These functions allow you to create a new graphics object (GameObj) for display on the screen.
Creates a new circle graphics object (GameObj).
ct.circle( x, y, diameter );
ct.circle( x, y, diameter, color );
(double). The x coordinate of the center of the circle.
(double). The y coordinate of the center of the circle.
(double) The diameter (width and height) of the circle.
(String, optional). A color name (for example, "blue"
) for the fill color of the circle. If the color
is not included, circle objects default to a fill color of "red"
.
(GameObj). A reference to the circle object is returned, which can be used to access and modify the circle later (see GameObj Data Fields and GameObj Methods).
ct.circle( 50, 30, 20 );
ct.circle( 50, 70, 40, "blue" );
GameObj ball = ct.circle( 0, 50, 10, "yellow" );
ball.setXSpeed( 1 );
Creates a new rectangle graphics object (GameObj).
ct.rect( x, y, width, height );
ct.rect( x, y, width, height, color );
(double). The x coordinate of the center of the rectangle.
(double). The y coordinate of the center of the rectangle.
(double) The horizontal size (width) of the rectangle.
(double) The vertical size (height) of the rectangle.
(String, optional). A color name (for example, "blue"
) for the fill color of the rectangle. If the color
is not included, rectangle objects default to a fill color of "yellow"
.
(GameObj). A reference to the rectangle object is returned, which can be used to access and modify the rectangle later (see GameObj Data Fields and GameObj Methods).
ct.rect( 50, 30, 40, 20 );
ct.rect( 50, 70, 80, 40, "blue" );
GameObj platform = ct.rect( 0, 50, 30, 8, "orange" );
platform.setXSpeed( 1 );
Creates a new line graphics object (GameObj) drawn from a point (x1
, y2
) to a second point (x2
, y2
).
ct.line( x1, y1, x2, y2 );
ct.line( x1, y1, x2, y2, color );
(double). The x coordinate of the first point.
(double). The y coordinate of the first point.
(double). The x coordinate of the second point.
(double). The y coordinate of the second point.
(String, optional). A color name (for example, "blue"
) for the color of the line. If the color
is not included, line objects default to a color of "black"
.
(GameObj). A reference to the line object is returned, which can be used to access and modify the line later (see GameObj Data Fields and GameObj Methods).
ct.line( 10, 30, 90, 40 );
ct.line( 10, 50, 90, 50, "blue" );
GameObj border = ct.line( 0, 75, 100, 75, "red" );
border.setLineWidth( 3 );
Creates a new text graphics object (GameObj), which can be used to display text on the graphics screen.
ct.text( text, x, y, height );
ct.text( text, x, y, height, color );
(String). The text to display.
(double). The x coordinate of the center of the text object.
(double). The y coordinate of the center of the text object.
(double) The height of the text object. The font size of the text is determined automatically to fit within the height
. The text object’s width is then determined automatically to be wide enough to contain the text
on one line.
(String, optional). A color name (for example, "blue"
) for the color of the text. If the color
is not included, text objects default to a text color of "black"
.
(GameObj). A reference to the text object is returned, which can be used to access and modify the text object later (see GameObj Data Fields and GameObj Methods).
ct.text( "Zombie Attack!", 50, 40, 12 );
ct.text( "Click anywhere to play", 50, 60, 5, "blue" );
GameObj scoreText = ct.text( "Score: 0", 100, 5, 7, "red" );
scoreText.align( "right" );
Creates a new image graphics object (GameObj) from an image file (.PNG or .JPG).
ct.image( filename, x, y, width );
(String). The filename of the image to display. The image file must be in PNG or JPG format, for example "dragon.png"
, or "sky.jpg"
.
For a simple filename such as
"dragon.png"
, the image file must be copied into the same folder as your Java program (.java) file. You can also put image files into subfolders using, for example,"images/bullet.png"
.
(double). The x coordinate for the center of the image.
(double). The y coordinate for the center of the image.
(double) The width for the image object. The image file itself can be any size, and it will be scaled to fit into the the given width
. The height of the image object is determined automatically to preserve the original image’s aspect ratio.
If you wish to stretch or distort the image to be different from its original aspect ratio, you can do so using the obj.setSize() method.
(GameObj). A reference to the image object is returned, which can be used to access and modify the image object later (see GameObj Data Fields and GameObj Methods).
ct.image( "dragon.png", 50, 30, 20 );
// Stretch the sky image to fill the entire screen
GameObj sky = ct.image( "sky.jpg", 50, 50, 100 );
sky.setSize( 100, 100 );
These functions allow you to output text to the console area, which is below the graphics area in the Code12 application. Text in this area displays as a continuous scrolling stream of lines. You can also output to a text file on your computer.
Note: To display text on the graphics screen, use ct.text().
Output text, or the text representation of any value, to the console. A newline is not added, so any subsequent text output will appear on the same line.
This function is equivalent to Java’s
System.out.print()
.
ct.print( value );
(Any type). The text or value to output.
// These will output on the same line
ct.print( "Hello" );
ct.print( " there!" );
String userName = "Jennifer";
int score = 2500;
ct.print( "User " );
ct.print( userName );
ct.print( " has a score of " );
ct.print( score );
Output text, or the text representation of any value, to the console. A newline is automatically added to end the line after the value.
This function is equivalent to Java’s
System.out.println()
.
ct.println( value );
ct.println();
(Any type, optional). The text or value to output. If no value is given then only a newline is output.
ct.println( "Hello World!" );
ct.println( "This is line 1" );
ct.println( "This is line 2" );
ct.println(); // a blank line
ct.println( "This is the next paragraph." );
String userName = "Jennifer";
int score = 2500;
ct.println( userName );
ct.println( score );
ct.println();
ct.println( userName + " has score " + score );
Output any number of values to the console, on one line separated by commas.
ct.log( value, value2, ... );
(Any number of values, of any types). The values to output. You can pass any number of values of any type(s). The values will be output to the console on the same line, separated by commas.
Unlike ct.print() and ct.println(), output from ct.log() and ct.logm() is colored blue in the console instead of black, and String values are automatically enclosed in double quotes.
int count = 3;
ct.log( count );
String playerName = "Rick";
int hits = 7;
int misses = 4;
int total = hits + misses;
ct.log( playerName, hits, misses, total );
Output a text message followed by any number values to the console, all on one line separated by commas.
ct.logm( message, value, value2, ... );
(String). A message to output at the beginning of the line.
Unlike a String value passed as a
value
, the message is not output with double quotes added.
(Any number of values, of any types). The values to output. You can pass any number of values of any type(s). The values will be output to the console on the same line after the message
plus a space, separated by commas.
Unlike ct.print() and ct.println(), output from ct.log() and ct.logm() is colored blue in the console instead of black, and String values are automatically enclosed in double quotes.
int count = 3;
ct.logm( "count", count );
int runs = 3;
int hits = 7;
int errors = 1;
ct.logm( "Current stats:", runs, hits, errors );
If you call ct.setOutputFile( filename )
, then any subsequent text output from ct.print(), ct.println(), ct.log(), and ct.logm() will be written to a text file with the given filename in addition to being output to the console.
ct.setOutputFile( filename );
ct.setOutputFile( null );
(String). The output filename. This should be a simple filename such as "output.txt"
, which will be written to the same folder as the Java source code file, or a relative path starting from the source code folder, such as "output/nameList.txt"
.
If there is an existing file with the given name then it will be deleted and written over. Note that each time you run your program and call
ct.setOutputFile
with a certain filename, it will overwrite the previous version of the file.
Call ct.setOutputFile( null )
to end output to a file and restore output to the console only.
It is a good idea to call
ct.setOutputFile( null )
after you are finished writing to a file, to ensure that no buffered output is lost.
double a = 7;
double b = 2;
ct.setOutputFile( "Math Test Results.txt" );
ct.println( "Test of simple math operations" );
ct.log( a, b );
ct.println( "Sum = " + (a + b) );
ct.println( "Difference = " + (a - b) );
ct.println( "Product = " + (a * b) );
ct.println( "Quotient = " + (a / b) );
ct.setOutputFile( null );
These functions allow you to control the size and appearance of the background of your application, and to manage multiple screens and groups of objects.
Allows you to set the title of the application window.
ct.setTitle( title );
(String). The title to display at the top of the application window.
ct.setTitle( "Zombie Attack" );
Sets the height of the graphics output window in coordinate units, which effectively sets the aspect ratio of your application.
ct.setHeight( height );
(double). The height for your application in coordinate units. The width of the application window in coordinate units is always 100.0 by definition, so this function effectively sets the application height relative to its width as a percent.
ct.setHeight( 100 ); // default square window
ct.setHeight( 200 ); // window is twice as tall as wide
ct.setHeight( 100.0 * 9 / 16 ); // 16:9 landscape aspect
Sets the background color of the current screen to a specified color name.
ct.setBackColor( color );
(String). The color name for the background.
ct.setBackColor( "light blue" );
Sets the background color of the current screen to a custom RGB color with specified red
, green
, and blue
components.
ct.setBackColorRGB( red, green, blue );
(int). The red component for the color, from 0 to 255.
