Make A Simple Platformer Game In Java - Moving Characters
May 24, 2015
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;
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.
try to make a game in this code i am trying to make the basics i have made a mouse it should move the game code is
import java.applet.Applet; import java.awt.*; public class Game extends gameLoop { public void init() { setSize( 854 , 480); Thread th = new Thread (this);
Okay, gotta be able to move the image when a key is pressed. When I test it, the image moves, but leaves the old image behind.
package Game; import java.awt.Component; import javax.swing.JOptionPane; public class Game { private Grid grid; //holds the grid used to store and display images private int userRow; //keep track of which row the user-controlled image appears in private int msElapsed; //keep track of the total amount of milliseconds that have elapsed since the start of the game
[Code] ....
Here is what I was given on instructions:
Complete the handleKeyPress method. Write the following line of code in the handleKeyPress method to check for a key press:
int key = grid.checkLastKeyPressed();
If the user pressed the up arrow (key == 38), move the user's image up one row (unless the user is already in the top row). Likewise, if the user pressed the down arrow (key == 40), move the user's image down one row (unless the user is already in the bottom row). Either way, make sure to update userRow.
Movement of the image can be accomplished by changing the value of userRow. Study how the initial image is displayed in the game constructor, then
Set the current image location to null
Update userRow to the new location and,
Set the image in the new value of userRow.
You should be able to move the user image up and down, and you should be prevented from moving the image off the screen.
I am making a java text adventure and i am trying to add characters to it. I wrote it exactly the same as i wrote the items class (which works fine) but for some reason the character class keeps getting a null pointer exception when it gets to line 140 in the room class
characters.add(c); game class import java.util.ArrayList; import java.util.HashMap; /** * Game class for Free Willy Five: an exciting text based adventure game. *
I want to create simple java application which has 3 text fields and the application will have database connection. Once done, I want to run this application on other systems without using any IDE. So how do I do this? How can I make an application installable on other system so that on clicking on it, it will start executing?
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 java Simon game but I cannot figure out how to make the GUI work. I have this so far, but now it just keeps saying I lose and it isn't functioning. It seems the only way I can make it work is having the action listeners in the do loop, but then once a button is clicked, the code errors out.
I've been at this for a while and I would like to make the Camera in my game follow the player and I know the way to do this would be to move the map and not the player. How would I do this if my map is rendered from a text file using for loops. Here is my code for the map.
package Game; import java.awt.Graphics; import java.io.BufferedReader; import java.io.FileReader; import java.io.IOException; public class Map {
I've started creating a simple game in Java, but I'm still a beginner, so now I'm stuck. I wanted to make moving character by fast alternating arrow keys, but I don't know how. I can make a boolean variable, which disables moving by pressing the same key again, but the player can just hold the key and character is still moving. I thought about changing position of character when the key is pressed, instead of increasing speed, but then the movement wouldn't be smooth. I think this may sound incomprehensible, so I will add a link to game like an example of what I mean.
I am trying to make a Connect Four game with java swing, but I am getting an error with my attempt at making an multi D panel maker when I try to run it.
After i draw line between 2 fixed points on two different rectangles i need to rotate them. The problem is that my line is not updated, it stays on the same x1,y1 x2,y2. How to make line to follow rectangle when they are moving or rotating? I wrote some example code to demonstrate this.
Object that i want to draw:
[public class Object { private int xPos; private int yPos; private int width; private int height; float xDistance = 0f; float yDistance = 0f; double angleToTurn = 0.0;
I've started creating a simple game in Java, so now I'm stuck. I wanted to make moving character by fast alternating arrow keys, but I don't know how. I can make a boolean variable, which disables moving by pressing the same key again, but the player can just hold the key and character is still moving. I thought about changing position of character when the key is pressed, instead of increasing speed, but then the movement wouldn't be smooth. I think this may sound incomprehensible, so I will add a link to game like an example of what I mean.
I have been working on this function and i can't get it to work. It's a little bit complicated so let me first explain what this is about:
1. As a little exam in my studies i have to program a halma console game with KI an stuff.
2. Everything is finished and works except for the Move-Calculation.
3. A Move is a Move from Field a to Field b which a player can perform in one round based on the game rules (Careful: We are not using the standard halma rules, we use different ones).
4. Class Move consists of the Starting Cell where the Figure before the Move stands and a target Cell where the figure will stay on at the Move end. It may include an Array of serveral Cells, the stop cells which the figure passes from start -> target since several jumps can be performed in one Move.
