Search Results

Search found 113 results on 5 pages for 'setbounds'.

Page 5/5 | < Previous Page | 1 2 3 4 5 

  • issue of hide uipickerview in iphone

    - by M007
    I want to display UIPickerView with UIToolBar on the top of pickerView with done and cancel button.Attached is the screen shot for the same.I also have tab bar controller in bottom side of view and I want to display pickerView over bottom bar thats why I am using uipickerView inside of actionsheet.Now my issue is how to dismiss that pickerView on cancelButton click which is added in UIActionSheet? Following is the function to display pickerView : -(IBAction)setMile:(id)sender { menu = [[UIActionSheet alloc] initWithTitle:nil delegate:self cancelButtonTitle:nil destructiveButtonTitle:nil otherButtonTitles:nil]; // Add the picker UIPickerView *pickerView = [[UIPickerView alloc] initWithFrame:CGRectMake(0,55,0,0)]; pickerView.delegate = self; pickerView.showsSelectionIndicator = YES; // note this is default to NO UIToolbar *pickerToolbar = [[UIToolbar alloc] initWithFrame:CGRectMake(0,0,320,44)]; pickerToolbar.barStyle = UIBarStyleBlackOpaque; [pickerToolbar sizeToFit]; NSMutableArray *barItems = [[NSMutableArray alloc] init]; UIBarButtonItem *cancelBtn = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemCancel target:self action:@selector(setMileCancel:)]; [barItems addObject:cancelBtn]; [cancelBtn release]; cancelBtn=nil; UIBarButtonItem *flexSpace = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemFlexibleSpace target:self action:nil]; [barItems addObject:flexSpace]; [flexSpace release]; flexSpace=nil; UIBarButtonItem *doneBtn = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemDone target:self action:@selector(setMileDone:)]; [barItems addObject:doneBtn]; [doneBtn release]; doneBtn=nil; [pickerToolbar setItems:barItems animated:YES]; [barItems release]; barItems=nil; [menu addSubview:pickerToolbar]; [menu addSubview:pickerView]; [menu showInView:self.view]; //[menu showFromTabBar:[[self tabBarController] tabBar]]; this code is not working [menu setBounds:CGRectMake(0,0,320, 545)]; [pickerView release]; [menu release]; pickerView=nil; menu=nil; } I have following code on cancel button click -(IBAction)setMileCancel:(id)sender { //[menu removeFromSuperview]; [menu dismissWithClickedButtonIndex:0 animated:YES]; }

    Read the article

  • Navigating Libgdx Menu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

    Read the article

  • I create a JPanel and GridBagLayout within an object but when I get it in the main object, attributes are missing

    - by chickeneaterguy
    public oijoij() { String name = "Jackie"; int priority = 50; int minPriority = 90; setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setBounds(100, 100, 450, 300); contentPane = new JPanel(); contentPane.setBorder(new EmptyBorder(5, 5, 5, 5)); contentPane.setLayout(new BorderLayout(0, 0)); setContentPane(contentPane); JPanel panel = new JPanel(); GridBagLayout gbc_panel = new GridBagLayout(); gbc_panel.columnWidths = new int[]{0,0,0}; gbc_panel.rowHeights = new int[]{0, 0, 0, 0, 0, 0}; gbc_panel.columnWeights = new double[]{0.0, 0.0, Double.MIN_VALUE}; gbc_panel.rowWeights = new double[]{0.0, 0.0, 0.0, 0.0, 0.0, Double.MIN_VALUE}; panel.setBorder(new LineBorder(new Color(0,0,0),1)); panel.setLayout(gbc_panel); panel.setAlignmentX(Component.LEFT_ALIGNMENT); panel.setMinimumSize(new Dimension(110,110)); panel.setPreferredSize(new Dimension(110, 110)); panel.setSize(new Dimension(110,110)); JLabel lblNewLabel = new JLabel("Process ID:"); GridBagConstraints gbc_lblNewLabel = new GridBagConstraints(); gbc_lblNewLabel.gridheight = 2; gbc_lblNewLabel.insets = new Insets(0, 0, 5, 5); gbc_lblNewLabel.gridx = 0; gbc_lblNewLabel.gridy = 0; panel.add(lblNewLabel, gbc_lblNewLabel); JLabel lblNewLabel_1 = new JLabel(name); GridBagConstraints gbc_lblNewLabel_1 = new GridBagConstraints(); gbc_lblNewLabel_1.gridheight = 2; gbc_lblNewLabel_1.insets = new Insets(0, 0, 5, 0); gbc_lblNewLabel_1.gridx = 1; gbc_lblNewLabel_1.gridy = 0; panel.add(lblNewLabel_1, gbc_lblNewLabel_1); JLabel lblNewLabel_2 = new JLabel("Priority:"); GridBagConstraints gbc_lblNewLabel_2 = new GridBagConstraints(); gbc_lblNewLabel_2.insets = new Insets(0, 0, 5, 5); gbc_lblNewLabel_2.gridx = 0; gbc_lblNewLabel_2.gridy = 2; panel.add(lblNewLabel_2, gbc_lblNewLabel_2); JLabel lblNum = new JLabel(Integer.toString(priority)); GridBagConstraints gbc_lblNum = new GridBagConstraints(); gbc_lblNum.insets = new Insets(0, 0, 5, 0); gbc_lblNum.gridx = 1; gbc_lblNum.gridy = 2; panel.add(lblNum, gbc_lblNum); JLabel lblNewLabel_3 = new JLabel("Min Priority:"); GridBagConstraints gbc_lblNewLabel_3 = new GridBagConstraints(); gbc_lblNewLabel_3.insets = new Insets(0, 0, 5, 5); gbc_lblNewLabel_3.gridx = 0; gbc_lblNewLabel_3.gridy = 3; panel.add(lblNewLabel_3, gbc_lblNewLabel_3); JLabel lblMp = new JLabel(Integer.toString(minPriority)); GridBagConstraints gbc_lblMp = new GridBagConstraints(); gbc_lblMp.insets = new Insets(0, 0, 5, 0); gbc_lblMp.gridx = 1; gbc_lblMp.gridy = 3; panel.add(lblMp, gbc_lblMp); JLabel lblTimeSlice = new JLabel("Time Slice:"); GridBagConstraints gbc_lblTimeSlice = new GridBagConstraints(); gbc_lblTimeSlice.insets = new Insets(0, 0, 0, 5); gbc_lblTimeSlice.gridx = 0; gbc_lblTimeSlice.gridy = 4; panel.add(lblTimeSlice, gbc_lblTimeSlice); Random r = new Random(System.currentTimeMillis()); panel.setBackground(new Color( r.nextInt(255 - 210) + 210, r.nextInt(255 - 210) + 210, r.nextInt(255 - 210) + 210)); } I have accessor methods for the GridBagLayout and the JPanel. When calling the functions in another file, it looks like I just get the JPanel (but without any labels or the layout or other GridBagLayout features). Help?

