I'm trying to understand and learn Java for GUI but I'm stacked around a project. I had done some other "test app" but on this, I can't figure out what I had done. I can't move my circle around the panel.... Where I had made some errors?
Main class
package main;
// imports
import javax.swing.JFrame;
import java.awt.Dimension;
public class Main {
public static final int WIDTH = 320;
public static final int HEIGHT = 240;
public static final int SCALE = 2;
I was following a tutorial on how to make a game when i suddenly got an error concerning moving tiles. i get this error when i tried to use a and d to move:
Exception in thread "Display" java.lang.ArrayIndexOutOfBoundsException: 48600 at com.cherno.graphics.Screen.render(Screen.java:44) at com.cherno.Game.render(Game.java:124) at com.cherno.Game.run(Game.java:87) at java.lang.Thread.run(Unknown Source)
I do not get the error while using w or s but the tiles are still not moving when pressing them.
We are making a tic tac toe game for my CS120 class and I am having trouble figuring out how to make our X's and O's. Is there a way to make shapes besides making two lines for an X and an oval with a white smaller oval inside to make an O? We have only learned the basics so far in class (i.e. events, inheritance, client-supplier, etc.)
These are our instructions:
Write a controller that controls the game. There is one human player (the X player) and the computer player (the O player). The name of the class must be TicTacToeController. In a sense, the controller is the game since the controller will 1) create a TicTacToeModel 2) create a TicTacToeView and 3) create a TicTacToeButton (you must write this class following the design pattern covered in class lectures), a label, and text field such that when the button is pushed, the player moves into the cell selected by the text field. After every player move, the computer moves into a randomly selected empty cell. When the game is over, a text message must be displayed somewhere on the screen the gives the status of the game. While you are free to change the appearance of the controller, the basic elements must be provided (a view of the game, a button, and a text field to enter the cell). A sample screenshot is displayed below.And this is the code i have thus far:
[import java.awt.*; import javax.swing.JFrame; public class TicTacToeView extends Rectangle public TicTacToeView(int x, int y, int w, int h) { super(50,60,w,h); this.setBackground(Color.red); JFrame win = new JFrame("Tic Tac Toe"); win.setBounds(10,10,w+100, h+100); win.setLayout(null); win.setVisible(true); win.setBackground(Color.gray);
So, let's say I have a pdf that looks like an exam or anything that has answer choices and an oval to fill in.
So, if I want to create a program that fills in some of those ovals, I would first need to find the coordinates? I can use something like gimp?
And once I have those coordinates, what do I do? Like do I extract the oval image and replace it with a filled in one? Is there a library that lets me do this - also lets me set the size to make sure the new filled in oval image is the same size?
I have written a program to enter a name in a text box of an html file, get the name in a Servlet, search for the name in the database and inform the user whether or not the name is in the database via an applet. I'm trying to get the information from the applet to display in a colored oval, green w/white font if the name is in the database and red w/black font if the name is not in the database. I can get the information to display just not in the colored ovals and text that I want, I am including only the applet code, not the HTML or Servlet.
import java.applet.*; import java.awt.Color; import java.awt.Graphics; import java.sql.*; public class MyApplet extends Applet { public void paint(Graphics page){
So I created little program. So window is in full screen. Paint method.
package Test; import java.awt.*; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import javax.swing.*; import java.util.Random; public class Main extends JFrame { Graphics g;
[Code] ....
So, paint method works perfectly. He paint rectangle. Good. But I dont know how using ,,paint2'' method. I need when you press z button, ,,paint2'' method draw Oval in random coordination. So instead ,,paint2'' method i using repaint() but i dont know nothing about paint methods and so on. So how using ,,paint2'' method? Now when i run program, i get a lot of error..
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 just have one problem with a "car" program in java. The objective is to move the car in the direction it is facing. Moving forward in the normal position (when the angle is zero) means moving in the x-axis. Choosing to turn the car function (for example: 90 ) and then using the forward function should move up or down the car in the y-axis. However the y-axis is not working.
