I need to create a lottery program that will allow user to select 4 numbers (image of the buttons here)
which then should be inputed into an array, I cannot get the array to fill fully, I have tried different versions of adding an int into array and I just can't seem to find the right one..
int hold;
int userNumbers[] = new int[3];
public lotteryGUI() {
initComponents();
}
private void twentyoneActionPerformed(java.awt.event.ActionEvent evt) {
hold = 21;
hold += userNumbers[0];
}
private void nineActionPerformed(java.awt.event.ActionEvent evt) {
hold = 9;
userNumbers[0]= hold + userNumbers[0];
}
private void oneActionPerformed(java.awt.event.ActionEvent evt) {
hold = 1;
userNumbers[0] = userNumbers[0] + hold ;
}
private void jButton1ActionPerformed(java.awt.event.ActionEvent evt) {
System.out.println(Arrays.toString(userNumbers));
}
This is just a sample with 3 buttons, As you can probably tell the output i get is (10,0,0).
#edit
I have contacted my lecturer about this project and I received a little hint. I am supposed to add ActionListener and if the button is checked I am supposed to add it to an array. Not really sure how to do that, I'm going to look at some tutorials and edit this post if necessary
I would hate to hard code it, but it is really up to you to figure out how to do that for 28 buttons. Here is example for 1 button:
int counter = 0;
int[] userNumbers = new int[3];
public lotteryGUI() {
initComponents();
JButton number1 = new JButton("1");
JButton number2 = new JButton("2");
number1.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
userNumbers[counter] = 1;
counter = counter + 1;
if (counter == 3)
// disable all buttons and display result maybe?
}
}
// ... the rest 27 buttons maybe?
}
This creates a jframe with 3 rows and 4 columns. Im trying to achieve a memory game where it matches the letters. As of now the code matches, but the letters aren't randomly placed. I couldn't find anything about this online. I would also like to know if their is a method that i can use to change the background of the GUI.
public class matchinggame implements ActionListener {
JPanel p;
JFrame f;
String[][] matchList = { {"a", "a"}, {"b", "b"},
{"c", "c" }, {"d", "d"}, {"e", "e"},
{"f", "f"}, {"g", "g" }};
JButton[][] buttons;
int i = 0;
boolean flipping = true;
int cardOne;
int secIndex;
public static void main(String[] args) {
//Schedule a job for the event-dispatching thread
//to create application and display its GUI
javax.swing.SwingUtilities.invokeLater(new Runnable() {
public void run() {
matchinggame app = new matchinggame();
app.makeGUI();
}
});
}
public void dealCards(JPanel panel) {
buttons = new JButton[3][]; // array of buttons used to represent cards
for (int i= 0; i< 3*4; i++) { // initialize 3 rows with 4 columns each
if (i%4 == 0) buttons[i/4] = new JButton[4];
buttons[i/4][i%4] = new JButton("-Match-"); // show face down
buttons[i/4][i%4].addActionListener(this);
panel.add(buttons[i/4][i%4]);
}
}
public void updateMatchList(String a, String b, boolean add) {
int i,j;
String[][] courseList;
int oldLen = matchList.length;
if (add) { // add the new item to the list
courseList = new String[oldLen+1][];
courseList[0] = new String[2];
courseList[0][0] = new String(a); // new first course
courseList[0][1] = new String(b); // new first course num
for (int item=1; item<= oldLen; item++) {
courseList[item][0] = matchList[item-1][0];
courseList[item][1] = matchList[item-1][1];
}
matchList = courseList;
} else { // delete matching item
courseList = new String[oldLen-1][];
courseList[0] = new String[2];
courseList[0][0] = new String(a); // new first course
courseList[0][1] = new String(b); // new first course num
for (int item=0; item<= oldLen; item++) {
if (a != courseList[item][0]) { // no match so OK to copy over
courseList[item][0] = matchList[item][0];
courseList[item][1] = matchList[item][1];
}
}
matchList = courseList;
}
}
/**
* Creates the JFrame and its UI components.