    Read the article

  • Why isn't my bundle getting passed?

    - by NickTFried
    I'm trying to pass a bundle of two values from a started class to my landnav app, but according to the debug nothing is getting passed, does anyone have any ideas why? package edu.elon.cs.mobile; import android.app.Activity; import android.content.Intent; import android.os.Bundle; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.EditText; public class PointEntry extends Activity{ private Button calc; private EditText longi; private EditText lati; private double longid; private double latd; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.pointentry); calc = (Button) findViewById(R.id.coorCalcButton); calc.setOnClickListener(landNavButtonListener); longi = (EditText) findViewById(R.id.longitudeedit); lati = (EditText) findViewById(R.id.latitudeedit); } private void startLandNav() { Intent intent = new Intent(this, LandNav.class); startActivityForResult(intent, 0); } private OnClickListener landNavButtonListener = new OnClickListener() { @Override public void onClick(View arg0) { Bundle bundle = new Bundle(); bundle.putDouble("longKey", longid); bundle.putDouble("latKey", latd); longid = Double.parseDouble(longi.getText().toString()); latd = Double.parseDouble(lati.getText().toString()); startLandNav(); } }; } This is the class that is suppose to take the second point package edu.elon.cs.mobile; import com.google.android.maps.GeoPoint; import com.google.android.maps.MapActivity; import com.google.android.maps.MapController; import com.google.android.maps.MapView; import com.google.android.maps.MyLocationOverlay; import com.google.android.maps.Overlay; import android.content.Context; import android.graphics.drawable.Drawable; import android.hardware.Sensor; import android.hardware.SensorEvent; import android.hardware.SensorEventListener; import android.hardware.SensorManager; import android.location.Location; import android.location.LocationManager; import android.os.Bundle; import android.util.Log; import android.widget.EditText; import android.widget.TextView; public class LandNav extends MapActivity{ private MapView map; private MapController mc; private GeoPoint myPos; private SensorManager sensorMgr; private TextView azimuthView; private double longitudeFinal; private double latitudeFinal; double startTime; double newTime; double elapseTime; private MyLocationOverlay me; private Drawable marker; private GeoPoint finalPos; private SitesOverlay myOverlays; public LandNav(){ startTime = System.currentTimeMillis(); } public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.landnav); Bundle bundle = this.getIntent().getExtras(); if(bundle != null){ longitudeFinal = bundle.getDouble("longKey"); latitudeFinal = bundle.getDouble("latKey"); } azimuthView = (TextView) findViewById(R.id.azimuthView); map = (MapView) findViewById(R.id.map); mc = map.getController(); sensorMgr = (SensorManager) getSystemService(Context.SENSOR_SERVICE); LocationManager lm = (LocationManager)getSystemService(Context.LOCATION_SERVICE); Location location = lm.getLastKnownLocation(LocationManager.GPS_PROVIDER); int longitude = (int)(location.getLongitude() * 1E6); int latitude = (int)(location.getLatitude() * 1E6); finalPos = new GeoPoint((int)(latitudeFinal*1E6), (int)(longitudeFinal*1E6)); myPos = new GeoPoint(latitude, longitude); map.setSatellite(true); map.setBuiltInZoomControls(true); mc.setZoom(16); mc.setCenter(myPos); marker = getResources().getDrawable(R.drawable.greenmarker); marker.setBounds(0,0, marker.getIntrinsicWidth(), marker.getIntrinsicHeight()); me = new MyLocationOverlay(this, map); myOverlays = new SitesOverlay(marker, myPos, finalPos); map.getOverlays().add(myOverlays); } @Override protected boolean isRouteDisplayed() { return false; } @Override protected void onResume() { super.onResume(); sensorMgr.registerListener(sensorListener, sensorMgr.getDefaultSensor(Sensor.TYPE_ORIENTATION), SensorManager.SENSOR_DELAY_UI); me.enableCompass(); me.enableMyLocation(); //me.onLocationChanged(location) } protected void onPause(){ super.onPause(); me.disableCompass(); me.disableMyLocation(); } @Override protected void onStop() { super.onStop(); sensorMgr.unregisterListener(sensorListener); } private SensorEventListener sensorListener = new SensorEventListener() { @Override public void onAccuracyChanged(Sensor arg0, int arg1) { // TODO Auto-generated method stub } private boolean reset = true; @Override public void onSensorChanged(SensorEvent event) { newTime = System.currentTimeMillis(); elapseTime = newTime - startTime; if (event.sensor.getType() == Sensor.TYPE_ORIENTATION && elapseTime > 400) { azimuthView.setText(Integer.toString((int) event.values[0])); startTime = newTime; } } }; }

