What to put in my if statement - java

Ok so I have created a game and it works perfectly, except I don't want the player to win after just one defeat I want him to have to kill 10 enemies well I created my spawnmore method and I know the problem I just don't know how to fix it, in my if statement I have it saying if(dead < 10) then do my stuff, when I only want it to do it once every time dead increments one if you get what I mean here's my method thanks
public void spawnMore(){
int delay = 1000;
Timer time = new Timer(delay, new ActionListener(){
public void actionPerformed(ActionEvent e){
if(WizardCells[BadGuy.getx()][BadGuy.gety()].getIcon() != null){
return;
}
if(WizardCells[BadGuy.getx()][BadGuy.gety()].getIcon() == null){
dead += 1;
}
if(dead < 10){
int where = (int)(10 + Math.random() *9);
BadGuy.spawnEnemy(where, where);
move();
}
}
});
time.start();
}

If I understand you correctly, you could just move the if statement inside the previous if statement:
public void spawnMore(){
int delay = 1000;
Timer time = new Timer(delay, new ActionListener(){
public void actionPerformed(ActionEvent e){
if(WizardCells[BadGuy.getx()][BadGuy.gety()].getIcon() != null){
return;
}
if(WizardCells[BadGuy.getx()][BadGuy.gety()].getIcon() == null){
dead += 1;
if(dead < 10){
int where = (int)(10 + Math.random() *9);
BadGuy.spawnEnemy(where, where);
move();
}
}
}
});
time.start();
}

Related

JPanel doesn't get new values (anymore)

