I have a class that implements JComponent and draw a rectangle and if a key pressed(for example UP) I want to draw it up, and then when down key pressed to draw it down... But I want not only to disappear, but somehow to move, so the user can see the rectangle moving...
So I also am working on this problem. My frame does print each new rectangle; however, it is printed each time from the top left corner, and the bottom right is where I click.
Here is my RectangleComponent:
import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Rectangle; import java.awt.Shape; import java.util.ArrayList; import javax.swing.JComponent; public class RectangleComponent extends JComponent
import java.util.ArrayList; import java.util.Arrays; import java.util.List; public class array { public static void main(String[] args)
[Code] ...
Is there a way to write this, where, alpha is one array.
Write a program that declares an array "alpha" of 50 elements of type "double". Initialize the array so that the first 25 elements are equal to the square of the index variable and the last 25 elements are equal to three times the index variable. Output the array so that 10 elements per line are printed.
If I have an array of 50 integers, can I break that to read in lines of 10?
I am trying to make a 2d array that keeps track of comparison counts. what I have so far works ok but writes over the previous elements with 0. can't seem to find where I am re-initializing the previous elements.
//this is one of my fill sort arrays
public void fillSelectionArray(int index, long countSum) { //rand = new Random( ); //for ( int i = 0; i < listsize; i++) { selectionList[ index -1] = countSum; // }
I am very much new to Java. I have just started learning event handling. Currently I am learning about Key Events. And am learning by doing. Well that is how one could learn anything in fact. I want to write a program in which the currently loaded image in the panel of a frame changes upon a key press say "Enter" or any other key.
Ok, so I am trying to learn about JFrames and JPanels. I have figured out buttons, layouts, etc. What im having trouble with is accessing the label object from the ButtonHandler class since it is static and I need my JLabel to be non-static so that it can change. Basically, I want JLabel to change to a pre-determined text string once a button is pressed. Here's what I have so far
Okay, gotta be able to move the image when a key is pressed. When I test it, the image moves, but leaves the old image behind.
package Game; import java.awt.Component; import javax.swing.JOptionPane; public class Game { private Grid grid; //holds the grid used to store and display images private int userRow; //keep track of which row the user-controlled image appears in private int msElapsed; //keep track of the total amount of milliseconds that have elapsed since the start of the game
[Code] ....
Here is what I was given on instructions:
Complete the handleKeyPress method. Write the following line of code in the handleKeyPress method to check for a key press:
int key = grid.checkLastKeyPressed();
If the user pressed the up arrow (key == 38), move the user's image up one row (unless the user is already in the top row). Likewise, if the user pressed the down arrow (key == 40), move the user's image down one row (unless the user is already in the bottom row). Either way, make sure to update userRow.
Movement of the image can be accomplished by changing the value of userRow. Study how the initial image is displayed in the game constructor, then
Set the current image location to null
Update userRow to the new location and,
Set the image in the new value of userRow.
You should be able to move the user image up and down, and you should be prevented from moving the image off the screen.
I want to run a few things in my main when a JButton is pressed but can't work out the best way to do it. Here's the code in the main.
public static void main(String[] args) throws FileNotFoundException, ParseException, InterruptedException{ Map m = new Map("defaultMap"); GameLogic g = new GameLogic("defaultMap"); GodsEyeView gev = new GodsEyeView(g, m); gev.initialRun();
//Want to run this when a button is pressed. HumanUser h = new HumanUser(g); playerGUI gui = new playerGUI(h); gui.run(); gev.run(); }
The goal is to desplays circles (max of 30) of fixed radius = 20, with the rightmost circle drawn in blue and left most circle in red and the rest are in white. The center is determined by the location of the point where the mouse is pressed. the number of circles is equivalent to number of mouse has been pressed_ the circles will be drawn only when you push the "draw" button.
import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.util.*; import javax.swing.JPanel; public class CirclePanel extends JPanel { private final int WIDTH = 500, HEIGHT = 300; private final int RDIUS = 20; private final int MAX = 30;
I cant apply my knowledge of the switch to modify this program.
What i need is that the program runs the same but i can press q to stop the program and it will continue in a loop otherwise. repeating the same process i.e displaying the characters entered until q is pressed.
How do i do it? I think i need to make use of do and while but how to apply those in this case.
I have a filechooser that works how it should and if anyone enters anything with a dot that isnt .xml it shows an invalid file name message. However when I dont choose a file and press cancel it still says that because when my boolean hits false it's the first thing it hits in that section of code.
if(!writeSuccess) { //display output messages in JOptionPane JOptionPane.showMessageDialog(null,"Error, file name invalid", "Error", JOptionPane.ERROR_MESSAGE); } else { JOptionPane.showMessageDialog(null,"Export successful", "Success", JOptionPane.INFORMATION_MESSAGE); //close the form me.dispose(); }
If I want it to just close down without it saying anything is there sort of if statement I could do that would prevent this? But if it is an invalid file name it will still show that message?
I am quite new to developing Applets in java. I recently made an applet that will play a particular sound whenever a button is pressed. The sound files are placed in the same directory as the applet class file and i access them by using
The Applet runs fine in the appletviewer but whenever I try to open it using any browser like Chrome,IE,Firefox the applet loads but sound isn't played. I checked the java console and it showed
1. How do I allow the applet to get access to those files?
2. When the Applet is running from the local file system why CAN NOT I access those resources via getCodeBase() ???
3. I googled and found that I can sign a JAR and that can have full access to the computer. But how do I create a JAR from an applet (which has no Main method) while it asks me to point to the main class in the manifest?
I have a requirement like in a Rich datatable, and i have placed two links up and down in one of the column of each row, here i wanted to swap rows (move up/ down ) the rows when i click the link on a perticular row. is it possible with jsf/ java script?
I am trying to move a JLabel in a JPanel, but can't seem to make it work. I can't provide a compiling code, but a few fragments. I have a JLabel [] array. i want to move with the mouse elements of this array. Let's say i want to move JLabel[i]. I implemented this:
Java Code:
static int labelY; static Point labelX; static Boolean flag = false; jLabel[i].addMouseListener(new MouseAdapter(){ public void mousePressed(MouseEvent evt){ labelY=evt.getY();
[Code]...
I used the bool flag because i can't make changes to the label when it is inside an anonymous class. I also tried using setLocation but that did not work also. I don't get any errors when compiling. But when i run it and try to drag the JLabel[i] i get a long list of errors:
Java Code:
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException at puzzle.hw$1$2.mouseDragged(hw.java:276) at java.awt.Component.processMouseMotionEvent(Unknown Source) at javax.swing.JComponent.processMouseMotionEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source)
I am having trouble making my image move to a certain position in a certain amount of time which is set inside a text file. I was wondering what I'm doing wrong and what I'm missing.
import java.io.*; import java.util.*; import java.io.FileReader; public class Animator { EZImage HP;
I noticed it is a huge success to have the backgrounds of games move and the character just move up and down and dodge obstacles.How Do I make a background that scrolls horizontally to the left? I know how to keep the character in place with up and down to move, but not sure how to go about making the background move with obstacles.
I was just trying to figure out why when I hold down a movement key, that my character doesn't move. It only moves if I continuously press the movement key. Here is my code:
package game; import java.awt.*; import TileMap.TileMap; import Handlers.Keys; public class Player { private double x; private double y;