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I'll readily admit that this code is weird and a pretty unorthodox way of creating anything 2.5D, however if anyone can see what's going on I would appreciate help.
The result of my code is as shown:
I do of course want a totally flat plane, however I'm unsure as to why it curves like so. The code is shown below if anyone has any answers:
public static int width = 640;
public static int height = 480;
private Image image;
private Graphics imageG;
private int mapWidth = 20, mapHeight = 15;
private int[] map;
private float x, y;
public Game(String title)
{
super(title);
}
#Override
public void render(GameContainer gc, Graphics g) throws SlickException
{
imageG.setBackground(Color.black);
imageG.clear();
for (int y = 0; y < mapHeight; y++)
for (int x = 0; x < mapWidth; x++)
{
switch (map[x + y * (mapWidth)])
{
case 0:
imageG.setColor(Color.green);
break;
case 1:
imageG.setColor(Color.yellow);
break;
}
imageG.fillRect(x * 32, y * 32, 32, 32);
}
imageG.flush();
Image frustrum;
for (int i = 0; i < 240; i++)
{
frustrum = image.getSubImage((int) (x - i), (int) (y - i), 32 + 2 * i, 1);
frustrum.draw(0, height - 1 - i, width, 1);
//g.drawImage(frustrum, x - i, y - i);
}
//g.setColor(Color.blue);
//g.fillRect(x, y, 32, 32);
}
#Override
public void init(GameContainer gc) throws SlickException
{
try
{
image = new Image(width, height);
imageG = image.getGraphics();
} catch (SlickException e)
{
e.printStackTrace();
}
/*map = new int[]
{
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0,
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0,
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0,
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0,
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0,
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0,
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0,
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
};*/
map = new int[mapWidth * mapHeight];
Random random = new Random();
for (int i = 0; i < map.length; i++)
{
map[i] = random.nextInt(2);
}
x = 10 * 32;
y = 7 * 32;
}
#Override
public void update(GameContainer gc, int delta) throws SlickException
{
if (gc.getInput().isKeyDown(Input.KEY_W)) y--;
if (gc.getInput().isKeyDown(Input.KEY_S)) y++;
if (gc.getInput().isKeyDown(Input.KEY_A)) x--;
if (gc.getInput().isKeyDown(Input.KEY_D)) x++;
}
public static void main(String[] args)
{
try
{
AppGameContainer appgc = new AppGameContainer(new Game("2.5D Game"));
appgc.setDisplayMode(width, height, false);
appgc.start();
} catch (SlickException e)
{
e.printStackTrace();
}
}
This is my first post, so sorry if things look a bit messy. I'm sure I'll get used to it eventually...
I have this binary array:
int[] bitArray = {
0,1,0,1,0,1,0,0,0,1,1,0,1,0,0,0,0,1,1,0,0,1,0,1,0,0,1,0,0,0,0,0,0,1,1,1,0,0,1,1,
0,1,1,1,0,1,0,1,0,1,1,0,1,1,1,0,0,0,1,0,0,0,0,0,0,1,1,0,1,0,0,1,0,1,1,1,0,0,1,1,
0,0,1,0,0,0,0,0,0,1,1,0,1,0,0,1,0,1,1,0,1,1,1,0,0,0,1,0,0,0,0,0,0,1,1,1,0,1,0,0,
0,1,1,0,1,0,0,0,0,1,1,0,0,1,0,1,0,0,1,0,0,0,0,0,0,1,1,1,0,0,1,1,0,1,1,0,1,0,1,1,
0,1,1,1,1,0,0,1,};
It makes the phrase: The sun is in the sky
How would you convert the int binary array to a char?
