Turning Single Player Blackjack Game Into Multiplayer
Mar 19, 2014
I wrote a single player blackjack code and i want to play this game with multiplayers, which steps should i take to do this
package blackjack;
import java.util.Random;
import java.util.Scanner;
public class Blackjack {
public static void main(String[] args) {
Random kagit=new Random ();
I am just not importing the Enum value properly. The error I am getting with the DECK class is
import java.util.ArrayList; public class Deck { ArrayList<Card> deckList = new ArrayList<Card>(); String[] value = {"Two","Three","Four","Five","Six","Seven","Eight","Nine","Ten","Jack","Queen","King","Ace"}; String[] suit = {"Hearts","Clubs","Spades","Diamonds"};
[Code] ....
1 error found: File: C:UsersFouadDesktopSchooCSC 162 SUMMER 14lackjack1Deck.java [line: 19] Error: constructor Card in class Card cannot be applied to given types; required: CardEnum.Rank,CardEnum.Suit found: java.lang.String,java.lang.String reason: actual argument java.lang.String cannot be converted to CardEnum.Rank by method invocation conversion
I have also tried this with the Deck Class
import java.util.ArrayList; public class Deck { ArrayList<Card> deckList = new ArrayList<Card>(); String[] value = {"Two","Three","Four","Five","Six","Seven","Eight","Nine","Ten","Jack","Queen","King","Ace"}; String[] suit = {"Hearts","Clubs","Spades","Diamonds"};
[Code] ....
Resulting ERROR message
2 errors found: File: C:UsersFouadDesktopSchooCSC 162 SUMMER 14lackjack1Deck.java [line: 19] Error: cannot find symbol symbol: variable value location: class CardEnum File: C:UsersFouadDesktopSchooCSC 162 SUMMER 14lackjack1Deck.java [line: 19] Error: cannot find symbol symbol: variable suit location: class CardEnum
THE FULL CODE!(BELOW)
public class BlackJack{ BlackJack() { Deck deck = new Deck(); deck.createDeck(); System.out.println(deck.deckList); } public static void main(String[] args) { new BlackJack();
I am creating a hangman code. So the game i am creating is 2 player, first player enters the word and second player guesses. i made the code but i don't know how to restrict the first player from adding random characters into the secret word because for my project the word can only contain letters. so i need making the code so the player 1 can only enter letters.
My code is below:
/** * Auto Generated Java Class. */ import java.util.Scanner; public class Hangman { public static void main(String[] args) { Scanner input= new Scanner(System.in); String player1,player2; int wrongguessamount = 0; //keeps the count of the amount of wrong guesses int correctguessamount = 0; //keeps count of the amount of correct guesses int maxincorrect=6;//makes sure the user cant guess more than 6 times
So I am trying to create a Multi-Player game in java, and I have a Game server and a Client. They normally connect with either but I would like to add a login server so that there can be an option to go to a different world then just the main one. It will have the same map and data but will be separate from the Players that are on world one per say. Now if you are on world two I would like it to have the option for you to be able to Private message players that are on World one. That is where the login server comes in to play.
I am still new at Java and would like to be able to understand Packets and how to handle them more clearly. So far I have gotten the basis of the login server connected to the server and the client connects to the server via the login server. But I am getting a bunch of "unhandled packets" and I would like to know how to handle them. Here are some bits of the code.
I am trying to design a monopoly board game with a class and a main program. I can not make the method to keep track of the player's position after every roll. After every roll it prints "Previous position: 0".The player should also not go over 14th spot because the board is just 15 including 0. That is what I have (just the particular method and the part from the main program which call it).
public int getpospl1() { System.out.println( getplayer1name() + " Rolls " + "Dice 1: " + getrolld1() + "" + "Dice 2: " + getrolld2() + "" ); int spot1 = 14; //The end spot int start = 0; int previousPosition = start;
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.
Its a basic program that is played by 2 people. Player one is suppose to type a number and the second player is suppose to guess the number. However after I test it out, and if I guess too low or too high I get stuck in "Your guess is too low, try again." infinite loop, what is wrong.
import java.io.*; class GuessingGame { public static void main (String[] args) throws IOException { BufferedReader stdin = new BufferedReader (new InputStreamReader (System.in)); String firstPlayer, secondPlayer; int firstInput, secondInput; int guessCount = 0;
I'm making a game to teach myself programming java so I can start making android. I have this game I'm making where there will be objects(so far its asteroids) will be falling with a progressive velocity (they will move faster as time goes on). The object is the click on the objects before they hit the bottom. It's still early meaning not all the parts I want to implement are there but it works the way I want it to so far besides my click function.