(int). The green component for the color, from 0 to 255.
(int). The blue component for the color, from 0 to 255.
ct.setBackColorRGB( 210, 180, 140 ); // tan
Sets the background of the current screen to an image. The background image always displays behind all graphics (GameObj
) objects on the screen.
ct.setBackImage( filename );
(String). The name of a file containing the image. The image file must be in PNG or JPG format, for example "sky.jpg"
.
For a simple filename such as
"sky.jpg"
, the image file must be copied into the same folder as your Java program (.java) file. You can also put image files into subfolders using, for example,"images/sky.jpg"
.
The image file does not need to match the aspect ratio of the screen. The background image is centered and cropped automatically to show as much of the image as possible while preserving the aspect ratio of the image.
ct.setBackImage( "sky.jpg" );
Sets the current screen to the screen with the specified name, creating a new screen if the screen name does not exist yet.
ct.setScreen( name );
(String). The name of the screen to create or switch to.
Your application can define multiple named screens and switch between them. Each screen has its own background and its own graphics (GameObj
) objects.
When you call ct.setScreen( name )
, if a screen with the specified name
has not already been created, then a new empty screen with this name is created and set as the current screen.
The names of the screens have no special meaning or special behavior, and you can call them anything you want.
// If there are no lives left then create and show a Game Over screen
if (numLives == 0)
{
ct.setScreen( "end" );
ct.setBackColor( "light blue" );
ct.text( "Game Over", 50, 50, 15 );
}
// A game with two screens
public void start()
{
// Make the intro screen
ct.setScreen( "intro" );
ct.text( "Zombie Attack", 50, 30, 10 );
ct.text( "Click to begin", 50, 70, 5 );
// Make the game screen
ct.setScreen( "game" );
ct.setBackImage( "city.jpg" );
ct.image( "hero.png", 50, 50, 10 );
// etc.
// Start on the intro screen
ct.setScreen( "intro" );
}
public void update()
{
// If we are on the intro screen, then wait for a click
// to switch to the game screen.
String screenName = ct.getScreen();
if (screenName.equals( "intro" ))
{
if (ct.clicked())
ct.setScreen( "game" );
}
}
Offsets the entire screen horizontally and/or vertically so that the coordinate at the upper-left of the screen is a specified (x
, y
).
ct.setScreenOrigin( x, y );
(double). The x coordinate for the left edge of the screen.
(double). The y coordinate for the top of the screen.
Normally the coordinate at the upper-left corner of the screen is (0, 0). Using ct.setScreenOrigin( x, y )
allows you to think of the screen as a window viewing part of a larger world, and you can pan (“scroll”) the window where you want, in order to bring objects that would normally be outside the window into view.
Using ct.setScreenOrigin()
does not modify the (x, y) position of any objects. Rather it determines which objects are visible within the game window and where they display.
Note that it is always OK to create or position objects outside of the normal screen bounds. The x coordinate of the right edge of the screen is normally 100. If you draw a small object at say (150, 50), then it will normally not be visible. If you then call ct.setScreenOrigin( 150, 0 )
, the game will “scroll” horizontally and the object will become visible in the center of the game window. Conversely, another object at (50, 0) will scroll off the screen to the left and no longer be visible.
A screen’s background image created with ct.setBackImage() is not affected by the screen origin. If you want a background image that scrolls, you can instead use ct.image() to create and display one that is larger than the normal screen window.
ct.image( "city.jpg", 50, 50, 250 ); // wider than screen
ct.image( "hero.png", 50, 70, 10 );
ct.setScreenOrigin( 25, 0 ); // entire scene scrolls to the left
Removes and deletes all graphics (GameObj
) objects on the current screen. The background color or image is kept, if any.
ct.clearScreen();
ct.setBackColor( "gray" );
ct.circle( 50, 50, 20 );
ct.rect( 50, 70, 40, 10 );
ct.clearScreen(); // screen is now just solid gray
Removes and deletes all graphics (GameObj
) objects on the current screen whose group name matches the name passed.
ct.clearGroup( name );
(String). The group name of objects to delete.
The default group name for objects not assigned a group name is "" (empty string).
GameObj hero = ct.image( "hero.png", 50, 80, 10 );
GameObj coin1 = ct.image( "coin.png", 30, 20, 10 );
coin1.group = "coins";
GameObj coin2 = ct.image( "coin.png", 60, 10, 10 );
coin2.group = "coins";
GameObj coin3 = ct.image( "coin.png", 90, 30, 10 );
coin3.group = "coins";
ct.clearGroup( "coins" ); // deletes all 3 coins
These functions allow you to play sounds from audio files.
Pre-loads an audio file into memory so that the first use will have no delay.
ct.loadSound( filename )
(String). The name of the audio file to pre-load.
Only standard formats of .WAV and .MP3 files are reliably supported on all operating systems.
(boolean). true
if the sound was successfully loaded, otherwise false
.
You can call ct.loadSound( filename )
to pre-load the sound effect in the filename
, so that it will play quickly when played with ct.sound(). Pre-loading sounds before playing them is optional, but it reduces the slight delay that occurs the first time a sound is played.
For a simple filename such as "ding.wav"
, the audio file must be copied into the same folder as your Java program (.java) file. You can also put sound files into subfolders using, for example, "sounds/ding.wav"
.
You will typically want to call ct.loadSound()
in your start() function once for each sound that you want pre-loaded.
The ct.loadSound()
function returns true
if the sound was successfully loaded, or false
if the filename
could not be found or is not a supported sound format.
public void start()
{
ct.loadSound( "pop.wav" );
}
public void update()
{
if (ct.clicked())
ct.sound( "pop.wav" );
}
Play a sound effect from an audio file.
ct.sound( filename )
(String). The name of the audio file to play.
Only standard formats of .WAV and .MP3 files are reliably supported on all operating systems.
For a simple filename such as "ding.wav"
, the audio file must be copied into the same folder as your Java program (.java) file. You can also put sound files into subfolders using, for example, "sounds/ding.wav"
.
The ct.sound()
function starts the sound then returns immediately. The sound will then continue to play “in the background”, while your program continues. If you start a second sound before the first sound is finished, the two sounds will mix if mixing is supported by the operating system.
You can use ct.loadSound() to reduce the short delay that might occur the first time a sound is played.
ct.sound( "pop.wav" );
public void start()
{
ct.sound( "music.mp3" );
}
public void update()
{
if (ct.clicked())
ct.sound( "pop.wav" );
}
Sets the relative volume to use for sounds played by ct.sound().
ct.setSoundVolume( volume );
(double). A volume number between 0.0 and 1.0.
The default sound volume is 1.0. If the volume is decreased then sounds are attenuated relative to the volume they were recorded at.
ct.setSoundVolume( 0.2 );
ct.sound( "music.mp3" );
These functions allow you to display a message box for the user and wait for the user to press an OK button, or to cause your program to pause, stop, or restart.
Displays a message in a pop-up dialog box over the graphics screen. Execution of the program will pause and wait for the user to press the OK button on the dialog or press the Enter key on the keyboard.
ct.showAlert( message );
(String). The message to display. The string can contain line breaks by embedding newline (\n
) characters in it.
ct.showAlert( "Game Over!" );
Pauses execution of your program at this statement. You can then resume or stop execution using the toolbar buttons in the Code12 application.
ct.pause();
You can use ct.pause()
to help you examine or debug your program while it is running. Any motion on the screen will pause so you can inspect it, and you can also check variable values in the variable watch window.
public void start()
{
// Make a circle on the left
ct.circle( 30, 50, 20 );
// Wait for the Resume toolbar button to be pressed
ct.pause();
// Make a circle on the right
ct.circle( 70, 50, 20 );
}
Stops execution of your program immediately at this statement. You can restart execution over from the beginning of the program using the Restart toolbar button in the Code12 application.
ct.stop();
You can use ct.stop()
to terminate your program if something unexpected happens. No more code will execute, and the values of your variables will stay as they were when ct.stop()
was called so you can examine them in the variable watch window.
if (hero.x < 0)
ct.stop(); // Oops, how did he get off-screen?
Immediately stops and and then restarts your program from the beginning.
ct.restart();
After calling ct.restart()
, your program immediately restarts from the beginning. Variables are re-initialized with their default/starting values, and execution starts over with your start() function.
if (ct.inputYesNo( "Would you like to play again?" ))
ct.restart();
These functions allow you to display a dialog box with a message that prompts for an input value from the user. The value entered by the user is returned as the return value of the function.