So, I'm trying to program a Game of Life simulation (Conway), and I want to show it in a JFrame.
For this purpose, I've created a JPanel, and it works perfectly, until I try to actually show a new generation. With prints, I've figured out, that the list is actually correct inside the newGeneration() method, but when paint(Graphics g) gets called (aka, when I try to repaint the JFrame), the list isn't updating.
I'm sure I've missed something obvious, and I'm not well versed in Java, but it's just getting so annoying. I'd really appreciate your help.
Here's my code;
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
public class Main {
public static void main(String[] args) {
new GameOfLife();
}
}
class GameOfLife {
// Initialising all class wide variables; sorted by type
JFrame frame = new JFrame("Game of Life");
JPanel panel;
Scanner gameSize = new Scanner(System.in);
String dimensions;
String splitHorizontal;
String splitVertical;
String confirmation;
Boolean accepted = false;
Integer split;
Integer horizontal;
Integer vertical;
Integer livingNeighbours;
int[][] cells;
int[][] newCells;
public GameOfLife() {
// Prompt for game Size
System.out.println("Please enter your game size in the following format; 'Horizontal,Vertical'");
// Run until viable game Size has been chosen
while (!accepted) {
dimensions = gameSize.nextLine();
// Check for correct format
if (dimensions.contains(",")) {
split = dimensions.indexOf(",");
splitHorizontal = dimensions.substring(0, split);
splitVertical = dimensions.substring(split + 1);
// Check for validity of inputs
if (splitHorizontal.matches("[0-9]+") && splitVertical.matches("[0-9]+")) {
horizontal = Integer.parseInt(dimensions.substring(0, split));
vertical = Integer.parseInt(dimensions.substring(split + 1));
// Check for game Size
if (horizontal > 1000 || vertical > 1000) {
System.out.println("A game of this Size may take too long to load.");
} else {
// Confirmation Prompt
System.out.println("Your game will contain " + horizontal + " columns, and " + vertical + " rows, please confirm (Y/N)");
confirmation = gameSize.nextLine();
// Check for confirmation, anything invalid is ignored
if (confirmation.matches("Y")) {
accepted = true;
System.out.println("Thank you for your confirmation. Please select live cells. Once your happy with your game, press Spacebar to start the Simulation.");
// Setting parameters depending on Size
frame.setSize(horizontal * 25 + 17, vertical * 25 + 40);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
}
}
// Prompt asking for new dimensions in case of invalid dimensions or non confirmation
if (!accepted) {
System.out.println("Please enter different dimensions.");
}
}
// Creating list of cells
cells = new int[horizontal][vertical];
// Showing the empty panel for selection of live cells
panel = new PaintCells(horizontal, vertical, cells);
frame.add(panel);
// Select live cells
panel.addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
if (cells[(int) Math.ceil(e.getX() / 25)][(int) Math.ceil(e.getY() / 25)] == 1) {
cells[(int) Math.ceil(e.getX() / 25)][(int) Math.ceil(e.getY() / 25)] = 0;
} else {
cells[(int) Math.ceil(e.getX() / 25)][(int) Math.ceil(e.getY() / 25)] = 1;
}
frame.repaint();
}
});
// Simulation start
frame.addKeyListener(new KeyListener() {
#Override
public void keyTyped(KeyEvent e) {
if (e.getKeyChar() == ' ') {
newGeneration();
}
}
#Override
public void keyPressed(KeyEvent e) {
}
#Override
public void keyReleased(KeyEvent e) {
}
});
}
// Generating new generations
void newGeneration() {
newCells = new int[horizontal][vertical];
// Pause inbetween generations
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
/*
* Way of Life Rules:
* Living cells with 2 or 3 living neighbours live on to the next generation.
* Dead cells with exactly 3 living neighbours become living cells in the next generation.
* Every other living cell dies.
*/
// iterate through every cell
for (int l = 0; l < vertical; l++) {
for (int k = 0; k < horizontal; k++) {
livingNeighbours = 0;
// check amount of neighbours
if (k - 1 > -1) {
if (l - 1 > -1) {
if (cells[k - 1][l - 1] == 1) {
livingNeighbours++;
}
}
if (l + 1 < vertical) {
if (cells[k - 1][l + 1] == 1) {
livingNeighbours++;
}
}
if (cells[k - 1][l] == 1) {
livingNeighbours++;
}
}
if (k + 1 < horizontal) {
if (l - 1 >= 0) {
if (cells[k + 1][l - 1] == 1) {
livingNeighbours++;
}
}
if (l + 1 < vertical) {
if (cells[k + 1][l + 1] == 1) {
livingNeighbours++;
}
}
if (cells[k + 1][l] == 1) {
livingNeighbours++;
}
}
if (l - 1 >= 0) {
if (cells[k][l - 1] == 1) {
livingNeighbours++;
}
}
if (l + 1 < vertical) {
if (cells[k][l + 1] == 1) {
livingNeighbours++;
}
}
// change cell value depending on amount of neighbours
if (cells[k][l] == 1) {
if (livingNeighbours < 2 || livingNeighbours > 3) {
newCells[k][l] = 0;
} else {
newCells[k][l] = 1;
}
} else {
if (livingNeighbours == 3) {
newCells[k][l] = 1;
}
}
}
}
cells = newCells;
frame.validate();
frame.paint(frame.getGraphics());
newGeneration();
}
}
// Our canvas
class PaintCells extends JPanel {
private Integer horizontal;
private Integer vertical;
private int[][] newOriginalCells;
// Get our X and Y from the original prompts
public PaintCells(Integer originalHorizontal, Integer originalVertical, int[][] originalCells) {
this.horizontal = originalHorizontal;
this.vertical = originalVertical;
this.newOriginalCells = originalCells;
}
#Override
public void paint(Graphics g) {
for (int i = 0; i < vertical; i++) {
for (int j = 0; j < horizontal; j++) {
// Check cell value
if (newOriginalCells[j][i] == 1) {
g.setColor(Color.black);
} else {
g.setColor(Color.white);
}
// paint according to value
g.fillRect(j * 25, i * 25, 25, 25);
if (newOriginalCells[j][i] == 1) {
g.setColor(Color.white);
} else {
g.setColor(Color.black);
} // maybe change style?
g.drawRect(j * 25, i * 25, 25, 25);
}
}
}
}
I'm guessing, the problem is somewhere in newGeneration(), but other than that, I really have no idea anymore.
You have a common problem which I had myself a few months ago.
Java Swing GUI system works in thread called Event Dispatch Thread (EDT). This thread handle events like mouse clicks, typing etc. and paint the components to the screen. You should use this thread not as your main thread, but as sub-thread which working only once a certain time/when event happens, and not let him run continuously. In your code, since the user choose the cell to live, this thread run non-stop (because you started the program inside a listener, which is part of the EDT), and your GUI stuck, because it's updating only at the end of the thread.
You can solve this by using javax.swing.Timer. Timer is an object that allows you do tasks once a while, and it is perfect to this problem.
Use code like this:
ActionListener actionListaner = new ActionListener(){
public void actionPerformed(ActionEvent e){
//Put here you ne genration repeating code
}
};
int delay = 1000;//You delay between generations in millis
Timer timer = new timer(delay, actionListener);
The code in the actionPerformed method will repeat every second (or any other time you want it to repeat), and every operation of the timer will recall EDT instead of let it run non-stop.