    Read the article

  • login form whith java/sqlite

    - by tuxou
    hi I would like to create a login form for my application with the possibility to add or remove users for an sqlite database, i have created the table users(nam, pass) but i can't unclud it in my login form, it someone could help me this is my login code: import java.awt.*; import java.awt.event.*; import javax.swing.*; public class login extends JFrame { // Variables declaration private JLabel jLabel1; private JLabel jLabel2; private JTextField jTextField1; private JPasswordField jPasswordField1; private JButton jButton1; private JPanel contentPane; // End of variables declaration public login() { super(); create(); this.setVisible(true); } private void create() { jLabel1 = new JLabel(); jLabel2 = new JLabel(); jTextField1 = new JTextField(); jPasswordField1 = new JPasswordField(); jButton1 = new JButton(); contentPane = (JPanel)this.getContentPane(); // // jLabel1 // jLabel1.setHorizontalAlignment(SwingConstants.LEFT); jLabel1.setForeground(new Color(0, 0, 255)); jLabel1.setText("username:"); // // jLabel2 // jLabel2.setHorizontalAlignment(SwingConstants.LEFT); jLabel2.setForeground(new Color(0, 0, 255)); jLabel2.setText("password:"); // // jTextField1 // jTextField1.setForeground(new Color(0, 0, 255)); jTextField1.setSelectedTextColor(new Color(0, 0, 255)); jTextField1.setToolTipText("Enter your username"); jTextField1.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { jTextField1_actionPerformed(e); } }); // // jPasswordField1 // jPasswordField1.setForeground(new Color(0, 0, 255)); jPasswordField1.setToolTipText("Enter your password"); jPasswordField1.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { jPasswordField1_actionPerformed(e); } }); // // jButton1 // jButton1.setBackground(new Color(204, 204, 204)); jButton1.setForeground(new Color(0, 0, 255)); jButton1.setText("Login"); jButton1.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { jButton1_actionPerformed(e); } }); // // contentPane // contentPane.setLayout(null); contentPane.setBorder(BorderFactory.createEtchedBorder()); contentPane.setBackground(new Color(204, 204, 204)); addComponent(contentPane, jLabel1, 5,10,106,18); addComponent(contentPane, jLabel2, 5,47,97,18); addComponent(contentPane, jTextField1, 110,10,183,22); addComponent(contentPane, jPasswordField1, 110,45,183,22); addComponent(contentPane, jButton1, 150,75,83,28); // // login // this.setTitle("Login To Members Area"); this.setLocation(new Point(76, 182)); this.setSize(new Dimension(335, 141)); this.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE); this.setResizable(false); } /** Add Component Without a Layout Manager (Absolute Positioning) */ private void addComponent(Container container,Component c,int x,int y,int width,int height) { c.setBounds(x,y,width,height); container.add(c); } private void jTextField1_actionPerformed(ActionEvent e) { } private void jPasswordField1_actionPerformed(ActionEvent e) { } private void jButton1_actionPerformed(ActionEvent e) { System.out.println("\njButton1_actionPerformed(ActionEvent e) called."); String username = new String(jTextField1.getText()); String password = new String(jPasswordField1.getText()); if(username.equals("") || password.equals("")) // If password and username is empty Do this { jButton1.setEnabled(false); JLabel errorFields = new JLabel("You must enter a username and password to login."); JOptionPane.showMessageDialog(null,errorFields); jTextField1.setText(""); jPasswordField1.setText(""); jButton1.setEnabled(true); this.setVisible(true); } else { JLabel optionLabel = new JLabel("You entered "+username+" as your username. Is this correct?"); int confirm =JOptionPane.showConfirmDialog(null,optionLabel); switch(confirm){ // Switch Case case JOptionPane.YES_OPTION: // Attempt to Login user jButton1.setEnabled(false); // Set button enable to false to prevent 2 login attempts break; case JOptionPane.NO_OPTION: // No Case.(Go back. Set text to 0) jButton1.setEnabled(false); jTextField1.setText(""); jPasswordField1.setText(""); jButton1.setEnabled(true); break; case JOptionPane.CANCEL_OPTION: // Cancel Case.(Go back. Set text to 0) jButton1.setEnabled(false); jTextField1.setText(""); jPasswordField1.setText(""); jButton1.setEnabled(true); break; } // End Switch Case } } public static void main(String[] args) { JFrame.setDefaultLookAndFeelDecorated(true); JDialog.setDefaultLookAndFeelDecorated(true); try { UIManager.setLookAndFeel("com.sun.java.swing.plaf.windows.WindowsLookAndFeel"); } catch (Exception ex) { System.out.println("Failed loading L&F: "); System.out.println(ex); } new login(); }; }

    Read the article

  • HTML tables in JTextPane showing weird "form" boxes

    - by Ted
    import java.awt.BorderLayout; import java.awt.EventQueue; import javax.swing.JFrame; import javax.swing.JPanel; import javax.swing.JTextPane; import javax.swing.border.EmptyBorder; import javax.swing.text.Document; import javax.swing.text.html.HTMLEditorKit; import javax.swing.text.html.StyleSheet; public class htmlEditor2 extends JFrame { private JPanel contentPane; public static void main(String[] args) { EventQueue.invokeLater(new Runnable() { public void run() { try { htmlEditor2 frame = new htmlEditor2(); frame.setVisible(true); } catch (Exception e) { e.printStackTrace(); } } }); } public htmlEditor2() { setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setBounds(100, 100, 450, 300); contentPane = new JPanel(); contentPane.setBorder(new EmptyBorder(5, 5, 5, 5)); contentPane.setLayout(new BorderLayout(0, 0)); setContentPane(contentPane); Foo f = new Foo(); f.setText("<html><body><table border=\"1\" width=\"985\" cellpadding=\"3\" cellspacing=\"0\" style=\"table-layout: fixed; border-collapse: collapse; border-width: 0px; border-color: #010101; \"><colgroup><col width=\"328\"></col> <col width=\"328\"></col> <col width=\"328\"></col> </colgroup><tr><td align=\"left\" valign=\"top\" width=\"321\" style=\"border: solid #010101 1px; \"><div align=\"left\"><font face=\"Arial\"><span style=\"font-size:8pt\">row 1</span></font></div></td><td align=\"left\" valign=\"top\" width=\"321\" style=\"border: solid #010101 1px; \"><div align=\"left\"><font face=\"Arial\"><span style=\"font-size:8pt\">row2</span></font></div></td><td align=\"left\" valign=\"top\" width=\"321\" style=\"border: solid #010101 1px; \"><div align=\"left\"><font face=\"Arial\"><span style=\"font-size:8pt\">row3</span></font></div></td></tr><tr><td align=\"left\" valign=\"top\" width=\"321\" style=\"border: solid #010101 1px; \"><div align=\"left\"><span style=\"font-size: 8pt;\">&nbsp;</span></div></td><td align=\"left\" valign=\"top\" width=\"321\" style=\"border: solid #010101 1px; \"><div align=\"left\"><span style=\"font-size: 8pt;\">&nbsp;</span></div></td><td align=\"left\" valign=\"top\" width=\"321\" style=\"border: solid #010101 1px; \"><div align=\"left\"><span style=\"font-size: 8pt;\">&nbsp;</span></div></td></tr><tr><td align=\"left\" valign=\"top\" width=\"321\" style=\"border: solid #010101 1px; \"><div align=\"left\"><span style=\"font-size: 8pt;\">&nbsp;</span></div></td><td align=\"left\" valign=\"top\" width=\"321\" style=\"border: solid #010101 1px; \"><div align=\"left\"><span style=\"font-size: 8pt;\">&nbsp;</span></div></td><td align=\"left\" valign=\"top\" width=\"321\" style=\"border: solid #010101 1px; \"><div align=\"left\"><span style=\"font-size: 8pt;\">&nbsp;</span></div></td></tr></table><div align=\"left\">&nbsp;&nbsp;</div></body></html>"); contentPane.add(f); } class Foo extends JTextPane { public Foo() { super(); HTMLEditorKit kit = new HTMLEditorKit(); setEditorKit(kit); StyleSheet styleSheet = kit.getStyleSheet(); styleSheet.addRule(""); //in case I need to add a CSS Document doc = kit.createDefaultDocument(); setDocument(doc); } } } I would paste a nicely formatted version of the html, but I'm not sure how to do it on here... So yeah.. I just want to know how to get rid of those weird colgroup and col boxes in my table and how to make the table work normally! Thanks yall!