Displays a message in a pop-up dialog box that asks the user to enter a number. Execution of the program will pause and wait until the user enters a valid integer. The resulting integer value is returned.
ct.inputInt( message );
(String). The message to display.
(int). The number entered by the user.
int numTargets = ct.inputInt( "How many targets would you like to have?" );
ct.println( numTargets );
Displays a message in a pop-up dialog box that asks the user to enter a number. Execution of the program will pause and wait until the user enters a valid number. The resulting numeric value is returned.
ct.inputNumber( message );
(String). The message to display.
(double). The number entered by the user.
double tempF = ct.inputNumber( "Enter the temperature in Farenheit" );
ct.println( tempF );
Displays a message in a pop-up dialog box that has two buttons labelled Yes and No. Execution of the program will pause and wait until the user presses one of the buttons.
ct.inputYesNo( message );
(String). The message to display.
(boolean). true
if the user presses Yes and false
if they press No.
boolean playAgain = ct.inputYesNo( "Do you want to play again?" );
ct.println( playAgain );
Displays a message in a popup dialog box that allows the user to enter a text string. Execution of the program will pause and wait until the user presses the Enter key to end the text input. The resulting String value is returned.
ct.inputString( message );
(String). The message to display.
(String). The text entered by the user.
If the user presses the Enter key without entering any other characters, then an empty string (
""
) will be returned.
String name = ct.inputString( "Enter your name" );
ct.println( name );
These functions allow you to process mouse/touch input and keyboard input in your update() function.
Calling these functions in your update() function causes them to be called repeatedly, once for each animation frame (60 times per second), which is fast enough to provide fast response to input.
Another more flexible way to handle mouse and keyboard input, which requires writing your own functions with parameters (syntax level 10), is to write your own Input Event Functions.
Returns true
if a click (mouse button press) or touch (on touch screens) occured in the application window during the last animation frame.
ct.clicked()
(boolean). true
if a click occured, otherwise false
.
Calling this function every time in your update() function will detect all mouse clicks in your application window.
If this function returns true
then you can retrive the click location using ct.clickX() and ct.clickY().
public void update()
{
if (ct.clicked())
{
double x = ct.clickX();
double y = ct.clickY();
ct.logm( "Click at", x, y );
}
}
Returns the x coordinate of the last known click location in the application.
ct.clickX()
(double). The x coordinate of the click.
You should call ct.clicked() and test for a return value of true
to make sure a click has occured before calling ct.clickX()
.
public void update()
{
if (ct.clicked())
{
if (ct.clickX() < 50)
ct.println( "Left side" );
else
ct.println( "Right side" );
}
}
Returns the y coordinate of the last known click location in the application.
ct.clickY()
(double). The y coordinate of the click.
You should call ct.clicked() and test for a return value of true
to make sure a click has occured before calling ct.clickY()
.
public void update()
{
if (ct.clicked())
{
if (ct.clickY() < 50)
ct.println( "Top half" );
else
ct.println( "Bottom half" );
}
}
If a clickable graphics object (GameObj
) was clicked during the last animation frame, then ct.objectClicked()
returns a reference to that object, otherwise it returns null
.
ct.objectClicked()
(GameObj). The object that was clicked, or null
if none.
ct.objectClicked()
will returnnull
if no object was clicked, which is the case for most animation frames in a game (they occur 60 times per second). So you must check the return value fornull
before using theGameObj
returned. Attempting to access a field of aGameObj
(such as obj.x) or call a method (such as obj.delete()) will generate a runtime error (a “crash”) if theGameObj
isnull
.
Calling this function every time in your update() function will find the topmost clickable object that was clicked, whenever the user clicks on one. Any objects with the [obj.clickable] field set to false
will not be considered when determining which object was clicked.
public void start()
{
ct.circle( 50, 30, 10 );
ct.rect( 30, 70, 30, 10 );
ct.text( "Hey", 70, 50, 10 );
}
public void update()
{
// Delete objects that get clicked
GameObj obj = ct.objectClicked();
if (obj != null)
obj.delete();
}
Returns true
if the key with the specified key name is currently pressed (the key is down).
ct.keyPressed( keyName )
(String). The key name of the key to test.
(boolean). true
if the key is pressed, otherwise false
.
If you call this function every time in your update() function, then it will return true
for each animation frame where the key is being held down. Animation frames happen 60 times per second, so this function will typically trigger (return true
) multiple times for each key “press”. This is useful to produce things like continuous motion as long as a key is held down.
To get only a single trigger for each key press, consider using ct.charTyped() or the onKeyPress event.
Note that multiple keys can be down at the same time, so you can also test for some key combinations such as "up"
and "left"
being pressed at the same time.
GameObj ball;
public void start()
{
ball = ct.circle( 0, 50, 10 );
}
public void update()
{
// Move ball to the right when right arrow is held down
if (ct.keyPressed( "right" ))
ball.x += 0.25;
}
Return true
if the specified character was typed on the keyboard during the last animation frame.
ct.charTyped( charString )
(String). The character to test, for example "a"
.
Unlike the key names used by ct.keyPressed(), the
charString
here is a printable character including the appropriate shift status. For example, holding the shift key down while pressing the “a” key will causect.charTyped( "a" )
to returnfalse
butct.charTyped( "A" )
to returntrue
. Only printable characters can be detected, so special keys such as the arrow keys and key sequences such as Ctrl+C do not result in characters.
(boolean). true
if the character was typed, otherwise false
.
Calling this function every time in your update() function will detect each time that the given character is typed. Unlike the behavior of ct.keyPressed(), you will only get one true
result for each typed character. However, most platforms have a keyboard “auto-repeat” feature, so if you check ct.charTyped()
every time in your update() function, and the user holds down a key, you may get the first character, then perhaps a 1 second delay, then repeats at maybe 8 characters per second.
public void start()
{
ct.println( "Looking for 4, $, and space" );
}
public void update()
{
if (ct.charTyped( "4" ))
ct.println( "4 was typed" );
if (ct.charTyped( "$" ))
ct.println( "$ was typed" );
if (ct.charTyped( " " ))
ct.println( "space was typed" );
}
These functions provide a convenient way to do some common calculations:
Code12 also supports several functions and fields from the Java Math
class, as listed below.
For more information on the Java Math functions, see the documentation for the Java Math Class Method Summary.
Function Parameter Type(s) Return Type
-------------------- ----------------- -----------
Math.abs( number ) double double
Math.abs( number ) int int
Math.acos( number ) double double
Math.asin( number ) double double
Math.atan( number ) double double
Math.atan2( y, x ) double, double double
Math.ceil( number ) double double
Math.cos( angle ) double double
Math.cosh( angle ) double double
Math.exp( number ) double double
Math.floor( number ) double double
Math.log( number ) double double
Math.log10( number ) double double
Math.max( a, b ) double, double double
Math.max( a, b ) int, int int
Math.min( a, b ) double, double double
Math.min( a, b ) int, int int
Math.pow( num, exp ) double, double double
Math.sin( angle ) double double
Math.sinh( angle ) double double
Math.sqrt( number ) double double
Math.tan( angle ) double double
Math.tanh( angle ) double double
Field Type
------- ------
Math.E double
Math.PI double
Returns a random integer within the specified range.
ct.random( min, max )
(int). The lower bound of the range.
(int). The upper bound of the range.
(int). A random integer from min
to max
(inclusive).
int diceRoll = ct.random( 1, 6 );
ct.log( diceRoll );
// Flip a coin
if (ct.random( 0, 1 ) == 0)
ct.println( "heads" );
else
ct.println( "tails" );
// Create a ball at a random x position
ct.circle( ct.random( 0, 100 ), 50, 10 );
Returns a specified number rounded to the nearest integer.
ct.round( number )
(double). The number to round.
(int). The number
rounded to the nearest integer.
double x = 10.75;
int n = ct.round( x );
ct.log( n );
Returns a number rounded to a specified number of decimal places.
ct.roundDecimal( number, numPlaces )
(double). The number to round.
(int). The number of decimal places to round to.
(int). The number
rounded to numPlaces
decimal places.
double amount = 24.3467;
double price = ct.roundDecimal( amount, 2 );
ct.log( price );
Returns the geometric distance between two (x, y) coordinates.
ct.distance( x1, y1, x2, y2 )
(double). The first x coordinate.
(double). The first y coordinate.
(double). The second x coordinate.
(double). The second y coordinate.
(double). The geometric distance from (x1
, y1
) to (x2
, y2
).
