Java Games 220x176 Here
import javax.swing.*; import java.awt.*; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.image.BufferStrategy; import java.util.Random;
bs.show(); g.dispose(); }
private void checkCollisions() { Rectangle playerBounds = player.getBounds(); for (int i = 0; i < collectibles.length; i++) { if (collectibles[i] != null && collectibles[i].isActive()) { if (playerBounds.intersects(collectibles[i].getBounds())) { collectibles[i].deactivate(); score++; // Respawn new collectible to keep game alive collectibles[i] = new SolidCollectible(10 + random.nextInt(WIDTH - 20), 10 + random.nextInt(HEIGHT - 50)); } } } } java games 220x176
// Draw game objects player.draw(g); for (SolidCollectible c : collectibles) { if (c != null && c.isActive()) { c.draw(g); } } import javax
private void initGame() { player = new SolidPlayer(WIDTH / 2, HEIGHT - 20); collectibles = new SolidCollectible[8]; for (int i = 0; i < collectibles.length; i++) { collectibles[i] = new SolidCollectible(10 + random.nextInt(WIDTH - 20), 10 + random.nextInt(HEIGHT - 50)); } score = 0; lastMoveTime = 0; for (int i = 0
/** * Main game panel where all drawing and logic happens. * Uses BufferStrategy for smooth, tear-free rendering. */ private class GamePanel extends JPanel { private static final long serialVersionUID = 1L;
// Scale graphics to our game resolution g.scale(SCALE, SCALE); g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_OFF); g.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_OFF);