gridworld snake game all over the internet, but all of those are the "snakebug extends Bug" version, mine is different. im behind everyone else in apcs so i rarely have any idea what im doing(gridworld especially). our teacher gave us most of the code, which i coped down (hopefully correctly) and he told us that we still needed to fill in the "removeTail" method which i did. basically the snake moves by placing a segment in front then removing the last segment.
When i click run the snakerunner file, i can make the snake segment rotate by pressing the arrow keys, but it doesn't move. when i click the "run" on the gridworld window, the single snake segment just disappears. so the move method is triggering the "removetail" method but it isn't placing the next segment. im starting to think that i copied something wrong from the board, because he showed us the entire move method. i have attached my gridworld files, what is wrong with my snake.java that makes the move method delete a segment but not add one
I tried to make a runnable snake game. When i try to run my code i get this:
Exception in thread "main" java.lang.NullPointerException at Game.Move(Game.java:85) at Game.run(Game.java:244) at Game.main(Game.java:38)
The game runs, but the snake doesn't move, and apples are spawned everywhere.
Here are Move, run and main code:
public static void main(String[] args) { JFrame frame = new JFrame("Snake"); Game game = new Game(); frame.add(game); frame.setSize(406, 430); frame.setVisible(true); frame.setResizable(false);
I am busy programming a clone of the popular phone game they had on Nokia cellphones a long time ago called Snake II but since I know very little about programming I will be using ASCII graphics instead of a 2D graphics engine.
My idea for implementation is having a main class called game which should refresh a grid of ascii characters every, say 0.2 seconds. Then I have another class called Dot. Each Dot object has x and y coordinates, and a direction in the x and y planes (dirx = -1 means left, dirx = 1 means right, diry = 1 means up, diry = -1 means down, and obviously the snake cant move the diagonals)
The Game class prints a "*" symbol where the Dot is, and what I'm trying to do is get the screen to refresh (I think I need to use the sleep() function for this to slow the game down to a reasonable pace), and go in the direction it is supposed to go.
(I haven't programmed this in yet but the snake will be an array of Dot, and at each refresh Dot at position 0 will pass it's coordinates and direction to Dot at position 1, Dot1 to Dot2, Dot2 to Dot3, etc.
Here's my code so far:
A first class called Game.
Java Code: //Not done yet but this is the start to my game of Snake. Basically the class Game generates a Grid of ASCII characters
import java.util.Scanner; public class Game { public static void main(String[] args) { Scanner keyboard = new Scanner(System.in); final int WIDTH = 79;
[Code] .....
My problem now is that I am taking input from the Scanner class. What it does is wait for my input, then it goes on to executing the rest of the code in other words refresh the ASCII grid. This is a problem because I need the snake to keep moving at constant pace while listening to the keyboard.
How can I get my while loop to keep going (i will add a sleep() function later) while listening to the keyboard without stopping?
I had a game written in a 500x400 window using JFrame and a threaded JPanel. It used KeyListener to detect user input and worked just fine, problem was it was very click dependent and therefore I wanted to put it into fullscreen mode so I would no longer come across the problem of clicking outside the window and being taken out of the game. But when I ported the game to Full Screen Exclusive Mode the KeyListener no longer seems to be working and I have no clue why. I tried using KeyBindings as well, that code didn't work and is left commented out in the FSEM code.Here is my code for the windowed application:
import java.awt.Container; import javax.swing.*; public class Main extends JFrame{ private GamePanel panel; public Main(){ panel = new GamePanel();
I am trying to create the Breakout game and cannot figure how to get the paddle to move and make constraints to bricks disappear when the ball hits them but not the paddle. I tried this:
When I ran the methods "go1,go2,go3" separately without clicking on the menu , all of them worked well. by separately I mean, when I closed the program changed the source code from "go1;" to "go2" and go3. But when I click on the "change ball" and then "1 ball" or any thing, all I get is a new frame which is blank. And the old frame freezes.
