Please Help. When I run this GUI the numbers run off the frame. I know I have to use JTextArea and append but where do I put that in my code. can someone explain to me in simple terms and show me? I want to make it scroll vertically and horizontally and when I do add the JTextArea I get this error: error: cannot find symbol panel.setMessage(message);
import java.io.*;
import java.util.*;
import java.lang.*;
import java.text.*;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class prime extends JFrame
{
public static void main(String[] args)
{
prime frame = new prime();
}
private JTextArea panel;
private JPanel inPanel;
private JTextField inField;
public prime()
{
final int width = 500;
final int height = 500;
setSize(width, height);
setTitle("Find Prime Numbers");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
panel = new JTextArea(20, 10);
add(new JScrollPane(panel), "Center");
inPanel = new JPanel();
inPanel.add(new JLabel("Enter Your Number", SwingConstants.RIGHT));
inField = new JTextField(20);
ActionListener inListener = new TextListener();
inField.addActionListener(inListener);
inPanel.add(inField);
add(inPanel, "South");
setVisible(true);
}
private class TextListener implements ActionListener
{
public void actionPerformed(ActionEvent event)
{
String message = inField.getText();
inField.setText("");
panel.setMessage(message);
}
}
class TextPanel extends JPanel
{
private String message;
private Color backGroundColor;
public TextPanel()
{
message = "";
backGroundColor = Color.white;
}
public TextPanel(String x, Color background)
{
message = x;
backGroundColor = background;
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
int width = getWidth();
int height = getHeight();
setBackground(backGroundColor);
g2.setColor(Color.black);
Font x = new Font("TimesNewRoman", Font.BOLD,20);
g2.setFont(x);
FontMetrics fm = g2.getFontMetrics(x);
g2.drawString(message,50, 50);
if(!(message.equals("")))
g2.drawString(previousPrime(message),50,78);
}
public void setMessage(String message) {
if (isPrime(Integer.parseInt(message))){
this.message = message + " is a prime number.";
}
else
this.message = message + " is not a prime number.";
repaint();
}
public boolean isPrime(int num){
for(int i = 2; i < num; i++){
if (num % i == 0)
return false;
}
if(num < 2)
return false;
return true;
}
public String previousPrime(String message){
String totalPrimeNum = "";
int finalNum = Integer.parseInt(message.substring(0,message.indexOf(" ")));
int count = 0;
for(int i = 2; i < finalNum; i++){
if(isPrime(i)) {
totalPrimeNum += " " + i;
count++;
}
if(count == 10) {
totalPrimeNum += "\n";
count = 0;
}
}
if (isPrime(Integer.parseInt(message.substring(0,message.indexOf(" ")))))
totalPrimeNum += " " + finalNum;
System.out.println(totalPrimeNum);
return totalPrimeNum;
}}}
Look at what you have and what you want to achieve. You have a method which can verify if a value is a prime or not, but it does not produce any output. You have a JTextArea which allows you to add content to it.
You have a square peg and a round hole. One of these things needs to change. You have control over the setMessage method, but you don't have control over the JTextArea, this would suggest that the setMessage needs to change. While you could pass the JTextArea to the setMessage method, a better solution would be to change the setMessage to return some kind of meaningful value or simply get rid of it in favor of using the isPrime method instead
Take your TestPane and move the functionality used to calculate and test for a prime number to a new class, for example...
public class PrimeCalculator {
public boolean isPrime(int num) {
for (int i = 2; i < num; i++) {
if (num % i == 0) {
return false;
}
}
if (num < 2) {
return false;
}
return true;
}
public String previousPrime(String message) {
StringBuilder totalPrimeNum = new StringBuilder(128);
int finalNum = Integer.parseInt(message.substring(0, message.indexOf(" ")));
int count = 0;
for (int i = 2; i < finalNum; i++) {
if (isPrime(i)) {
totalPrimeNum.append(" ").append(i);
count++;
}
if (count == 10) {
totalPrimeNum.append("\n");
count = 0;
}
}
if (isPrime(Integer.parseInt(message.substring(0, message.indexOf(" "))))) {
totalPrimeNum.append(" ").append(finalNum);
}
System.out.println(totalPrimeNum);
return totalPrimeNum.toString();
}
}
This now makes no assumptions over what you want to do and simply produces output. You can now use these methods and make decisions about how to use the output, for example...
private class TextListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent event) {
PrimeCalculator calc = new PrimeCalculator();
String message = inField.getText();
inField.setText("");
String text = message + " is not a prime number\n";
try {
if (calc.isPrime(Integer.parseInt(message))) {
text = message + " is a prime number\n";
}
} catch (NumberFormatException exp) {
text = message + " is not a valid integer\n";
}
panel.append(message);
panel.setCaretPosition(panel.getDocument().getLength());
}
}
Sometimes, you need to rethink your design to support what it is you want to achieve.