*/
public void makeGUI() {
JFrame frame = new JFrame("CS435F08 - Java Match Game Starter");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
p = new JPanel(new GridLayout(3,4));
p.setPreferredSize(new Dimension(500, 300));
dealCards(p);
frame.getContentPane().setLayout(new BorderLayout());
frame.getContentPane().add(p,BorderLayout.CENTER);
// Display the window.
frame.pack();
frame.setSize(500, 500);
frame.setVisible(true);
}
public void actionPerformed(ActionEvent e) {
int r,c;
if (i<2) { //find the card clicked on and flip it over
for (r=0; r< 3; r++) {
for (c=0; c< 4; c++) {
// if the card is not face down (showing "-Match-") don't flip it
if ((e.getSource()== buttons[r][c]) && buttons[r][c].getText().equals("-Match-")){
// flip the card face-up to show text from matchList
// looks up text based upon indexes
buttons[r][c].setText(matchList[(r*4+c)/2][(r*4+c)%2]);
i++; // increment number of cards flipped
if (i==1) cardOne = (r*4+c)/2; // save which pattern was shown first
else secIndex = (r*4+c)/2; // save the pattern shown second
return;
}
}
}
} else { // 2 cards already flipped, put all cards face down
for (r=0; r< 3; r++) {
for (c=0; c< 4; c++) {
if (cardOne == secIndex) { // first and second cards flipped match
if (!buttons[r][c].getText().equals("-Match-")) // don't change the face down cards
buttons[r][c].setText("*******"); // once matched, show the removed pattern
} else if ((!buttons[r][c].getText().equals("*******")) && (!buttons[r][c].getText().equals("-Match-"))) {
buttons[r][c].setText("-Match-"); // if 2 face up cards didn't match, flip face down again
}
}
i=0; // new turn, no cards flipped face up
}
}
}
}
I changed the matchList to a 1 dimensional array. This way, I could shuffle the text in the shuffleCards method.
Here's the GUI.
I fixed some problems with your action listener.
Here's the formatted code.
package com.ggl.testing;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Arrays;
import java.util.Collections;
import java.util.List;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class MatchingGame implements ActionListener {
JPanel p;
JFrame f;
String[] matchList = { "a", "a", "b", "b", "c", "c", "d", "d", "e", "e",
"f", "f", "g", "g" };
String[] shuffledList;
JButton[][] buttons;
boolean flipping = true;
int i = 0;
int cardOne;
int secIndex;
public static void main(String[] args) {
// Schedule a job for the event-dispatching thread
// to create application and display its GUI
javax.swing.SwingUtilities.invokeLater(new Runnable() {
public void run() {
MatchingGame app = new MatchingGame();
app.makeGUI();
}
});
}
public void dealCards(JPanel panel) {
buttons = new JButton[3][]; // array of buttons used to represent cards
shuffleCards();
for (int i = 0; i < 3 * 4; i++) { // initialize 3 rows with 4 columns
// each
if (i % 4 == 0)
buttons[i / 4] = new JButton[4];
buttons[i / 4][i % 4] = new JButton("-Match-"); // show face down
buttons[i / 4][i % 4].addActionListener(this);
panel.add(buttons[i / 4][i % 4]);
}
}
public void shuffleCards() {
List<String> list = Arrays.asList(matchList);
Collections.shuffle(list);
shuffledList = list.toArray(new String[list.size()]);
}
public void updateMatchList(String a, String b, boolean add) {
String[] courseList;
int oldLen = matchList.length;
if (add) { // add the new item to the list
courseList = new String[oldLen + 2];
courseList[0] = new String(a); // new first course
courseList[1] = new String(b); // new first course num
for (int item = 2; item <= oldLen; item += 2) {
courseList[item] = matchList[item - 2];
courseList[item + 1] = matchList[item - 1];
}
matchList = courseList;
} else { // delete matching item
courseList = new String[oldLen - 2];
int matchItem = 0;
for (int item = 0; item <= oldLen; item += 2) {
if (a != matchList[item]) { // no match so OK to copy over
courseList[item] = matchList[matchItem];
courseList[item + 1] = matchList[matchItem + 1];
matchItem += 2;
}
}
matchList = courseList;
}
}
/**
* Creates the JFrame and its UI components.
