I am trying to make a game and in said game, there are 21 sticks and each person takes turns taking 1-4 sticks until there are no sticks left, if you cant take anymore sticks you lose. I have successfully made this program in eclipse but now I want to add GUI to it so I have to change the code. This code isn't complete but it crashes whenever I press the Go button which is my actionListener. I would type in a number to the text field, press go and it will just crash. How can I fix this?
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class Sticks extends JFrame {
JButton Go;
JTextField tf1, tf2;
static JTextField sttf;
JLabel startTake;
static JLabel errorTake;
JLabel uTake;
JLabel compTake;
public Sticks() {
setLayout(new GridLayout(5, 2, 5, 5));
startTake = new JLabel("How many sticks do you want to take? (1-4)");
add(startTake);
sttf = new JTextField();
add(sttf);
errorTake = new JLabel("Hello");
add(errorTake);
Go = new JButton("Go");
add(Go);
uTake = new JLabel("");
add(uTake);
compTake = new JLabel("");
add(compTake);
// tf1 = new JTextField();
// add(tf1);
// TakeP = new JLabel("One stick taken");
// add(TakeP);
event e = new event();
Go.addActionListener(e);
}
public static class event implements ActionListener {
public void actionPerformed(ActionEvent e) {
int numSticks = 21;
int numToTake = 0;
int randomNum = 0;
while (numSticks > 0) {
try {
int num = (int) (Double.parseDouble(sttf.getText()));
int NumSticks = numSticks - num;
errorTake.setText("There are: " + numSticks + " left");
Robot Rob = new Robot();
numToTake = (int)Math.random() * 4 + 1;
errorTake.setText("There are: " + numSticks + " left");
}
catch (Exception ex) {
ex.printStackTrace();;errorTake.setText("There is a problem");
}
}
}
}
public static void main(String[] args) {
Sticks gui = new Sticks();
gui.setDefaultCloseOperation(EXIT_ON_CLOSE);
gui.setVisible(true);
gui.setSize(600, 200);
gui.setTitle("Nice Game");
}
}
Everytime you click the "Go" button, your actionPerformed fires, and it doesn't wait for user input at all. This is your problem line.
public static class event implements ActionListener {
public void actionPerformed(ActionEvent e) {
//...
int num = (int) (Double.parseDouble(sttf.getText()));
//...
}
}
sttf.getText() always returns "" because sttf is empty, the program doesn't wait for user input unlike Scanner(System.in).
Makes sense that you don't get any Exceptions because it just runs and finishes the game without giving the user enough time to input anything. Are you sure the console doesn't print "Numbers only!", though? Because I've never tried to parse an empty String before.
Okay I've been reading this all wrong, sorry.
Your actionListener generates a new game everytime you click it, because you set your numSticks to 21 at each click. Looking forward, I don't think that's a good idea unless you want to take the same amount of sticks the whole way until the game ends. Same thing stands. If you input a value in sttf, the program won't wait for you to change it because it'd keep using that value until your while loop ends.
Related
I want Play() to run again if String confirm input is anything other than "Y" or "y". When I press the war button, it shows the input dialog, and if I input "N" it will function as intended. However, if I press any button and input "N" again in the same program run, it will asks for confirmation a 2 times. If I do it again, it asks for confirmation 4 times, and it continues this pattern by powers of 2. What is causing that, and is there a better way to confirm the users choice?
I've tried setting String confirm equal to " " in the else{} just before it runs play() again, which didn't work and I didn't expect to work anyway. But other than that I have no idea.