The process of verifying and calculating the prime numbers should do just that, they should not do anything else (like update the screen), this way you can decouple the code and re-use it in different ways which you didn't original think of (like outputting to a file or the web)
See How to Use Text Areas and How to Use Scroll Panes for more details
Related
I tried .equals() and ==, but nothing help. All labels I storage in ArrayList of my own class, which have JLabel.
How can I get the index of the label in ArrayList or something else?
Can my problem in using ArrayList?
MouseListener
private static MouseListener clicklvl1=new MouseListener() {
#Override
public void mouseClicked(MouseEvent e) {
for (int i=0;i<shahtars.size();i+=1){
if (e.getSource()==shahtars.get(i).uiShahtar){
IDofClickedObject=i;
}
}
if (IDofClickedObject!=-1){
if (counter == 0) {
shahtars.get(IDofClickedObject).uiShahtar.setIcon(new ImageIcon("E:\\aaa\\ShahtarLvL1(Clicked).png"));
counter = 1;
} else if (counter == 1) {
// uiShahtar.setIcon(new ImageIcon("E:\\aaa\\ShahtarLvL1.png"));
shahtars.get(IDofClickedObject).uiShahtar.setIcon(new ImageIcon("E:\\aaa\\ShahtarLvL1.png"));
counter = 0;
}
}
System.out.print("x "+shahtars.get(IDofClickedObject).uiShahtar.getX()+" y "+shahtars.get(IDofClickedObject).uiShahtar.getY());
}
My class
class FillShahtar implements Cloneable {
static JLabel uiShahtar;
static int energy;
static double power;
static double speed;
String name;
And the last
FillShahtar(int chose) {
switch (chose){
case 1:{
plankaDown = 1;
plankaUp = 11;
int xRand = (int) ( 0+Math.random()*1000);
int yRand =(int) (0+Math.random()*600);
int counter=0;
/////////////////////////debug/////////////////
System.out.print(xRand+" "+yRand+"\n");
//////////////////////////////////////////////
energy = (int) (plankaDown + Math.random() * plankaUp );
power = (int) (plankaDown + Math.random() * plankaUp );
speed = (int) (plankaDown + Math.random() * plankaUp );
uiShahtar = new JLabel();
uiShahtar.setIcon(new ImageIcon("E:\\aaa\\ShahtarLvL1.png"));
uiShahtar.setLayout(new FlowLayout());
uiShahtar.setSize(50,50);
uiShahtar.setLocation(xRand,yRand);
uiShahtar.setVisible(true);
uiShahtar.addMouseListener(clicklvl1);
// mainPanel.add(shahtars.get(counter).uiShahtar);
counter+=1;
break;
}
Clicked image must change the image, but change only last Label.
Since JLabel inherits from swing's Component class, you can add a MouseListener (or MouseAdapter) to each of your clickable labels. Using this EventListener you can find the clicked label like this:
JLabel l = new JLabel();
l.addMouseListener(new MouseAdapter() {
#Override
public void mouseReleased(MouseEvent e) {
JLabel clickedLabel = (JLabel) e.getComponent();
}
});
In order to get the index of the clicked label within the ArrayList, use the indexOf(Object) method provided by the ArrayList:
int index = list.indexOf(clickedLabel);
I'm making a program for practice and it's basically simulating winning/losing Powerball tickets. Anyways, the main class is in launchPowerBall.java and the button that I am trying to detect when clicked is in PowerBallGUI.java. The button works by itself, however, the main in launchPowerBall.java isn't able to detect it even though I set up myself a few setters and getters. Any clue what alternative I can do instead? Because it seems as though even though I run it through a while(true) loop and I keep pressing the button, there seems to be no detection from the main method.
