I am trying to create a Hangman game with a gui. i already have buttons for the letters, each with its own action listener. I'm having difficulties creating the gallows and man.
I have a class called guiTest, which contains all of the letters. This is essentially what i have. Can I add the image to this class, or do I need to create a new class that extends JFrame?
You have to create a very basic hangman type of game. Open Notepad and create a list of at least ten words in a text file. Save the file as a .txt file and use it to read words for the game. In this game you do not have to show pictures but you do need to keep track of the amount of times that the user has guessed wrong. When the game starts, show the amount of characters in the word represented as dashes and ask the user to type in a letter. if the user guesses correctly show the word again with the correct letter filled in the correct positions(s) and if the user correctly guessed the word, show a message. If the user guesses wrong, keep track of the body parts that needs to be reduced with every wrong guess and inform the user as well, also show a message.
I'm struggling with reading the file, showing the amount of parts left and asking the user to play again. Here is the code:
package hangman;
/** * * @author */ import java.nio.*; import java.io.*; import java.util.*; public class HangMan {
For an array implementation of a Hangman game I have created an array to hold the game board progress. It is initialized as "_ _ _ " where the underscores represent the number of letter in the word to be guessed. I have written the following method to replace underscores with a correct guess. It is functioning correctly in that it is replacing the underscore with a correct character guess, but it is only replacing the first time this letter appears in the word. I.e. for "greed" guessing "e" would only replace the first e: _ _ e _ _how I may be able to fix this issue.
// Updates gameboard from "_" to current guess if guess is correct if (isCorrectGuess(move)==true){ if(inWinningState()==false){ guessProgress[charLocation] = guess;} return true;}
I wrote a program that would play a game of Hangman. It plays the game but it keeps on bringing up a exception error. This is my class code
import java.util.ArrayList; class Assignment2Q4 { private final ArrayList<Character> guessList = new ArrayList<>(); private final char[] charArray; private final String secretWord; private int guesses;
[Code] ....
This is the output that is given:
Enter the secret word: pizza Guess a letter: d ????? Guess a letter:
[Code] .....
Also when I guess the first letter of the word correctly it stops the program without going further on with the guessing.
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
I created a simple Hangman game. It functions correctly, the only issue is when the file contains a phrase (2 or more words), spaces are not displayed when the program is run. For example, if the phrase was Java Programming Forums.
It would appear as _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _.
I want there to be spaces in between the words. How could I fix this? What would I need to add to my code?
import java.util.Scanner; import java.io.*; public class hangman{ public static void main (String[] args) throws FileNotFoundException{ Scanner kb = new Scanner(System.in); String guess; String guesses = ""; int wrongGuess = 8;
My assignment is to create a hangman game. One of my first difficulties with it is how to scan the string for an input supplied by the user.
Here is my method:
//Guesses that character c is in the secret word. //Updates all instance variables accordingly, //and returns true if c is present in the secret word. public boolean guessCharacter(char c){ }
The game runs fine, however I have to include how many times each letter that is guessed occurs within the word. For example, if the guess is e, the program should print out: The character e occurs in 3 positions. How would I go about doing this??
/* * A program that plays simple word guessing game. In this game the user provides a list of words to the program. * The program randomly selects one of the words to be guessed from this list. * The player then guesses letters in an attempt to figure out what the hidden word might be. * The number of guesses that the user takes are tracked and reported at the end of the game. */
I'm having some problems with the graphics of my hangman game. The graphic that's supposed to show up on the first guess (the hangman pole) doesn't show up until guess number 2. And on the eighth guess, no graphics show up (I just get a blank frame).
import java.awt.*; import javax.swing.*; public class HangmanFigure extends JPanel { private int guesses; private Image background; public HangmanFigure() { super();
So I'd like to make like a library of tiles, and it isn't too big, which I could just call using a method, and I would specificy what information I need to get, and it would return that information.