public class Main {
public static void main(String[] args) {
GUI heroSelect = new GUI(450, 200, "Inscription", new GridBagLayout());
GridBagConstraints c = new GridBagConstraints();
JLabel heroLabel = new JLabel("Choose your class, hero.");
heroLabel.setFont(new Font("Serif", Font.PLAIN, 22));
c.gridx = 1;
c.gridy = 0;
c.weightx = .5;
c.weighty = .5;
heroSelect.add(heroLabel, c);
JButton war = new JButton("Warrior");
c.gridx = 0;
c.gridy = 2;
heroSelect.add(war, c);
JButton mage = new JButton("Mage");
c.gridx = 1;
c.gridy = 2;
heroSelect.add(mage, c);
JButton rog = new JButton("Rogue");
c.gridx = 2;
c.gridy = 2;
heroSelect.add(rog, c);
play(war, mage, rog);
}
public static void play(JButton war, JButton mage, JButton rog) {
war.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
String confirm = JOptionPane.showInputDialog(null, "The warrior "
+ "is a strong, hard-hitting class. It relies on raw "
+ "damage and heals through offensive abilities.\n "
+ "However, the warior does not possess any direct "
+ "healing or spells. Are you sure you want to choose "
+ "this class? Y/N");
if(confirm.equalsIgnoreCase("Y")) {
//TBD
}
else {
play(war, mage, rog);
}
}
});
mage.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
String confirm = JOptionPane.showInputDialog(null, "");//ADD DESCRIP
if(confirm.equalsIgnoreCase("Y")) {
}
else {
play(war, mage, rog);
}
}
});
rog.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
String confirm = JOptionPane.showInputDialog(null, "");//ADD DESCRIP
if(confirm.equalsIgnoreCase("Y")) {
}
else {
play(war, mage, rog);
}
}
});
}
}
showInputDialog should close when the user enters "N" or "n", and should re-run play() to allow the user to look at the description of other classes and eventually choose one. Instead, inputting "N" or anything other than "Y" or "y" for that matter results in multiple showInputDialog prompts back to back.
What you are doing by calling the play() method inside of itself is called recursion, every time you call it you are adding more EventListeners to the buttons.
I think that a do-while loop that repeatedly checks the input, in place of the if-else will work for you.
do {
String confirm = ...
....
if(confirm.equalsIgnoreCase("N")) {
break;
}
} while (!confirm.equalsIgnoreCase("Y"))
// Code to run game or whatever is next...
You call Play method in listeners that are created in Play method. and everytime you make new listener for each hero.
Also read about OOP (it is more important to use objects in java than using GUI for starters :))
As the question about better ways in general I really encourage You to get familiar with patterns.
Just gathering inputs are really simple thing and you have multiple choices like looping switch case for example.
I am trying to simulate a coin flipper using Java and window builder. I have a button called "Flip" when that button is pressed the coin image changes depending on which number the random generator I created generates.
I now am trying to figure out a way to display the number of times the coin lands a heads or a tails in their respective JTextFields. I was thinking of using a counter, but I am struggling with how to update that into the text field, so far it only puts in that I have flipped each coin once.
I am very new to programming so any advice or guidance is much appreciated.
// this button flips the coin
btnFlip = new JButton("Flip");
btnFlip.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent arg0) {
int headCounter = 0;
int tails = 0;
// this implements the random flip of the coin when the checkbox Run Multiple
// flips is unchecked
if (chckbxNewCheckBox.isSelected() == false) {
Random r = new Random();
int flipper = r.nextInt(2);
if (flipper == 1) {
lblImages.setIcon(new ImageIcon(FinalPrep.class.getResource("/finalPrep/heads.png")));
textFieldHeads.setText(String.valueOf(headCounter));
} else {
lblImages.setIcon(new ImageIcon(FinalPrep.class.getResource("/finalPrep/tails.png")));
textFieldTails.setText(String.valueOf(tails));
}
}
}
});
btnFlip.setFont(new Font("Tahoma", Font.PLAIN, 15));
panel_1.add(btnFlip);
You have to create something like 2 layers. One that contains the window itself along with the title (think of it like a receptor) then you have to create another "layer" that contains the buttons and the textfields. Something like this:
import javax.swing.*;
public class MyFrame extends JFrame {
private JPanel panel;
private JTextField textField;
private JButton button;
public MyFrame(){
panel = new JPanel(); //Step 1. Creation of a receptor
tfCount = new JTextField(10); //Step 2.
button = new JButton("Press Me"); //Creation of buttons & textfields.
panel.add(tfCount); //Step 3.
panel.add(button); //Add those graphics to the receptor
this.setContentPane(panel); //Step 4 Adjust the receptor to the object
this.setVisible(true);
this.setSize(400, 400);
this.setTitle("My 1st GUI!");
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
(Sorry for the random example but you did not post any sample of code so I am trying to explain as best as I can)
Then you should put a "flag" depending of the number that was generated for example:
boolean flag = true; //Flag
int counter = 0; //The counter for the heads
int x; //The number you received from the generator
int counter_b; //The counter for the tails
if(x%2 == 0){ //If the number is even
flag = false; // You set down the flag
counter++; //And counter raises its value
}
else
counter_b++;
tfCount.setEditable(true); //This makes your textfield editable
tfCount.setText(String.valueOf(counter)); //And this prints the counter's value
Keep in mind that the counters for the tails and the heads are just examples for you to understand how to use "flags". I hope that I was able to help you because I am new too!! :)
hello i was wondering how do i link my logic class to my gui class?
i have wrote a logic class which is the structure then had to give it an interface; so i wrote another class which is the gui class but idk how to make the GUI class grab the variable from the logic class.