*/
public void makeGUI() {
JFrame frame = new JFrame("CS435F08 - Java Match Game Starter");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
p = new JPanel(new GridLayout(3, 4));
p.setPreferredSize(new Dimension(500, 300));
dealCards(p);
frame.getContentPane().setLayout(new BorderLayout());
frame.getContentPane().add(p, BorderLayout.CENTER);
// Display the window.
frame.pack();
frame.setSize(500, 500);
frame.setVisible(true);
}
public void actionPerformed(ActionEvent e) {
int r, c;
if (i < 2) { // find the card clicked on and flip it over
for (r = 0; r < 3; r++) {
for (c = 0; c < 4; c++) {
// if the card is not face down (showing "-Match-") don't
// flip it
if ((e.getSource() == buttons[r][c])
&& buttons[r][c].getText().equals("-Match-")) {
// flip the card face-up to show text from matchList
// looks up text based upon indexes
buttons[r][c].setText(shuffledList[(r * 4 + c)]);
i++; // increment number of cards flipped
if (i == 1)
cardOne = (r * 4 + c); // save which pattern was
// shown first
else
secIndex = (r * 4 + c); // save the pattern
// shown second
return;
}
}
}
} else { // 2 cards already flipped, put all cards face down
for (r = 0; r < 3; r++) {
for (c = 0; c < 4; c++) {
// first and second cards flipped
if (shuffledList[cardOne].equals(shuffledList[secIndex])) {
// match
// don't change the face down cards
if (!buttons[r][c].getText().equals("-Match-"))
// once matched, show the removed pattern
buttons[r][c].setText("*******");
} else if ((!buttons[r][c].getText().equals("*******"))
&& (!buttons[r][c].getText().equals("-Match-"))) {
// if 2 face up cards didn't match, flip face down again
buttons[r][c].setText("-Match-");
}
}
i = 0; // new turn, no cards flipped face up
}
}
}
}
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So I am making a simple tic tac toe game and ran into a problem at the last minute
I am trying to draw a line at the win location but on the final win location(index), the line gets hidden behind the JButton not entirly sure why it is doing this.
I know alot of people say do not use getGraphics(), and I am wondering if that is the source of my issues they say to override the paintComponent method but that is not working for me either
I have attached a pic of what the result is looking like and code snips of how I am trying to perform these actions
PS I am using a JFrame, if any more code is needed I will be glad to show it
if(win[i] == 264){ // if one of the the combinations equal 'X','X','X' which equals 264, then there is a winner
System.out.println("X is the winner!!!");
System.out.println("Game Over!");
number = i;
draw(); }// call draw method
private void draw(){ // drawing a line at winning location
Graphics2D g1 = (Graphics2D) GUI.getFrame().getGraphics(); // declaring graphics on our Jframe
Stroke stroke3 = new BasicStroke(12f, BasicStroke.CAP_ROUND, BasicStroke.JOIN_MITER); // make our strokes cap off round
if(number == 0){ // statements will determine the win location, so at win0, XXX,
g1.setStroke(stroke3); // we will add stroke to our line
g1.drawLine(0,104,500,104); // draw the line starting at the 0,104 and end it at coordinates 500,104
}
here is a more runnable code, it is alot though
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics2D;
import java.awt.GridLayout;
import java.awt.Stroke;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ButtonModel;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
import javax.swing.SwingUtilities;
import javax.swing.UIManager;
import javax.swing.border.Border;
import javax.swing.border.LineBorder;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
public class tic implements Runnable {
final static int row = 3; // our rows
final static int col = 3; // our col
final static int sizeOfBoard = row * col;
// the size of our board is not going to change so we make it final
static JButton[] clickButton;
char[] templateOfBoard; // our board, TicTacToe field, static
char userTurn; // users turn , only one letter, tracks whether it is a X or O
int count; // keeps track of user moves
static JFrame frame; // our JFrame
int number;
public tic(JFrame frame) {
tic.frame = new JFrame("TicTacToe GAME");
clickButton = new JButton[9];
count = 0; // number of turns starts at 0;
number = 0;
setUserTurn('X'); // first turn will always be X
setTemplateOfBoard(new char[sizeOfBoard]); // size of the board we are going to make it
try{
for(int spaces=0; spaces<sizeOfBoard; spaces++){ // size of Board is in the GUI class
getTemplateOfBoard()[spaces] = ' '; // the board is being created, looping through all rows and col
//every index of the board not has a char value equal to a space