    Read the article

  • Calling class in Java after editing file used in as source for table

    - by user2892290
    I'm currently working on a project, I'll try to subrscibe first. I save data into text file, that I use as a source for browser of that data. The browser is based on table that contains the data. I have to rewrite the source file everytime I delete or edit data. That's where the problem comes in. After deleting or editing data I call a method to create the table again, but the table never creates. Is it possibly made by editing the file and calling the method right after that? If I restart my app the table is successfully created with right data. Take in note that I don't get any error message. This is the method I use for loading data from source file: try (BufferedReader input1 = new BufferedReader(new FileReader("./src/data.src"))) { int lines = 0; while (input1.read() != -1) { if (!(input1.readLine()).equals("")) { lines++; } } input1.close(); if (lines == 0) { JOptionPane.showMessageDialog(null, "No data to load, create a note first!"); new Writer().build(frame); } else { try (BufferedReader input = new BufferedReader(new FileReader("./src/data.src"))) { Game[] g = new Game[lines]; String currentLine; String[] help; int counter = 0; while (lines > 0) { currentLine = input.readLine(); help = currentLine.split("#"); g[counter] = new Game(help[0],help[1], help[2], help[3], help[4], help[5], help[6], help[7], help[8], help[9]); counter++; lines--; } input.close(); final JButton bButton = new backButton().create(frame, mPanel); build(g, frame, bButton); mPanel.add(panel); mPanel.add(panel2); mPanel.add(searchPanel); mPanel.add(bButton); bButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { frame.setCursor(Cursor.getPredefinedCursor(Cursor.WAIT_CURSOR)); panel.removeAll(); frame.setCursor(Cursor.getDefaultCursor()); } }); mPanel.setPreferredSize(new Dimension(1000, 750)); panel.setBorder(new EmptyBorder(10, 10, 10, 10)); frame.setLayout(new FlowLayout()); frame.add(mPanel); frame.pack(); JMenuBar menuBar = new Menu().create(frame, mPanel); frame.setJMenuBar(menuBar); frame.setVisible(true); Rectangle rec = GraphicsEnvironment.getLocalGraphicsEnvironment().getMaximumWindowBounds(); int width = (int) rec.getWidth(); int height = (int) rec.getHeight(); frame.setBounds(1, 3, width, height); frame.addComponentListener(new ComponentAdapter() { @Override public void componentMoved(ComponentEvent e) { frame.setLocation(1, 3); } }); And this is the method I use for creating the table: String[][] tableData = new String[g.length][9]; for (int i = 0; i < tableData.length; i++) { tableData[i][0] = g[i].getChampion(); tableData[i][1] = g[i].getRole(); tableData[i][2] = g[i].getEnemy(); tableData[i][3] = g[i].getDifficulty(); tableData[i][4] = g[i].getResult(); tableData[i][5] = g[i].getScore(); tableData[i][6] = g[i].getGameType(); tableData[i][7] = g[i].getPoints(); tableData[i][8] = g[i].getLeague(); } final JLabel searchLabel = new JLabel("Search for champion played."); final JButton searchButton = new JButton("Search"); final JTextField searchText = new JTextField(20); frame.setTitle("LoL Notepad - reading your notes"); JTable table = new JTable(tableData, columnNames); final JScrollPane scrollPane = new JScrollPane(table); scrollPane.setPreferredSize(new Dimension(980, 500)); panel2.setPreferredSize(new Dimension(1000, 550)); panel2.setVisible(false); panel2.setBorder(new EmptyBorder(10, 10, 10, 10)); panel3.setVisible(false); panel.setLayout(new FlowLayout()); panel.add(scrollPane); searchPanel.add(searchLabel); searchPanel.add(searchText); searchPanel.add(searchButton); searchButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { try { frame.setCursor(Cursor.getPredefinedCursor(Cursor.WAIT_CURSOR)); search(g, searchText.getText(), frame, bButton); frame.setCursor(Cursor.getDefaultCursor()); } catch (IOException ex) { Logger.getLogger(Reader.class.getName()).log(Level.SEVERE, null, ex); } } }); table.addMouseListener(new MouseAdapter() { @Override public void mousePressed(MouseEvent e) { if (e.getClickCount() == 1) { JTable target = (JTable) e.getSource(); panel.setVisible(false); searchPanel.setVisible(false); bButton.setVisible(false); int row = target.getSelectedRow(); specific(row, g, frame, bButton); } } });