Android countDownTimer with Progressbar. Can't setProgress

I am struggling with wierd issue, I've made countdown timer with round progressbar. Sometimes as the time runs out, there is few pixels of progressbar left (orange between x and t), even though it reaches onFinish function. It's not a problem no more as I set countDownInterval to 10, but then showProgress function doesn't quite work, it enters else statement, but doesn't actually set progressbar to 0.
private void startCountingTime() {
if (!counting) {
timeLeftInMillis = maxTime * 1000;
endTime = System.currentTimeMillis() + timeLeftInMillis;
}
if (maxTime != 0) {
countDownTimer = new CountDownTimer(timeLeftInMillis, 100) {
#Override
public void onTick(long l) {
String text = String.format(Locale.getDefault(), "%02d:%02d",
TimeUnit.MILLISECONDS.toMinutes(l) % 60,
TimeUnit.MILLISECONDS.toSeconds(l) % 60);
timeLeftInMillis = l;
showProgress(l, maxTime);
counting = true;
question.setText(exposePasswd ? text : currentQuestion);//displays the timer or question
}
#Override
public void onFinish() {
step = 4;
counting = false;
progressBar.setProgress(0);
question.setText("Out of time! doubletap for next question");
}
}.start();
} else {
question.setText("tap to reveal, doubletap for next");
exposePasswd = false;
}
}
private void showProgress(long l, int maxTime) {
maxTime = maxTime * 1000;
int prog = (int) ((l * 100) / maxTime);
if (exposePasswd) {
// progressBar.setVisibility(View.VISIBLE);
if (progressBar.getProgress() == 0) {
progressBar.setProgress(prog);
} else if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.N) {
progressBar.setProgress(prog, true);
} else {
progressBar.setProgress(prog);
}
} else {
progressBar.setProgress(0);
Log.wtf("idk","setted");
}
}
Any ideas how to fix it?
Im not sure, why this is happening, but you could probably easily bypass this issue by adding:
progressbar.setVisibility(Visibility.GONE);
in the else statement and
progressbar.setVisibility(Visibility.VISIBLE);
when the timer starts.

Change the background of a panel multiple times in the same method

Hi i'm trying to change the background of a panel to create something similar to the Simon color games.
Here's what I have for code. The problem I seem to be finding is that the only time the background physically changes only at the end of the button being pressed. I have tried using Repaint(); and it has had no effect.
private void ClickRandomColorActionPerformed(java.awt.event.ActionEvent evt) {
Random gen = new Random();
for(int i = 0; i < 5; i++){
int CaseNum = 0;
CaseNum = gen.nextInt(3) +1;
ChangeBackground(CaseNum);
try {
TimeUnit.SECONDS.sleep(1);
} catch (InterruptedException ex) {
Logger.getLogger(Testerino.class.getName()).log(Level.SEVERE, null, ex);
}
}
}
public void ChangeBackground(int i){
System.out.println(i);
if(i == 1){
RandColor.setBackground(blue);
}
else if (i == 2){
RandColor.setBackground(black);
}
else if(i == 3){
RandColor.setBackground(magenta);
}
}

Button To Flash

Hi im trying to get a button to flash, I have tried to change the background with a loop, but not having much luck any suggestions thanks
int count = 0;
while (count < 10000) { // test: boolean test within (..)
if (count % 2 != 0) {
helpt.setBackgroundColor(getResources().getColor(R.color.Blue));
}
else {
helpt.setBackgroundColor(getResources().getColor(R.color.Red));
}
count = count + 1;
}
This will change the colour every one second:
int count = 0; //Declare as instance variable
Activity activity; //Declare as instance variable
//Inside onCreate()
activity = this;
new Timer().schedule(new TimerTask() {
#Override
public void run() {
activity.runOnUiThread(new Runnable() {
public void run() {
if (count < 10000) {
if (count % 2 != 0) {
helpt.setBackgroundColor(getResources()
.getColor(android.R.color.black));
} else {
helpt.setBackgroundColor(getResources()
.getColor(android.R.color.white));
}
count = count + 1;
}
}
});
}
}, 0, 1000);
You dont have any form of delay, of course you wouldn't see it flash. It will run through that loop very quickly. Also for standards you should be using a for loop, not a while. For is explicityly for when you know how many times you are going to run.

Updating JButton on a timer in a do-while loop

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

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