This is equivalent to:
Math.sqrt( (x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2) )
GameObj ball1 = ct.circle( 30, 20, 10 );
GameObj ball2 = ct.circle( 50, 70, 10 );
double dist = ct.distance( ball1.x, ball1.y, ball2.x, ball2.y );
ct.println( "The balls are " + dist + " units apart" );
Return the result of an integer division of two integers (discard any fractional part and round the result down to the nearest integer).
ct.intDiv( numerator, denominator )
(int). The numerator of the division.
(int). The denominator of the division.
(int). The value of numerator
/ denominator
rounded down to the nearest integer.
The
ct.intDiv()
function also supports dividing by 0, which is normally an error if done directly in Java. Ifdenominator
is 0 then the result is:
- a large positive integer if
numerator
> 0- a large negative integer if
numerator
< 0- 0 if
numerator
is 0
int n = ct.intDiv( 3, 2 ); // sets n to 1
ct.log( n );
Returns true
if the value of the specified number is an error value (NaN = “Not a Number”).
ct.isError( number )
(double). The number to test.
(boolean). true
if number
is an error (NaN) value, or false
if number
is a valid number.
An error (NaN or “Not a Number”) value can result from certain calculations or functions that return a double but the calculation results in an error or invalid number. See the examples below.
// One of these is not considered a NaN error
ct.log( ct.isError( 0.0 / 0.0 ) ); // undefined (NaN)
ct.log( ct.isError( Math.sqrt( -1 ) ) ); // imaginary (NaN)
ct.log( ct.isError( 2.0 / 0.0 ) ); // infinity
ct.log( ct.isError( ct.parseNumber( "nope" ) ) ); // error (NaN)
These functions allow you to convert numbers to text strings and vice-versa.
Returns a text (String) representation of an integer (int).
ct.formatInt( num );
ct.formatInt( num, numDigits );
(int). An integer value, for example 32.
(int, optional). If numDigits
is included, then the text returned will have at least this many characters, adding leading zeros as necessary.
(String). The text representation of num
, for example “32”.
String text = ct.formatInt( 32 ); // sets text to "32"
ct.log( text );
int score = 520;
String text = ct.formatInt( score, 6 ); // sets text to "000520"
ct.text( text, 50, 5, 10 ); // displays score on the graphics screen
Returns a text (String) representation of a number (double).
ct.formatDecimal( number );
ct.formatDecimal( number, numPlaces );
(double). Any numeric value.
(int, optional). If numPlaces
is included, then the text is formatted to exactly this many places past the decimal point, rounding or adding extra zeros as necessary.
(String). The text representation of number
.
double x = 1.250;
String text = ct.formatDecimal( x ); // sets text to "1.25"
ct.log( text );
double a = 3.14159;
String text = ct.formatDecimal( a, 4 ); // sets text to "3.1416"
ct.log( text );
Reads an int value in a String.
ct.parseInt( str )
(String). A string containing an integer, for example “34”.
(int). If str
is a valid integer in text form (digit characters), then the integer value is returned, otherwise 0 is returned.
Since 0 is also a valid integer, it is a good idea to test the string with ct.canParseInt() first.
int a = ct.parseInt( "546" ); // sets a to 546
int b = ct.parseInt( " -3 " ); // sets b to -3
int c = ct.parseInt( "six"); // sets c to 0
int d = ct.parseInt( "4 more" ); // sets d to 0
ct.log( a, b, c, d);
Reads a double value in a String.
ct.parseNumber( str )
(String). A string containing an number, for example “-2.15”.
(double). If str
is a valid number in text form, then the numeric value is returned, otherwise the special error value NaN (Not a Number) is returned.
To test for NaN, use ct.isError()
double a = ct.parseNumber( "5" ); // sets a to 5.0
double b = ct.parseNumber( " -3.02 " ); // sets b to -3.02
double c = ct.parseNumber( "$24.99" ); // sets c to NaN
ct.log( a, b, c );
if (ct.isError( c ))
ct.println( "Got an invalid number" );
Returns true
if a specified String is a valid integer in text form.
ct.canParseInt( str )
(String). The string to test.
(boolean). true
if str
is a valid integer in text form, otherwise false
.
String entry = ct.inputString( "Enter something" );
if (ct.canParseInt( entry ))
{
int n = ct.parseInt( entry );
ct.println( "The number is " + n );
}
else
{
ct.println( "Not a valid integer" );
}
Returns true
if a specified String is a valid number in text form.
ct.canParseNumber( str )
(String). The string to test.
(boolean). true
if str
is a valid number in text form, otherwise false
.
String entry = ct.inputString( "Enter something" );
if (ct.canParseNumber( entry ))
{
double num = ct.parseNumber( entry );
ct.println( "The number is " + num );
}
else
{
ct.println( "Not a valid number" );
}
These functions return information about your program.
This function always returns 100.0, which is the width of the application window in coordinate units by definition.
ct.getWidth()
(double). Always returns 100.0.
// Get the screen size
final double WIDTH = ct.getWidth();
final double HEIGHT = ct.getHeight();
// Make a rectangle that fills the entire screen
ct.rect( WIDTH / 2, HEIGHT / 2, WIDTH, HEIGHT );
Returns the height of the the application window in coordinate units. This is 100.0 by default, unless it is changed by ct.setHeight().
ct.getHeight()
(double). The height of the application window in coordinate units.
// Get the screen size
final double WIDTH = ct.getWidth();
final double HEIGHT = ct.getHeight();
// Make a rectangle that fills the entire screen
ct.rect( WIDTH / 2, HEIGHT / 2, WIDTH, HEIGHT );
Returns the current graphics scale factor from coordinate units to device pixels.
ct.getPixelsPerUnit()
(double). The current scale factor from coordinate units to device pixels at the current window size.
Note that the scale factor changes if the application window is resized or if the graphics window is resized using the pane splits.
Note that the definition of a “pixel” is platform-dependent, and some devices with very high resolution (e.g. 4K or Retina) may use more than 1 physical pixel per reported “pixel”.
// Determine the physical size of the game window in pixels
int pixelWidth = ct.round( ct.getWidth() * ct.getPixelsPerUnit() );
int pixelHeight = ct.round( ct.getHeight() * ct.getPixelsPerUnit() );
ct.log( pixelWidth, pixelHeight );
// Create a circle that is 10 pixels in diameter at the current scale
double diameter = 10 / ct.getPixelsPerUnit();
ct.circle( 50, 50, diameter );
Returns the name of the current screen, which is the most recent screen set using ct.setScreen().
ct.getScreen()
(String). The name of the current screen. The default screen name is ""
(empty string) if it has not been changed.
// If we are on the intro screen, then wait for a click
// to switch to the game screen.
String screenName = ct.getScreen();
if (screenName.equals( "intro" ))
{
if (ct.clicked())
ct.setScreen( "game" );
}
Return the number of milliseconds since your program started.
ct.getTimer()
(int). The number of milliseconds since your program started.
public void update()
{
ct.println( ct.getTimer() );
}
boolean timerStarted = false;
int startTime;
public void start()
{
ct.text( "Click to start timer", 50, 50, 5 );
}
public void update()
{
// Start a timer when the user clicks
if (ct.clicked())
{
ct.println( "Timer started" );
timerStarted = true;
startTime = ct.getTimer();
}
// Print a message 3 seconds after the timer started
if (timerStarted && ct.getTimer() - startTime > 3000)
{
ct.println( "3 seconds have passed" );
timerStarted = false;
}
}
Returns the version number of the Code12 runtime system.
ct.getVersion()
(double). The Code12 version number (for example 2.0).
if (ct.getVersion() > 1.0)
ct.println( "We have the update" );
Each graphics object (GameObj) that you create (see Graphics Object Creation) has several data variables that live inside it. These variables store information such as the position, size, and color of the object. Each GameObj has its own copy of these variables. You can access or change some of these data variables directly. Java refers to these object variables as public data fields.
Each GameObj has public data fields named x
, y
, visible
, and group
. To access these fields, you need a variable of type GameObj, which you put before the data field name followed by a dot (.) character, for example hero.x
.
In the general descriptions below, the GameObj variable is shown as obj
. In your program, you will replace obj
with the name of the GameObj variable that you wish to access.
(double). The x coordinate of a GameObj.
obj.x
(GameObj). The graphics object.
You can access (“get”) or change (“set”) the x coordinate of a GameObj at any time. Changing it will move the object on the screen (which will become visible at the next animation frame).
class MovingBall
{
GameObj ball;
public void start()
{
ball = ct.circle( 0, 50, 10 );
ct.log( ball.x );
}
public void update()
{
// Move the ball a little to the right each animation frame
ball.x = ball.x + 1;
ct.log( ball.x );
// If the ball goes off-screen to the right, start over at the left
if (ball.x > 100)
ball.x = 0;
}
}
(double). The y coordinate of a GameObj.
obj.y
(GameObj). The graphics object.
