Calculate Possible Tiles Clicked Unit Can Be Moved On And Display It To Player

May 15, 2014

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).

[ ][ ][ ][ ][x][ ][ ][ ][ ]
[ ][ ][ ][x][x][x][ ][ ][ ]
[ ][ ][x][x][o][x][x][ ][ ]
[ ][ ][ ][x][x][x][][ ][ ]
[ ][ ][ ][ ][x][ ][ ][ ][ ]

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;

[Code] ......

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May 19, 2014

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.

private void movement(){
left=bindObject.getLeft();
right=bindObject.getRight();
up=bindObject.getUp();
down=bindObject.getDown();
bindObject.setColliding(colliding);

[Code] .....

Where bindObject is a class which contains key bindings of following keys:-

left arrow key (when pressed) , left arrow key (when released),
right arrow key (when pressed), right arrow key (when released),
up arrow key (when pressed), up arrow key (when released),
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how can I call this enrolStudent() method on this Unit constructor in another class when I create a new Unit. all I need is to enroll students in units when units are created. below is my create unit method.

public void createUnits( ){
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Java Code:

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import java.io.*;
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Java Code:

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The error is:

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OUTPUT MUST BE:

Sample 1 :

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Normal Pay: 1400 (Sample)
Overtime Pay: 0 (Sample)
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Sample 2 :

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Here is my code or something, but i cant finish it.

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import java.util.Scanner;
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I am having errors with incaompatible varriables comparing float with doubles.

public class lab3 {
  static Library myLib;
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[Code] .....

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[Code] .....

However, this is where the first problem arises. This method is extremely slow for large maps (like 200x200 tiles). I have worked at this for very long and right now my head can't figure out how to make the loop more efficient...

Now for the next part. After that I attempt to create the bodies for the TileGroups:

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*Note that the printing is for debugging purposes*...

This method is probably not a problem; it is what is inside createBody(World) that is the issue...

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[Code] .....

Most of the code is self-explanatory (with comments). My current issue is where I connect the uncommon vertices (see the printed statements). This method does not actually finish (I have let it run for several minutes and it does not complete). This is likely due to a large number of vertices (often around 3000 in a 60x60 map), but I cannot figure out how to make the loop more efficient... Because of this early failure I don't know if the rest of the method works, both physically and in theory.

All relevant classes (Tile, TileGroup, Line) are below:

private class Tile {
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[Code] ....

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[ ][ ][ ][ ]

[ ][ ][ ][ ]

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Unit Test:

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