Here's the action listener for the JButton:
start.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
// If the button is pressed, delete text field and replace with new content
setButtonPressed(true);
outputText.setText("");
outputText.setText(outText);
}
});
Here's what I'm trying to do for the main method:
public static void main(String[] args) throws InterruptedException {
// Build the GUI object
PowerBallGUI GUI = new PowerBallGUI();
GUI.buildGUI();
//GUI.setTextArea("banana");
// Build the PowerBall object
PowerBall roll = new PowerBall();
while(true) {
if (GUI.getJButton().getModel().isPressed()) {
System.out.println("TEST");
}
}
}
Here's the three files if you need to see my code:
1) https://gist.github.com/anonymous/e5950413470202cd1ac6d24e238ff693
2) https://gist.github.com/anonymous/773e4e4454a79c057da78eed038fade1
3) https://gist.github.com/anonymous/82335e634c1f84607d3021b4d683cc65
Powerball...
public class PowerBall {
private int[] numbers = {0, 0, 0, 0, 0};
private int[] lotteryNumbers = {0, 0, 0, 0, 0};
private int powerBall;
private int lotteryPowerBall;
private double balance;
private double winnings;
/*** Constructor Methods ***/
public PowerBall() {
powerBall = 0;
balance = 1000;
winnings = 0;
}
/*** Mutator Methods ***/
public void randomize() {
int i;
int highestNumber = 59;
int highestPowerball = 32;
int temp = 0;
for (i = 0; i < numbers.length; i++) {
// Choose a random number
temp = (int)(Math.random() * highestNumber);
numbers[i] = temp;
}
// Choose a random Powerball number
powerBall = (int)(Math.random() * highestPowerball);
// Choose the lottery numbers
for (i = 0; i < lotteryNumbers.length; i++) {
temp = (int)(Math.random() * highestNumber);
lotteryNumbers[i] = temp;
}
lotteryPowerBall = (int)(Math.random() * highestPowerball);
}
public void calculate() {
int matches = 0;
int powerballMatches = 0;
if (balance > 0) {
// Check to see if there are any matches between the two sets of numbers
for (int i = 0; i < numbers.length; i++) {
for (int j = 0; j < lotteryNumbers.length; j++) {
if (numbers[i] == lotteryNumbers[j]) {
matches++;
}
}
}
// Check to see if the two different powerball numbers match
if (powerBall == lotteryPowerBall) {
powerballMatches = 1;
}
// Calculate the balance/winnings if there were any matches
if (matches == 0 && powerballMatches == 0) {
balance = balance - 2;
winnings = winnings - 2;
} else if (matches == 0 && powerballMatches == 1) {
balance = balance + 4;
winnings = winnings + 4;
} else if (matches == 0 && powerballMatches == 0 || matches == 1 && powerballMatches == 0) {
balance = balance - 2;
winnings = winnings - 2;
} else if (matches == 2 && powerballMatches == 1) {
balance = balance + 7;
winnings = winnings + 7;
} else if (matches == 3 && powerballMatches == 0) {
balance = balance + 7;
winnings = winnings + 7;
} else if (matches == 3 && powerballMatches == 1) {
balance = balance + 100;
winnings = winnings + 100;
} else if (matches == 4 && powerballMatches == 0) {
balance = balance + 100;
winnings = winnings + 100;
} else if (matches == 4 && powerballMatches == 1) {
balance = balance + 50000;
winnings = winnings + 50000;
} else if (matches == 5 && powerballMatches == 0) {
balance = balance + 1000000;
winnings = winnings + 1000000;
} else if (matches == 5 && powerballMatches == 1) {
balance = balance + 10000000;
winnings = winnings + 10000000;
}
//System.out.println("There is currently " + matches + " number matches.");
//System.out.println("There is currently " + powerballMatches + " powerball number matches.\n");
} else {
System.out.println("YOU ARE BROKE!");
}
}
/*** Accessor/Observor Methods ***/
public void displayBalance() {
System.out.print("Your balance is at: $");
System.out.printf("%.2f", balance);
}
public void displayWinnings() {
System.out.print("\nYou have currently won: $");
System.out.printf("%.2f", winnings);
System.out.println("\n");
}
public String toString() {
StringBuilder builder = new StringBuilder();
StringBuilder builder2 = new StringBuilder();
if (numbers.length == lotteryNumbers.length) {
for (int i = 0; i < numbers.length; i++) {
if (i < numbers.length - 1) {
builder.append(numbers[i] + ", ");
builder2.append(lotteryNumbers[i] + ", ");
} else {
builder.append(numbers[i] + " + ");
builder2.append(lotteryNumbers[i] + " + ");
}
}
} else {