I am using libgdx and box2d to try to make a simple cannon game.
When I have the cannonball collide with another object I want to delete that object and have it stop calling all of it's functions. It doesn't seem like I can have it delete itself, and the contactListener has a reference to the cannonball and other object, but if I set either to null, it seems the original reference still exists and the object isn't deleted.
I don't know how to write a code to pong ball, when it touch red block.
public class bounc2 extends JPanel implements ActionListener,KeyListener{ double x = 0,y=0,velX=3,velY=3; double x2 = 5,y2=145,velX2=0,velY2=0; double x3= 473,y3=145,velX3=0,velY3=0; Timer t = new Timer(5,this); public bounc2(){ setBackground(Color.GREEN);
I am making a very simple 2D array game where the player is asked what size they would like the game board to be. After entering, it displays the board and the player 'P' starts at index [0][0]. After that, they are asked for an action, which can be "up", "down", "left", "right", or "exit". I will be including some extra later (like a treasure at the end, or random obstacles), but for now this is what the game consists of.
I was instructed to "do nothing" when/if the player attempts to go out of bounds. I am trying to simply print an error, such as "Out of bounds! Try again.", then prompt the player again for an action. I even tried to make a boolean method to catch it, but to no avail.
I don't want the exception to occur at all. I just simply want the error message to print to the player and ask for another action. I would prefer not to use try/catch, or try/catch/finally since I already tried that and it still gave the exception error.This program consists of two classes. I will show the class containing the main first, then the client-server type class second.
import java.util.Scanner; public class Driver { public static void main(String[] args) { World world = new World(); boolean keepPlaying; keepPlaying = true; boolean isOutOfBounds; isOutOfBounds = false; int height = 0; int width = 0; int x = 0; int y = 0;
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.
The game is too have two players, each user clicks a button and two dices will roll, if a user rolls a double they win.
firstly I have started with two imageview's and a button I am trying to randomise two images by clicking one button I have managed to randomise one image in one box but I am struggling to randomise both image views here is my code so far.
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 having a problem with my java program. My goal is to request the user to enter how many times they want to roll a pair of dices. Each dice have numbers 1-6. When rolling the dices, I randomly pick a number from each dice and total the number. My goal is to calculate the number of times snake-eyes was rolled which is a total of 2 and total number of times a total of 7 was rolled. Here is my code. I am calling the rollDice method to perform the random pick and calculations. The error I am getting is at the bottom of the code.
package dice; import java.util.Scanner; import java.util.Random; public class Dice { public static void main(String[] args) { int numRolls; // number of rolls
[code]...
How many times would you like to roll the two dice? 1000 Exception in thread "main" java.lang.NullPointerException at dice.Dice.main(Dice.java:40) Java Result: 1 BUILD SUCCESSFUL (total time: 4 seconds)
I'm trying to add a KeyListener, but every time i do i have to implement methods that i will not use.
import javax.swing.*; import java.awt.*; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; public class GameFrame extends JFrame implements KeyListener{ private GamePanel panel; */ public GameFrame()
[code]....
it works just concerned about the unimplemented methods.I'm supposed to make a row of images all the way across the screeen and down it unless the row contains the player. which is always at the bottom.
private void drawRow(int y, int blockWidth, int blockHeight, GameRow row, Graphics g) { Image img = Toolkit.getDefaultToolkit().getImage("blocks.png"); for(int i = rows.size()-1; i >= 0; i--) { if(rows.get(i).isEmpty()) { g.drawImage(img, width,y,blockWidth, blockHeight, null); } } }
As of right now it will only paste on the FIRST column not the rows.
I'm programming a game, but the keyListener doesn't work. Here is the source code:
import java.awt.event.KeyEvent; import java.awt.event.KeyListener; public class InputHandler implements KeyListener{ public InputHandler(Game game) { game.addKeyListener(this);
[code]....
My Question is: Why will it not say "up", if I press "w"?