//determine if everything came out correctly
//should equal of a total of 9
// 3x3
}
System.out.println("Board template created"); // means the board now has all spaces
}
catch(Exception e){
System.out.println("Could not initalize the board to empty char");
e.printStackTrace();
}
}
public static void main(String[] args){
try{
SwingUtilities.invokeLater(new tic(frame)); // run
}
catch(Exception e){ // wanted to test to ensure that Runnable could be invoked
System.out.println("Could not excute Runnable application");
e.printStackTrace();
}
}
public void run() {
setup(); // going to run out setup method, what our game is made out of
}
public void setup() {
// setting up the Board
// board is composed of JButton
// and a 3x3 frame
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // when the user closes the window JFrame will exit
//going to design the board now
//the dimensations of the board = sizeOfBoard
getFrame().setLayout(new GridLayout(row, col)); // this is the outline rows * col
// sizes out row * col based on what we define those numbers as
//i.e 3x3
getFrame().setBounds(0,0,500,500); // location at 0,0, size 500 x 500
Border border = new LineBorder(Color.DARK_GRAY, 2); // color of JButton border
System.out.println("Your board game is being created!");
try{
getFrame().setVisible(true); // shows the board,
// this is going to display everything to the screen
System.out.println("Board is now visable");
}
catch(Exception e){
System.out.println("Board was not displayed");
}
// 9 different buttons, for every index there will be a button
for(int i =0; i<sizeOfBoard;i++){ // going to fill the board with clickableButtons by looping through every index and placing a button there
final int move = i;
clickButton[i] = new JButton(); // at a certain index there is a new button
clickButton[i].setSize(250,250); // size of each button
clickButton[i].setBackground(Color.WHITE); // color of the JButton
getFrame().add(clickButton[i]); // we are going to add the actual the button at that index on the frame
clickButton[i].setFont(new Font("Arial", Font.BOLD, 70)); // size of the text
clickButton[i].setBorder(border); // adding border
clickButton[i].getModel().addChangeListener(new ChangeListener() { //going to overRide what happens when we rollover and press a Butotn
public void stateChanged(ChangeEvent e) {
ButtonModel button = (ButtonModel) e.getSource(); // manages the state of the button, i.e lets me control what happens to the button
if(clickButton[move] != null){ // if we do not include this argument
// the buttons are not made yet on the new game, meaning clickButton[i] = null
//so boolean(!button.isRollover()) will return true, since on the new game you can not have your mouse hovered over
// but when it returns true, it will return a null value, giving a null pointer exception
// so best thing to do, is to only run these cases below when the buttons are not null
if (button.isRollover()) { // when the mouse hovers over the index
clickButton[move].setBackground(Color.BLACK); // color will equal black
}
else if(!button.isRollover()){ // when the button is not hovered over
clickButton[move].setBackground(Color.WHITE); // color will be whte, just like our background
}
}
}
});
clickButton[i].addActionListener(new ActionListener() {
//our click events, going to override to let it know what we want to happen
//once we click on the button
public void actionPerformed(ActionEvent e) {
clickButton[move].setEnabled(false); //going to disable the button after it is clicked
//ORDER: button gets clicked first, then the test is added
mouseListener(e, move); // our mouseListenerEvent in game class
//
}
});
}
}
public static void playAgain() {
try{
System.out.println("NEW GAME");
SwingUtilities.invokeLater(new tic(frame)); // run the run(class) again
}
catch(Exception e){ // wanted to test to ensure that Runnable could be invoked
System.out.println("Could not excute Runnable application");
e.printStackTrace();
}
}
public static JFrame getFrame() {
return frame;
}
public tic userMove(int moveMade){
getTemplateOfBoard()[moveMade] = getUserTurn();
// index of the board, or in simpler terms, where the user
// inserts there turn i.e X or O, 0-8
//System.out.println(userMove);
//boolean statement to determine the turns
// So user X starts first
//if the turn is X, the nextTurn is now O,
if(getUserTurn() == 'X'){
setUserTurn('O');
}
else {
setUserTurn('X');
}
count++;
return this; // going to return the userTurn
// issue actually entering the userTurn is not giving right value, but using 'this' does
}
// for some odd reason the toString is causing some issues, keep getting #hash code
//saw online to override it like this