return "ERROR: Numbers max set of numbers doesn't match Lottery Numbers max set of numbers!\n";
}
return "Your set of numbers were: " + builder + Integer.toString(powerBall) +
"\nThe powerball numbers were: " + builder2 + lotteryPowerBall;
}
}
Launcher
public class launchPowerBall {
public static void main(String[] args) throws InterruptedException {
// Build the GUI object
PowerBallGUI GUI = new PowerBallGUI();
GUI.buildGUI();
//GUI.setTextArea("banana");
// Build the PowerBall object
PowerBall roll = new PowerBall();
while(true) {
if (GUI.getJButton().getModel().isPressed()) {
System.out.println("TEST");
}
}
//System.out.println("TOO LATE!");
//while (true) {
/*roll.randomize();
System.out.println(roll.toString());
roll.calculate();
roll.displayBalance();
roll.displayWinnings();
Thread.sleep(500); */
//}
}
}
GUI
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Toolkit;
import java.awt.Window;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JTextArea;
import javax.swing.SwingConstants;
public class PowerBallGUI {
private JButton start = new JButton("Launch the Powerball!");
private boolean buttonPressed = false;
private String outText;
/*** Constructor Methods ***/
public PowerBallGUI() {
#SuppressWarnings("unused")
JTextArea outputText = new JTextArea("Press the 'Launch the Powerball' button to start!");
}
/*** Setters ***/
/*** Sets the JTextArea object ***/
public void setTextArea (String str) {
this.outText = str;
}
public void setButtonPressed (Boolean bool) {
this.buttonPressed = bool;
}
/*** Getters ***/
public Boolean getButtonPressed() {
return this.buttonPressed;
}
public JButton getJButton() {
return this.start;
}
/*** Builds the GUI ***/
public void buildGUI() {
// Create the Java Frame itself
JFrame frame = new JFrame("Can YOU win the Powerball? v1.0 (Programmed by: Josh Yang)");
// Sets the default close operation of the frame
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// Sets the size of the frame
frame.setSize(800, 500);
// Sets the location of the frame
centerGUI(frame);
// Allows the frame to be seen
frame.setVisible(true);
// Disables frame resizing
//frame.setResizable(false);
// Create the Java Panel itself
JPanel panel = new JPanel();
JPanel contentPanel = new JPanel();
JPanel launchPanel = new JPanel();
// Sets the sides of the Java panels
panel.setSize(800, 150);
// Set the panel background color
panel.setBackground(Color.YELLOW);
contentPanel.setBackground(Color.YELLOW);
launchPanel.setBackground(Color.PINK);
// Add the panel onto the frame
frame.add(panel, "North");
frame.add(contentPanel, BorderLayout.CENTER);
frame.add(launchPanel, BorderLayout.SOUTH);
// Set top panel's preferred size dimensions
panel.setPreferredSize(new Dimension(800, 100));
// Adds components onto the panel
JLabel title = new JLabel("Can YOU win the lottery? v1.0", SwingConstants.CENTER);
title.setFont(new Font("Serif", Font.BOLD, 25));
panel.add(title);
String text = "Basically, we start you off at $1000 and buy tickets in increments of $2 until you win big (if you do, that is)!";
JLabel description = new JLabel();
description.setText(text);
description.setFont(new Font("Serif", Font.PLAIN, 16));
panel.add(description);
// ContentPanel area
JLabel cDescription = new JLabel("Output: ");
contentPanel.add(cDescription);
JTextArea outputText = new JTextArea(17, 60);
outputText.setBackground(Color.PINK);
outputText.setEditable(false);
outputText.setText("Press the 'Launch the Powerball' button to start!");
contentPanel.add(outputText);
start.setLocation(100, 100);
launchPanel.add(start);
// Add an action listener to the JButton
start.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
// If the button is pressed, delete text field and replace with new content
setButtonPressed(true);
outputText.setText("");
outputText.setText(outText);
}
});
frame.revalidate();
//frame.pack();
}
/*** Centers the GUI based on screen size ***/
public static void centerGUI(Window frame) {
// Gets the size of the screen
Dimension dimension = Toolkit.getDefaultToolkit().getScreenSize();
int x = (int) ((dimension.getWidth() - frame.getWidth()) / 2);
int y = (int) ((dimension.getHeight() - frame.getHeight()) / 2);
// Set the frame location based on x and y
frame.setLocation(x, y);
}
}
The simple solution is to take the functionality you're "trying" to execute in the main method and put in the ActionListener...
