Java Scrolling Game - Moving Image When Key Is Pressed
Mar 19, 2015
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.
what I want to be able to do is when the game is over a dialogue box pops up and asks if the user wants to play again and if the user clicks "Yes," then I want to restart the program. I have it to where it recalls my method to play the game which opens the program again, but it doesn't close the old window.
Is there a way to restart the program without the new window popping up? If not, how do I close the old window? Also, how to default the window to being maximized? It makes it easier to see the character and objects on the screen.
try to make a game in this code i am trying to make the basics i have made a mouse it should move the game code is
import java.applet.Applet; import java.awt.*; public class Game extends gameLoop { public void init() { setSize( 854 , 480); Thread th = new Thread (this);
I am writing code for a simple java game. The problem I am running into is that I have a moving icon (J button) that is controlled using the keyboard (arrows) and I also have stationary icons (J button). Is there a way to keep the moving icon from passing over the stationary icon? I would like the stationary icon to act like a wall.
I am trying to make a simple platformer game in Java. When I try to move the character I made it only moves over then immediately back
import java.awt.event.KeyEvent; public class UCC { private int xLoc; private int yLoc; private int xSpeed; private int ySpeed; private double gravity; private int size;
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.
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(); }
I've been at this for a while and I would like to make the Camera in my game follow the player and I know the way to do this would be to move the map and not the player. How would I do this if my map is rendered from a text file using for loops. Here is my code for the map.
package Game; import java.awt.Graphics; import java.io.BufferedReader; import java.io.FileReader; import java.io.IOException; public class Map {
I can't find any resource on the net about a simple Java code just to move a gif image left or right. I've already accomplished the up, down, and center and they're working fine, thus, I'm still struggling with moving the image left or right. Here's the code.
public class MoveIt extends Applet implements ActionListener { private Image cup; private Panel keypad; public int top = 10; public int left = 10;
[Code] ....
I remember in Visual BASIC it's easily achieved by NameOfImage.left = NameOfImage.left - 10 to move left and NameOfImage.left = NameOfImage.left + 10.
I have been working on this function and i can't get it to work. It's a little bit complicated so let me first explain what this is about:
1. As a little exam in my studies i have to program a halma console game with KI an stuff.
2. Everything is finished and works except for the Move-Calculation.
3. A Move is a Move from Field a to Field b which a player can perform in one round based on the game rules (Careful: We are not using the standard halma rules, we use different ones).
4. Class Move consists of the Starting Cell where the Figure before the Move stands and a target Cell where the figure will stay on at the Move end. It may include an Array of serveral Cells, the stop cells which the figure passes from start -> target since several jumps can be performed in one Move.
Valid Examples for Moves:
a -> b (From Field a to Field b) d -> f through g,h,i (From Field d to Field f through the Field g,h,i
My Move Calculation where all possible Moves are calculated for a given figure consists of 2 parts. An expand() function which will generate all possible moves (works perfectly) and a jumpFix() function which isn't working properly.
Example:
After expand() I'm getting something like that:
a -> b b -> c c -> d s -> t
This is however not finished, because the first 3 Moves are actually 1 Move. Because the player can Move from a -> d in one turn because those 3 are consecutive Move. The fixed Move would look like that:
a -> d through b,c
jumpFix() is also perfectly working for that situation, however there is one specific situation when it doesn't work. Let's say we have this situation.
a -> b b -> c c -> d b -> e e -> f f -> g s -> t
Then the only valid jumpFix() output would be:
a -> d through b,c a -> g through b,e,f s -> t
However i can not get it to work yet. Note: It definitely needs to be iterative, not rekursive else i would get an StackoverflowError.
This is my current Code of jumpFix():
Java Code:
/** * Takes a look into all calculated moves and finds those which should be seen as one move, but are still considered to be more than one move (several jumps in one move) */
public static List<Move> jumpFix(List<Move> moves) { Set<Move> result = new HashSet<Move>(); Set<Move> remove = new HashSet<Move>(); int lastSize = -1; // repeat action until no moves could be merged while (lastSize != remove.size()) {
[Code] ....