Valid Examples for Moves:
a -> b (From Field a to Field b) d -> f through g,h,i (From Field d to Field f through the Field g,h,i
My Move Calculation where all possible Moves are calculated for a given figure consists of 2 parts. An expand() function which will generate all possible moves (works perfectly) and a jumpFix() function which isn't working properly.
Example:
After expand() I'm getting something like that:
a -> b b -> c c -> d s -> t
This is however not finished, because the first 3 Moves are actually 1 Move. Because the player can Move from a -> d in one turn because those 3 are consecutive Move. The fixed Move would look like that:
a -> d through b,c
jumpFix() is also perfectly working for that situation, however there is one specific situation when it doesn't work. Let's say we have this situation.
a -> b b -> c c -> d b -> e e -> f f -> g s -> t
Then the only valid jumpFix() output would be:
a -> d through b,c a -> g through b,e,f s -> t
However i can not get it to work yet. Note: It definitely needs to be iterative, not rekursive else i would get an StackoverflowError.
This is my current Code of jumpFix():
Java Code:
/** * Takes a look into all calculated moves and finds those which should be seen as one move, but are still considered to be more than one move (several jumps in one move) */
public static List<Move> jumpFix(List<Move> moves) { Set<Move> result = new HashSet<Move>(); Set<Move> remove = new HashSet<Move>(); int lastSize = -1; // repeat action until no moves could be merged while (lastSize != remove.size()) {
[Code] ....
How to implement the special case where a Move splits into 2 or more branches and jumpFix() able to handle this case.
I am busy programming a clone of the popular phone game they had on Nokia cellphones a long time ago called Snake II but since I know very little about programming I will be using ASCII graphics instead of a 2D graphics engine.
My idea for implementation is having a main class called game which should refresh a grid of ascii characters every, say 0.2 seconds. Then I have another class called Dot. Each Dot object has x and y coordinates, and a direction in the x and y planes (dirx = -1 means left, dirx = 1 means right, diry = 1 means up, diry = -1 means down, and obviously the snake cant move the diagonals)
The Game class prints a "*" symbol where the Dot is, and what I'm trying to do is get the screen to refresh (I think I need to use the sleep() function for this to slow the game down to a reasonable pace), and go in the direction it is supposed to go.
(I haven't programmed this in yet but the snake will be an array of Dot, and at each refresh Dot at position 0 will pass it's coordinates and direction to Dot at position 1, Dot1 to Dot2, Dot2 to Dot3, etc.
Here's my code so far:
A first class called Game.
Java Code: //Not done yet but this is the start to my game of Snake. Basically the class Game generates a Grid of ASCII characters
import java.util.Scanner; public class Game { public static void main(String[] args) { Scanner keyboard = new Scanner(System.in); final int WIDTH = 79;
[Code] .....
My problem now is that I am taking input from the Scanner class. What it does is wait for my input, then it goes on to executing the rest of the code in other words refresh the ASCII grid. This is a problem because I need the snake to keep moving at constant pace while listening to the keyboard.
How can I get my while loop to keep going (i will add a sleep() function later) while listening to the keyboard without stopping?
I'm programming a 2D pixel-based platformer, kind of like Terraria, but I ran into a problem with the crafting mechanism. My goal was to create a 3x3 crafting space when you hit "p" while holding a workbench. However, what ended up happening was a straight line of cubic crafting spaces.I realize that this is a rediculous amount of code for such a small problem.
My code below is trying to make a connect four program without GUI. I'm having trouble with getting the players to make their moves. What should I put in my "makeAMove" method...
Java Code:
public class Connect
final static int MAXROW = 6; final static int MAXCOL = 7; public static void main(String[] args){
I am developing a number of Data Structures in Bluej. Iv created a nice little arraylist program, and want to add a password generator to this program. People are already prestored within the arraylist, and contain attributes such as ID, name, password, etc. I can search a persons name within the list and then view their ID, password, and encrypted password. I want to add a field which will show password strength, bare in mind the password is already stored within the program and will not be entered via the user.
I understand that this could be done via a regular expression, or using some count method where certain goals/sets of characters increase the count which determine strength.
So I'm trying to make a simple program which takes in an argument (target) and then looks through an ArrayList of strings. If it finds a string that begins with (target) then it will return the index of that string. If it doesn't find a string which begins with (target) then it will return -1 instead.
For some reason, the program is always returning -1, rather than the index of the string within the ArrayList when there is one which matches the search criteria.
Here is the code:
public int getIndex(ArrayList<String> text, String target) { int i = 0; int index = -1; boolean found = false;
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.
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 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);