start.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
// If the button is pressed, delete text field and replace with new content
PowerBall roll = new PowerBall();
roll.randomize();
System.out.println(roll.toString());
roll.calculate();
roll.displayBalance();
roll.displayWinnings();
setButtonPressed(true);
outputText.setText("");
outputText.setText(outText);
}
});
If you "really" want to do more work in the main, you will need to generate some kind of observer pattern which can notified when something occurs.
You could put one on Powerball so it could notify you of a status change or on the GUI which notify you that the start button was pressed
i am writing a program in applet to measure the frequencies of word lengths in a given amount of text and display these frequencies during applet. i have written the program and it debugs without error.
however the output says i have 255 words of every length in the text i input, i have been staring at this for hours with no luck, i am aware that the drawstring method lists these outputs horizontally which i will be fixing at a later time.
i am assuming the problem resides in the analyseText method.
import java.awt.*;
import java.awt.event.*;
import java.applet.Applet;
import java.awt.Graphics;
import java.util.*;
public class StringAnalysis extends Applet implements MouseListener, ActionListener {
Font arielBold;
Label pr_Label;
TextField pr_txt;
int textFieldSize = 15;
Button pr_input1, pr_input2, pr_input3;
String textToAnalyse = ("Nothing has been entered.");
boolean output = false;
String testing ="";
//create array to show respective lengths of words
int [] lengthsOfWords = new int[textFieldSize];
//first we must separate strings from spaces and populate array for comparison
String [] arrayOfWords = new String[textFieldSize];
public void init() {
pr_Label = new Label("Enter the text you wish to analise: ");
add(pr_Label);
pr_txt = new TextField(textFieldSize);
add(pr_txt);
pr_input1 = new Button("Analyse");
pr_input2 = new Button("Reset");
add(pr_input1);
add(pr_input2);
pr_input1.addActionListener(this);
pr_input2.addActionListener(this);
}
public void start (){
setSize(1000, 500);
arielBold = new Font ("Ariel", Font.BOLD, 20);
}
public void actionPerformed(ActionEvent e) {
if (e.getSource() == pr_input2) {
showStatus("Resseting....");
reset();
}
else if (e.getSource() == pr_input1){
showStatus("Analysing...a");
textToAnalyse = pr_txt.getText();
analyseText(textToAnalyse);
}
}
public void paint(Graphics g) {
String statsToOutput = ("There are:" + "\n" );
int counter = 1;
for (int lengths: lengthsOfWords) {
statsToOutput = statsToOutput +lengthsOfWords[0] + " words of length " + counter + "\n ";
counter ++;
}
if (output = true){
g.drawString(statsToOutput, 25, 200);
g.drawString("The text to be analysed is: " + textToAnalyse, 25, 100);
showStatus("Finished.");
}
else if (output = false){
g.setFont(arielBold);
g.drawString(textToAnalyse,50, 100);
showStatus("Finished.");
}
}
public void analyseText(String text){
///////////////////////////////////////////////////////////////////////////////////////////////////////
int position1 = 0, position2 = 0;
String newWord = "";
String currentLetter;
int pos1 = 0, pos2 = 0;
for ( pos1 = 0; pos1 <= arrayOfWords.length-1; pos1++) {
//Initializes a string object for each address in array
for (position1 = 0; position1 <= text.length()-1; position1++){
//steps through each character in text
currentLetter = Character.toString(text.charAt(position1));
if (currentLetter.matches("[A-Z][a-z][0-9]")) {
//checks if character is alphanumeric using regular expressions (regex)
newWord = newWord + currentLetter;
//if passes regex then ads character to word
}
}
if (newWord.length() > 0) {
pos1 = arrayOfWords.length;
}
arrayOfWords[pos1] = newWord;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////
emptyArrayInt(lengthsOfWords);
//now compare each word with rest of array\
for ( pos2 = 0; pos2 <= arrayOfWords.length-1; pos2++) {
position2 = 0;
for (position2 = 0; position2 <= arrayOfWords.length-1; position2++){
if (arrayOfWords[pos2].length() == arrayOfWords[position2].length());
lengthsOfWords[arrayOfWords[pos2].length()] = lengthsOfWords[arrayOfWords[pos2].length()] + 1;
}
}
showStatus("finished analysing.");
output = true;
repaint();
}
public void emptyArrayInt(int[] array) {
int position = 0;
for (position = 0; position <= array.length-1; position ++)
array[position] = 0;
}
public void emptyArrayStr(String[] array) {
int position = 0;
for (position = 0; position <= array.length-1; position ++)
array[position] = "";
}
public void reset() {
pr_txt.setText("");
textToAnalyse = ("Nothing has been entered.");
emptyArrayInt(lengthsOfWords);
emptyArrayStr(arrayOfWords);
//repaint();
showStatus("Reset Successful.");
repaint();
}
public void mouseClicked(MouseEvent arg0) {}
public void mouseEntered(MouseEvent arg0) {}
public void mouseExited(MouseEvent arg0) {}
public void mousePressed(MouseEvent arg0) {}
public void mouseReleased(MouseEvent arg0) {}
i would appreciate any help on this please, (I'm desperate).
