Limit Object Movement Within A Window

Aug 31, 2014

I just started to learn Java. In my program, I created a GRect(paddle) and I would like to move it on the x axis whenever the mouse is moved.

import acm.graphics.*;
import acm.program.*;
import acm.util.*;
import java.awt.*;
import java.awt.event.*;
public class BreakoutClass extends GraphicsProgram {
/** Width and height of application window in pixels */
private static final int WIDTH = 400;
private static final int HEIGHT = 600;

[code]....

In this case, whenever the paddle reaches the right edge of the screen, it doesn't move off the windows, but it stops moving (even if you move the mouse).

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Maze Game - Tracking Objects / Limit Movement

Jan 26, 2015

I made a kind of maze game that includes the class keylistener and orients a object, i can't find where the program tracks this object (where its x and y coordinates are). So now my object can move freely through all walls and i want it to bounce back or at least something to happen when the object reaches a wall.

I want to find a way to limit my objects movement and because i cant find where the coordinates or variable for this object is i cannot limit its movement

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Unable To Keep Platform Object Within Applet Window?

Jun 12, 2014

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:

import java.applet.*;
import java.awt.*;
import java.awt.event.*;

[Code].....

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I don't need to open new window in separate i need all windows inside my main window and controlling over them minimize maximize perhaps.

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Feb 11, 2014

I have been working on this mouse movement code that detects which direction the mouse moves in hope to use it in a game. The only problem is that I can not figure out how to make it move to the other side of the screen so I could continue turning to the right or left without having to stop. How would I actually get the x and y coordinants of the mouse to change?

PHP Code: if(x == xscreen){
//set x to 0
}else if(x == 0){
//set x to xscreen
}else if(y == yscreen){
//set y to 0
}else if(y == 0){
//set y to yscreen
} mh_sh_highlight_all('php');

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Jan 23, 2014

First, I have a figure that moves around the screen. It uses keylisteners and just subtracts or adds pixels. However, I notice the movement is not smooth at all. It is very rigid and laggy movement. How can I make it smoother movement?

Second, you get three lives in the game. The lives are subtracting correctly, but I want the game to say "GAME OVER" on a dialog box. How would I get this to happen? My JFrame and my life int are in separate classes. I know I should use an if statement, saying if lives are at or less than zero, open the box, but how do I open the box?

Third, I want to display the time on the screen. I have a swing timer, but how do I put it on the screen? DrawString is not working for me.

Fourth, I want to set an icon for the game, the code is running, but not doing anything.

Java Code: frame.setIconImage(Toolkit.getDefaultToolkit().getImage("/Users/MW/Downloads/petericon.jpg")); mh_sh_highlight_all('java');

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How To Do Movement In Text Based Game

Feb 13, 2015

I'm relatively new to Java, I'm trying to create a text based game, like those old ones where you type "north" or "east" to move as such, and "look" to inspect the area. My only problem thus far has been trying to figure out just how I should... "structure?" the movement. As in, what's the best overall way to approach this? I've tried making a new method for every area and just passing a variable called "location," but along with passing the inventory and stat arrays, it's just become messy. Or is this a good way to do it? I have a separate method for when the player enters something, but then how will it know which description to give when the player types "look?"

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Unexpected OpenGL Simple Movement

May 28, 2014

I am new to DreamInCode! I was creating a game using OpenGL (and slick for textures).

Using Vector3f, I make coordinates to where my camera is camera'ing (and rotation).

It was working... until I modified something. I only added shaders. When I took the shaders off I think I might of accidentally deleted something. Nonetheless the code looks perfect to me.

On the method "input()" everything runs. No errors are thrown anywhere. I have syso'd the hell outa my code. It shows no signs of breaks. I can, however, move elements I put into my program. I am 100% sure that no other class is breaking my game (soon to be).

What you should look out for: I am not really sure about the glLoadIdentity()'s and glMatrixMode(). I am, knowing a good part of, thinking it could be gluViewPort....

My problem: Can't move my camera even tho it was working before.

package com.Hydroque.OpenGlTest;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.util.glu.GLU.gluPerspective;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;

[Code] ....

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I am working on replicating this project: [URL] ....

What is wrong with the moveSnake method and the for loop within it?

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Apr 30, 2015

I'm working on making a game in JAVA. To be brief, the game is on a 6x6 matrix called "blocks[][]". The game has two players and the objective is to capture the enemies pieces by moving your piece onto there's. The players do this by moving one piece per turn either forward/backward (Vertically) or right/left (horizontal) movements. Essentially checkers without jumps.I'm not very far into the development process here. So far I have the game board created and the pieces load by clicking the "Start" button (handled by the refresh function). However I'm having a few problems... Namely moving the pieces effectively at the moment.

Right now there's a lot to do:

(1) - Implement a turn system,
(2) - Only allow a player to click their pieces (I've a validation function already in place to only permit valid moves [horizontal/vertical only]),
(3) - getting the pieces to actually "move" what I mean by this is a player selects the piece they want to move, then they select the spot they want to move to and the icon I have placed on the button is supposed to be added to the new square and the icon for its previous position is to be made null.

Please see the "actionPerformed" section to see exactly what I'm trying to do and hopefully as well see what I'm missing as to why it is not working at the moment... Also see under the Refresh function where I commented out the for loops to add the pieces. I did this because it was resulting in an ArrayOutofBounds error so I just wrote each spot out manually where I wanted them to start.

/* Ghosts *
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import javax.swing.event.*;
import java.util.Random;
import javax.swing.JButton;
import javax.swing.border.*;
import java.io.*;

[code].....

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Aug 18, 2014

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I'm sure these are simple issues for most of you, but I've tried going about this for a while now with no luck. What I'm trying to do I'm trying to write a virtual pet game, and I would eventually love to make it move around randomly like an A.I. that's pathfinding, but I've got ideas about that, just I need to know how to make it move period first, everything else I think I could figure out on my own.

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Oct 26, 2014

When I enter the wrong password, it says I have successfully logged in.

import javax.swing.JOptionPane;
public class P2H
{
public static void main (String[] args) {
System.out.println("LOGIN");
String usernameStr=JOptionPane.showInputDialog("Enter Username");

[Code] ....

Also I have to limit password attempts to 3. How would I go about that?

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Current code:

boolean left, right, backward, forward;
boolean SPEED;
 PVector pos = new PVector(680, 400);
 void setup() {
size (680,400);
fill (0 ,0,0);
frameRate(100);
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[Code] .....

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import java.util.List;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Iterator;

[code]....

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Mar 25, 2014

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Here's the code that makes it invisible:

ActionListener mouseTimeout = new ActionListener() {
public void actionPerformed(ActionEvent e) {
setCursor(blankCursor);
}
};
/* Make mouse cursor disappear after 40 seconds */
Timer mTimeout = new Timer(40000, mouseTimeout);
mTimeout.start();

And here is what I have so far for making it visible again:

MouseMotionListener mouse = new MouseMotionListener() {
@Override
public void mouseDragged(MouseEvent e)
{
}
@Override
public void mouseMoved(MouseEvent e)
{
}
};

I have tried using "setCursor(DEFAULT_CURSOR)" but NetBeans says that it "cannot find symbol" .....

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private static ArrayList<String> chars;
static String inputdata;
public static void main(String[] args) {
Scanner in=new Scanner(System.in);
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[code]....

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import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.text.DecimalFormat;
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{
private JobPanel jobs;
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[Code] .....

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{
public static void main(String []args) {
Scanner reader = new Scanner(System.in);
String input;

[Code]...

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public static void main(String []args) {
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String input,b;

[Code] ......

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