import java.awt.GridLayout;
import javax.swing.*;
public class Screen
{
JButton start;
JButton reset;
JButton box[][] = new JButton[20][20];
Screen()
[Code] ....
I am trying to place the buttons on the bottom. I tried a few different things but the grid layout keeps grabbing it and making them a part of the grid at the button.
import java.awt.GridLayout; import javax.swing.*; public class Screen { JButton start; JButton reset; JButton box[][] = new JButton[20][20];
[Code] ....
I am trying to place the buttons on the bottom. I tried a few different things but the grid layout keeps grabbing it and making them a part of the grid at the button.
I am trying to have a Jbutton (blocker02) act like a wall that will not allow a moving Jbutton to pass through. I tried using " if (blocker02. getBounds (). intersects(r_wall)) but it hasn't been successful.
So I have a player an enemy and enemy bounds the enemy can go. I need to have the enemy track my position and when I go into the position (I am using a collision method for this) the enemy comes over at a speed of 1. My problem is the enemy jumps to me and then follows at speed of 2 (2 is the player speed). The code is wrong this is why it is jumping and I have my other problems. so my question is what is a good solution for this? I am trying to make a method to track playerposition() so what I am thinking I could do is find x, y of player then store those into an array and return the array to Enemy so he tracks.
player.java public class Player{ int x = 100; // Location of player int y = 200; // location of player int xa = 0; // Representation of where the player goes int ya = 0; // Representation of where the player goes private int speed = 2;
[Code] .....
Please note this is not the entire code I have cut some things out that did not need to be there. Also, the code is just to get an idea of what I was thinking of doing. The ideas that are came up with are not meant to be a reflection of what I already have but, what I could add or replace.
Also, the e.getX()/Y() methods in my mouse listeners always spit out the position of the mouse relative to window instead of the entire screen. Is there a way to flip that or at least a way to track the movement of my window on my screen? Another acceptable fix for me would be to have my Robot object's mouseMouse(x,y) method move my mouse to a position (x,y) relative to the window instead of the entire screen.
1: 3D space. How do i define the space where i will make my world? Is there a certain point that i will define as 0,0,0 or is there some other way.
2: Camera positioning. When i have the 3D space, how to i make it so that the camera will show that what i want it to show. Lets say il define its lokatios 30,50,100 and direction is NW, then how to i make it so that is see the SW direction from the point 30,50,100?
I've been noticing some of my programs have been a little buggy recently, and think it's down to confusion over doubles and positioning. Lets say I have a label called banner that I want to scroll across the screen. Now I need to know the label's width in order to position it, but the width depends on the amount of text, so i use this code:
double bannerWidth = banner.getWidth();
Which forces me into using a double if I want to be accurate.
But the problem is that I'm trying to use a condition that compares the label's horizontal position (currentX) to the left edge of the screen (LEFT_EDGE), minus the width of the label (bannerWidth). In other words when the label is off the screen, it should go back to its starting position.
I assume that means that any variables I use to track the label's position (in this case currentX), or constants that I use to check equality (LEFT_EDGE), have to be doubles as well?
My difficulty is that I iterate currentX. But currentX--; won't work because doubles don't iterate as I'd expect.
So casting becomes an option..... but if I cast to an integer I effectively lose width on the label. And that is magnified each loop, resulting in the label's starting position moving further and further to the left.
I have written a drum machine using Java. Into said drum machine I list all 47 available MIDI drums. The instrument list is placed into a JPanel, along with a gridArray of checkboxes. The JPanel is then in turn added to a scrollpane. I have listed the MIDI drums in order of 'ground-up'. For example, the bass drum is generally at the bottom of most drum kits, so it is at the bottom of my MIDI drums list. Next up would be the snare, followed by the cymbals, and then by all the specialty percussives. Since most beats are started from the 'ground-up', laying to foundation, so to speak, I want the scroll bar of the scrollpane which houses the JPanel, which in turn houses the instrument list and the beat checkboxes, to be positioned, upon opening, at the bottom of the scroll pane. Nothing I have tried works. It always positions the slider somewhere in the middle of the scroll track. Below is a listing of just the buildGUI portion of the code, all the MIDI functionality has been removed to keep the size of the post to this forum down.
I 'm trying to draw a button by resizing a simple button background image to fit the size of the text. Everything works well except for the actual drawing of the string. The y value that I give the Graphics object designates the baseline, however I would like to draw the the string above the y. So that the image below doesn't happen.
I gave the graphics object the y of the bottom of the "P" and would instead like to give it the value of the bottom of the "y". Is there a way to do that by reading the String's bounds or something, or is there a way to get the Graphics object to use the passed y value as the definite bottom of the String?
I have a 2D array that is of type int[][]. it is populated with 1's and 0's. I need to create a method that allows me to search from the top row finding a possible path to the bottom--the path is a path of connecting cells containing 1. I need to create an array that stores the cells that are needed to be searched. When the search carries out, for each cell stored it needs to check the cells to the left, right, below and above the current cell.