Let's try section of code :
private Map<String, int> freqWords = new HashMap<String, int>();
public void analyzeText(String text) {
// You can split with another type of delimiter
String regex = ....
String[] inputs = text.split(regex);
for (String s : inputs) {
if(freqWords.containtsKey(s)) {
int frequency = inputs.get(s);
frequency++;
inputs.put(s, frequency);
} else {
inputs.put(s, 1);
}
}
}
Hope that it can help you. The main point here is you should use data structure Map to store the frequency words.
I'm having some trouble getting a JButton to update repeatedly (used with a timer) in a do-while loop. I'm working on a simple game, played on a 10 * 10 grid of tile objects which correspond to a JButton arrayList with 100 buttons.
This part of the program handles simple pathfinding (i.e. if I click on character, then an empty tile, the character will move through each tile on its way to the destination). There is a delay between each step so the user can see the character's progress.
In the current state of things, the movement is correct, but the JButton is only updated when the character reaches the destination, not on intermediate steps.
public void move(int terrainTile)
{
int currentPosition = actorList.get(selectedActor).getPosition();
int movementValue = 0;
int destination = terrainTile;
int destinationX = destination / 10;
int destinationY = destination % 10;
do
{
currentPosition = actorList.get(selectedActor).getPosition(); // Gets PC's current position (before move)
System.out.println("Old position is " + currentPosition);
int currentX = currentPosition / 10;
int currentY = currentPosition % 10;
if(actorList.get(selectedActor).getCurrentAP() > 0)
{
movementValue = 0;
if(destinationX > currentX)
{
movementValue += 10;
}
if(destinationX < currentX)
{
movementValue -= 10;
}
if(destinationY > currentY)
{
movementValue += 1;
}
if(destinationY < currentY)
{
movementValue -= 1;
}
int nextStep = currentPosition + movementValue;
myGame.setActorIdInTile(currentPosition, -1); //Changes ActorId in PC current tile back to -1
scrubTiles(currentPosition);
actorList.get(selectedActor).setPosition(nextStep); // Sets new position in actor object
System.out.println("Actor " + selectedActor + " " + actorList.get(selectedActor).getName() + " position has been updated to " + nextStep);
myGame.setActorIdInTile(nextStep, selectedActor); // Sets ActorId in moved to Tile
System.out.println("Tile " + nextStep + " actorId has been updated to " + selectedActor);
buttons.get(nextStep).setIcon(new ImageIcon(actorList.get(selectedActor).getImageName()));
// If orthagonal move AP-4
if(movementValue == 10 || movementValue == -10 || movementValue == 1 || movementValue == -1)
{
actorList.get(selectedActor).reduceAP(4);
}
// If diagonal move AP-6
else
{
actorList.get(selectedActor).reduceAP(6);
}
System.out.println(actorList.get(selectedActor).getName() + " has " + actorList.get(selectedActor).getCurrentAP() + " AP remaining");
try
{
Thread.sleep(500); // one second
}
catch (Exception e){}
buttons.get(nextStep).repaint();
}
else
{
System.out.println(actorList.get(selectedActor).getName() + " has insufficient AP to move");
break;
}
}while(destination != (currentPosition + movementValue));
What I've tried:
buttons.get(nextStep).repaint(); (Tried putting a command to repaint the button after setting the imageIcon. No change.
buttons.get(nextStep).revalidate(); (No 100% sure what this does - it came up as a potential solution, but doesn't work.