P.S: its a number guessing game that the user has to guess a numb btw 1-10.
LOGIC CLASS
import java.util.InputMismatchException;
import java.util.Random;
import java.util.Scanner;
public class GG {
public static void main(String[] args)
{
//random number
Random rand = new Random();
int answer = rand.nextInt(10) +1;
int guess = 0;
int attempts = 0;
public
//user's guess
Scanner keyboard = new Scanner(System.in);
GuessingGameGui gui = new GuessingGameGui();
gui.setVisible(true);
while(answer != guess)
{
try
{
System.out.print("Guess a number between 1 and 10: ");
attempts++;
guess = keyboard.nextInt();
if (guess < 1 || guess > 10)
//throw new BadGuessException()
throw new BadGuessException("invalid entry (" + attempts + " attempts so far)");
}
catch (BadGuessException e)
{
System.out.println(e.getMessage());
}
catch (InputMismatchException e)
{
System.out.println("Please enter integers only, and try again");
keyboard.next(); //to get rid of infinite loop issue
}
}
System.out.println("YOU GOT IT (" + attempts + "attempts )");
}
}
GUI CLASS
public class GuessingGameGui extends JFrame {
public GuessingGameGui() {
final int WINDOW_WIDTH = 650; // Window width in pixels
final int WINDOW_HEIGHT = 250; // Window height in pixels
setTitle("Guessing Game");
setSize(WINDOW_WIDTH, WINDOW_HEIGHT);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel north = new JPanel();
JLabel lab1 = new JLabel("Guess a number between 1 and 10?");
setLayout(new FlowLayout());
north.add(lab1);
add( north );
JPanel center = new JPanel();
final JTextField titleText = new JTextField();
titleText.setPreferredSize( new Dimension( 200, 24 ) );
setLayout(new FlowLayout());
JButton button = new JButton("Guess");
Action action = new AbstractAction()
{
#Override
public void actionPerformed(ActionEvent e)
{
String typed = titleText.getText();
int guess = Integer.parseInt(typed);
}
};
titleText.addActionListener( action );
button.addActionListener( action );
center.add(titleText);
center.add(button);
add( center );
JPanel south = new JPanel();
JLabel lab2 = new JLabel("YOU GOT IT " + attempts);
south.add(lab2);
add( south );
}
}
A common way is to add the Logic object to the GUI, for example through the constructor. Then whenever something is happening on the GUI you need to call the correct methods on the Logic object and update the display if needed.
I've been working on what should be a relatively simple game, Mormon Sim. The goal is to hold a successful conversation while going door to door. It's pretty simple, on the click of a button, it changes a JLabel's text according to the button and method called. For example, using the Knock button will activate the method knockResponse, which will calculate if someone will come to the door or not. Based on the result of the calculation, someone will answer the door or you will be turned away. The problem is, after a few clicks, usually once the player gets past the knock check, the JLabel begins to revert itself back to other text, and back and forth between a few different things, sometimes completely disregarding the swing timers on them. I really have no idea what is going on here, and I can't really find a reason that this would happen. A whole week of thorough googling has yielded no similar problems or solutions. TL;DR Java has become self aware
import java.util.*;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.Timer;
//To do: ASCII art in JLabels
public class mainMenu implements ActionListener{
static JButton start = new JButton("Start!"), knock = new JButton("Knock"), talk = new JButton("Talk"), stats = new JButton("Stats");
static int level = 1, stamina = 100, knocking = 1, speech = 1, points = 0;
static JFrame frame = new JFrame("Mormon Sim");
static mainMenu game = new mainMenu();
static JLabel text = new JLabel(), knockSkill, speechSkill, staminaBar;
static JPanel DoorMenu = new JPanel();
JTextField name = new JTextField("Enter your name here", 25);
static String playerName;
public JPanel createStartMenu(){//JPanel for the start menu. Replaced on start click
JPanel startMenu = new JPanel();
JLabel instructions = new JLabel("<html>Welcome to Mormon Adventure, the first text-based mormon sim. Your goal is to <br>hold as many successful door to door<br>conversations as possible. Every successful conversation earns you a<br>skill point and a level. Level 15 is a win!<br>A conversation requires stamina as it goes on, find Orange Crush to replenish your stamina<html>");
