I have been trying to get an old code I wrote, a long time ago, to work(its probably a mess). And I was wondering why it gives me the error message “[something] is not a constructor”. I do not expect anyone to read my mess of a code, but I would like to know some examples for what could be the issue, and then I will go through the code myself. When I greytext what it says is not a constructor, something else is suddenly not a constructor. At the time (and now) I didnt know what a constructor was, so I shouldnt have used one in the code at all.
“player2” is the first thing that is not a constructor in the error message.
Here is the code if you want to have a quick look(I copied it to docs and back into processing, it was a long time ago, but the reason I get errors may be because I didnt copy everything) :
boolean[] keys;
powerup2 powerup2;
powerup powerup;
player player1;
player2 player2;
int bulletX = 0;
int y = 500;
int ySpeed = 7;
int bulletDisplay = 0;
int xSpeed = 15;
int bulletY = 500;
int y2 = 500;
int bulletX2 = 1500;
int bulletY2 = 500;
int bulletDisplay2 = 0;
int ySpeed2 = 7;
int xSpeed2 = 15;
int playerSize = 20;
Ball b;
PlayerBar PB;
Brick br;
boolean[] keys = keys = new boolean[2];
int gameRun = 1;
void setup() {
size(600, 500);
b = new Ball();
PB = new PlayerBar();
br = new Brick();
keys[0] = false;
keys[1] = false;
}
void draw() {
background(0);
b.display();
PB.display();
br.display();
if (gameRun == 1) {
b.move();
b.bounce();
b.death();
PB.move();
PB.limitedSpace();
}
}
void keyPressed() {
if (key == 'a') {
keys[0] = true;
}
if (key == 'd') {
keys[1] = true;
}
}
void keyReleased() {
if (key == 'a') {
keys[0] = false;
}
if (key == 'd') {
keys[1] = false;
}
}
int player2Size =20;
int bulletSize = 10;
int bullet2Size = 10;
int x = 50;
int x2 = 1450;
int playerKills = 0;
int playerDeaths = 0;
int player2Kills = 0;
int player2Deaths = 0;
float startGame = 0;
void setup() {
size(1500, 1000, P2D);
player1 = new player();
player2 = new player2();
powerup = new powerup();
powerup2 = new powerup2();
keys = new boolean[6];
keys[0]=false;
keys[1]=false;
keys[2]=false;
keys[3]=false;
keys[4]=false;
keys[5]=false;
}
void draw(){
background(0);
fill(70, 70, 70);
ellipse(0, 500,40,40);
ellipse(width, 500,40,40);
if(startGame < 201){
startGame = startGame + 1;
textSize(50);
fill(0,255,0);
text("Get Ready..", width/2-150, height/2-100);
}
player1.display();
player2.display2();
powerup.powerupDisplay();
powerup.powerupSpawn();
powerup2.powerupSpawn();
powerup2.powerupDisplay();
if(startGame > 200){
player1.controls();
player1.shoot();
player1.bullet();
player1.bulletOffScrean();
player1.bulletSpeed();
player1.playerInScreen();
player1.bulletControl();
player2.controls2();
player2.shoot2();
player2.bullet2();
player2.bulletOffScrean2();
player2.bulletSpeed2();
player2.playerInScreen2();
player2.bulletControl2();
powerup.powerupAimbot();
powerup.powerupGet();
powerup.powerupFinished();
powerup.powerupAimbot2();
powerup.powerupFinished2();
powerup.powerupGet2();
powerup2.powerupShot();
powerup2.powerupFinished();
powerup2.powerupGet();
powerup2.powerupShot2();
powerup2.powerupFinished2();
powerup2.powerupGet2();
float d = dist(bulletX, bulletY, x2, y2);
if(d < bulletSize + player2Size){
bulletX = 0;
y = 500;
ySpeed = 5;
bulletDisplay = 0;
xSpeed = 15;
bulletY = 500;
y2 = 500;
bulletX2 = 1500;