// will make the board out of emepty strings
// going to return a string representation of an object
public String toString(){
return new String(getTemplateOfBoard());
}
public void mouseListener(ActionEvent e, int moveMade){
// mouse click events
// what happens after a button is clicked
if(getTemplateOfBoard()[moveMade] == ' '){ // the user can only space a click, so an letter on the field if it is empty
((JButton)e.getSource()).setText(Character.toString(getUserTurn())); // when the button is clicked, we want an X placed there
if (getUserTurn() == 'X'){
UIManager.getDefaults().put("Button.disabledText",Color.RED); // when the but gets disabled the test will turn red
}
else{
UIManager.getDefaults().put("Button.disabledText",Color.BLUE);
}
//calling the method userTurn to determine who goes next
//problem is that is expects a String
//going to override the toString method
userMove(moveMade); // calling userMove in moveMade, moveMade is the index at which the user put either an X or a O
winner(); // we want to check each time to ensure there was/was not a winner
}
}
public tic winner() { // determines who is the winner
//list below defines all the possible win combinations
// the index of where a X or O can be place
// placed the locations to a int value
int win1 = templateOfBoard[0] + templateOfBoard[1] + templateOfBoard[2];
int win2 = templateOfBoard[3] + templateOfBoard[4] + templateOfBoard[5];
int win3 = templateOfBoard[6] + templateOfBoard[7] + templateOfBoard[8];
int win4 = templateOfBoard[0] + templateOfBoard[3] + templateOfBoard[6];
int win5 = templateOfBoard[1] + templateOfBoard[4] + templateOfBoard[7];
int win6 = templateOfBoard[2] + templateOfBoard[5] + templateOfBoard[8];
int win7 = templateOfBoard[0] + templateOfBoard[4] + templateOfBoard[8];
int win8 = templateOfBoard[2] + templateOfBoard[4] + templateOfBoard[6];
int[] win = new int[]{win1,win2,win3,win4,win5,win6,win7,win8};
// making a array to go through all the possibile wins
//possible total of wins is 8
for(int i = 0;i<win.length;i++){
// looping through the win possibilities
if(win[i] == 264){ // if one of the the combinations equal 'X','X','X' which equals 264, then there is a winner
System.out.println("X is the winner!!!");
System.out.println("Game Over!");
number = i;
draw(); // call draw method
return this; // if statement is true, it will return this(gameOver)
}
else if(win[i] == 237 ){ // if one of the the combinations equal 'O','O','O' which equals 234, then there is a winner
System.out.println("O is the winner!!!");
System.out.println("Game Over!");
number = i;
//draw(); // call draw method
return this;
}
if (count == 9) {
// if none of the statements above are true, it automatically comes done to here
//so if there is nine moves and no win, it is a draw
}
}
return this;
// going to return this method ;
}
private void draw(){ // drawing a line at winning location
Graphics2D g1 = (Graphics2D) getFrame().getGraphics(); // declaring graphics on our Jframe
Stroke stroke3 = new BasicStroke(12f, BasicStroke.CAP_ROUND, BasicStroke.JOIN_MITER); // make our strokes cap off round
if(number == 0){ // statements will determine the win location, so at win0, XXX,
g1.setStroke(stroke3); // we will add stroke to our line
g1.drawLine(0,104,500,104); // draw the line starting at the 0,104 and end it at coordinates 500,104
}
else if(number == 1){
g1.setStroke(stroke3);
g1.drawLine(0,257,500,257);
}
else if(number == 2){
g1.setStroke(stroke3);
g1.drawLine(0,411,500,411);
}
else if(number == 3){
g1.setStroke(stroke3);
g1.drawLine(88,0,88,500);
}
else if(number == 4){
g1.setStroke(stroke3);
g1.drawLine(250,0,250,500);
}
else if(number == 5){
g1.setStroke(stroke3);
g1.drawLine(411,0,411,500);
}
else if(number == 6){
g1.setStroke(stroke3);
g1.drawLine(-22,0,500,500);
}
else if(number == 7){
g1.setStroke(stroke3);
g1.drawLine(520,0,0,500);
}
}
// want to be able to access the private variables
//so we will make getter and setter methods for the ones that we need
public char getUserTurn() { // getter method for userTurn
return userTurn;
}
public void setUserTurn(char userTurn) { // setter method
this.userTurn = userTurn;
}
public char[] getTemplateOfBoard() { //getter method
return templateOfBoard;
}
public void setTemplateOfBoard(char[] templateOfBoard) { // setter method
this.templateOfBoard = templateOfBoard;
}
}
Painting over the top of components can be troublesome, you can't override the paintComponent method of the container which contains the components, because this paints in the background, you can't override the paint method of the container, as child components can be painted without the parent container been notified...