You can access (“get”) or change (“set”) the y coordinate of a GameObj at any time. Changing it will move the object on the screen (which will become visible at the next animation frame).
class FallingSlab
{
GameObj slab;
public void start()
{
slab = ct.rect( 50, 0, 40, 10 );
ct.log( slab.y );
}
public void update()
{
// Move the slab down a little each animation frame
slab.y = slab.y + 1;
ct.log( slab.y );
// If the slab reaches the bottom, start over at the top
if (slab.y > ct.getHeight())
slab.y = 0;
}
}
(boolean). true
if a GameObj should be displayed as normal, or false
to hide the object and not display it.
obj.visible
(GameObj). The graphics object.
Graphics objects default to visible when created. If you set the visible
field to false
, the object will be hidden and disappear from the display. Hidden objects still exist (they are not deleted), and they can be brought back by setting visible
back to true
.
In addition to not being displayed, hidden objects do not respond to mouse clicks (from ct.objectClicked(), for example) and do not register as “hitting” other objects (see obj.hit(), for example]).
class HideOne
{
public void start()
{
GameObj redBall = ct.circle( 40, 20, 10, "red" );
GameObj blueBall = ct.circle( 60, 20, 10, "blue" );
ct.log( redBall.visible, blueBall.visible );
ct.showAlert( "Press OK to hide the red ball" );
redBall.visible = false;
ct.log( redBall.visible, blueBall.visible );
}
}
class ClickToHide
{
public void start()
{
ct.circle( 50, 30, 10 );
ct.rect( 30, 70, 30, 10 );
ct.text( "Hey", 70, 50, 10 );
ct.println( "Click objects to hide them" );
}
public void update()
{
// Hide objects that get clicked
GameObj target = ct.objectClicked();
if (target != null)
target.visible = false;
}
}
(int). An optional number that you can assign to a GameObj to help you identify it.
obj.id
(GameObj). The graphics object.
The default id for an object is 0 when it is created. If you assign a different id, you can access and check it when you have an unknown object reference to help you identify it. The id values are for your own use, can be any integer value, and don’t have any special meaning to the system.
class Balls
{
public void start()
{
GameObj ball1 = ct.circle( 30, 10, 6, "red" );
ball1.id = 1;
GameObj ball2 = ct.circle( 50, 10, 6, "yellow" );
ball2.id = 2;
GameObj ball3 = ct.circle( 70, 10, 6, "blue" );
ball3.id = 3;
}
public void update()
{
GameObj ball = ct.objectClicked();
if (ball != null)
ct.println( "You clicked ball #" + ball.id );
}
}
(String). An optional name that you can assign to a GameObj to associate it with other similar objects.
obj.group
(GameObj). The graphics object.
The default group name for an object is ""
(empty string) when it is created. If you assign a group name, you can access and check it when you have an unknown object reference to see what kind it is. Group names are for your own use, can be any String value, and don’t have any special meaning to the system.
The group
field is also used by the functions ct.clearGroup() and obj.objectHitInGroup().
class Money
{
public void start()
{
GameObj penny = ct.circle( 30, 10, 6, "orange" );
penny.group = "coins";
GameObj dime = ct.circle( 50, 10, 6, "light gray" );
dime.group = "coins";
GameObj bill = ct.rect( 75, 10, 20, 10, "dark green" );
bill.group = "bills";
ct.log( penny.group, dime.group, bill.group );
ct.showAlert( "Click OK to delete the coins" );
ct.clearGroup( "coins" );
}
}
The following method functions can be called on an existing graphics object (GameObj) to get information about the object (a value method) or change something about it (an action method). To create a GameObj, see Graphics Object Creation. In the syntax descriptions shown, the obj
can be any variable of type GameObj. The method function will access or modify the obj
variable you specify.
Sets the size (width and height) of a GameObj.
obj.setSize( width, height );
(GameObj). The graphics object.
(double). The new width for the object.
(double). The new height for the object.
The different types of GameObj objects react somewhat differently to changes in size, as follows:
circle Objects
Although circles are always created round (see ct.circle()), you can create an ellipse by setting different
width
andheight
values.
rect Objects
Rectangles (see ct.rect()) can be adjusted to any
width
andheight
.
line Objects
For line objects (see ct.line()), the
width
andheight
specify offsets (positive or negative) from the first point to the second point. The obj.x and obj.y data fields specify the location of the first point. Callingobj.setSize( width, height )
can be used to change the second point relative to the first point.
text Objects
Text objects (see ct.text()) ignore the
width
passed. Theheight
is used to set the new height and determine the new font size for the object, and the object’s width is recalculated automatically.
image Objects
Images (see ct.image()) are initially created with
height
calculated automatically to preserve the image’s aspect ratio given the specifiedwidth
. However, once created, you can set any values forwidth
andheight
, and the image will scale and/or stretch as necessary to match the specified size.
GameObj blob = ct.circle( 50, 50, 30 );
blob.setSize( 50, 30 ); // makes an ellipse
Sets the speed of a GameObj in the x direction so that it moves horizontally on its own.
obj.setXSpeed( xSpeed );
(GameObj). The graphics object.
(double). The horizontal speed for the object in x coordinate units per animation frame.
Before each new animation frame, the value of xSpeed
is added to the obj.x field of the object. Animation frames occur 60 times per second, so an xSpeed
of 1.0
will cause the object to move to the right at 60 units per second.
The xSpeed
can be negative, so for example, an xSpeed
of -0.5
will cause the object to move to the left at 30 units per second.
GameObj dot = ct.circle( 0, 50, 10 );
dot.setXSpeed( 0.3 );
Sets the speed of a GameObj in the y direction so that it moves vertically on its own.
obj.setYSpeed( ySpeed );
(GameObj). The graphics object.
(double). The vertical speed for the object in y coordinate units per animation frame.
Before each new animation frame, the value of ySpeed
is added to the obj.y field of the object. Animation frames occur 60 times per second, so a ySpeed
of 1.0
will cause the object to move downward at 60 units per second.
The ySpeed
can be negative, so for example, an ySpeed
of -0.5
will cause the object upwards at 30 units per second.
GameObj dot = ct.circle( 50, 100, 10 );
dot.setYSpeed( -0.3 );
Sets the text of a GameObj.
obj.setText( text )
(GameObj). The graphics object.
(String). The text to store in the object, or null
for none. For a text object (see ct.text()), this becomes the visible text. For other objects, this is just a string kept inside the object, which can be used to identity or describe the object (see obj.getText()).
For an image object (see ct.image()), the text defaults to the image filename, but you can change it to something else.
For circle, rect, and line objects, the default text is null
(none).
The obj.toString() method includes the object text, if any, in the description of an object.
GameObj message;
public void start()
{
message = ct.text( "Waiting for a click", 50, 50, 10 );
}
public void update()
{
if (ct.clicked())
message.setText( "You clicked" );
}
Sets the fill color of a GameObj to one of the pre-defined color names.
obj.setFillColor( color );
(GameObj). The graphics object.
(String). A color name, for example "blue"
. If color
is null
then the fill is removed from the object.
For a text object (see ct.text()), the color of the text is set.
If you want a solid “background color” for a text object, use ct.rect() to create a rectangle behind the text object.
GameObj dot = ct.circle( 50, 50, 20 );
dot.setFillColor( "blue" );
Sets the fill color of a GameObj to a custom RGB color with red, green, and blue component values.
obj.setFillColorRGB( red, green, blue );
(GameObj). The graphics object.
(int). The red component for the color, from 0 to 255.
(int). The green component for the color, from 0 to 255.
(int). The blue component for the color, from 0 to 255.
For a text object (see ct.text()), the color of the text is set.
If you want a solid “background color” for a text object, use ct.rect() to create a rectangle behind the text object.
GameObj blob = ct.circle( 50, 50, 20 );
blob.setFillColorRGB( 210, 180, 140 ); // tan
Sets the line color of a GameObj to one of the pre-defined color names.
obj.setLineColor( color );
(GameObj). The graphics object.
(String). A color name, for example "blue"
. If color
is null
then the outline is removed from the object.
For line objects (see ct.line()), the color of the line is set. For other object types, the color of the outlined border of the object is set.
GameObj dot = ct.circle( 50, 50, 20 );
dot.setLineWidth( 5 );
dot.setLineColor( "green" );
Sets the line color of a GameObj to a custom RGB color with red, green, and blue component values.
obj.setLineColorRGB( red, green, blue );
(GameObj). The graphics object.
(int). The red component for the color, from 0 to 255.
(int). The green component for the color, from 0 to 255.
(int). The blue component for the color, from 0 to 255.
For line objects (see ct.line()), the color of the line is set. For other object types, the color of the outlined border of the object is set.