    Read the article

  • actionscript3: reflect-class applied on rotationY

    - by algro
    Hi, I'm using a class which applies a visual reflection-effect to defined movieclips. I use a reflection-class from here: link to source. It works like a charm except when I apply a rotation to the movieclip. In my case the reflection is still visible but only a part of it. What am I doing wrong? How could I pass/include the rotation to the Reflection-Class ? Thanks in advance! This is how you apply the Reflection Class to your movieclip: var ref_mc:MovieClip = new MoviClip(); addChild(ref_mc); var r1:Reflect = new Reflect({mc:ref_mc, alpha:50, ratio:50,distance:0, updateTime:0,reflectionDropoff:1}); Now I apply a rotation to my movieclip: ref_mc.rotationY = 30; And Here the Reflect-Class: package com.pixelfumes.reflect{ import flash.display.MovieClip; import flash.display.DisplayObject; import flash.display.BitmapData; import flash.display.Bitmap; import flash.geom.Matrix; import flash.display.GradientType; import flash.display.SpreadMethod; import flash.utils.setInterval; import flash.utils.clearInterval; public class Reflect extends MovieClip{ //Created By Ben Pritchard of Pixelfumes 2007 //Thanks to Mim, Jasper, Jason Merrill and all the others who //have contributed to the improvement of this class //static var for the version of this class private static var VERSION:String = "4.0"; //reference to the movie clip we are reflecting private var mc:MovieClip; //the BitmapData object that will hold a visual copy of the mc private var mcBMP:BitmapData; //the BitmapData object that will hold the reflected image private var reflectionBMP:Bitmap; //the clip that will act as out gradient mask private var gradientMask_mc:MovieClip; //how often the reflection should update (if it is video or animated) private var updateInt:Number; //the size the reflection is allowed to reflect within private var bounds:Object; //the distance the reflection is vertically from the mc private var distance:Number = 0; function Reflect(args:Object){ /*the args object passes in the following variables /we set the values of our internal vars to math the args*/ //the clip being reflected mc = args.mc; //the alpha level of the reflection clip var alpha:Number = args.alpha/100; //the ratio opaque color used in the gradient mask var ratio:Number = args.ratio; //update time interval var updateTime:Number = args.updateTime; //the distance at which the reflection visually drops off at var reflectionDropoff:Number = args.reflectionDropoff; //the distance the reflection starts from the bottom of the mc var distance:Number = args.distance; //store width and height of the clip var mcHeight = mc.height; var mcWidth = mc.width; //store the bounds of the reflection bounds = new Object(); bounds.width = mcWidth; bounds.height = mcHeight; //create the BitmapData that will hold a snapshot of the movie clip mcBMP = new BitmapData(bounds.width, bounds.height, true, 0xFFFFFF); mcBMP.draw(mc); //create the BitmapData the will hold the reflection reflectionBMP = new Bitmap(mcBMP); //flip the reflection upside down reflectionBMP.scaleY = -1; //move the reflection to the bottom of the movie clip reflectionBMP.y = (bounds.height*2) + distance; //add the reflection to the movie clip's Display Stack var reflectionBMPRef:DisplayObject = mc.addChild(reflectionBMP); reflectionBMPRef.name = "reflectionBMP"; //add a blank movie clip to hold our gradient mask var gradientMaskRef:DisplayObject = mc.addChild(new MovieClip()); gradientMaskRef.name = "gradientMask_mc"; //get a reference to the movie clip - cast the DisplayObject that is returned as a MovieClip gradientMask_mc = mc.getChildByName("gradientMask_mc") as MovieClip; //set the values for the gradient fill var fillType:String = GradientType.LINEAR; var colors:Array = [0xFFFFFF, 0xFFFFFF]; var alphas:Array = [alpha, 0]; var ratios:Array = [0, ratio]; var spreadMethod:String = SpreadMethod.PAD; //create the Matrix and create the gradient box var matr:Matrix = new Matrix(); //set the height of the Matrix used for the gradient mask var matrixHeight:Number; if (reflectionDropoff<=0) { matrixHeight = bounds.height; } else { matrixHeight = bounds.height/reflectionDropoff; } matr.createGradientBox(bounds.width, matrixHeight, (90/180)*Math.PI, 0, 0); //create the gradient fill gradientMask_mc.graphics.beginGradientFill(fillType, colors, alphas, ratios, matr, spreadMethod); gradientMask_mc.graphics.drawRect(0,0,bounds.width,bounds.height); //position the mask over the reflection clip gradientMask_mc.y = mc.getChildByName("reflectionBMP").y - mc.getChildByName("reflectionBMP").height; //cache clip as a bitmap so that the gradient mask will function gradientMask_mc.cacheAsBitmap = true; mc.getChildByName("reflectionBMP").cacheAsBitmap = true; //set the mask for the reflection as the gradient mask mc.getChildByName("reflectionBMP").mask = gradientMask_mc; //if we are updating the reflection for a video or animation do so here if(updateTime > -1){ updateInt = setInterval(update, updateTime, mc); } } public function setBounds(w:Number,h:Number):void{ //allows the user to set the area that the reflection is allowed //this is useful for clips that move within themselves bounds.width = w; bounds.height = h; gradientMask_mc.width = bounds.width; redrawBMP(mc); } public function redrawBMP(mc:MovieClip):void { // redraws the bitmap reflection - Mim Gamiet [2006] mcBMP.dispose(); mcBMP = new BitmapData(bounds.width, bounds.height, true, 0xFFFFFF); mcBMP.draw(mc); } private function update(mc):void { //updates the reflection to visually match the movie clip mcBMP = new BitmapData(bounds.width, bounds.height, true, 0xFFFFFF); mcBMP.draw(mc); reflectionBMP.bitmapData = mcBMP; } public function destroy():void{ //provides a method to remove the reflection mc.removeChild(mc.getChildByName("reflectionBMP")); reflectionBMP = null; mcBMP.dispose(); clearInterval(updateInt); mc.removeChild(mc.getChildByName("gradientMask_mc")); } } }