startMenu.setLayout(null);
startMenu.setLocation(0, 0);
startMenu.setSize(500, 500);
start.setLocation(200, 300);
start.setSize(100, 50);
start.addActionListener(this);
startMenu.add(start);
instructions.setLocation(100, 100);
instructions.setSize(300, 200);
startMenu.add(instructions);
name.setSize(150, 25);
name.setLocation(100, 50);
name.addActionListener(this);
startMenu.add(name);
startMenu.setOpaque(true);
return startMenu;
}
public JPanel createDoorMenu(){//used for knocking, speaking, and going to the stat page. The problem is here
talk.setEnabled(false);
String knockText = "<html>You walk up the driveway of the next house on your<br>list. As you approach the door, you adjust your<br>tie, and smooth your hair. Your mouth is dry, and<br>you could really go for a bottle of orange crush.<br>You decide you should get one after this house.<br>Time to knock, someone is clearly home.<html>";
DoorMenu.setLayout(null);
DoorMenu.setLocation(0, 0);
DoorMenu.setSize(500, 500);
text = new JLabel(knockText);
text.setLocation(100, 150);
text.setSize(300, 200);
DoorMenu.add(text);
knock.setLocation(100, 400);
knock.setSize(100, 50);
knock.addActionListener(this);
DoorMenu.add(knock);
talk.setLocation(200, 400);
talk.setSize(100, 50);
talk.addActionListener(this);
DoorMenu.add(talk);
stats.setLocation(300, 400);
stats.setSize(100, 50);
stats.addActionListener(this);
DoorMenu.add(stats);
knockSkill = new JLabel("Knocking: " +knocking+ " Speech: " +speech+ " Level: " +level+ " Skill Points: " +points);
knockSkill.setLocation(100, 25);
knockSkill.setSize(500, 50);
DoorMenu.add(knockSkill);
DoorMenu.setOpaque(true);
return DoorMenu;
}
public JPanel createStatMenu(){//still doesn't do anything
JPanel statMenu = new JPanel();
return statMenu;
}
public static void knockResponse(){//generates a response from a knock based on knock level (1 <= x <= 10). Random number (1 <= y <= 10) is generated, level determines how many are successful
//max knock level will shatter the door. 50/50 chance of conversation or police. max speech + police will talk them into letting you go
knock.setEnabled(false);
Random rand = new Random();
int n = rand.nextInt(10) + 1;
if(n > knocking){//knock check loss
text.setText("<html>All you hear is someone yelling to go away...<br>Oh well. You chipper up and go to<br>the next house on your list. That orange Crush<br>will have to wait!<html>");
ActionListener taskPerformer = new ActionListener(){//delay the label reset
public void actionPerformed(ActionEvent evt){
text.setText("<html>You walk up the driveway of the next house on your<br>list. As you approach the door, you adjust your<br>tie, and smooth your hair. Your mouth is dry, and<br>you could really go for a bottle of orange crush.<br>You decide you should get one after this house.<br>Time to knock, someone is clearly home.<html>");
knock.setEnabled(true);
}
};
new Timer(1000, taskPerformer).start();
}
if(n <= knocking && knocking != 10){//successful knock check
knock.setEnabled(false);
stats.setEnabled(false);
text.setText("<html>Someone's coming to the door!<br>You straighten your hair and adjust your tie.<html>");
ActionListener taskPerformer = new ActionListener(){//delay the label reset
public void actionPerformed(ActionEvent evt){
text.setText("<html>The door opens, and you introduce yourself;<br>\"Hi! my name is " +playerName+ ". Have you accepted my homeboy JC as your lord and savior?\"<html>");//I couldn't really think of anything to make him say other than that
talk.setEnabled(true);
}
};
new Timer(1000, taskPerformer).start();
}
if(knocking == 10){//door breaks
text.setText("<html>You managed to shatter the door thanks to<br>your orange crush powered knocking skeelz.<html>");
n = rand.nextInt(1) + 1;
if(n == 0){//response check. Both are empty for now
text.setText("0");
}else if(n == 1){
text.setText("1");
}
}
}
public static void successCalc(){//calculate the success in talking to someone by
talk.setEnabled(false);
Random rand = new Random();
int n = rand.nextInt(10) + 1;
if(n <= speech && speech != 10){
level++;
points++;
text.setText("<html>After some time, your conversation is over.<br>That went well. Better than you thought.<br>As you leave, you feel a rumbling in your gut.<br>It soon becomes painful. You fall to<br>the ground, and a gleaming light comes from<br>your stomach, as a skill point bursts out.<br>You hear a faint \"dunananaaa...\"<html>");
talk.setEnabled(false);