For example, a small section of the tiles library is grass_tile, I call this library and specify what I need, and in this case let's say I need the width, or can the character enter it from north? or can the character just stand on it? So it's like a library or array, with sections of it being named by tiles, and by mentioning these tiles I can information about them.
gTile("grass","walkon") will return true, first because I specifiy grass, and yes the character can walk on grass, so it returns a boolean value of true.
gTile("stone","width") will return 16, first because I specify stone, and the stone's png image size is 16.
What I'm asking is not for how to work out if the character can walk on the tile, or read the width of a tile, but can I create like a library from which I can obtain information by giving the name of the tile, and then telling it what info I need.
If up key pressed && gTile((yTILE + 1).name(),"walkon") == true then moveChar("up")
For class, we need to create a word game using classes and objects.
The game is played in rounds. The player is presented with a word that is missing letters. The player has to fill in the missing spaces with their letter guesses. The words presented are chosen with a random number generator which has been provided for us. At the end of the game, the player is shown their score.
In steps, I have to:
-Welcome the player. -Present the puzzle. -Allow the player to fill in the blanks. -Have the program check responses for correct/incorrect input. -End the game if they have three misses, or continue if they complete the puzzle.
Now, to start, I have a class for the number generator, a class to store the array of 25 words, and a class for the game itself.
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:
I am attempting to create a 2d game that has a realistic space simulation. The map is supposed to be set so that you are looking from the top down. The problem I am having exists in my interaction between the sun and a planet. Simply put, the planet will only move in a single diagonal direction without ever changing direction. The formulas I am using are F=(G*M1*M2)/D^2 and A=F/M. The code below is simplified.
Things I have already tried: 1. Setting G to negative 2. changing the order of the subtraction in determining D 3. some weird pythagorean theorem thing someone suggested
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.
So I am trying to make my hangman program to show graphics. Here is what I have so far. How do I make my variables in here into a graphics program?
import java.util.Scanner; import java.awt.*; import javax.swing.*; public class Hangman2 extends JFrame { public static void main(String args[]) { Scanner sc = new Scanner (System.in); Hangman2 gp = new Hangman2();
I created the following hangman program, but it only works for one word file inputs. How can I modify the program to make it work for files with a multiple word phrase?
/**This program is a basic Hangman game. It takes a word or phrase from a file, and then asks the user to guess the letters in it. The program ends when the user inputs 8 wrong guesses. */
import java.util.Scanner; import java.io.*; public class hangman{ public static void main (String[] args) throws FileNotFoundException{ Scanner kb = new Scanner(System.in); String guess;
How to replace correct letter with the blanks in the program. Last method in program used to print correct letters.
import java.util.*; import java.io.*; public class Hangman { public static Scanner keyboard; public static final int MAXSIZE = 15000; public static final int NUM_GUESS = 8; public static final int WORD_LENGTH = 20;
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;
I tried this program, its guessing game. Where program decide 1 number and user will guess number. I am getting 1 problem. When user want to play game again.the random number remain same. So where i can put reset random in code..? And 1 more question if I want to write driver code for this. What should i transfer to driver code.
import java.util.Random; import java.util.Scanner; public class GuessGame { public static void main(String args[]) { String choice="y";
In the class below I'm trying to create a class that will accept dates in various formats and create a range. The first constructor is easy because I send it the begin date and end date as Date objects. Now I want to send a month(and year) in a constructor and derive the begin and end dates from it. In my constructor that accepts the month/year I need to put the this(startDate, endDate) at the top to be allowed, but the parameters are not built yet.
package com.scg.athrowaway; import java.util.Calendar; import java.util.Date; public class DateRange { private Date startDate; private Date endDate;
I'm having some difficulty with my bank account project. I'm supposed to create a menu where the user can create a new account, withdraw, deposit, view their balance, and exit. There's issues with the account creation.
Here's my necessitated class below: BankAccount, TestBankAccount, SavingsAccount, CurrentAccount, and Bank
I certify that this assignment is my own work and that I have not copied in part or whole or otherwise plagiarized the work of other students and/or persons.