming forums Java Mobile Certification Databases Caching Books Engineering Micro Controllers OS Languages Paradigms IDEs Build Tools Frameworks Application Servers Open Source This Site Careers Other Pie Elite all forums
this forum made possible by our volunteer staff, including ...
Marshals:
  • Campbell Ritchie
  • Jeanne Boyarsky
  • Ron McLeod
  • Paul Clapham
  • Liutauras Vilda
Sheriffs:
  • paul wheaton
  • Rob Spoor
  • Devaka Cooray
Saloon Keepers:
  • Stephan van Hulst
  • Tim Holloway
  • Carey Brown
  • Frits Walraven
  • Tim Moores
Bartenders:
  • Mikalai Zaikin

Movement of user causes AI to lag

 
Ranch Hand
Posts: 495
Chrome Java Linux
  • Mark post as helpful
  • send pies
    Number of slices to send:
    Optional 'thank-you' note:
  • Quote
  • Report post to moderator
I started writing a game 2 days ago. It is a simple platform game. There are 3 platforms total : a "floor" and 2 "floating ramps". On the ground, between the "floating ramps", there is a "coin". On the second floating ramp, there is another "coin". You can pick up the coins. On the first floating ramp, there is a "gun". If you pick up the "gun", you can "shoot" "bullets". Only one "bullet" by the user is allowed to be shot at one time. The user can physically control the object (cube, box, etc) with the arrow buttons. Up physically moves the object up a certain distance. Moving to the right causes the world to move left. Moving to the left causes the world to move right. You may destroy 2 "targets" with the "bullets" if you have picked up the "gun". If the "targets" are "destroyed", an AI "character" (box, cube, etc) comes running at a constant speed to the left. It spits out a stream of "bullets". If the user destroys the AI "character", the character disappears along with its bullets. The only issue is when the character moves while the AI character is still "alive" and shooting "bullets". The character's location algorithm is composed of this :


When a user pushes the left or right arrow on their keyboard, a timer starts :


These continue until the user stops holding down the key.

This is what happens when the AI "walks" (it walks if it is still "alive") :


I have marked what I believe to be the problem line above. I have tried changing the timer on the "enemyShoot" timer and it doesn't affect the problem. If a user is "running" full to the left, the "bullets" go out as far as they should. If a user is stopped, the "bullet's" path is shorter. If a user is "running" full to the right, the "bullets" start moving to the right at lower timer intervals (around 20 it is noticeably going to the left). I was wondering how to fix this problem. To me, it just seems like the lag of the repaint and the refreshing of the bullets. I would like the bullets to be consistently going to the right.

Here is the keyEvent info for left and right arrows :


Here is the release key code :


The AI's bullet display system is the same as the character's bullet display system :


Thanks,
John Price

EDIT : So, to restate my question... I would like a solution or help to finding a solution to fix the problem of the movement of the user causing the AI's "bullets" to not be consistent.

EDIT(2) : Please note that the AI movement isn't lagging. It is the "bullets" that the AI shoots.
 
john price
Ranch Hand
Posts: 495
Chrome Java Linux
  • Mark post as helpful
  • send pies
    Number of slices to send:
    Optional 'thank-you' note:
  • Quote
  • Report post to moderator
I found a solution. It was so simple. Instead of calculating it off of the previous point, which may be outdated, recalculate it based off of the AI character's position as you did in the first place, subtracting the amount of distance traveled :


Thanks,
John Price

EDIT : Although there is still some inconsistency when the user is running right or left (bullet stream is slower, but further when the user runs left and faster, but closer when the user runs right), it is much better than before. If anybody can give me a solution to how to make the algorithm better, that would be awesome.
 
Ranch Hand
Posts: 1609
  • Mark post as helpful
  • send pies
    Number of slices to send:
    Optional 'thank-you' note:
  • Quote
  • Report post to moderator

john price wrote:...a solution to how to make the algorithm better, that would be awesome.



Will threading work?
 
john price
Ranch Hand
Posts: 495
Chrome Java Linux
  • Mark post as helpful
  • send pies
    Number of slices to send:
    Optional 'thank-you' note:
  • Quote
  • Report post to moderator
Could you show me what you are talking about (IE an example)?

Thanks,
John Price
 
Ranch Hand
Posts: 4716
9
Scala Java
  • Mark post as helpful
  • send pies
    Number of slices to send:
    Optional 'thank-you' note:
  • Quote
  • Report post to moderator
using threads is certainly something you should think about. i will post an old homework assignment that will demonstrate for you.

[/code]
 
Ranch Hand
Posts: 140
4
  • Mark post as helpful
  • send pies
    Number of slices to send:
    Optional 'thank-you' note:
  • Quote
  • Report post to moderator
It's hard to know for sure, given the fragments of code that you show. But I am surprised to see an animated game with multiple Timers involved. Most of what I've seen is done via a single timed Game Loop (which might be triggered by a Timer, or might be managed via varying Sleep amounts, to keep the refresh rate constant).

You can learn a bit more about Game Loops at http://www.java-gaming.org/boards/java-game-tutorials/65/view.html if you are not already familiar with them.
 
With a little knowledge, a cast iron skillet is non-stick and lasts a lifetime.
reply
    Bookmark Topic Watch Topic
  • New Topic