I have been trying to add a draw system to my code so far once all the boxes have been taken it does not tell the player its a draw game over. I have tried and deleted some code but I have commented some stuff that did'nt work at the bottom and also the X's and O's can be replaced in the same spaces?
import java.util.*;
//import for scanner
public class NoughtsAndCrosses {
public static int row,col; //integer for rows and columns
public static Scanner scan = new Scanner(System.in); //Scans the program
public static char[][] board = new char [4][4]; //Characters for the board set out 4/4
I am trying to create this snake and input it into the next window that is opened when the play button is pushed but how to draw this snake or get him into the frame and i have looked all over google.
import javax.swing.*; import javax.swing.Box.Filler; import java.awt.*; import java.awt.event.*; public class SnakeObject extends JFrame { public SnakeObject()
I made my items class and I am storing my item as a String array to list them all and what I want to be able to do is type pickup, have the game read my location and display the items that are avaible to pickup at current location then type the item and store it in my playerInventory. Then, have it check the slot if it is doesn't equal null go to next.
Use a boolean value of 0 = false and 1 = true. then, have it check if the inv array = 1 or 0. if 1 go to next inv. If all are full then, ask player if they would like to replace an item. Use a 2d array for storage for slots and true or false value.
Here is my code
Player.java package com.PenguinGaming; import java.util.Random; import java.util.Scanner; public class Player { public void User(){ Commands commands = new Commands(); Map map = new Map();
I am trying to make a text based game. the game has been working perfectly setting up the rooms, first couple of commands, and running it. I am now trying to add items to it but every time it try to run the game it returns :
java.lang.NullPointerException at Room.addItem(Room.java:107) at Game.createRooms(Game.java:133) at Game.<init>(Game.java:28) at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
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Here are the classes that matter for this particular situation
import java.util.HashMap; public class Item { private HashMap<String, Item> itemList; private String name; private String itemDescription;
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I know that it is the line
itemList.put(item.getItemName(), new Item(item.getItemName(), item.getItemDescription()));
In the game class that is causing the nullpointer exception i just really cant figure out why that keeps happening and how to add the values correctly....
I am making a breakout like game in an applet for fun. i have the game working but for the last part of the game i want to make it so each time the game is played it adds the score the player. however, the code that i wrote does not work at all. Here is the code for the game.
I've been trying to post background picture for a long time in java. I've just finished writing breakout game and I want it to be more special and full of interesting things. I want to upload picture in java. I write
GImage image= new GImage("LEONARDO.JPG"); image.setSize(50,50) add(image,200,400)
I am trying to design a generic RPG game. The issue I am having right now is in my Class I have a subroutine (think that is the correct term) that is basically set up to hold a series of Print Statements. I am really just trying to get some Values that are stored within the Applet, have them assigned to their correct variables and then returned in the print statement. Yet, when I run the applet it just pops up the Applet blank and gives me a long list of errors and I really don't understand when they mean.
Here is the code:
The Class
public class CharacterSheet { final String NL = System.getProperty("line.separator"); public String characterName; int playerStr; int playerCha;
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And the error messages:
Exception in thread "AWT-EventQueue-1" java.lang.NullPointerException: String is null at sun.java2d.SunGraphics2D.drawString(Unknown Source) at TFApplet.paint(TFApplet.java:15) at javax.swing.RepaintManager$3.run(Unknown Source) at javax.swing.RepaintManager$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method)
I am making a java text adventure and i am trying to add characters to it. I wrote it exactly the same as i wrote the items class (which works fine) but for some reason the character class keeps getting a null pointer exception when it gets to line 140 in the room class
characters.add(c); game class import java.util.ArrayList; import java.util.HashMap; /** * Game class for Free Willy Five: an exciting text based adventure game. *
I have an empty string and I want to add to it crosses and naughts. I want to simulate a board of TicTacToe game. My goal is print out 5 strings like this : "xox xxx oxo". There are 3 groups of symbols separated with a space. The crosses and naughts are filled randomly.
Random rand = new Random(); char[] characters = new char[] { 'x', 'o' }; int numOfTimes = 0; while (numOfTimes < 5) { String board = ""; String space = " "; for (int group = 0; group < 3 ; group++)
I decided to write a small Java program to experiment around with BorderLayout, because I'm developing a Java game and I need to have 2 objects placed in a single JFrame at the same time, and everyone I asked said I need BorderLayout to do that.Before you answer: Also, is using BorderLayout the best option for adding multiple video game oriented objects such a sprites to a JFrame?