Every eight bits make up a char. You could just loop over the bits and accumulate every eight together:
int[] bitArray = {0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1,};
char[] chars = new char[bitArray.length / 8];
for (int i = 0; i < chars.length; ++i) {
int c = 0;
for (int j = i * 8; j < (i + 1) * 8; ++j) {
c = c << 1;
c += bitArray[j];
}
chars[i] = (char)c;
}
String s = new String(chars);
System.out.println(s);
Loop over every byte (8 bits) of the array, create a string of those bits, and then convert those bits to an integer using Integer.parseInt(x,2) and then cast that to a character and added to the result.
public static void main (String[] args) throws java.lang.Exception
{
int[] bitArray = {0,1,0,1,0,1,0,0,0,1,1,0,1,0,0,0,0,1,1,0,0,1,0,1,0,0,1,0,0,0,0,0,0,1,1,1,0,0,1,1,0,1,1,1,0,1,0,1,0,1,1,0,1,1,1,0,0,0,1,0,0,0,0,0,0,1,1,0,1,0,0,1,0,1,1,1,0,0,1,1,0,0,1,0,0,0,0,0,0,1,1,0,1,0,0,1,0,1,1,0,1,1,1,0,0,0,1,0,0,0,0,0,0,1,1,1,0,1,0,0,0,1,1,0,1,0,0,0,0,1,1,0,0,1,0,1,0,0,1,0,0,0,0,0,0,1,1,1,0,0,1,1,0,1,1,0,1,0,1,1,0,1,1,1,1,0,0,1,};
int CHAR_SIZE = 8;
String T = "";
String result ="";
for (int i=0; i<bitArray.length; i+= CHAR_SIZE)
{
for (int j=0; j<CHAR_SIZE; j++)
T += Integer.toString(bitArray[i+j]);
result += Character.toString((char)Integer.parseInt(T, 2));
T="";
}
System.out.println(result);
}
output
The sun is in the sky
ASCII chars are one byte. One byte is eight bits. Separate the array elements in segments of 8 (0-7), (8-15), ...
Store these segments in another array. Use the following constructor to finish.
public String(byte[] bytes,
Charset charset)
Remember to specify utf8 as your charset. This causes the chars to be treated as one-byte ASCII chars.
I've been following a tutorial about creating a basic tile-based tower defense game in Java and have encountered a piece of code I cannot wrap my brain around and would like some help. (My main question is at the bottom after the code)
At this point we are iterating through a multidimensional array of 0's and 1's that we pass to a constructor which has a method that assigns a grass tile for 0's and stone tile for 1's and then another method to draw them to the screen creating our game screen. Simple enough, right?
Here is the class:
package data;
import static helpers.Artist.*;
public class TileGrid {
public Tile[][] map;
public TileGrid(int[][] newMap){
map = new Tile[20][15];
for(int i = 0; i < map.length; i++){
for(int j = 0; j <map[i].length; j++){
switch(newMap[j][i]){
case 0:
map[i][j] = new Tile(row * 64, col * 64, 64, 64, TileType.GRASS);
break;
case 1:
map[i][j] = new Tile(row * 64, col * 64, 64, 64, TileType.STONE);
break;
case 2:
map[i][j] = new Tile(row * 64, col * 64, 64, 64, TileType.WATER);
break;
}
}
}
}
public void Draw(){
for(int i = 0; i < map.length; i++){
for(int j = 0; j < map[i].length; j++){
Tile t = map[i][j];
DrawQuadTex(t.getTexture(), t.getX(), t.getY(), t.getWidth(), t.getHeight());
}
}
}
}
And here is the array we are passing in:
int[][] map = { //20 tiles wide, 15 tiles high
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0},
};
So my main question has to do with the switch statement in the constructor for the TileGrid.
Why do the i and the j get switched newMap[j][i] when checking what it equals? I get that this code works, well, because it does and I understand nested for loops to iterate through a multidimensional array.
But why wouldn't newMap[i][j] work?
As well at the very beginning of that same constructor why do we create an array (of type Tile) with the dimension of map = new Tile[20][15] when we are passing in an array with the dimensions of map[15][20]?