bulletY2 = 500;
bulletDisplay2 = 0;
ySpeed2 = 5;
xSpeed2 = 15;
playerSize = 20;
player2Size = 20;
bulletSize = 10;
bullet2Size = 10;
x = 50;
x2 = 1450;
playerKills = playerKills +1;
player2Deaths = player2Deaths +1;
startGame = 150;
}
float d2 = dist(bulletX2, bulletY2, x, y);
if(d2 < bullet2Size + playerSize){
bulletX = 0;
y = 500;
ySpeed = 5;
bulletDisplay = 0;
xSpeed = 15;
bulletY = 500;
y2 = 500;
bulletX2 = 1500;
bulletY2 = 500;
bulletDisplay2 = 0;
ySpeed2 = 5;
xSpeed2 = 15;
playerSize = 20;
player2Size = 20;
bulletSize = 10;
bullet2Size = 10;
x = 50;
x2 = 1450;
player2Kills = player2Kills +1;
playerDeaths = playerDeaths +1;
startGame = 150;
}
textSize(25);
fill(0, 255, 0);
text("Kills: " + playerKills, 50, 100);
fill(255, 0, 0);
text("Deaths: " + playerDeaths, 50, 125);
fill(0, 255, 0);
text("Kills: " + player2Kills, 1300, 100);
fill(255, 0, 0);
text("Deaths: " + player2Deaths, 1300, 125);
fill(0, 255, 0);
if(playerKills > playerDeaths){
text("RED Player Leads!", 650, 100);
}
if(player2Kills > player2Deaths){
text("BLUE Player Leads!", 650, 100);
}
}
float d3 = dist(bulletX2, bulletY2, bulletX, bulletY);
if(d3 < bulletSize+bullet2Size){
bulletDisplay2 = 0;
bulletX2 = width;
ySpeed2 = 6;
bulletY2 = 500;
bulletDisplay = 0;
bulletX = 0;
ySpeed = 6;
bulletY = 500;
}
float d4 = dist(bulletX, bulletY, bulletX2, bulletY2);
if(d4 < bullet2Size+bulletSize){
bulletDisplay2 = 0;
bulletX2 = width;
ySpeed2 = 6;
bulletY2 = 500;
bulletDisplay = 0;
bulletX = 0;
ySpeed = 6;
bulletY = 500;
}
}
void keyPressed() {
if(key == 'w')
keys[0]=true;
if(key == 's')
keys[1]=true;
if(key == 'q')
keys[2]=true;
if(keyCode == UP)
keys[3]=true;
if(keyCode == DOWN)
keys[4]=true;
if(keyCode == LEFT)
keys[5]=true;
}
void keyReleased() {
if(key == 'w')
keys[0]=false;
if(key == 's')
keys[1]=false;
if(key == 'q')
keys[2]=false;
if(keyCode == UP)
keys[3]=false;
if(keyCode == DOWN)
keys[4]=false;
if(keyCode == LEFT)
keys[5]=false;
}
class player {
void display(){
fill(255, 0, 0);
ellipse(x, y, playerSize*2, playerSize*2);
}
void controls() {
if(keys[0]) {
y = y - ySpeed;
}
if(keys[1]) {
y = y + ySpeed;
}
}
void shoot() {
if(keys[2]) {
bulletDisplay = 1;
}
}
void bullet() {
if(bulletDisplay > 0){
fill(255, 0, 255);
noStroke();
ellipse(bulletX, bulletY, bulletSize*2, bulletSize*2);
}
}
void bulletOffScrean() {
if(bulletX > 1510 || bulletY > height-25 || bulletY < 25) {
bulletDisplay = 0;
bulletX = 0;
ySpeed = 7;
bulletY = 500;
}
}
void bulletSpeed(){
if(bulletDisplay > 0){
bulletX = bulletX + xSpeed;
}
}
void playerInScreen() {
if(y > height-25){
y = y - 7;
}
if(y < 25){
y = y + 7;
}
}
void bulletControl() {
if(bulletDisplay > 0) {
ySpeed = 5;
if(keys[0]) {
bulletY = bulletY-5;
}
if(keys[1]) {
bulletY = bulletY+5;
}
}
}
}
class player2 {
void display2(){
fill(0, 0, 255);
ellipse(x2, y2, player2Size*2, player2Size*2);
}
void controls2() {
if(keys[3]) {
y2 = y2 - ySpeed2;
}
if(keys[4]) {
y2 = y2 + ySpeed2;
}
}
void shoot2() {
if(keys[5]) {
bulletDisplay2 = 1;
}
}
void bullet2() {
if(bulletDisplay2 > 0){
fill(0, 255, 0);
noStroke();
ellipse(bulletX2, bulletY2, bullet2Size*2, bullet2Size*2);
}
}
void bulletOffScrean2() {
if(bulletX2 < -10 || bulletY2 > height-25 || bulletY2 < 25) {
bulletDisplay2 = 0;
bulletX2 = width;
ySpeed2 = 7;
bulletY2 = 500;
}
}
void bulletSpeed2(){
if(bulletDisplay2 > 0){
bulletX2 = bulletX2 - xSpeed2;
}
}