I also need to create a variable to store the current cell. I thought initially it would be an int but it can't be because it needs to hold the the index of the current cell. and any of the cells searched that are an immediate neighbour of the current cell are added to the storage array.
I have these instructions but I am having trouble converting into code
Finding a path through vegetation from the top row to the bottom row: The idea is we will start from a cell in the top row and advance below for as long as we can. Since we are still not done exploring a cell until we have explored ALL it’s vegetation neighbors, we will add the cell to an array of cellsToExplore and only come back to it if the current cell we are examining is fully explored. Here is pseudo-code of the algorithm !
• Create array cellsToExplore (what size should this array be?)!
• Create an integer count that stores the number of cells in cellsToExplore!
• Go through the top row and add ALL vegetation cells to cellsToExplore!
• Create a variable to store currentCell we are exploring and set it to null.!
• while count > 0 do!
- set currentCell to the last cell in cellsToExplore (last cell added to the array).!
- label currentCell as burning vegetation!
- If the currentCell is on the bottom row then we return true (we found the path).!
- if the cell below currentCell is vegetation then add the cell below to the cellsToExplore array.!
- else if cell to the right of currentCell is vegetation then add the cell to the right to cellsToExplore!
- else if cell to the left of currentCell is vegetation then add the cell to the left to cellsToExplore!
- else if cell above the currentCell is vegetation then add the cell above to cellsToExplore.!
- else remove the currentCell from the cellsToExplore (we are done with this cell). !
I am having issues with drawing shapes from bottom right to top left.
Issue:
- g.drawRect() will show like I am calling g.fillRect() - other shapes will not even show the shape in that area
Needs:
- g.drawSHAPE needs to show and not be filled unless I have my fill checkbox selected
The Program:
- Create a JFrame with a draw panel and a component panel - have a combobox with shapes that, when selected, will draw that shape in the draw panel - have a button that, when clicked, will launch JColorChooser to change the color of the drawn shape (draw panel is set to black) - have a checkbox that, when checked, fills the shape - have mouse listeners to adjust X and Y and will instantly update the shapes size to where you drag/click/press/release
Code for my drawRect():
Java Code:
// if statement to check if mouse drag X is less than starting X if(x2 <= x){ if(emptyORfill.isSelected()) // emptyORfill is my JCheckBox g.fillRect(x2, y, x-x2, y2-y); // x-x2 is the same as Math.abs(x2-x) else g.drawRect(x2, y, x-x2, y2-y);
[Code] .....
This is just for my Rectangle. This will show a filled rectangle when both mouse drag X and Y are less then the starting X and Y. If I take this fully functional code and adapt it to drawRoundRect(), the round rectangle wont even show the shape when mouse drag X and Y are less than the starting X and Y but will be fine if one or the other is less than the starting X or Y. NOTE: This same exact code worked on my classmates laptop in her program, but in my program on her laptop it did not. She took out the "else" in the else if's and just made them if statements all the way down and it worked on her laptop in my program, but the same "fix" did not work on my pc.
My mouse listener just sets X and Y values in my Shape class that updates my shape methods. I have an item listener for my comboBox that sets default values when a new selection is made and enables/disables editable on my fill checkbox for certain shapes. My action listener looks for the button click and the checkBox click.
I am working on program and have been struggling to get around step 5 and 6 given below.
I have got on with the first couple of points. Where to begin with steps 5 and 6.
Java Code:
class Hourglass { int height; int bottomHalf; public Hourglass (int h) { height =h; } public Hourglass (){ height=3; }
/*Write a method dropGrain that simulates one grain of sand falling into the bottom half of the Hourglass. If all the sand is already at the bottom before a grain is dropped, this method should cause the hourglass to be flipped, meaning that all the sand will be in the top again. Then, one grain of sand should fall. */
//Hint: this method can be quite short. All you need to do is update one attribute.
public void dropGrain(){ }
/*Write a method getHeapHeight() which returns the height of the heap of sand in the bottom of the hourglass.
Hint: a triangle of height h contains h*h grains (=1+3+5+...+h).
So determining the height when the amount of sand in the bottom half is a square (1,4,9,16,...) is easy. Think about what happens if the amount of sand is not exactly a square.*/
public int getHeapHeight() { } mh_sh_highlight_all('java');
PaintWindow pw = new PaintWindow(); Random rand = new Random(); ImageIcon image = new ImageIcon("C:/Users/Ghostkilla/Desktop/gubbe.jpg"); setWidth(pw.getBackgroundWidth()); int height = pw.getBackgroundHeight();
[Code] ....
If you run this code it will move a picture from right to left and hit the left wall and then go to right again leaving the window (It stops there). I want to make so it hits left and then right wall continuously till someones close the window. So basically I am using a for loop to make it go left right all the time.
How to make so the picture moves from bottomleftcorner to toprightcorner diagonally without leaving the window.