I have tried to figure this out and study this on my own and will continue to do so until I understand it but any help would be soooo appreciated!
You are passing to the TileGrid constructor a 2D array of 15 rows and 20 columns, but inside the constructor you create a 2D array of 20 rows and 15 columns. That's why map[i][j] corresponds with newMap[j][i].
If the input int[][] map was also of 20 rows and 15 columns, you wouldn't have to switch the order of the indices inside the constructor.
This would give an index out of bounds error if it was really switched. However, there is a col variable in the second for loop that is not defined anywhere so it's hard to tell what's going on. This code will not compile.
If it is some code pulled off a a tutorial on some web page, I would just assume that it was a typo and continue on with that in mind. OR better yet, contact the author.
I've been trying to load my array into a JTable object with no luck. So here is my array:
int[][] board = {
{0, 0, 0, 0, 2, 0, 0, 0, 0},
{0, 0, 5, 0, 0, 0, 0, 2, 4},
{1, 0, 0, 4, 0, 0, 0, 3, 8},
{0, 0, 0, 6, 0, 0, 0, 0, 7},
{0, 0, 4, 5, 3, 8, 9, 0, 0},
{8, 0, 0, 0, 0, 7, 0, 0, 0},
{7, 4, 0, 0, 0, 6, 0, 0, 1},
{6, 1, 0, 0, 0, 0, 3, 0, 0},
{0, 0, 0, 0, 9, 0, 0, 0, 0}
I went to http://docs.oracle.com/javase/tutorial/uiswing/components/table.html
And there is no constructor for putting int arrays, but there is for subject.
Anyone know a method, thanks!
You could do something like this:
Integer[][] board = new Integer[][]{
{0, 0, 0, 0, 2, 0, 0, 0, 0},
{0, 0, 5, 0, 0, 0, 0, 2, 4},
{1, 0, 0, 4, 0, 0, 0, 3, 8},
{0, 0, 0, 6, 0, 0, 0, 0, 7},
{0, 0, 4, 5, 3, 8, 9, 0, 0},
{8, 0, 0, 0, 0, 7, 0, 0, 0},
{7, 4, 0, 0, 0, 6, 0, 0, 1},
{6, 1, 0, 0, 0, 0, 3, 0, 0},
{0, 0, 0, 0, 9, 0, 0, 0, 0}};
new JTable(board, new String[]{"columnName1"...});
I see two possibilities here: zou can use Integer[][] instead of int[][] which can be casted to Object[][] and this will work with a JTable OR you can write your own data model.
Depending on what you want to achieve in the end you should choose the more appropriate one.
Just try changing the int array to an Integer array
Please try this
import javax.swing.*;
import java.awt.*;
public class JTableComponent{
public static void main(String[] args)
{
new JTableComponent();
}
public JTableComponent(){
JFrame frame = new JFrame("Creating JTable Component Example!");
JPanel panel = new JPanel();
Integer[][] board = {
{0, 0, 0, 0, 2, 0, 0, 0, 0},
{0, 0, 5, 0, 0, 0, 0, 2, 4},
{1, 0, 0, 4, 0, 0, 0, 3, 8},
{0, 0, 0, 6, 0, 0, 0, 0, 7},
{0, 0, 4, 5, 3, 8, 9, 0, 0},
{8, 0, 0, 0, 0, 7, 0, 0, 0},
{7, 4, 0, 0, 0, 6, 0, 0, 1},
{6, 1, 0, 0, 0, 0, 3, 0, 0},
{0, 0, 0, 0, 9, 0, 0, 0, 0}};
String col[] = {"1","2","3","4","5","6","7","8","9"};
JTable table = new JTable(board,col);
panel.add(table,BorderLayout.CENTER);
frame.add(panel);
frame.setSize(800,500);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
I'm running into problems trying to assign a 2d array to a 3d array, so I thought i'd ask a question about 3d and 2d arrays.
Say I have a masterArray[][][] and wanted to put childArray1[][] and childArray2[][] into it.