    Read the article

  • login form with java/sqlite

    - by tuxou
    hi I would like to create a login form for my application with the possibility to add or remove users for an sqlite database, i have created the table users(nam, pass) but i can't unclud it in my login form, it someone could help me this is my login code: import java.awt.*; import java.awt.event.*; import javax.swing.*; public class login extends JFrame{ // Variables declaration private JLabel jLabel1; private JLabel jLabel2; private JTextField jTextField1; private JPasswordField jPasswordField1; private JButton jButton1; private JPanel contentPane; // End of variables declaration public login(){ super(); create(); this.setVisible(true); } private void create(){ jLabel1 = new JLabel(); jLabel2 = new JLabel(); jTextField1 = new JTextField(); jPasswordField1 = new JPasswordField(); jButton1 = new JButton(); contentPane = (JPanel)this.getContentPane(); // // jLabel1 // jLabel1.setHorizontalAlignment(SwingConstants.LEFT); jLabel1.setForeground(new Color(0, 0, 255)); jLabel1.setText("username:"); // // jLabel2 // jLabel2.setHorizontalAlignment(SwingConstants.LEFT); jLabel2.setForeground(new Color(0, 0, 255)); jLabel2.setText("password:"); // // jTextField1 // jTextField1.setForeground(new Color(0, 0, 255)); jTextField1.setSelectedTextColor(new Color(0, 0, 255)); jTextField1.setToolTipText("Enter your username"); jTextField1.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e){ jTextField1_actionPerformed(e); } }); // // jPasswordField1 // jPasswordField1.setForeground(new Color(0, 0, 255)); jPasswordField1.setToolTipText("Enter your password"); jPasswordField1.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e){ jPasswordField1_actionPerformed(e); } }); // // jButton1 // jButton1.setBackground(new Color(204, 204, 204)); jButton1.setForeground(new Color(0, 0, 255)); jButton1.setText("Login"); jButton1.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e){ jButton1_actionPerformed(e); } }); // // contentPane // contentPane.setLayout(null); contentPane.setBorder(BorderFactory.createEtchedBorder()); contentPane.setBackground(new Color(204, 204, 204)); addComponent(contentPane, jLabel1, 5,10,106,18); addComponent(contentPane, jLabel2, 5,47,97,18); addComponent(contentPane, jTextField1, 110,10,183,22); addComponent(contentPane, jPasswordField1, 110,45,183,22); addComponent(contentPane, jButton1, 150,75,83,28); // // login // this.setTitle("Login To Members Area"); this.setLocation(new Point(76, 182)); this.setSize(new Dimension(335, 141)); this.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE); this.setResizable(false); } /** Add Component Without a Layout Manager (Absolute Positioning) */ private void addComponent(Container container,Component c,int x,int y,int width,int height){ c.setBounds(x,y,width,height); container.add(c); } private void jTextField1_actionPerformed(ActionEvent e){ } private void jPasswordField1_actionPerformed(ActionEvent e){ } private void jButton1_actionPerformed(ActionEvent e){ System.out.println("\njButton1_actionPerformed(ActionEvent e) called."); String username = new String(jTextField1.getText()); String password = new String(jPasswordField1.getText()); if(username.equals("") || password.equals("")){// If password and username is empty > Do this >>> jButton1.setEnabled(false); JLabel errorFields = new JLabel("<HTML><FONT COLOR = Blue>You must enter a username and password to login.</FONT></HTML>"); JOptionPane.showMessageDialog(null,errorFields); jTextField1.setText(""); jPasswordField1.setText(""); jButton1.setEnabled(true); this.setVisible(true); } else{ JLabel optionLabel = new JLabel("<HTML><FONT COLOR = Blue>You entered</FONT><FONT COLOR = RED> <B>"+username+"</B></FONT> <FONT COLOR = Blue>as your username.<BR> Is this correct?</FONT></HTML>"); int confirm =JOptionPane.showConfirmDialog(null,optionLabel); switch(confirm){ // Switch > Case case JOptionPane.YES_OPTION: // Attempt to Login user jButton1.setEnabled(false); // Set button enable to false to prevent 2 login attempts break; case JOptionPane.NO_OPTION: // No Case.(Go back. Set text to 0) jButton1.setEnabled(false); jTextField1.setText(""); jPasswordField1.setText(""); jButton1.setEnabled(true); break; case JOptionPane.CANCEL_OPTION: // Cancel Case.(Go back. Set text to 0) jButton1.setEnabled(false); jTextField1.setText(""); jPasswordField1.setText(""); jButton1.setEnabled(true); break; } // End Switch > Case } } public static void main(String[] args){ JFrame.setDefaultLookAndFeelDecorated(true); JDialog.setDefaultLookAndFeelDecorated(true); try{ UIManager.setLookAndFeel("com.sun.java.swing.plaf.windows.WindowsLookAndFeel"); }catch (Exception ex){ System.out.println("Failed loading L&F: "); System.out.println(ex); } new login(); }; } my connectDb class : public class Connectdb { private static Connection connect; private static String url ="jdbc:sqlite:data.db"; private static Statement st; private static ResultSet rs; /** * Constructeur privé d'une connection à la bd unique */ private ConnectionBd(){ try { Class.forName("org.sqlite.JDBC"); connect = DriverManager.getConnection(url); } catch (ClassNotFoundException ex) { Logger.getLogger(ex.getName()).log(Level.SEVERE, null, ex); } catch (SQLException e) { System.exit(e.getErrorCode()); } } public static Connection getInstance(){ if(connect == null){ new Connectdb(); }else{ } return connect; } /** * @return */ public static void initTable(String query){ try { Statement state = getInstance().createStatement(ResultSet.TYPE_FORWARD_ONLY, ResultSet.CONCUR_READ_ONLY); ResultSet res = state.executeQuery(query); res.close(); state.close(); } catch (SQLException e) { JOptionPane.showMessageDialog(null, e.getMessage(), "ERROR ! ", JOptionPane.ERROR_MESSAGE); } }

    Read the article

  • Navigating MainMenu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

    Read the article

  • How can I update a Jtextarea once? (mysql side-?)