GameObj blob = ct.circle( 50, 50, 20 );
blob.setLineWidth( 5 );
blob.setLineColorRGB( 210, 180, 140 ); // tan outline
Sets the line width (thickness) of a GameObj.
obj.setLineWidth( lineWidth );
(GameObj). The graphics object.
(int). The line thickness in pixels.
If an object has a line color (see obj.setLineColor() and obj.setLineColorRGB()), then the object will be outlined with a stroke (pen thickness) of approximately lineWidth
pixels. The default is line width 1.
Unlike normal coordinate values, line thickness values are measured in approximate device “pixels”, so apparent line thickness does not scale up as the window size is increased. The definition of “pixels” depends on the platform and the display, but the overall intent is that on a display of “normal” resolution (e.g. HD resolution, not 4K or Retina), a
lineWidth
of 1 will result in an appoximate 1 pixel border. High resolution displays may use multiple pixels, and some displays may use partial pixels for a smoother appearance (anti-aliasing).
GameObj frame = ct.rect( 50, 50, 60, 30 );
frame.setLineWidth( 5 );
Changes the image of an image graphics object (GameObj).
obj.setImage( filename );
(GameObj). The graphics object, which must be an image object (see ct.image()).
(String). The new image filename. See ct.image() for the filename requirements.
The object’s image is changed while keeping the other properties of the object the same (e.g. position, size, speed). The text of the object is set to the new filename (see obj.getText()).
Both the width and height of the object are maintained, so if the new image has a different aspect ratio than the original, then the new image may be distored to make it fit.
If the filename is invalid or is not found, the results are undefined but will likely result in the object showing no image.
GameObj hero = ct.image( "hero.png", 50, 50, 10 );
GameObj bullet = ct.rect( 50, 70, 1, 10 );
if (hero.hit( bullet ))
hero.setImage( "hero-hurt.png" );
Sets the layer number for a GameObj, which helps controls the stacking order of objects on the screen.
obj.setLayer( layer )
(GameObj). The graphics object.
(int). The layer number to set for the object.
By default, GameObj objects are all assigned a layer number of 1 when they are created. You can use obj.setLayer()
to change an object’s layer number to any integer value. The layer numbers themselves have no special meaning; they are just used to order objects relative to other layer numbers.
After the screen background color or image is drawn (as set by ct.setBackColor(), ct.setBackColorRGB(), or ct.setBackImage()), graphics object layers are drawn from the lowest layer number first (in the back) to the highest number (in the front).
Within a layer, objects are drawn in the order that they were created or set to that layer number. Calling obj.setLayer( layer )
always re-inserts an object at the top of layer
, on top of any other objects with that same layer number.
You can use any layer number values to help organize your screen how you want. As an example, you might assign various background object in a game to layer 0, floating objects such as score readouts and messages to layer 2, and leave the normal game objects in the default layer 1. Thus if you create new game objects during the game, they will be properly placed above the background objects but below the floating objects.
public void start()
{
// Make a rect in the back
GameObj rect = ct.rect( 50, 50, 70, 20 );
rect.setLayer( 0 );
// Make the score readout on top
GameObj score = ct.text( "Score: 0", 50, 50, 10 );
score.setLayer( 2 );
}
public void update()
{
// Make dots whereever the user clicks
// at default layer 1
if (ct.clicked())
ct.circle( ct.clickX(), ct.clickY(), 10 );
}
// Move an object to the top of the layer it is currently in
target.setLayer( target.getLayer() );
Specifies whether or not a GameObj should accept mouse/touch input.
obj.setClickable( clickable );
(GameObj). The graphics object.
(boolean). true
to allow the object to accept mouse/touch input, or false
to disable it.
By default, all GameObj objects will detect and accept mouse/touch input (clicks), but you can disable click detection for an object by using obj.setClickable( false )
.
The functions ct.objectClicked() and obj.clicked(), and the input event functions [ct.onMousePress()], [ct.onMouseDrag()], and [ct.onMouseRelease()] can all be be used to identify if a GameObj was clicked and which object it was.
If more than one object intersects the click location, then normally the topmost object will be considered to be the target of the click. However if an object has had click input disabled with obj.setClickable( false )
, then the click will “pass through” to the next lower object that intersects the click location (if any), or to the background if none.
GameObj button;
public void start()
{
// Make a button with both text and a background rect, but let the rect
// handle the click detection, so we don't have to test both.
button = ct.rect( 50, 50, 60, 15 );
GameObj text = ct.text( "Click me", 50, 50, 10 );
text.setClickable( false ); // change to true to see the difference
}
public void update()
{
if (button.clicked())
ct.println( "Button was clicked");
}
Sets the alignment of a GameObj, which determines where it is located relative to its (x, y) coordinates.
obj.align( alignment );
(GameObj). The graphics object.
(String). One of the following strings describing the placement of an object relative to its (x, y):
alignment horizontal vertical
-------------- ----------------- ------------------------
"top left" to the right of x below y
"top" centered at x below y
"top right" to the left of x below y
"left" to the right of x vertically centered at y
"center" centered at x vertically centered at y
"right" to the left of x vertically centered at y
"bottom left" to the right of x above y
"bottom" centered at x above y
"bottom right" to the left of x above y
The default alignment is "center"
, so that objects are horizontally and vertically centered around the (x, y) coordinates of the object.
Line objects (see ct.line()) ignore the alignment setting and are always drawn from the first point to the second point.
// Make the score text right-aligned in the upper right of the screen
GameObj score = ct.text( "Score: 0", 100, 0, 8 );
score.align( "top right" );
Removes and deletes a GameObj from the screen.
obj.delete();
(GameObj). The graphics object.
The object is removed from the screen and deleted. Unlike hiding an object using the obj.visible field, deleting an object is permanent, and it cannot be brought back.
Once an object has been deleted, any variables referencing that object will still exist, but accessing the fields or methods of the object is undefined and may result in unpredictable behavior.
public void start()
{
ct.circle( 50, 30, 10 );
ct.rect( 30, 70, 30, 10 );
ct.text( "Hey", 70, 50, 10 );
}
public void update()
{
// Delete objects that get clicked
GameObj obj = ct.objectClicked();
if (obj != null)
obj.delete();
}
Returns the type name of a GameObj, for example, "circle"
.
obj.getType()
(GameObj). The graphics object.
(String). One of: "circle"
, "rect"
, "line"
, "text"
, or "image"
.
GameObj dot = ct.circle( 50, 50, 10 );
String type = dot.getType();
ct.log( type );
Returns the width (horizontal size) of a GameObj.
obj.getWidth()
(GameObj). The graphics object.
(double). The width of the object.
For line objects (see ct.line()), the width returned is the x offset (positive or negative) from the first point to the second point, not the physical width of the line, and unrelated to the thickness of the line as set by obj.setLineWidth().
GameObj title = ct.text( "Zombie Attack", 50, 30, 10 );
double titleWidth = title.getWidth();
ct.log( titleWidth );
Returns the height (vertical size) of a GameObj.
obj.getHeight()
(GameObj). The graphics object.
(double). The height of the object.
For line objects (see ct.line()), the height returned is the y offset (positive or negative) from the first point to the second point, not the physical height of the line.
GameObj hero = ct.image( "hero.png", 50, 50, 10 );
double heroHeight = hero.getHeight();
ct.log( heroHeight );
Returns the horizontal speed of an object as set by obj.setXSpeed().
obj.getXSpeed()
(GameObj). The graphics object.
(double). The horizontal speed of the object in coordinate units per animation frame.
GameObj dot = ct.circle( 50, 50, 10 );
dot.setXSpeed( ct.random( -2, 2 ) / 3.0 );
ct.println( "Speed = " + dot.getXSpeed() );
Returns the vertical speed of an object as set by obj.setYSpeed().
obj.getYSpeed()
(GameObj). The graphics object.
(double). The vertical speed of the object in coordinate units per animation frame.
GameObj dot = ct.circle( 50, 50, 10 );
dot.setYSpeed( ct.random( -2, 2 ) / 3.0 );
ct.println( "Speed = " + dot.getYSpeed() );
Returns the text of a GameObj.
obj.getText()
(GameObj). The graphics object.
(String). The text of the object. For a text object (see ct.text()), this is the visible text. For other objects, this is just a string kept inside the object, which can be used to identity or describe the object (see obj.setText()).
For an image object (see ct.image()), the text defaults to the image filename, but you can change it to something else (see obj.setText()).
For circle, rect, and line objects, the default text is null
(none).
The obj.toString() method includes the object text, if any, in the description of an object.
public void start()
{
GameObj circle1 = ct.circle( 30, 50, 10, "orange" );
circle1.setText( "coin" );
GameObj circle2 = ct.circle( 70, 50, 10, "black" );
circle2.setText( "bomb" );
}
public void update()
{
GameObj target = ct.objectClicked();
if (target != null)
ct.log( target.getText() );
}
Returns the layer number for a GameObj. See obj.setLayer().
obj.getLayer()
(GameObj). The graphics object.