This is how I have done it and was wondering if that is the correct way of applying it:
private int[][][] masterArray;
private int[][] childArray1 = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 0, 0, 1, 0, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 1, 1, 1, 1, 1, 1, 0, 1},
{1, 0, 1, 1, 1, 1, 0, 1, 0, 1},
{1, 0, 1, 1, 0, 1, 0, 1, 0, 1},
{1, 0, 1, 1, 0, 1, 1, 1, 0, 1},
{1, 0, 1, 1, 1, 1, 1, 1, 0, 1},
{1, 0, 1, 1, 0, 1, 1, 1, 0, 1},
{1, 0, 1, 1, 0, 1, 8, 1, 0, 1},
{1, 0, 7, 1, 1, 1, 0, 1, 0, 1},
{1, 0, 1, 1, 1, 1, 0, 1, 0, 1},
{1, 0, 1, 1, 1, 1, 1, 1, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 9, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
};
private int[][] childArray2 = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 1, 1, 1, 7, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 0, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 0, 0, 0, 1, 1, 1},
{1, 1, 1, 9, 1, 1, 8, 0, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
};
Ok, so in my init method I use these some methods to set the child arrays into the master array. What I was curious about was how this exactly works. I assumed the following:
masterLevel = new int[MAX_LEVELS][MAP_WIDTH][MAP_HEIGHT];
for (int x = 0; x < MAP_WIDTH; x++) {
for (int y = 0; y < MAP_HEIGHT; y++) {
masterArray[currentLevel][x][y] = childArray1[x][y];
}
}
Would that work?
In my application things aren't working so I picking out code that I am not 100% sure on.
It doesn't really matter how you organize a 3d array as long as you put things in the same way as you take them out.
From your comment on another answer it seems that you are having problem with element order ([currentLevel][x][y] = childArray[y][x];)
It seems you mixed MAP_HEIGHT and MAP_WIDTH. It should be:
masterLevel = new int[MAX_LEVELS][MAP_HEIGHT][MAP_WIDTH];
then you can use:
master[currentLevel][x][y] = childArray[x][y];
In Java multi-d arrays are actually arrays of arrays. So they can even be disjoint.
In the code you posted you refer to a variable called currentLevel that you did not define. I am sure that is defined in some code you did not post. Also don't forget that arrays are zero index. This code should work.
masterArray = new int[MAX_LEVELS][MAP_WIDTH][MAP_HEIGHT];
for (int currentLevel = 0; currentLevel < MAX_LEVELS; currentLevel++) {
for (int x = 0; x < MAP_WIDTH; x++) {
for (int y = 0; y < MAP_HEIGHT; y++) {
masterArray[currentLevel][x][y] = childArray1[x][y];
}
}
}
If you ever work with massive arrays and need speed then you could look at System.arrayCopy();
String[] arr1D;
String[][] arr2D;
String[][][] arr3D;
arr1D = new String[] { "1", "2", "3" };
//////////////////////////////////////////////////////////////////////////
//assign 1D array to element of 2D array
//////////////////////////////////////////////////////////////////////////
arr2D = new String[][] {
arr1D ,
arr1D ,
arr1D
};
/*
// OR
arr2D = new String[3][];
arr2D[0] = arr1D;
arr2D[1] = arr1D;
arr2D[2] = arr1D;
// OR
arr2D = new String[][] {
new String[] { "1", "2", "3" } ,
new String[] { "1", "2", "3" } ,
new String[] { "1", "2", "3" }
};
*/
//////////////////////////////////////////////////////////////////////////
//assign 2D array to element of 3D array
//////////////////////////////////////////////////////////////////////////
arr3D = new String[][][] {
arr2D ,
arr2D ,
arr2D
};
/*
// OR
arr3D = new String[3][][];
arr3D[0] = arr2D;
arr3D[1] = arr2D;
arr3D[2] = arr2D;
*/