knockSkill.setText("Knocking: " +knocking+ " Speech: " +speech+ " Level: " +level+ " Skill Points: " +points);
}else if(n > speech){
talk.setEnabled(false);
text.setText("<html>After a moment of you speaking, all they do<br>is start blaring death metal.<br>You decide it's time to leave!<html>");
}else if(speech == 10){
text.setText("<html>Your golden, heavenly voice convinces them<br>to convert immediately.<br>You run down to the nearest convenience store<br>and grab yourself an orange Crush. Bottled, of course.<html>");
}
}
public void actionPerformed(ActionEvent e){
if(e.getSource() == start){
frame.getContentPane().removeAll();
frame.setContentPane(createDoorMenu());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(500, 500);
frame.setResizable(false);
frame.setVisible(true);
}else if(e.getSource() == knock){
knock.setEnabled(false);
knockResponse();
}else if(e.getSource() == talk){
talk.setEnabled(false);
successCalc();
}
playerName = name.getText();
}
public static void createAndShowGUI(){
JFrame.setDefaultLookAndFeelDecorated(false);
frame.setContentPane(game.createStartMenu());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(500, 500);
frame.setResizable(false);
frame.setVisible(true);
frame.setLocationRelativeTo(null);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable(){
public void run(){
createAndShowGUI();
}
});
}
}
Thanks for any help, I'm terrible at asking questions.
A Timer starts out repeating, by default. So, your timers are all firing every second, forever.
You ought to call setRepeats(false):
void doLater(ActionListener action, int delay) {
Timer timer = new Timer(delay, action);
timer.setRepeats(false);
timer.start();
}
I am having issues trying to get this program to run, the applet loads, but when I enter a number and click ok, nothing seems to happen... I am not sure if I have an issue with the array or where my issue might lie.
I can't seem to figure out what exactly I am doing wrong.
import java.awt.*;
import java.applet.*;
import java.awt.event.*;
import javax.swing.JOptionPane;
public class LargestApplet extends Applet implements ActionListener {
private static final long serialVersionUID = 1L;
int number =0;
double highNumber=-1;
double lowNumber=-1;
// Create components for applet
Label numberLabel = new Label("Enter a number:");
TextField numberField = new TextField(5);
Button okButton = new Button("OK");
Button cancelButton = new Button("Cancel");
Label highNumberOutputLabel = new Label("The Highest number is: 0 ");
public void init() {
add(numberLabel);
add(numberField);
numberField.requestFocus();
add(okButton);
add(cancelButton);
add(highNumberOutputLabel);
setSize(400, 500); // Sets the size of the applet window
}
public void actionPerformed(ActionEvent e) {
int number = 0, highNumber = -1;
if (numberField.getText().length() == 0) {
numberField.requestFocus();
JOptionPane.showMessageDialog(null,
"Number Cannot blank", "D A T A E R R O R",
JOptionPane.ERROR_MESSAGE);
return;
}
try {
number = Integer.parseInt(numberField.getText());
} catch (NumberFormatException ex) {
numberField.requestFocus();
JOptionPane.showMessageDialog(null, "Number is invalid",
"D A T A E R R O R", JOptionPane.ERROR_MESSAGE);
return;
}
if (number < 0 || number > 10) {
numberField.requestFocus();
JOptionPane.showMessageDialog(null,
"Number must be between 0 and 10",
"D A T A E R R O R", JOptionPane.ERROR_MESSAGE);
return;
}
// Determine highest number
Integer [] numberAr = {number};
for(int i = 0; i < numberAr.length; i++)
{
number += numberAr[i];
if (numberAr[i] < lowNumber)
lowNumber = numberAr[i];
else if (numberAr[i] > highNumber)
highNumber = numberAr[i];
}
// Display the results
highNumberOutputLabel.setText("The Highest Number is: "
+ (highNumber));
}
}
You aren't adding the ActionListener to your buttons, and so pushing a button will have no effect. Fix that by calling addActionListener(this) on the relevant Button. Just having your GUI class extend ActionListener (which is also not a good idea in general) does not magically give buttons the action listener code, and pressing a button will have no effect if you don't first give it code to have a behavior.
More importantly, you should be coding with Swing (JApplet, JButton) not AWT. While Swing is admittedly out of date, AWT is prehistoric in comparison.
And most importantly for us, you should not be posting NullPointerExceptions with your question if you code isn't throwing any.