Steps 1 & 2 combined
Looked into the swing timer class - movement doesn't occur everytime an actionEvent is fired, (only if character is selected and target tile is empty) so not sure how I could get this to work
Any help would be greatly appreciated!
I really dont' know exactly what you wanted to know in your comments, though +1 to the answer above, seems to me that's the real cause. Have a look at this example program, simply add your call to the move(...) method inside the timerAction, seems like that can work for you. Here try this code :
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class GridExample
{
private static final int SIZE = 36;
private JButton[] buttons;
private int presentPos;
private int desiredPos;
private Timer timer;
private Icon infoIcon =
UIManager.getIcon("OptionPane.informationIcon");
private ActionListener timerAction = new ActionListener()
{
public void actionPerformed(ActionEvent ae)
{
buttons[presentPos].setIcon(null);
if (desiredPos < presentPos)
{
presentPos--;
buttons[presentPos].setIcon(infoIcon);
}
else if (desiredPos > presentPos)
{
presentPos++;
buttons[presentPos].setIcon(infoIcon);
}
else if (desiredPos == presentPos)
{
timer.stop();
buttons[presentPos].setIcon(infoIcon);
}
}
};
public GridExample()
{
buttons = new JButton[SIZE];
presentPos = 0;
desiredPos = 0;
}
private void createAndDisplayGUI()
{
JFrame frame = new JFrame("Grid Game");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel contentPane = new JPanel();
contentPane.setLayout(new GridLayout(6, 6, 5, 5));
for (int i = 0; i < SIZE; i++)
{
final int counter = i;
buttons[i] = new JButton();
buttons[i].setActionCommand("" + i);
buttons[i].addActionListener(new ActionListener()
{
public void actionPerformed(ActionEvent ae)
{
desiredPos = Integer.parseInt(
(String) buttons[counter].getActionCommand());
timer.start();
}
});
contentPane.add(buttons[i]);
}
buttons[presentPos].setIcon(infoIcon);
frame.setContentPane(contentPane);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
timer = new Timer(1000, timerAction);
}
public static void main(String... args)
{
SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
new GridExample().createAndDisplayGUI();
}
});
}
}
This is because you are doing your do { } while in the UI thread. To solve this, you should use a SwingWorker, or a javax.swing.Timer
I need to make the following exceptions: NoSuchRowException if the row is not between 1 and 3, IllegalSticksException if the number of sticks taken is not between 1 and 3, and NotEnoughSticksException if the number of sticks taken is between 1 and 3, but more than the number of sticks remaining in that row. My issue is I really don't understand the syntax. If someone could help me get started with one exception, I think I can figure the others out.
So far I have the main class:
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package nimapp;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
/**
*
* #author jrsullins
*/
public class NimApp extends JFrame implements ActionListener {
private static final int ROWS = 3;
private JTextField[] gameFields; // Where sticks for each row shown
private JTextField rowField; // Where player enters row to select
private JTextField sticksField; // Where player enters sticks to take
private JButton playButton; // Pressed to take sticks
private JButton AIButton; // Pressed to make AI's move
private NimGame nim;
public NimApp() {
// Build the fields for the game play
rowField = new JTextField(5);
sticksField = new JTextField(5);
playButton = new JButton("PLAYER");
AIButton = new JButton("COMPUTER");
playButton.addActionListener(this);
AIButton.addActionListener(this);
AIButton.setEnabled(false);
// Create the layout
JPanel mainPanel = new JPanel(new BorderLayout());
getContentPane().add(mainPanel);
JPanel sticksPanel = new JPanel(new GridLayout(3, 1));
mainPanel.add(sticksPanel, BorderLayout.EAST);
JPanel playPanel = new JPanel(new GridLayout(3, 2));
mainPanel.add(playPanel, BorderLayout.CENTER);
// Add the fields to the play panel
playPanel.add(new JLabel("Row: ", JLabel.RIGHT));