You could add a transparent component over the whole lot, but this just introduces more complexity, especially when a component already already exists ...
public class ConnectTheDots {
public static void main(String[] args) {
new ConnectTheDots();
}
public ConnectTheDots() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (Exception ex) {
}
PaintPane pp = new PaintPane();
JFrame frame = new JFrame("Test");
frame.setGlassPane(pp);
pp.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new DotsPane(pp));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class PaintPane extends JPanel {
private List<JButton[]> connections;
private JButton lastSelected;
public PaintPane() {
setOpaque(false);
connections = new ArrayList<>(25);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (lastSelected != null) {
g2d.setColor(Color.RED);
int x = lastSelected.getX() + ((lastSelected.getWidth() - 8) / 2);
int y = lastSelected.getY() + ((lastSelected.getHeight() - 8) / 2);
g2d.fillOval(x, y, 8, 8);
}
for (JButton[] group : connections) {
g2d.setColor(Color.BLUE);
Point startPoint = group[0].getLocation();
Point endPoint = group[1].getLocation();
startPoint.x += (group[0].getWidth() / 2);
startPoint.y += (group[1].getHeight()/ 2);
endPoint.x += (group[0].getWidth() / 2);
endPoint.y += (group[1].getHeight()/ 2);
g2d.draw(new Line2D.Float(startPoint, endPoint));
}
g2d.dispose();
}
protected void buttonClicked(JButton btn) {
if (lastSelected == null) {
lastSelected = btn;
} else {
connections.add(new JButton[]{lastSelected, btn});
lastSelected = null;
}
revalidate();
repaint();
}
}
public class DotsPane extends JPanel {
private PaintPane paintPane;
public DotsPane(final PaintPane pp) {
paintPane = pp;
ActionListener al = new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
JButton btn = (JButton) e.getSource();
paintPane.buttonClicked(btn);
}
};
setLayout(new GridLayout(6, 6));
for (int index = 0; index < 6 * 6; index++) {
JButton btn = new JButton(".");
add(btn);
btn.addActionListener(al);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
}
}
Take a look at How to Use Root Panes for more details
The following part of the code doesn't work, as the won/lost count keeps incrementing by more than 1 for each word, and sometimes I get a nullpointerexception with the string length. Moreover, although the player is supposed to get 7 tries(int no), sometimes he gets more, sometimes less. The Strings are taken from a text file "Hangeng.txt". The whole game is inside a keyboard keytyped listener that is inside a button listener. Any tips on how the layout of the game should generally be arranged so as to avoid errors are welcome, as I am only beginning to work with swing and gui stuff.
public class test{
static int won = 0;
static int lost = 0;
static String key = "";
static String word = null;
static int no = 0;
static StringBuffer toguess;
public static void main(String[] args) throws IOException{
JFrame frame = new JFrame();
frame.setLayout(new GridLayout(3,1));
JPanel panel1 = new JPanel();
JPanel panel2 = new JPanel();
JPanel panel3 = new JPanel();
JButton button = new JButton();
JLabel label = new JLabel();
JLabel label2 = new JLabel();
panel1.add(label);
panel2.add(button);
panel3.add(label2);
frame.setSize(800,600);
frame.add(panel1);
frame.add(panel2);
frame.add(panel3);
frame.setVisible(true);
//the button that starts the game or gets a new word
button.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
frame.requestFocus();
no = 0;
label2.setText("won " + won + ", lost " + lost);
button.setText("Next");
//get random word from file
BufferedReader reader = null;
try {
reader = new BufferedReader(new FileReader(
"hangeng.txt"));
} catch (FileNotFoundException e1) {
e1.printStackTrace();
}
int lineno = (int) (Math.random() * 100);
for (int i = 0; i < lineno; i++) {
try {
reader.readLine();
} catch (IOException e1) {
e1.printStackTrace();
}
}
try {
word = reader.readLine().replace(" ", "");
} catch (IOException e1) {
e1.printStackTrace();
}
String missing = "";
for (int u = 0; u < (word.length() - 2); u++) {
missing = missing + "*";
}
final String guess = word.charAt(0) + missing
+ word.charAt((word.length() - 1));
toguess = new StringBuffer(guess);
label.setText(toguess.toString());
final ArrayList<String> tried = new ArrayList<String>();
//keylistener that listens to key clicks by the user
frame.addKeyListener(new KeyListener() {
public void keyPressed(KeyEvent arg0) {
}
public void keyReleased(KeyEvent arg0) {
}
public void keyTyped(KeyEvent arg0) {
key = "" + arg0.getKeyChar();
String guessing = null;
boolean k = false;
if ((no < 6)) {
guessing = key;
System.out.println(guessing);
if (!(tried.contains(guessing))) {
tried.add(guessing);
for (int length = 1; length < (guess
.length() - 1); length++) {
if (guessing.equals(String.valueOf(word.charAt(length)))) {
toguess.replace(length,
(length + 1),
String.valueOf(word.charAt(length)));
k = true;
}
}
if (k == true) {
label.setText(toguess.toString());
} else {
no = no + 1;
}
k = false;
}
label.setText(toguess.toString());
if (toguess.toString().equals(word)) {
label.setText("Correct! The word was " + word);
no = 6;
won = won + 1;
}
}
else if ((no == 6)
&& (!(toguess.toString().equals(word)))) {
label.setText("Sorry, but the word was " + word);
lost = lost + 1;
}
}
});
}
});
}
}
+1 to all comments....