So the Java program I wrote is supposed to place a JButton on the JFrame and ALSO place a graphic component (a rectangle in this case). The problem is, only the button shows up, as can be seen in the image link below: URL....
Here is the code:
**main.java** --> The main method class + JFrame/JPanel/JButton constructor import java.awt.BorderLayout; import javax.swing.JButton; import javax.swing.JFrame; import javax.swing.JPanel; public class main {
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();
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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.
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;
I have a JPanel embedded in a JScrollPane. I draw in the JPanel, using the paint() method. I have to draw some shapes that can go far in the y direction, that's why I put my JPanel in a scroll pane, in order to scroll down to be able to discover the shapes down. But even though I put my JPanel in a JScrollPane, it soon blocks in the y direction and does not show the shapes far in the y direction.
Note: I used a GridBagConstraints which is correctly set, with its fill attribute etc.
So I also am working on this problem. My frame does print each new rectangle; however, it is printed each time from the top left corner, and the bottom right is where I click.
Here is my RectangleComponent:
import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Rectangle; import java.awt.Shape; import java.util.ArrayList; import javax.swing.JComponent; public class RectangleComponent extends JComponent
So I drew a menu in DrawingPanel extends JPanel, that gets user input of number of players...etc. I also have a boolean, when true, the board is drawn, but apparently, right when I run, the boolean is checked, returns false and so board isn't drawn at all. When the user finishes input, the boolean becomes true, but the board doesn't get drawn. So my question is, how do I draw something not immediately when the program is ran?
import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.awt.geom.*; public class Game extends JPanel implements ActionListener, KeyListener{ Timer t = new Timer(5,this); double x = 0, y = 0, velx = 0, vely = 0;
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So why doesn't it work and what about the second dot.... ?
I 'm trying to draw a button by resizing a simple button background image to fit the size of the text. Everything works well except for the actual drawing of the string. The y value that I give the Graphics object designates the baseline, however I would like to draw the the string above the y. So that the image below doesn't happen.
I gave the graphics object the y of the bottom of the "P" and would instead like to give it the value of the bottom of the "y". Is there a way to do that by reading the String's bounds or something, or is there a way to get the Graphics object to use the passed y value as the definite bottom of the String?
I'm doing a exercise for dragging mouse to draw a line. I found a code to do this, but I don't know something in the code. example array Shape in the code.
I've tried multiple things but I can't seem to figure out how to get my JButton over the background graphics. On lines 104-108 I create the JButton I need to put on the screen, though I have no clue how to draw it. How I can paint over this background and have my button stay there?
public static final int WIDTH = 1024; public static final int HEIGHT = 640; private Thread thread; private boolean running; private BufferedImage image; private Graphics2D g;
I'm not looking for answers, well I am.. but not just straight given to me. I'm trying to learn but for this program I'm not even sure where to start. One step looks like this:
O ******* /| * * / * * ************
It must increase by a constant named STEPS. They ascend from left and go up right.
I'm just gonna start asking some questions I guess. Before I do anything I wanted to know whether I should have the stick man on the step drawn out with print and println statements or try to have him drawn with a loop as well? I'm not sure if my teacher wants everything drawn by characters with loops for each character, or if I can do print statements and draw the stick figure plus some stars and have a loop for multiple characters at once.
I've been trying to draw a panel on a frame with simple drawString drawRect and oval but when i run it the frame shows up with the exit on close stuff but nothing will show inside . this is my code :
import java.awt.Graphics; import javax.swing.JPanel; import javax.swing.JFrame; class Draw extends JPanel{ public void paintcomponents(Graphics g){ super.paintComponent(g); g.drawLine(10,15,20,30);
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I'm not sure what's wrong , probably something to do from this pc ? since in the lab work at uni it worked fine .
So currently I'm trying to learn how to draw a square with asterisks based on the input I give for it's sideLength.
So if I have a Square(5) it should draw a 5x5 looking like this:
***** ***** ***** ***** *****
but then in the main method, it should draw multiple squares of given sizes, so say 5, 6, and 7. Making a square for each of the given numbers. This is what I currently have so far ....
class Square { int sideLength; Square( int size ) { sideLength= size; } int getArea() { return sideLength * sideLength;