    - by user1294196
    Ok what I've been trying to do is figure out how to make it so when I press the search button on my program the code that is currently just being printed to the console will print to the text area I have. I can't figure out how to do this and I've searched google and still found no answer. And while I'm at it if anyone could help me figure out how to send this same line of information to a mysql database that would help greatly. package GTE; import java.awt.EventQueue; public class GTE { private JFrame frmGte; public String hashq = "..."; public String twtresults; public int refresh = 1; public static void main(String[] args) { java.awt.EventQueue.invokeLater(new Runnable() { public void run() { try { GTE window = new GTE(); window.frmGte.setVisible(true); } catch (Exception e) {} } }); } /** * Create the application. * @throws IOException * @throws FontFormatException */ public GTE(){ try { initialize(); } catch (FontFormatException e) {} catch (IOException e) {} } /** * Initialize the contents of the frame. * @throws IOException * @throws FontFormatException */ private void initialize() throws FontFormatException, IOException { frmGte = new JFrame(); frmGte.setResizable(false); frmGte.setTitle("GTE"); frmGte.setBounds(100, 100, 450, 390); frmGte.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); GridBagLayout gridBagLayout = new GridBagLayout(); gridBagLayout.columnWidths = new int[]{434, 0}; gridBagLayout.rowHeights = new int[]{21, 0, 0, 0, 0, 0, 0, 0, 0}; gridBagLayout.columnWeights = new double[]{0.0, Double.MIN_VALUE}; gridBagLayout.rowWeights = new double[]{0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, Double.MIN_VALUE}; frmGte.getContentPane().setLayout(gridBagLayout); JLabel GTETitle = new JLabel("Personal Tweet Extractor"); InputStream is = this.getClass().getResourceAsStream("ultraviolentbb_reg.ttf"); Font GTEFont = Font.createFont(Font.TRUETYPE_FONT,is); Font f = GTEFont.deriveFont(24f); GTETitle.setFont(f); GTETitle.setHorizontalAlignment(SwingConstants.CENTER); GridBagConstraints gbc_GTETitle = new GridBagConstraints(); gbc_GTETitle.insets = new Insets(0, 0, 5, 0); gbc_GTETitle.anchor = GridBagConstraints.NORTH; gbc_GTETitle.fill = GridBagConstraints.HORIZONTAL; gbc_GTETitle.gridx = 0; gbc_GTETitle.gridy = 0; frmGte.getContentPane().add(GTETitle, gbc_GTETitle); Label label_2 = new Label("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~"); GridBagConstraints gbc_label_2 = new GridBagConstraints(); gbc_label_2.insets = new Insets(0, 0, 5, 0); gbc_label_2.gridx = 0; gbc_label_2.gridy = 1; frmGte.getContentPane().add(label_2, gbc_label_2); JLabel SearchTweets = new JLabel("Search For Tweets With" + hashq + ":"); GridBagConstraints gbc_SearchTweets = new GridBagConstraints(); gbc_SearchTweets.insets = new Insets(0, 0, 5, 0); gbc_SearchTweets.gridx = 0; gbc_SearchTweets.gridy = 2; frmGte.getContentPane().add(SearchTweets, gbc_SearchTweets); JLabel label = new JLabel("#"); GridBagConstraints gbc_label = new GridBagConstraints(); gbc_label.insets = new Insets(0, 0, 5, 0); gbc_label.gridx = 0; gbc_label.gridy = 3; frmGte.getContentPane().add(label, gbc_label); JButton Search = new JButton("Start Search"); Search.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent evt) { TS(hashq); GTE.this.refresh = 0; try { nulll dialog = new nulll(); dialog.setDefaultCloseOperation(JDialog.DISPOSE_ON_CLOSE); dialog.setVisible(true); } catch (Exception e) {} } public void TS(String hashtag){ Twitter twitter = new TwitterFactory().getInstance(); try { System.out.println(hashtag); QueryResult result = twitter.search(new Query("#" + hashtag)); List<Tweet> tweets = result.getTweets(); for (Tweet tweet : tweets) { System.out.println("@" + tweet.getFromUser() + " : " + tweet.getText()); GTE.this.twtresults = ("@" + tweet.getFromUser() + " : " + tweet.getText()); } } catch (TwitterException te) { te.printStackTrace(); System.out.println("Failed to search tweets: " + te.getMessage()); System.exit(-1); } } }); TextField textField = new TextField(); textField.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent evt) { GTE.this.hashq = evt.getActionCommand(); } }); GridBagConstraints gbc_textField = new GridBagConstraints(); gbc_textField.ipadx = 99; gbc_textField.insets = new Insets(0, 0, 5, 0); gbc_textField.gridx = 0; gbc_textField.gridy = 4; frmGte.getContentPane().add(textField, gbc_textField); GridBagConstraints gbc_Search = new GridBagConstraints(); gbc_Search.insets = new Insets(0, 0, 5, 0); gbc_Search.gridx = 0; gbc_Search.gridy = 5; frmGte.getContentPane().add(Search, gbc_Search); Label label_1 = new Label("Search Results For Tweets With"); GridBagConstraints gbc_label_1 = new GridBagConstraints(); gbc_label_1.insets = new Insets(0, 0, 5, 0); gbc_label_1.gridx = 0; gbc_label_1.gridy = 6; frmGte.getContentPane().add(label_1, gbc_label_1); TextArea textArea = new TextArea(); textArea.setText(twtresults); textArea.setEditable(false); GridBagConstraints gbc_textArea = new GridBagConstraints(); gbc_textArea.gridx = 0; gbc_textArea.gridy = 7; frmGte.getContentPane().add(textArea, gbc_textArea); JMenuBar menuBar = new JMenuBar(); frmGte.setJMenuBar(menuBar); JMenu Filemenu = new JMenu("File"); menuBar.add(Filemenu); JMenuItem Exititem = new JMenuItem("Exit"); Exititem.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent evt) { System.exit(0); } }); Filemenu.add(Exititem); JMenu Helpmenu = new JMenu("Help"); menuBar.add(Helpmenu); JMenuItem Aboutitem = new JMenuItem("About"); Helpmenu.add(Aboutitem); } }