playPanel.add(rowField);
playPanel.add(new JLabel("Sticks: ", JLabel.RIGHT));
playPanel.add(sticksField);
playPanel.add(playButton);
playPanel.add(AIButton);
// Build the array of textfields to display the sticks
gameFields = new JTextField[ROWS];
for (int i = 0; i < ROWS; i++) {
gameFields[i] = new JTextField(10);
gameFields[i].setEditable(false);
sticksPanel.add(gameFields[i]);
}
setSize(350, 150);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
nim = new NimGame(new int[]{3, 5, 7});
draw();
}
// Utility function to redraw game
private void draw() {
for (int row = 0; row < ROWS; row++) {
String sticks = "";
for (int j = 0; j < nim.getRow(row); j++) {
sticks += "| ";
}
gameFields[row].setText(sticks);
}
rowField.setText("");
sticksField.setText("");
}
public void actionPerformed(ActionEvent e) {
// Player move
if (e.getSource() == playButton) {
// Get the row and number of sticks to take
int row = Integer.parseInt(rowField.getText())-1;
int sticks = Integer.parseInt(sticksField.getText());
// Play that move
nim.play(row, sticks);
// Redisplay the board and enable the AI button
draw();
playButton.setEnabled(false);
AIButton.setEnabled(true);
// Determine whether the game is over
if (nim.isOver()) {
JOptionPane.showMessageDialog(null, "You win!");
playButton.setEnabled(false);
}
}
// Computer move
if (e.getSource() == AIButton) {
// Determine computer move
nim.AIMove();
// Redraw board
draw();
AIButton.setEnabled(false);
playButton.setEnabled(true);
// Is the game over?
if (nim.isOver()) {
JOptionPane.showMessageDialog(null, "You win!");
playButton.setEnabled(false);
}
}
}
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
NimApp a = new NimApp();
}
}
The support class:
package nimapp;
import java.util.Random;
import javax.swing.JOptionPane;
import java.io.*;
import java.lang.*;
public class NimGame {
int x = 1;
int[] Sticks; //creating an array of sticks
int totalSticks = 0;
public NimGame(int[] initialSticks){
Sticks = initialSticks;}
public int getRow(int r){
return Sticks[r];}
public void play(int r, int s) throws IllegalSticksException {
try {
Sticks[r]=Sticks[r]-s;
if(s < 0 || s > 3)
throw new IllegalSticksException();
} catch (IllegalSticksException ex){
JOptionPane.showMessageDialog(null, "Not a valid row!");
} catch (IndexOutOfBoundsException e){
JOptionPane.showMessageDialog(null, "Too Many Sticks!");
}
}
public boolean isOver(){
int theTotal = 0;
for (int i = 0; i< Sticks.length; i++){
theTotal = Sticks[i];
System.out.println(Sticks[i]);
System.out.println(theTotal);
}
totalSticks = theTotal;
if (totalSticks <= 0){
return true;
}
else return false;
}
public void AIMove(){
Random randomInt = new Random ();
boolean tryRemove = true;
while(tryRemove && totalSticks >= 1){
int RandomRow = randomInt.nextInt(3);
if(Sticks[RandomRow] <= 0)//the computer can't remove from this row
continue;
//the max number to remove from row
int size = 3;
if( Sticks[RandomRow] < 3)//this row have least that 3 cards
size = Sticks[RandomRow];//make the max number to remove from the row be the number of cards on the row
int RandomDiscard = randomInt.nextInt(size) + 1;
Sticks[RandomRow] = Sticks[RandomRow] - RandomDiscard;
//I don't know if this is needed, but since we remove a RandomDiscard amount lest decrease the totalSticks
totalSticks = totalSticks - RandomDiscard;
//exit loop
tryRemove = false;
}
if(totalSticks <= 1){
int RandomRow = 0;
Sticks[RandomRow] = Sticks[RandomRow]-1;
isOver();
}
}
}
My issue is I really don't understand the syntax.
There is nothing wrong with the syntax as you have written it.
The problem is that you are catching the exception at the wrong place. You are (apparently) intending play to propagate the IllegalSticksException to its caller. But that won't happen because you are catching it within the play method.
There are two possible fixes depending on what you actually intent to happen.
You could remove the throws IllegalSticksException from the play signature.
You could remove the catch (IllegalSticksException ex){ ... } in play and catch/handle the exception at an outer level.