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 have a question about how to delete only a certain amount of objects on screen in a graphics window. I have a method that will enable me to get rid of every object of the same type off screen, for example this method:
Java Code:
public void deleteTrees() { //clears all tree trunks and leaves for (Iterator<GRect> it = historyT.iterator(); it.hasNext();) { GObject gobj = it.next(); this.remove(gobj);
[Code] ....
That Will delete all trees.
Now In my main method I populate the screen with trees by doing this
My question is how to specify only deleting x amount of trees instead of the whole thing. I pretty sure I need to use something like history.remove(trunk) and to iterate through the amount of trees specified, but not sure how to implement that.
I am trying to delete entire set of objects from my graphics program. Specifically I am trying to make a bunch of tree trunks, 10 in total, and then delete them all by pressing a button. I can manage to make the trunks but I can only delete one of them.
Below I can walk you through some of my code step by step to show you what I am trying to do:
Java Code:
public void drawTrunk(double width, double height, double xpos, double ypos) { trunks = new ArrayList(10); trunk = new GRect(width / 15.0, height / 3.0); trunk.setFilled(true); trunk.setFillColor(Color.orange);
[Code] .....
So basically I just would like to know how to make this work?
This is the code that I wrote but I have two problem with two buttons one of them ... I want to delete the selected text inside the text Area which represented as b[8] and the other button that I want to select parts of the texts which represented as b[0]....
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.
Having supplied an interface the question arises as to how it should be implemented. There are a number of possibilities including the use of an array list or a linked list; however it is perfectly possible, and in fact instructive, to begin by implementing PhoneDirectory using a simple array of DirectoryEntry objects. This approach is illustrated below:
public class ArrayPhoneDirectory implements PhoneDirectory { private static final int INIT_CAPACITY = 100; private int capacity = INIT_CAPACITY; // holds telno of directory entries private int size = 0; // Array to contain directory entries
[Code] ......
Develop a tester class called ArrayPhoneDirectoryTester . As usual all methods in the class being tested should be executed at least once by the test driver. Supply standard test documentation - Test Plan, Test Data and Test Log.
In addition to the methods described in the interface the class ArrayPhoneDirectory contains three private methods listed below:
// Searches the array of directory entries for a specific name private int find(String name){}
// Adds a new entry with the given name and telno to the array of // directory entries private void add(String name, String telno){}
// Creates a new array of directory entries with twice the capacity // of the previous one private void reallocate(){}
These methods can be thought of as "helper" methods in that they assist the work of the public methods of the class. For example, the find() method is used by the lookUpEntry() method to locate the position of the a specific directory entry.
Pseudo-code algorithms for the methods of ArrayPhoneDirectory are listed below
Algorithm for load
create a Scanner to read file while (not end of file) use Scanner to read the name use Scanner to read the telno create a DirectoryEntry add the new entry to theDirectory close file
This method is a good place to start coding but note that load makes use of the add method in case the number of entries stored in the text file has exceeded the initial capacity of the directory. So to implement load fully you will need a working version of the "helper" method add. However you can do this in stages by first developing a basic version of add which does not increase the size of the directory. In reading data from the file you may assume that the file only contains matched pairs of names and numbers. There is no need to consider the case of a name not being associated with a telephone number.
Algorithm for addChangeEntry call find to see whether name is in directory if name is in theDirectory change the telno using setNumber return the old telno else add a new entry to theDirectory using method add return null
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;
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 made a kind of maze game that includes the class keylistener and orients a object, i can't find where the program tracks this object (where its x and y coordinates are). So now my object can move freely through all walls and i want it to bounce back or at least something to happen when the object reaches a wall.
I want to find a way to limit my objects movement and because i cant find where the coordinates or variable for this object is i cannot limit its movement
I am simulating a game. This involves creating two Player objects(either HumanPlayer or ComputerPlayer), a TheBoard object, a TheGame object and a TheGameManager object. In the TheGameManager, i am trying to get it so that i can save the two Player objects, the TheBoard object and the TheGame object in current use at some point in the game and then load them later at some point. However, after debugged, i have found that it doesnt like the writeObject() method and skips and sends an exception up.
My TheGameManager class has the following fields:
public class TheGameManager implements GameManager { private Player player1; private Player player2; private TheBoard currentBoard; private TheGame currentGame; //private String[] args; private int iterations = 1;
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 {
I am currently working on a project where I need to return data from a database over RMI to a client who requests it. Some of the fields in the Data Object can not be seen by the client so I need to create another object to send over the network instead. The method I use is this...
public static SerializableObject createSerializableObjectFromDataObject(DataObject dataObject){ SerializableObject serializableObject = new SerializableObject(); serializableObject.setField(dataObject.getField()); serializableObject.setAnotherField(dataObject.getAnotherField()); return serializableObject; }
Is there a better way of doing this? I am creating many subclasses DataObject which all require this static method to be implemented and I can't push it into the superclass because each one needs custom behaviour.
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've this "program" that shall manage to register a dog, show a list of all registerd dogs and delete dogs from the list.. And I'm stuck at the latter one. So I've to classes, one for the dog and one for register/program. This is my main program
package hundRegister; import java.util.Scanner; import java.util.ArrayList; public class HundProgram { private static Scanner tangentbord = new Scanner (System.in); private static ArrayList<Hund> hundlista = new ArrayList<>();
[Code] ......
So, when I enter a name on a dog that exist on my list, it just jumps down to } else { and write that dog can't be found even if I write the exact name on the dog.
I can't see what I'm doing wrong, been trying out different methods now.
leaveQ method does not work..To see the other files related to these code click here:(Its a dropbox location) URL....Java Code:
public class CustomerQ { private int MaxLength; private int totalCustomers;//assuming #of customers served int Qlength; Customer cus; LinkedList4Q cus4Q;
I am writing a program for my Java class and I have every function of the program working aside from the modify and delete button. I'm not sure how to make them work. The course material doesn't cover these functions at all.
Here is what I have so far.. which is practically nothing. If I need to post any other code I will, I just don't want to post more than needed because going through unnecessary code can waste time.
public void actionPerformed(ActionEvent e) { inventoryTotalField.setText(String.valueOf(genre[ArrayIndex].getInventoryTotal())); //add button functions if (e.getActionCommand() == "First")//if first button is clicked { ArrayIndex = 0;//set array index to the first element in the array setFieldValues(); // display dvd info on the form
I am creating a portal using JSP and MySQL with eclipse IDE. I have a scenario where data is stored on draft table and is retrieved then stored on another table. I need the entry in the draft table to be deleted after the insertion. When I tried to run the code it redirects to success page but makes no impact on database(neither inserts not gets deleted).