Basically I have a program that paints a simple object image. There are 5 of these objects altogether and different classes and methods have been set up to do this and this works correctly. The program currently also asks the user if they would like to change the colour of this object shape, and which shape they would like to change (user inputs a number 1-5) then the program will change the colour of this shape.
But the new task is for the user to input a number (1-5) to which shape they would like to MOVE position of. Hhow this would be done? Would there need to be different methods for changePositionX, changePositionY? The user needs to input the X and Y co ordinates and then this will move the selected shape to its NEW position in the current JFRAME.
Why does my program write that i have problem in Timer?
public class Ball extends JPanel implements ActionListener { Timer timer = new Timer (3, this); int x = 0, y = 0, aX = 2, aY = 2; public void PaintComponent(Graphics g){ Graphics2D g2 = (Graphics2D) g;
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'm currently taking a computer science class but the class is moving extremely slow and I'm not learning much, so I've started to program on my own. The most recent project I've done is a tic tac toe game, and I'm looking for something else to do now. I can do with an increased difficulty from this project, but not extremely difficult.
So I've been working on a music player in android studio and I've created two java classes. One for Main Start Screen(StartScreen.Java) and one for the main player (player.Java). I have an onClicl event associated with a button as shown below.
public void onclick(View view) { Intent detailIntent = new Intent(this, main_player.class); startActivity(detailIntent); }
The code for the second Java Class is as below. There is nothing in the java class as for now.
package com.example.musicplayer.app; import android.app.Activity; import android.os.Bundle; public class main_player extends Activity { protected void onCreate(Bundle savedInstanceState) {
[Code] .....
Where is the actual mistake because the app works fine until i click the button that is suppose to take me to the main player screen?
I am just trying to move a rectangle in a diagonal line. When the applet pops up, the rectangle is there but doesn't move. If I drag the sides of the applet to make it bigger or smaller the rectangle will redraw itself and move, but I want it to move without touching the window.
I am trying to only allow the user to input numbers. But I need to enter a number twice before it moves to the next line statement and also skips a line when i enter th number a second time.
How can I go around fixing this.
My code for this is
case 1: do{ Event event = new Event(); out.println("Please Enter the name."); event.setEvent(input.next()); input.nextLine();
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:
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've started creating a simple game in Java, but I'm still a beginner, so now I'm stuck. I wanted to make moving character by fast alternating arrow keys, but I don't know how. I can make a boolean variable, which disables moving by pressing the same key again, but the player can just hold the key and character is still moving. I thought about changing position of character when the key is pressed, instead of increasing speed, but then the movement wouldn't be smooth. I think this may sound incomprehensible, so I will add a link to game like an example of what I mean.
run: Exception in thread "main" java.lang.NullPointerException at swingdesing.Game.buffer(Game.java:32) at swingdesing.Game.moveBall(Game.java:27) at swingdesing.Game.main(Game.java:51) BUILD SUCCESSFUL (total time: 9 seconds)
And we have a class that draws a rectangle of 10 pixel height and 10 pixel width at 0,0 coordinates.
And we want to move with the arrows the rectangle but not to go off the frame.
The question is:
How can I do that if I draw another rectangle, it knows where is the other object and they not collapse. And so on, they move, but not collapse, just touch and stop.
I've been trying to deploy my desktop application as an executable jar file but I'm facing the following problem: Whenever I move the jar file from its original build location, my application becomes unable to write to its external files. I initially thought the problem was path related; however, when moved the app can still load data from these files.
The solution is probably simple but for some reasons I've yet to find it .
The app consists of a jar file and a folder named "files" containing text files (such as library.data) to which serialized objects are written.
I wouldn't be surprise if the problem has to do with the xml build file, but all modification I've tried so far have failed. If it is likely that it is the problem, I'll be happy to post a copy of it upon request.
public static void saveLibraryToFile() { File file = new File(System.getProperty("user.dir")+"fileslibrary.data"); if (file != null && file.exists()) { library = new Library(sortedAccounts, accountCategoriesMap, accountCategoriesList);
[Code] ....
A mostly complete set of the relevant codes I'm using, including the full Ant xml file, can be found at : [URL] .....
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.