I am trying to program a version of the "Worlds Hardest Game" using ready to program and applets for a final class project. Unfortunately I cannot figure out how to get my keylistener to work because I am using a loop for the enemies to go back and forth.
import java.applet.*; import java.awt.*; import java.awt.event.*; public class HardestGame extends Applet implements KeyListener, MouseListener { final int WIDTH = 400; final int HEIGHT = 123; int myX = 400; int myY = 400;
I wrote this program that makes a little square move around with the wasd keys. A huge problem that I had while creating it is adding the keylistener to my JFrame. In the end, I ended up creating an anonymous KeyListener class and adding that anonymous class to the JFrame. However, this anonymous class requires two other methods that I don't use, so any other thing I could have done to add these keylisteners to the JFrame without creating an anonymous class? I had to create 4...
I want to try and run a thread that starts running on start and quits after pressing a key.I cant seem to detect keypresses. ci cant seem to add code: Post denied. New posts are limited by number of URLs it may contain and checked if it doesn't contain forbidden words.
its just a code snippit without links or anything..this is a small part... but how do i add a keyListener in here that listends to a random key?The class implements KeyListener and the overrided method "keyPressed" sets the isRunning boolean to false... but the keyPressed method is never executed.
public static void main(String[] args) { Thread thread = new Thread() { public void run() { while(isRunning){ System.out.println("running"); try { sleep(1000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } }; thread.start(); }
I am trying to make a program where a ball moves up continuously when you press space, then begins to move down when you reach a certain point. My method for this is to have a timer, and have a method that does this: When you press space, add 10 y coords every second (using a timer), and if you reach 470 y, then begin to drop 10 y coords. I made a method to hold the keylistener, and am running that method inside the actionPerformed method which is within another class. However, since it is a method, I cannot add my keylistener to my frame in the main method.
main error line 9 Java Code: import javax.swing.*; public class Main {
I start my thread, it's for a real basic game I'm learning. Everything was working fine, until I got to recognizing keys. It runs, and I can close using the mouse on the close command, but the keys aren't being generated from the keyboard. I copied it to a working sample, and here are the two files.
The idea was to set the return value to true if any key is pressed, thus quitting, for this short sample program. Problem, it never recognizes any keys pressed on the keyboard. New to java and threading.
I have a JMenuItem "Find" in the Edit Menu. I want to add a shortcut key to the JMenuItem.
For Find for example i want to use Ctrl + F
Here is my 'Action' for 'Find' which can be used via Edit->Find. It works.
Find = new AbstractAction(){ public void actionPerformed(ActionEvent e){ String word = JOptionPane.showInputDialog(new MainWindow(),"","Find",PLAIN_MESSAGE); new WordSearcher(textArea,word); } };
WordSearcher() is a class i am using to search the word
Now i want to add a KeyListener for ctrl+F, for doing the same purpose. Even this one works.
private KeyListener k1 = new KeyAdapter() { public void keyPressed(KeyEvent e) { if(e.isControlDown()) { if(e.getKeyCode()== KeyEvent.VK_F)
[Code] ....
But the problem here is i have to write the same code twice. Is there some way by which I can Use the already written Action Find in the KeyListener.
i can use this current code to change it so that it use TextArea in jsp and the keylistener code in servlet. i know i have to take out the JFrame,JTextfield and ContentPane but still i could not do it.
make the keylistener "listen" across the entire application? Currently whenever I've used it I have always attached it to something else, like a JTextField or the like. However that doesn't work all that well if I for example want to close down the current JDialog by pressing escape, because no object that has the keylistener attached to it is currently focused.
When I searched around for the answer if found similar questions on stackoverflow, but those seemed to focus on listening globally, even when the application itself is not focused, which isn't quite what I want.
Here is a simple piece of code that I'm currently experimenting with:
It's supposed to simply create a frame and give me a message whenever I press the A or D buttons, as well as notify me whenever they are released. As of currently it obviously doesn't work because the keylistener hasn't been attached to anything, but that's also where I'm unsure of how to proceed.