(int). The layer number as set by obj.setLayer(), (or the default of 1), which helps determine the stacking order of objects.
GameObj target = ct.objectClicked();
if (target != null && target.getLayer() == 0)
ct.println( "You clicked on one of the background items" );
Returns a text (String) description of a graphics object (GameObj).
obj.toString()
(GameObj). The graphics object.
(String). A description of the object. The string will include the type name of the object, the (x, y) coordinates rounded to the nearest integer, and the text of the object, if any (see obj.setText()). The entire string is enclosed in square brackets. Examples:
[circle at (70, 25)]
[text at (50, 10) "Score 3200"]
[image at (21, 83) "goldfish.png"]
[image at (21, 83) "hero"]
[rect at (50, 100) "bottom wall"]
The text output functions ct.print(), ct.println(), ct.log(), and ct.logm() automatically call obj.toString()
internally if you print a GameObj directly, so there is no need to explicitly call obj.toString()
to print a GameObj description with these functions.
GameObj message;
public void start()
{
message = ct.text( "", 50, 20, 10 );
ct.circle( 30, 50, 10 );
ct.rect( 70, 50, 10, 10 );
}
public void update()
{
GameObj target = ct.objectClicked();
if (target != null)
message.setText( target.toString() );
}
Returns true
if a GameObj was clicked/touched during the last animation frame.
obj.clicked()
(GameObj). The graphics object.
(boolean). true
if the object was clicked/touched during the last animation frame, or false
if not.
Calling this method for an object every time during your update() function will detect any clicks on the object.
Calling
obj.clicked()
in your start() function will have no effect, because start() is only called once before animation frames have begun.
If an object is currently hidden because obj.visible was set to false
, or if the object has click input disabled (see obj.setClickable()), then obj.clicked()
will always return false
.
If more than one visible and clickable object intersects with the location of a click or touch, the topmost one will receive the click.
GameObj dot;
public void start()
{
dot = ct.circle( 50, 50, 10 );
}
public void update()
{
if (dot.clicked())
ct.println( "The dot was clicked");
}
Returns true
if a specified (x, y) location is within the interior of a GameObj.
obj.containsPoint( x, y )
(GameObj). The graphics object.
(double). The x coordinate of the point to test.
(double). The y coordinate of the point to test.
(boolean). true
if (x
, y
) is inside the object, or false
if not.
Text (ct.text()) and image (ct.image()) objects test the rectangular bounds of the object.
Except for line objects (ct.line()), the thickness of the border of the object (see obj.setLineWidth()) is not included as part of the object area.
GameObj hero = ct.image( "hero.png", 45, 45, 10 );
if (hero.containsPoint( 50, 50 ))
ct.println( "Hero is over the center of the screen" );
Return true
if a GameObj currently intersects another specified GameObj.
obj.hit( objTest )
(GameObj). A graphics object.
(GameObj). Another graphics object.
(boolean). true
if obj
and objTest
are currently overlapping (or partially overlapping) on the screen.
Calling this method every time in your update() function can be used to test if/when two objects “hit” each other.
Text (ct.text()) and image (ct.image()) objects test the rectangular bounds of the object.
Except for line objects (ct.line()), the thickness of the border of the object (see obj.setLineWidth()) is not included as part of the object area.
GameObj block, dot;
public void start()
{
block = ct.rect( 70, 50, 10, 10 );
dot = ct.circle( 20, 50, 5 );
}
public void update()
{
dot.x++;
if (dot.hit( block ))
ct.println( "The dot hit the block" );
}
Determines if a GameObj currently intersects another GameObj in the specified group.
obj.objectHitInGroup( group )
(GameObj). The graphics object.
(String). A group name for objects (see obj.group), or null
to consider all objects.
(GameObj). If obj
currently intersects (overlaps or partially overlaps) another GameObj that has obj.group equal to group
(or any object if group
is null
), then the other GameObj is returned, otherwise null
is returned.
Note that
null
is returned if no intersecting object is found, so you must check the return value fornull
before using the GameObj returned.
Calling this method every time in your update() function can be used to test if/when an object “hits” any other objects that you are interested in.
Text (ct.text()) and image (ct.image()) objects test the rectangular bounds of the object.
Except for line objects (ct.line()), the thickness of the border of the object (see obj.setLineWidth()) is not included as part of the object area.
GameObj bullet;
public void start()
{
GameObj c = ct.circle( 30, 20, 10 );
c.group = "targets";
c = ct.circle( 70, 20, 10 );
c.group = "targets";
bullet = ct.rect( 70, 100, 1, 10 );
bullet.setYSpeed( -1 );
}
public void update()
{
GameObj target = bullet.objectHitInGroup( "targets" );
if (target != null)
target.delete();
}
Code12 supports the following method functions from the Java String
class. String methods must operate on a variable of type String, shown below as str
.
For more information, see the documentation for the Java String Class Method Summary.
Function Parameter Type(s) Return Type
--------------------------- ----------------- -----------
str.compareTo( str2 ) String int
str.equals( str2 ) String boolean
str.indexOf( strFind ) String int
str.length() int
str.substring( begin ) int String
str.substring( begin, end ) int, int String
str.toLowerCase() String
str.toUpperCase() String
str.trim() String
Input event functions are optional functions that you can provide to handle mouse/touch and keyboard input and to respond to system events. Like your Main Program Functions, input event functions are written by you and called by the Code12 system.
Using input event functions is optional and not required to handle mouse/touch or keyboard input. You can also use the Mouse and Keyboard Input functions. Using input event functions is a more advanced technique that can be more flexible and more efficient.
If defined in your program, the following functions will be called by the system when the corresponding input event occurs:
If defined in your program, this function is called whenever the user clicks in the graphics screen (or touches it with a touch screen).
public void onMousePress( GameObj obj, double x, double y )
{
// Your code goes here
}
(GameObj). The GameObj that was clicked, or null
if none (if the background was clicked).
(double). The x coordinate of the click.
(double). The y coordinate of the click.
public void start()
{
ct.circle( 30, 50, 10 );
ct.rect( 70, 50, 10, 10 );
}
public void onMousePress( GameObj obj, double x, double y )
{
if (obj != null)
ct.logm( "Press", obj, x, y );
else
ct.logm( "Press", x, y );
}
If defined in your program, after a click or touch has happened, if the user’s mouse or finger is still “down” and drags across the screen, then this function will be called each time the drag location changes.
public void onMouseDrag( GameObj obj, double x, double y )
{
// Your code goes here
}
(GameObj). The GameObj that the click that started this drag was on, or null
if none.
Once a click occurs on a clickable object, all drag events will be sent indicating this
obj
, even if the (x
,y
) location is no longer on the object.
(double). The current x coordinate of the drag.
(double). The current y coordinate of the drag.
Because the system checks frequently for changes in the mouse/touch position, you may get many onMouseDrag()
events in rapid succession.
public void start()
{
ct.circle( 30, 50, 10 );
ct.rect( 70, 50, 10, 10 );
}
public void onMouseDrag( GameObj obj, double x, double y )
{
if (obj != null)
ct.logm( "Drag", obj, x, y );
else
ct.logm( "Drag", x, y );
}
If defined in your program, after a click or touch has happened, this function will be called when the click or touch is released.
public void onMouseRelease( GameObj obj, double x, double y )
{
// Your code goes here
}
(GameObj). The GameObj that the click was originally on, or null
if none.
Once a click occurs on a clickable object, the release event will be sent indicating this
obj
, even if the (x
,y
) location is no longer on the object.
(double). The x coordinate of the mouse/touch at the time of the release.
(double). The y coordinate of the mouse/touch at the time of the release.
public void start()
{
ct.circle( 30, 50, 10 );
ct.rect( 70, 50, 10, 10 );
}
public void onMouseRelease( GameObj obj, double x, double y )
{
if (obj != null)
ct.logm( "Release", obj, x, y );
else
ct.logm( "Release", x, y );
}
If defined in your program, this function is called when a key on the keyboard has been pressed down.
public void onKeyPress( String keyName )
{
// Your code goes here
}
(String). The name of the key. Only certain keys are supported on all platforms, see Key Names.