I'm using the Mouse.isButtonDown(0) to record left click but It lets me hold it down and hover over them instead of clicking on each one. Here is a snippet of the part of the code im talking about :
I uploaded a .jar and a exe file so you can see what I mean [URL] .... -jar [URL] .... -exe
public void update(GameContainer gc, int d) throws SlickException { posX = Mouse.getX(); posY = (Mouse.getY()-height)*-1; timePassed += d; deltaTime= deltaTime();
I've been trying to finish this blackjack program I have been making for my programming class, however, there are a few bugs I can't seem to iron out. It's a pretty short program, it's just that I'm an idiot and can't figure basic stuff like this out. Specifically, when I try and run it, I get this error:
Error occurred during initialization of VM java.lang.OutOfMemoryError: unable to create new native thread
I tried this but it only gives me one letter that corresponds to the number
package pkg2911homework.pkg1; import java.util.Scanner; public class Main { public static void main(String[] args) { Scanner keys = new Scanner(System.in);
I am making a simple dice game and am using JOptionPane for my input, however, all input has to be a String. I need to be able to input an integer. 'note, I am using java JDK'.
When learning HashMaps in C++ I had to create the whole algorithm. In the code I created I could simply place a string into the method and it would store the names for me by turning the string into a integer and storing is accordingly. If there was a collision it would grow linearly at that location.
//play with Hash Tables void getNames(String names) { HashMap<String, Integer> map = new HashMap<String, Integer>(); map.put(names,22); }
How can I do this in Java. I read about them and look at examples and they all for the most part look like this.
I am using the Netbeans IDE for Java creations. What are the steps of creating a media player using Java thru Netbeans as i don't understand most of the jargon and the forms,classes,etc.I don't want to use JavaFx but plain Java Application.I am coming from a Delphi pascal background.
I am trying to create an MP3 player with a totally customized look and feel to it. I know how to do this with .net, but I must be missing something in Java.
I want to be able to NOT have to present the user with the default mediaPlayer.getControlPanelComponent() in order to control the media player. I want to be able to code it to when the user clicks on my "Play" button, I can tell the player to play the song, and so on.
So I have a player an enemy and enemy bounds the enemy can go. I need to have the enemy track my position and when I go into the position (I am using a collision method for this) the enemy comes over at a speed of 1. My problem is the enemy jumps to me and then follows at speed of 2 (2 is the player speed). The code is wrong this is why it is jumping and I have my other problems. so my question is what is a good solution for this? I am trying to make a method to track playerposition() so what I am thinking I could do is find x, y of player then store those into an array and return the array to Enemy so he tracks.
player.java public class Player{ int x = 100; // Location of player int y = 200; // location of player int xa = 0; // Representation of where the player goes int ya = 0; // Representation of where the player goes private int speed = 2;
[Code] .....
Please note this is not the entire code I have cut some things out that did not need to be there. Also, the code is just to get an idea of what I was thinking of doing. The ideas that are came up with are not meant to be a reflection of what I already have but, what I could add or replace.
I am currently building a java music player and need getting the volume control to work. I want to be able to set the computers volume directly using an integer. I've created a slider and put the value into an integer. The part that I am having trouble with is getting the volume to work.
I have already tried every possible way for removing this bug but all failed. The problem is that sometimes my player passes through the map tiles, i mean, the algorithm is like -- if not colliding, move in required direction; else if colliding, move in opposite direction. But sometimes the second condition fails i dont understand why.
Alright, so I'm having problems with lines 11 - 55. I'm trying to calculate the possible tiles the clicked unit can be moved on and display it to the player.
The field is a 9 (columns) by 5 (rows) grid. A unit with can move tiles horizontally or vertically based on its movement.
Example: (unit = o; possible tiles = x) (assuming movement of 2).
I tried to calculate movement by finding out what column the unit is in, subtracting the column it wants to go to, multiplying the difference by *-1 if the difference is less than 0. Then, doing the same with rows and adding the difference of columns to the difference of rows and comparing it to the unit's movement. Unfortunately, with my code, it seems to move in any directions.
@Override public void mouseClicked(MouseEvent e) { if (Main.cards.size() > 0) { mainloop: for (int i = 0; i < Main.cards.size(); i++) { Card c = (Card) Main.cards.get(i); int startingColumn = 0;
How to start and structure my program because i am fairly new to the program but want to try to make a game. My idea of the game is it generates random numbers between 1-100 for two people and the program compares the two random numbers and declares the player with the higher value the winner like the card game war. Then it would give you an option to try again.
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.
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;