Moving A Map In A Game
Jul 22, 2014
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 {
[Code] .....
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Apr 24, 2015
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);
[code]...
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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.
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Apr 1, 2014
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.
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May 24, 2015
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;
[code]....
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May 27, 2014
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.
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Mar 12, 2015
Opoly works this way: The board is a circular track of variable length (the user determines the length when the game app runs). There is only one player, who begins the game at position 0.
Thus, if the board length is 20, then the board locations start at position 0 and end at position 19. The player starts with a reward of 100, and the goal of the game is to reach or exceed reward value 1000. When this reward value is reached or exceeded, the game is over. When the game ends, your program should report the number of turns the player has taken, and the final reward amount attained.
In Opoly the game piece advances via a spinner - a device that takes on one of the values 1, 2, 3, 4, 5 at random, with each of the five spin values equally likely.
Although the board is circular, you should draw the state of the board as a single "line", using an 'o' to represent the current player position, and * represent all other positions. Thus if the board size is 10, then this board drawing:
**o******
means that the player is at location 2 on the board.
Here are the other Opoly game rules:
If your board piece lands on a board cell that is evenly divisible by 7, your reward doubles.
If you land on the final board cell, you must go back 3 spaces. Thus if the board size is 20, the last position is position 19, and if you land there, you should go back to position 16. (If the position of the last cell is evenly divisible by 7, no extra points are added, but if the new piece location, 3 places back, IS evenly divisible by 7, then extra points ARE added).
If you make it all the way around the board, you get 100 points. Note that if you land exactly on location 0, you first receive 100 extra points (for making it all the around), and then your score is doubled, since 0 is evenly divisible by 7,
Every tenth move (that is, every tenth spin of the spinner, move numbers 10,20,30,... etc.), reduces the reward by 50 points. This penalty is applied up front, as soon as the 10th or 20th or 30th move is made, even if other actions at that instant also apply. Notice that with this rule it's possible for the reward amount to become negative.
Here is the driver class for the game:
import java.util.*;
public class OpolyDriver{
public static void main(String[] args){
System.out.println("Enter an int > 3 - the size of the board");
Scanner s = new Scanner(System.in);
int boardSize = s.nextInt();
[Code] ....
heres the methods:
REQUIRED CODE STRUCTURE: Your Opoly class must include the following methods (in addition to the Opoly constructor) and must implement the method calls as specified:
playGame - The top-level method that controls the game. No return value, no parameters. Must call drawBoard, displayReport, spinAndMove, isGameOver.
spinAndMove - spins the spinner and then advances the piece according to the rules of the game. No return value, no parameters. Must call spin and move.
spin - generates an integer value from 1 to 5 at random- all equally likely. Returns an integer, no parameters.
move - advances the piece according to the rules of the game. No return value, takes an integer parameter that is a value from 1 to 5.
isGameOver - checks if game termination condition has been met. Returns true if game is over, false otherwise. No parameters.
drawBoard - draws the board using *'s and an o to mark the current board position. Following each board display you should also report the current reward. No return value, no parameters.
displayReport - reports the end of the game, and gives the number of rounds of play, and the final reward. No return value, no parameters.
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May 9, 2015
Im trying to make a tic tac toe game that you play against the computer using a random number generator and two dimensional arrays for the game board. Im not trying to make a GUI, the assignment is to have the board in the console, which I have done. I have run into a few problems with trying to get the computer player to correctly generate 2 integers and have those two integers be a place on the game board. Here is my code so far.
import java.util.Random;
import java.util.Scanner;
public class TicTacToe {
private static Scanner keyboard = new Scanner(System.in);
private static char[][] board = new char[3][3];
public static int row, col;
[Code] ....
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Jul 10, 2014
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.
Car2 Demo.rar
JPGMoveforwardfunction.jpg
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Feb 3, 2014
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;
[Code] .....
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Feb 21, 2014
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.
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Sep 7, 2014
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;
[Code] ....
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Jan 17, 2014
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.
I have three classes at work here.
The main, Game.java;
package com.cherno;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
[Code] .....
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Mar 11, 2014
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.
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Dec 8, 2014
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.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.lang.reflect.Array;
[code]...
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Jun 6, 2014
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?
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Jul 24, 2009
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.
Java Code:
package javaapplication3;
import java.applet.Applet;
import java.awt.*;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.Random;
[Code] .....
Why does it only repaint when I resize the window?
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May 14, 2014
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();
[Code]...
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Jan 13, 2015
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:
DLLUtils.CsharpConsumer.reigsterAssemblyHandler(Ljava/lang/String;)I"
I tried a lot of things but none solved the problem. I must move the class to o package because I cant "import CsharpConsumer;" from default package.
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May 7, 2014
I have made a code that should allowed me to move an object in a frame, using the arrow keys. But I don't know why, is not working.
package joc;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.ImageIcon;
[Code] ....
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Jan 18, 2014
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:
if (setMovingLeft = true){
speedX = bg.getSpeedX() * 3;
tileX = tileX + speedX - 1; << changed from - 4
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Aug 8, 2014
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.
[URL] ....
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Apr 9, 2014
I am try to move circle.Below is my code...
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.Toolkit;
import java.awt.image.BufferStrategy;
import javax.swing.JFrame;
import javax.swing.JPanel;
[Code] .....
And I have error
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)
how to overcome this?
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Apr 28, 2014
Let's say we have a matrics of coordinates:
(0,0) (0,10) (0,20)
(10,0) (10,10) (10,20)
(20,0) (20,10) (20,20)
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.
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Apr 8, 2014
How can I find out the simple moving average by just using the numbers stored in an array?
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Mar 22, 2014
I have a text file that has contents as follows:
testing1,true,0,0.0,0,0.0,4.0,0.0,0.0,0.0,0.0
test2,true,0,0.0,0,0.0,4.0,0.0,0.0,0.0,0.0
I am trying to read only the first item in each list using a comma as a delimiter using the following code.
public String[] pList() {
ArrayList<String> names = new ArrayList<String>();
String word;
try {
String path = P_FOLDER + P_FILE;
[Code]....
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