    Read the article

  • game speed problem

    - by Meko
    HI..I made a little game.But this game works on every computer with different speed.I think it is about resolution.I used every thing in paintcomponent.and If I change screen size the game goes slower or faster.And if i run this game on another computer wich has different resolution it also works different. This is my game http://rapidshare.com/files/364597095/ShooterGame.2.6.0.jar and here code public class Shooter extends JFrame implements KeyListener, Runnable { JFrame frame = new JFrame(); String player; Font startFont, startSubFont, timerFont,healthFont; Image img; Image backGround; Graphics dbi; URL url1 = this.getClass().getResource("Images/p2.gif"); URL url2 = this.getClass().getResource("Images/p3.gif"); URL url3 = this.getClass().getResource("Images/p1.gif"); URL url4 = this.getClass().getResource("Images/p4.gif"); URL urlMap = this.getClass().getResource("Images/zemin.jpg"); Player p1 = new Player(5, 150, 10, 40, Color.GREEN, url3); Computer p2 = new Computer(750, 150, 10, 40, Color.BLUE, url1); Computer p3 = new Computer(0, 0, 10, 40, Color.BLUE, url2); Computer p4 = new Computer(0, 0, 10, 40, Color.BLUE, url4); ArrayList<Bullets> b = new ArrayList<Bullets>(); ArrayList<CBullets> cb = new ArrayList<CBullets>(); Thread sheap; boolean a, d, w, s; boolean toUp, toDown; boolean GameOver; boolean Level2; boolean newGame, resart, pause; int S, E; int random; int cbSpeed = 0; long timeStart, timeEnd; int timeElapsed; long GameStart, GameEnd; int GameScore; int Timer = 0; int timerStart, timerEnd; public Shooter() { sheap = new Thread(this); sheap.start(); startFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 32); startSubFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 25); timerFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16); healthFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16); setTitle("Shooter 2.5.1"); setBounds(350, 250, 800, 600); // setResizable(false); setBackground(Color.black); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); addKeyListener(this); a = d = w = s = false; toUp = toDown = true; GameOver = true; newGame = true; Level2 = false; S = E = 0; setVisible(true); } public void paint(Graphics g) { img = createImage(getWidth(), getHeight()); dbi = img.getGraphics(); paintComponent(dbi); g.drawImage(img, 0, 0, this); } public void paintComponent(Graphics g) { repaint(); timeStart = System.currentTimeMillis(); backGround = Toolkit.getDefaultToolkit().getImage(urlMap); g.drawImage(backGround, 0, 0, null); g.setColor(Color.red); g.setFont(healthFont); g.drawString("" + player + " Health : " + p1.health, 30, 50); g.setColor(Color.red); g.drawString("Computer Health : " + (p2.health + p3.health + p4.health), 600, 50); g.setColor(Color.BLUE); g.setFont(timerFont); g.drawString("Time : " + Timer, 330, 50); if (newGame) { g.setColor(Color.LIGHT_GRAY); g.setFont(startFont); g.drawString("Well Come To Shoot Game", 200, 190); g.drawString("Press ENTER To Start", 250, 220); g.setColor(Color.LIGHT_GRAY); g.setFont(startSubFont); g.drawString("Use W,A,S,D and Space For Fire", 200, 250); g.drawString("GOOD LUCK", 250, 280); newGame(); } if (!GameOver) { for (Bullets b1 : b) { b1.draw(g); } for (CBullets b2 : cb) { b2.draw(g); } update(); // Here MOvements for Player and For Fires } if (p1.health <= 0) { g.setColor(p2.col); g.setFont(startFont); g.drawString("Computer Wins ", 200, 190); g.drawString("Press Key R to Restart ", 200, 220); GameOver = true; } else if (p2.health <= 0 && p3.health <= 0 && p4.health <= 0) { g.setColor(p1.col); g.setFont(startFont); g.drawString(""+player+" Wins ", 200, 190); g.drawString("Press Key R to Resart ", 200, 220); GameOver = true; g.setColor(Color.MAGENTA); g.drawString(""+player+"`s Score is " + Timer, 200, 120); } if (Level2) { if (p3.health >= 0) { p3.draw(g); for (CBullets b3 : cb) { b3.draw(g); } } else { p3.x = 1000; } if (p4.health >= 0) { p4.draw(g); for (CBullets b4 : cb) { b4.draw(g); } } else { p4.x = 1000; } } if (p1.health >= 0) { p1.draw(g); } if (p2.health >= 0) { p2.draw(g); } else { p2.x = 1000; } } public void update() { if (w && p1.y > 54) { p1.moveUp(); } if (s && p1.y < 547) { p1.moveDown(); } if (a && p1.x > 0) { p1.moveLeft(); } if (d && p1.x < 200) { p1.moveRight(); } random = 1 * (int) (Math.random() * 100); if (random > 96) { if (p2.health >= 0) { CBullets bo = p2.getCBull(); bo.xVel =-1-cbSpeed; cb.add(bo); } if (Level2) { if (p3.health >= 0) { CBullets bo1 = p3.getCBull(); bo1.xVel = -2-cbSpeed; cb.add(bo1); } if (p4.health >= 0) { CBullets bo2 = p4.getCBull(); bo2.xVel = -4-cbSpeed; cb.add(bo2); } } } if (S == 1) { if (p1.health >= 0) { Bullets bu = p1.getBull(); bu.xVel = 5; b.add(bu); S += 1; } } //Here Also Problem .. When COmputer have More fire then it gaves Array Exeption . Or Player have More Fire for (int i = cb.size() -1; i = 0 ; i--) { boolean bremoved = false; for (int j = b.size() -1 ; j =0 ; j--) { if (b.get(j).rect.intersects(cb.get(i).rect) || cb.get(i).rect.intersects(b.get(j).rect)) { bremoved = true; b.remove(j); } } if(bremoved) cb.remove(i); } for (int i = 0; i < b.size(); i++) { b.get(i).move(); if (b.get(i).rect.intersects(p2.rect)) { if (p2.health >= 0) { p2.health--; b.remove(i); // System.out.println("Hited P2"); i--; continue; } } if (b.get(i).rect.intersects(p3.rect)) { if (p3.health >= 0) { p3.health--; b.remove(i); // System.out.println("Hited P3"); i--; continue; } } if (b.get(i).rect.intersects(p4.rect)) { if (p4.health >= 0) { p4.health--; b.remove(i); // System.out.println("Hited P4"); i--; continue; } } if (b.get(i).rect.x > 790) { b.remove(i); } } for (int j = 0; j < cb.size(); j++) { cb.get(j).move(); if (cb.get(j).rect.intersects(p1.rect) && cb.get(j).xVel < 0) { p1.health--; cb.remove(j); j--; continue; } } timeEnd = System.currentTimeMillis(); timeElapsed = (int) (timeEnd - timeStart); } public void level2() { if (p2.health <= 10) { Level2 = true; cbSpeed = 4; p3.x = 750; p4.x = 750; p2.speed = 10; p3.speed = 20; p4.speed = 30; } } public void keyTyped(KeyEvent e) { } public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_ENTER: newGame = false; break; case KeyEvent.VK_P: pause = true; break; case KeyEvent.VK_R: resart = true; break; case KeyEvent.VK_A: a = true; break; case KeyEvent.VK_D: d = true; break; case KeyEvent.VK_W: w = true; break; case KeyEvent.VK_S: s = true; break; case KeyEvent.VK_SPACE: S += 1; break; } } public void keyReleased(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_A: a = false; break; case KeyEvent.VK_D: d = false; break; case KeyEvent.VK_W: w = false; break; case KeyEvent.VK_S: s = false; break; case KeyEvent.VK_SPACE: S = 0; break; } } public void newGame() { p1.health = 20; p2.health = 20; p3.health = 20; p4.health = 20; p3.x = 0; p4.x = 0; p2.x = 750; Level2 = false; cbSpeed = 0; p2.speed = 9; b.removeAll(b); cb.removeAll(cb); timerStart = (int) System.currentTimeMillis(); GameOver = false; } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { KeyListener k = new Shooter(); } }); } @Override public void run() { player = JOptionPane.showInputDialog(frame, "Enter Player Name", "New Player", JOptionPane.DEFAULT_OPTION); while (true) { timerEnd = (int) System.currentTimeMillis(); if (resart) { newGame(); resart = false; } if (pause) { Thread.currentThread().notify(); } try { if (!GameOver) { Timer = timerEnd - timerStart; level2(); if (p1.y < p2.y && p2.y60) { p2.moveUp(); } if (p1.y < p3.y && p3.y43) { p3.moveUp(); } if (p1.y < p4.y && p4.y43) { p4.moveUp(); } if (p1.y > p2.y && p2.y<535) { p2.moveDown(); } if (p1.y > p3.y && p3.y<535) { p3.moveDown(); } if (p1.y > p4.y && p4.y<530) { p4.moveDown(); } } if (timeElapsed < 125) { Thread.currentThread().sleep(125); } } catch (InterruptedException ex) { System.out.print("FInished"); } } } }

    Read the article

  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

    Read the article

< Previous Page | 1 2 3 4 5