How to implement the special case where a Move splits into 2 or more branches and jumpFix() able to handle this case.
i am trying to make a platform game in java and to do this im trying to make a scrolling bacground. i can get the background image to scroll. However, i cant get the image to scroll forever, here is the code.
GamePanel class ( the jpanel ) public class GamePanel extends JPanel implements ActionListener{ static ArrayList<BackGround> store = new ArrayList<BackGround>(); public GamePanel(){ setFocusable(true); Timer time = new Timer(5,this); time.start(); store.add(new BackGround(0,-200));
the problem i have is that i want the bacground to loop. however, once the first instance of the background is done scrolling it freezes and doesnt load anymore. here is the code for adding a new background to the list
I have a class that retrieves an image, and a class that is a game. I want to put my image onto the game to use it as the main figure. As of right now in eclipse, the game class runs, so the game works, but the image doesn't do anything. Need to put the image into the game? Here is my image class:
I have a swing application that gets football scores from a website using Jsoup.
When the "Get Scores" button is pressed, the scores are printed to a JTextArea with a JScrollPane.
I have also used a SwingWorker to update the scores every couple of seconds.
My problem is that every time the JTextArea updates, the JScrollPane scrolls back to the top of the text area. I wan the scroll bar to stay where the user left it.
Here is my code (The update is currently set to update every 1 second so you can see what the scroll bar is like).
import java.awt.*; import java.awt.event.*; import javax.swing.*; import org.jsoup.Jsoup; import org.jsoup.nodes.Document; import org.jsoup.select.Elements; public class frame extends JFrame {
I recently made a game. But, I want to package it and give it to my friends. I know that I can create a jar of it and add the images to the folder, but what I would absolutely love is for it to just be a picture with the game name and click to run. The second thing is to replace that java icon to an icon of my preference, which I have been told numerous times to do with
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The code is unrefined and only partial, but it show how I am manipulating images.
What seems so awkward is that I have to create a new JPanel for every image, I would think there is a better way but I don't know. I have tried to get one image on top of an other with the JPanels to no avail. That said I haven't put much time into trying to get that to work. I want to know if I should continue my attempt with JPanels or to pursue a different method.
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I have a class that works only when in the default package. If I move the class to a package I receive UnsatisfiedLinkError.
This is the class in the default package(this works fine):
[code] public class CsharpConsumer { private native int reigsterAssemblyHandler(String str); public CsharpConsumer() { String dir = System.getProperty("user.dir"); System.load(dir+"dllscardJNICsharpBridge.dll"); int reigsterAssemblyHandler = reigsterAssemblyHandler(dir+"dllscard"); } } [/code]
If at the top of this class I add "package DLLUtils;"
the error is "Exception in thread "AWT-EventQueue-0" java.lang.UnsatisfiedLinkError:
I have been following a 2d side scroller tutorial in java and have got the basics working, I changed the code a bit to make it so that the tiles and background are always moving, this worked as i intended.Within the character class:
if (speedX < 0) { centerX += speedX; } if (speedX == 0 || speedX < 0) { bg1.setSpeedX(0); bg2.setSpeedX(0);
[code]....
I wanted a way to make it so that if the character moves left, the tiles + background move slower. I am having issues with variable scope and setters/getters. Within the main game class, I have the code:
case KeyEvent.VK_LEFT: character.moveLeft(); character.setMovingLeft(true); break;
How can i include an if statement within the tile class that reads whether the character is moving left (determined from a keyPressed event in the main game class) and adjusts the speed of the tiles accordingly?I want to write something to the effect of:
I'm learning about the printf command, and when I have it, it is not letting me ad an input. Here is my quick little program:
import java.util.Scanner; public class TestingPrintF { public static void main(String[] args) { // Create a Scanner Scanner input = new Scanner(System.in);
[Code] ....
The first section works good, but when i move down to the second part it just automatically finishes without letting me enter a phrase.
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
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...