void playerInScreen2() {
if(y2 > height-25){
y2 = y2 - 7;
}
if(y2 < 25){
y2 = y2 + 7;
}
}
void bulletControl2() {
if(bulletDisplay2 > 0) {
ySpeed2 = 5;
if(keys[3]) {
bulletY2 = bulletY2-5;
}
if(keys[4]) {
bulletY2 = bulletY2+5;
}
}
}
}
class powerup {
float powerupSpawnTime = 5000;
int powerupSize = 20;
int powerX = 10;
int powerY = 10;
int powerupAimbot = 0;
float powerupFinished = 500;
int powerupAimbot2 = 0;
float powerupFinished2 = 500;
void powerupDisplay() {
if(powerupSpawnTime <2){
powerX = width/2;
powerY = 300;
fill(random(255), random(255), random(255));
ellipse(powerX, powerY, powerupSize*2, powerupSize*2);
}
}
void powerupSpawn(){
if(powerupSpawnTime > 1){
powerupSpawnTime = powerupSpawnTime -1;
println("PowerupSpawnTime: "+powerupSpawnTime);
}
}
void powerupGet(){
float d5 = dist(bulletX2, bulletY2, powerX, powerY);
if(d5 < powerupSize+bullet2Size){
powerupAimbot = powerupAimbot +1;
powerupSpawnTime = 5000;
}
}
void powerupGet2(){
float d6 = dist(bulletX, bulletY, powerX, powerY);
if(d6 < powerupSize+bulletSize){
powerupAimbot2 = 1;
powerupSpawnTime = 5000;
}
}
void powerupAimbot(){
if(powerupAimbot > 0){
bulletY2 = y;
powerupFinished = powerupFinished -1;
println("PowerupFinished: "+powerupFinished);
powerX = 100;
powerY = 100;
}
}
void powerupAimbot2(){
if(powerupAimbot2 > 0){
bulletY = y2;
powerupFinished2 = powerupFinished2 -1;
println("PowerupFinished: "+powerupFinished2);
powerX = 100;
powerY = 100;
}
}
void powerupFinished(){
if(powerupFinished < 1){
powerupFinished = 1000;
bulletY2 = y2;
powerupAimbot = 0;
powerX = 10;
powerY = 10;
powerupSpawnTime = 5000;
}
}
void powerupFinished2(){
if(powerupFinished2 < 1){
powerupFinished2 = 1000;
bulletY = y;
powerupAimbot2 = 0;
powerX = 10;
powerY = 10;
powerupSpawnTime = 5000;
}
}
}
class powerup2 {
float powerupSpawnTime = 8000;
int powerupSize = 20;
int powerX = 0;
int powerY = 0;
int powerupShot = 0;
float powerupFinished = 500;
int powerupShot2 = 0;
float powerupFinished2 = 500;
void powerupDisplay() {
if(powerupSpawnTime <2){
powerX = width/2;
powerY = 600;
fill(random(255), random(255), random(255));
ellipse(powerX, powerY, powerupSize*2, powerupSize*2);
}
}
void powerupSpawn(){
if(powerupSpawnTime > 1){
powerupSpawnTime = powerupSpawnTime -1;
println("PowerupSpawnTimeShot: "+powerupSpawnTime);
}
}
void powerupGet(){
float d6 = dist(bulletX2, bulletY2, powerX, powerY);
if(d6 < powerupSize+bullet2Size){
powerupShot = 1;
powerupSpawnTime = 5000;
}
}
void powerupGet2(){
float d7 = dist(bulletX, bulletY, powerX, powerY);
if(d7 < powerupSize+bulletSize){
powerupShot2 = 1;
powerupSpawnTime = 5000;
}
}
void powerupShot(){
if(powerupShot > 0){
powerupFinished = powerupFinished -1;
println("PowerupFinishedShot: "+powerupFinished);
fill(0, 255, 0);
bullet2Size = 30;
powerX = 100;
powerY = 100;
}
}
void powerupShot2(){
if(powerupShot2 > 0){
fill(255, 0, 255);
powerupFinished2 = powerupFinished2 -1;
println("PowerupFinishedShot: "+powerupFinished);
fill(255, 0, 255);
bulletSize = 30;
powerX = 100;
powerY = 100;
}
}
void powerupFinished(){
if(powerupFinished < 1){
powerupFinished = 1000;
bullet2Size = 10;
powerupShot = 0;
powerX = 10;
powerY = 10;
powerupSpawnTime = 5000;
}
}
void powerupFinished2(){
if(powerupFinished2 < 1){
powerupFinished2 = 1000;
bulletSize = 10;
powerupShot2 = 0;
powerX = 10;
powerY = 10;
powerupSpawnTime = 5000;
}
}
}