This function is only called once for each separate key press and release, when the key is first pressed down, reagardless of how long the key is held down.
public void start()
{
ct.println( "Press some keys" );
}
public void onKeyPress( String keyName )
{
ct.logm( "Press", keyName );
}
If defined in your program, this function is called when a key on the keyboard has been released after being pressed.
public void onKeyRelease( String keyName )
{
// Your code goes here
}
(String). The name of the key. Only certain keys are supported on all platforms, see Key Names.
public void start()
{
ct.println( "Press some keys" );
}
public void onKeyRelease( String keyName )
{
ct.logm( "Release", keyName );
}
If defined in your program, this function is called when keyboard action results in a printable character being generated.
public void onCharTyped( String charString )
{
// Your code goes here
}
(String). The printable character generated, for example "a"
, "A"
, "$"
, " "
, etc.
Unlike the key names used by onKeyPress(), the charString
here is a printable character including the appropriate shift status (e.g. “A” if a shifted “a” is typed, “$” or “4”, “+” vs. “=”, etc.). Only printable characters are detected, so special keys such as arrow keys and key sequences such as Ctrl+C do not result in characters.
Most computers have a keyboard “auto-repeat” feature, so if the user holds down a key, you may get the first character, then perhaps a 1 second delay, then repeats at maybe 8 characters per second.
public void start()
{
ct.println( "Press some keys" );
}
public void onCharTyped( String charString )
{
ct.logm( "Character", charString );
}
The functions start() and update() are two functions that your program provides to contain the code for your program. Unlike other Code12 functions, you do not call the start() or update() functions. Instead, you write these functions by providing the function body in { brackets }, and Code12 will call them when appropriate.
Your start() function is called once at the beginning of each new run of your program, and then update() is called before each new animation frame is drawn (60 times per second).
The sequence of events for a Code12 program is:
Your start()
function is executed once at the beginning of the program.
public void start()
{
// Code you write here runs once at the beginning of the program
}
public void start()
{
ct.rect( 50, 50, 80, 20 );
ct.text( "Welcome to Code12!", 50, 50, 8 );
ct.println( "This is the text output area" );
}
Your update()
function is executed before each animation frame is drawn (60 times per second).
public void update()
{
// Code you write here runs before each animation frame is drawn
}
Animation frames start after the start() function has completed and then repeat continuously 60 times per second.
One use of animation frames is to achieve object motion and animation. For example, if you move an object 1 display unit to the right in your update() function, then the object will move continuously at 60 units per second.
A common mistake is to create GameObj objects in the update() function in a way that causes many copies of an object to be created over and over. Note that you should not call functions like ct.image() to “draw” an image for each frame in an animation. Instead, you typically want to call ct.image() to create the object once in your start() function then modify the existing image (e.g. change its obj.x and obj.y) in your update() function.
Another use of animation frames is to test repeatedly for user input, using functions such as ct.clicked(), ct.keyPressed(), ct.charTyped(), and obj.clicked().
You can also use animation frames to test repeatedly for object interactions that can occur when objects are moving. You can call functions such as obj.containsPoint() and obj.hit(), or examine object locations using obj.x and obj.y and write any code you want that tests what you need to detect.
Finally, note that you can call ct.getTimer() to detect the passage of certain amounts of time if you want to do something less frequently than every animation frame.
int frameCount = 0;
public void start()
{
ct.println( "Program started" );
}
public void update()
{
frameCount++;
ct.println( "Frame #" + frameCount );
}
GameObj dot;
public void start()
{
dot = ct.circle( 0, 50, 10 );
}
public void update()
{
dot.x++;
}
If defined in your program, this function is called if the application window is resized by the user when running in a standalone window.
public void onResize()
{
// Your code goes here
}
Most systems resize windows continuously in response to the user dragging the window frame, so you may receive many onResize()
events in succession.
Note that the contents of your application scale automatically relative to the overall window size, so in most cases you don’t need to do anything in response to a resize. However, if your object layout depends on the window aspect ratio or the physical pixel size of the window, then you can determine these as follows:
double width = ct.getWidth();
double height = ct.getHeight();
double aspectRatio = width / height;
int pixelWidth = ct.round( width * ct.getPixelsPerUnit() );
int pixelHeight = ct.round( height * ct.getPixelsPerUnit() );
public void start()
{
ct.println( "Resize the window" );
}
public void onResize()
{
double width = ct.getWidth();
double height = ct.getHeight();
int pixelWidth = ct.round( width * ct.getPixelsPerUnit() );
int pixelHeight = ct.round( height * ct.getPixelsPerUnit() );
ct.log( width, height, pixelWidth, pixelHeight );
}
Graphics objects in Code12 are positioned on the screen by (x, y) coordinates. The coordinate values are not pixels, but instead are in unit values relative to the width of the graphics area, or “screen”. Size values (e.g. width and height) use the same units.
The screen area is always 100 units wide, by definition, so an x-coordinate of 50 is always horizontally centered in the screen. You can think of an x-coordinate value as a percent of the window width. An x value of 0 is at the left edge, 50 is in the center, and 100 is at the right edge. Similarly, a width of 50 is half as wide as the screen.
If you resize the Code12 application or use the pane splits to change the size of the graphics screen area, your graphics objects will automatically scale along with the screen, and the coordinates of the objects do not change.
By default, the screen area is square, so the screen is also 100 units high. A y value of 0 is at the top edge, 50 is centered vertically, and 100 is at the bottom edge. Similarly, a height of 50 would be half as high as the default screen size.
Note that unlike in Algegra, the origin (0, 0) is at the top-left of the screen, and y-coordinates increase downward, not upwards.
If you want the screen area for your program to be taller or wider than square (e.g. a rectangle in “portrait” or “landscape” orientation), you can use the ct.setHeight function to change the height of the screen area.
Coordinate values are of type double, so they may include non-integer precision (for example, you could have x = 8.25). Because coordinates are relative values, not pixels, the actual pixel locations of objects are determined automatically and “on the fly” by the graphics system based on the size of the screen area.
By default, x and y coordinates in the screen area range from 0 to 100. However, it is not an error to position objects outside of the screen bounds. For example, you could position a circle at (-10, 150), which would put it slightly off-screen to the left and quite a bit off-screen beyond the bottom. Objects outside the screen area still exist but are simply not visible, and objects overlapping a screen edge are “clipped” at the edge.
By default the position (0, 0) is at the upper-left corner of the screen. However, you can use the ct.setScreenOrigin() function to change the position of the origin, which will effectively “scroll” the screen. You can use this to more easily create games and other applications in which the screen acts like a window into a larger world that you can move through.
Code12 supports the standard Java data types int
, double
, boolean
, and String
, plus the GameObj
type defined by Code12.
A number with an integer value. Examples: 3
, 125
, 0
, -1
, 43500
, -1203
.
A number which can include optional decimal places. Examples: 3.14
, 5.0
, -67.456
, 0.0
, 154.003
, -0.0001
A logical (truth) value that can only be true
or false
.
A sequence of text characters. When the value of a string is given directly, it must be enclosed in double quotes. Examples: "hello"
, "What is your name?"
, "3"
, "food4u*$-!)"
A GameObj
(Game Object) is a reference to a graphical object (circle, rectangle, line, text, or image) that you can create for display on the screen. To create a GameObj
, see Graphics Object Creation. If you store a GameObj
in a variable then you can also access and change the object later using the GameObj Data Fields and GameObj Methods.
The following color names are supported. If a String value used as a color is not recognized then “gray” is used.
Color Name (red, green, blue)
---------- ------------------
"black" (0, 0, 0)
"white" (255, 255, 255)
"red" (255, 0, 0)
"green" (0, 255, 0)
"blue" (0, 0, 255)
"cyan" (0, 255, 255)
"magenta" (255, 0, 255)
"yellow" (255, 255, 0)
"gray" (127, 127, 127)
"orange" (255, 127, 0)
"pink" (255, 192, 203)
"purple" (64, 0, 127)
"brown" (130, 70, 30)
"light gray" (191, 191, 191)
"light red" (255, 127, 127)
"light green" (127, 255, 127)
"light blue" (170, 225, 255)
"light cyan" (127, 255, 255)
"light magenta" (255, 127, 255)
"light yellow" (255, 255, 127)
"dark gray" (64, 64, 64)
"dark red" (127, 0, 0)
"dark green" (0, 127, 0)
"dark blue" (0, 0, 127)
"dark cyan" (0, 127, 127)
"dark magenta" (127, 0, 127)
"dark yellow" (220, 190, 0)
The following key names are supported on all platforms (different operating systems and computers) that have these keys. Support for other keys is platform-dependent.
Note that key names refer to a hardware key, not a typed character, so typing ‘A’ uses the “a” key, and typing ‘$’ uses the “4” key.
"a" to "z" (alphabet keys)
"0" to "9" (top row number keys)
"numPad0" to "numPad9" (number pad digit keys)
"up", "down", "left", "right" (arrow keys)
"space" (space bar)
"enter" (enter or return key)
"tab" (tab key)
"backspace" (backspace or delete left key)
"escape" (esc key)