Adding to them:
Do not use KeyListener use a KeyAdapter however as you are using Swing and not AWT you should use KeyBindings for Swing see here for example.
Dont forget to create and manipulate Swing components on Event Dispatch Thread via SwingUtiltities.invokeLater(..) block see here for more.
Check class naming schemes they shuld start with capital letter, i.e test should be Test and every new word after that should be capitalized.
Do not call setSize on JFrame rather use appropriate LayoutManager and/or override getPreferredSize() of JPanel and return a size which fits its content and call pack() on JFrame instance after adding all components.
Also SSCCE should be compilable from copy and paste this is not.... i.e variables needed to be changed to final and I dont have a sample of Hangeng.txt so cant test
Lastly use the #Override annotation to ensure you are overriding the correct methods, i.e
#Override
public void actionPerformed(ActionEvent e) {
}
I have a working JFrame GUI with my JPanel all setup. I am trying to combine two different codes that I've got setup and working. The first code was a text converter toUpperCase in a JPanel, and the second is a Prime Factor (not prime numbers) code. I've been trying to get the JPanel to give an output of Prime Factors for any number that a user inputs. Here is what I have....
JPanel Code
public class Prime extends JPanel {
private JLabel formattedText;
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.getContentPane().add(new Prime());
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.setVisible(true);
}
public Prime(){
setLayout(new BoxLayout(this,BoxLayout.Y_AXIS));
JPanel panel = new JPanel(); panel.setPreferredSize(new Dimension(640,100));
JLabel label = new JLabel("Enter a number to check for it's prime number(s).");
JTextField field = new JTextField("0");
field.addActionListener(new FieldListener());
add(label);
add(field);
add(panel);
panel = new JPanel(); panel.setPreferredSize(new Dimension(640,380));
formattedText = new JLabel();
panel.add(formattedText);
add(panel);
}
private class FieldListener implements ActionListener {
public void actionPerformed(ActionEvent event) {
JTextField field = (JTextField)event.getSource();
formattedText.setText(field.getText().toUpperCase()); // I know this is wrong... I can't figure out what to change here to get it to pull the code below.
}
}
public class PrimeFactors {
}
}
and here is the Prime Factor code
public class Temp {
static int primeCheck = 1;
public static void main(String[] args) {
System.out.println("Enter a number whose Prime factors are desired: ");
Scanner numS = new Scanner(System.in);
int numPriFac = 0;
if (numS.hasNextInt()) {
numPriFac = numS.nextInt();
}
System.out.println("All the Prime Factors of the entered number are:");
for (int tap = 1; tap <= numPriFac; tap++) {
if (numPriFac % tap == 0) {
for (int primeTest = 2; primeTest < tap; primeTest++) {
if (tap % primeTest == 0) {
primeCheck = 1;
break;
} else {
primeCheck = 0;
}
}
if (primeCheck == 0 || tap == 2) {
System.out.print(tap + " ");
}
}
}
}
}
That last PrimeFactors code in the bottom is just something left over from when I was trying to get it working on my own. Thanks so much for any help!!!
Step 1: Change the line
public static void main(String[] args) {
to something like
public static String primeFactors(int number) {
and make the method use the provided argument number instead of asking for input.
Step 2: Create a StringBuilder inprimeFactors and change all calls to System.out.print to calls to stringBuilder.append()
Step 3: Set stringBuilder.toString() as return value for primeFactors
Step 4: Change the line
formattedText.setText(field.getText().toUpperCase());
to
formattedText.setText(Temp.primeFactors(Integer.parseInt(field.getText())));
I'll leave the error handling and input safe guarding to you.