I am building a little application for personal use where I can track my finance. Now, what I would like to get is an always visible JTable "footer" OR horizontal space field attached to the bottom of the window. The idea is that scrolling down/up wouldn't affect it's visibility(like JTable header). Might a picture tell a thousand words: see attachment.
I am wondering, maybe JTable OR TableModel class has a property to solve this problem(I haven't found any)? Or shall I make another ScrollPane/JPanel? Which path of search shall I pursue?
This is code for a game I am making where you are a character at the bottom of the screen dodging falling rocks. I was wondering how to add in the falling rocks. I think I need to use Timer and an ArrayList but I am not sure if that would work and not truly sure how to go about doing it.
So my goal is to use the graphics class to draw this shape: [URL] ....
so far I've managed to draw the bottom half, but now I want to utilize the copyArea() method to flip the bottom half and copy it to produce the upper half of the shape: [URL] ....
and this is what I wrote to produce the bottom half:
import java.awt.Graphics; /* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */
public class MyFrame extends javax.swing.JFrame {
/** * Creates new form MyFrame */ public MyFrame() { initComponents();
When i click on the button from bottom panel, top panel need to be redrawn. But redrawing is not happening. It happens only when resizing the applet.
public class Graphics_Chart(){ public init(){ JScrollPane topPane = new JScrollPane(new ImagePanel2()); topPane.setHorizontalScrollBarPolicy(JScrollPane.HORIZONTAL_SCROLLBAR_NEVER); topPane.setVerticalScrollBarPolicy(JScrollPane.VERTICAL_SCROLLBAR_NEVER);
[attachment=38859:bcourt.jpg]I/m not used to Timers, so this will be my first time using it and I don't know how. I've been searching the internet for an hour but I can't find an answer into it. I'm currently doing a basketball game which has a Buttons (Shoot,Dribble,Hold) and I need those timers for my buttons to work. Her's the code:
import javax.swing.*; import java.awt.*; import java.awt.event.*; public class BasketBall extends JPanel implements ActionListener { JButton shootButton = new JButton("SHOOT"); JButton drbblButton = new JButton("DRIBBLE"); JButton holdButton = new JButton("HOLD");
I have a Jbutton in my application named as SUBMIT,on clicking SUBMIT the text of jButton changes to ABORT. I wish to apply enter key listener on both the SUBMIT and ABORT button in my applcation, however I am not able to get the text of the button in key listener,so that i can apply my code based on the current text of Button.
I have a jButton that when the action perform runs it only does part of the tasks some of the code doe not appear to run and i just can not figure out why i have tried wrapping parts of it in an if statement and it still do not run so here is the code behind the button:
in the code the parts that do not run are jTextField10.setText("Working Please Wait"); and jButton15.setVisible(false);
what i am expecting to happen is the text field has the words Working Please Wait placed in it , this does not happen and the button should be hidden to prevent it being clicked a second time again this does not happen
the rest of the code works as expected
InputStream inStream; OutputStream outStream; try { File afile = new File("C://templates//amendments.xls"); File bfile = new File("C://amendments.xls"); inStream = new FileInputStream(afile); outStream = new FileOutputStream(bfile);
I am having right now is that I don't know how to stop my music from playing? I am making a Connect 4 game with some audio to make it intuitive. Below is my code. This is my Music method.
public static void Music() { try { File music = new File("C:\Users\Ken\workspace\Assignment1\src\Mario1.wav"); AudioInputStream audioIn = AudioSystem.getAudioInputStream(music); Clip clip = AudioSystem.getClip(); clip.open(audioIn);
[Code] ....
I called this method into a JButton i implemented into my main GUI.
if (e.getSource() == SoundOn){ Music();} if (e.getSource() == SoundOff){ //What do I put here? }
How do i parse a String of text in a JTable Cell to work as a button?For example lets say a row of IDs such as 1,2,3,4,5,6 id like the whole column to parse as JButtons that are titled 1,2,3,4,5,6..Id like to then use these buttons to call a function with the title as a parameter.Its just a simple row of entries where the button will open up an edit screen to edit the corresponding clicked entry.So how do i parse them as buttons for a start?
I'm not sure what I'm doing wrong but none of the buttons will show below. I tried using .add with the container name but it kept giving me an error. When I just put add.(); it seems fine but then nothing shows. Is there something I'm missing that's required?
I'm just learning JFrame and the like, I have 3 classes. I have one class that just calls the methods from the other 2 classes (my superclass), I have one class that draws a frame and adds a panel and then I have my 3rd class, where I'm trying to add a button from in the class to my panel in the other class. However it won't add the button. I'm sure I'm making some obvious mistake, as I'm quite new to Java, but I've been messing around with it for ages and I can't fix it. I'm also not sure if Frame should be extending Test or not.
import javax.swing.*; import java.awt.*; public class Test { JPanel panel; JButton button1;