i have problem in what comes to jumping because in what i have now mario jumps with the key lsitener, key pressed up arrow and it jumps smooth but when im trying to make it fall down he appears immediatly at ground and it doesnt simulate the fall as it should be.
The other problem is that i dont really know how to detect collisions if there is a method that makes easier this proceso and how to make the map to continue and repeat so mario could continue walking,
I have made a "Pong" game and how to check if the ball has hit the top or the bottom of a paddle, however I do know how to check if it has hit the left or right side:
I use eclipse as my IDE. I have decided to make my own video game and somebody had sent me a class that could be used for collision detection. The problem with the collision detection class was that it made a box around an object and if something else had touched the object, the collision detection would work. My problem with this class is what happens when i want to use circles? I cant have a box drawn around it. Then it wouldn't work as i would want. Is there a pixel perfect collision detection class out there I can use? It'll be useful in my journey to become successful in computer science! By the way this is in the java language.
I'm working on a space invaders game and I'm having problems with collision detection. My main issue is I'm having problems getting what the y value of the "missile" is as it goes up towards the top of the game. I have tried for many hours and tried to look at other people's space invaders game in an attempt to figure out how to figure out my problem. Also I'm not sure if I have the code for my collision detection in the correct spot. Right now I have the code in the keyPressed method. Below is the code for the main and missle classes ...
I am facing NoClassDefFoundError with one of the java standard platform class (java.text.DigitList$1)
java.text.DigitList class is part of rt.jar so it should not create any issue as such.
I am using Java 1.6.0_06
StackTrace: Unhandled exception java.lang.NoClassDefFoundError: java/text/DigitList$1 at java.text.DigitList.shouldRoundUp(DigitList.java:4 11) at java.text.DigitList.round(DigitList.java:363) at java.text.DigitList.set(DigitList.java:351) at java.text.DigitList.set(DigitList.java:272) at java.text.DecimalFormat.format(DecimalFormat.java: 584) at java.text.DecimalFormat.format(DecimalFormat.java: 507) at java.text.NumberFormat.format(NumberFormat.java:26 9)
okay so far I have made a game with character that runs with constant velocity it jumps and ducks . I want the player to be dead on collision from a hurdle and then play a specific png, which shows the dying style . I am able to build collision detection but it passes from background I want it to collide and be dead on collision.
It's an RMI program that has to be able to return the mean, mode and median of a set of numbers.It's composed of 4 classes; a client, an implementation class (with the math), an Interface, and a server class.
I don't understand why when I collide into my objects my character freezes. Such as if I collide into collision() I can go left and right but, not up and if I collide into collision2() I freeze in all places but, if I collide into the bounds I made I can still go in all directions without problems. The xa and ya are still being set to 0.
I created a simple java game in which i have to keep the ball up with a platform, similar to the game brick breaker. Everything works great. I am using keyListener to move the platform left and right. My only problems is that I am unable to keep the platform in bounds of the applet window. I know Its something to do with my logic in the update method of my Platform class but I'm stumped. Here are the 3 classes:
I have just started learning Java from a local teacher, this teacher said that the Architecture Neutral refers to Hardware while Platform Independent refers to Operating System, but I found a link to a White Paper by James Gosling. The chapter 4 of this White Paper mentions about both binary code format that is independent of hardware architecture and operating system interfaces, but the main point to be noted is that he has put both under the heading Architecture Neutral. Does it mean that the original buzz word is Architecture Neutral, which includes both hardware and operating system independence?
I have already tried every possible way for removing this bug but all failed. The problem is that sometimes my player passes through the map tiles, i mean, the algorithm is like -- if not colliding, move in required direction; else if colliding, move in opposite direction. But sometimes the second condition fails i dont understand why.
I am coding for the first time using the simplified BlueJ platform. I am trying to write a simple conversion program from cm to inches and inches to cm.
Here is my code so far (I also have the textIO file linked to it):
public class UnitConverter { public static void main(String[] args){ int inchesTocentimetres, centimetresToinches, exitApplication; int choice; double result;
I am new to java, i can develop basic java programs but am not really good at it. How should i pursue and how should i start. I know the game rules.Do i need to learn swings for the same?
i can develop basic java programs but am not really good at it.I have been given this assignment of developing UNO game in java and have been given 10 days. How should i pursue and how should i start.I know the game rules.Do i need to learn swings for the same?
I'm building this custom project in stages, and I'm having difficulty getting the health of the player and the enemy to change. Upon compiling, I'll select weapon 1, then choose action 1 (basic attack), and the health of both the player and the enemy will stay at 15 and 10.There are no errors when compiling.
import java.util.Scanner; public class CustomProject { public static void main(String[]args) { Scanner sc = new Scanner(System.in); it hp = 0; int potionsleft = 0; int choice1 = 0; int weapon = 0; int enemy1hp = 10; //int newenemy1hp = 0;
I'm working on a Java matching game and I'm having a hard time wrapping my mind around it. What I'm having trouble with is how exactly to create an array so that my squares have random values. Then how do I get it to reveal and compare those values by clicking on two of them? Here is what I have so far:
The game has two players: x and o. The players take alternate turns, with player x moving first at the beginning of each game.
Player x starts at position (1,1) while o starts at (8,8).
Each turn, a player can move like a queen in chess (in any of the eight directions) as long as her path does not cross a square already filled in or occupied. After moving, the space vacated by the player is designated as filled and cannot be moved to again. Notice that only the space that was occupied is filled, not the entire path.
The game ends when one player can no longer move, leaving the other player as the winner.
The coordinate (1 1) indicates the top left hand side of the board.
The board is specified as a list of rows. Each row is a list of entries:
- is an empty square * is a filled in square x is the current position of the x player o is the current position of the o player
The board will always be 8 by 8.
Your player function should take in the parameters as described above and return a move as a list in the format (row column) within 1 minute. If you cannot move, return (nil nil). The Tournament Referees will check for this. If you return an illegal move, the other player (and the Tournament Referees) will detect it and you will lose.
I'm trying to create a tile based map JPanel but all I get is a white screen. I'm fairly new to the Java Swing and AWT package so I've been watching tutorials on YouTube so learn as much as I can.
I've got three classes: Window.java which includes the Main method, Panel.java which is the JPanel and Tile.java to draw all the images into an array.
Window.java:
import javax.swing.JFrame; public class Window extends JFrame { public Window() { setTitle("Project"); setSize(500, 400);
[Code] .....
I've checked through everything and still cannot find what I'm doing wrong. I did try different codes but I just got errors instead.
I have an battleship program that I would like to improve in performance. I know that using certain algorithms it can be improve however I am beginner in Java. I would like any recommendations and or hint in how to improve this game. The are 5 ships per game and the computers plays 10000. I just want to sink all ships in as many shots as possible.