How to call upon and execute a method - java

I have a question that may be very basic, but I cant seem to find it on stack (and what I do find is very complicated) so I'm very sorry if it's already out there somewhere.
I'm writing a card game in java, and I want to move the piece of code that draws a new card into a separate method, so that I may call on it whenever, instead of having the same piece of code appear again and again whenever I need it.
The only problem is I don't know what type of method to use or how to call on it, since it's not going to return anything, just do a bunch of code.
Here is the piece of my code that draws a card, if that helps to show what I'm aiming to do.
if (event.getSource() == hit && endOfRound == false) {
Continue = true;
while (Continue == true) //If the random number has been drawn before, loop the random number generator again
{
cardID = (int) RandomNumber.GetRandomNumber(52);
if (cardsLeft[cardID] == true) //If a new card is drawn, continue normally
{
Continue = false; //Stop the loop that draws a new card
cardsLeft[cardID] = false; //save that the card was drawn
stay.setBackground(Color.green);
plyrSum += BlackJack.value(cardID); //add value to sum
plyrSumLabel.setText("Your sum: " + plyrSum); //display new sum
cardLabel[plyrCardCounter].setIcon(cardImage[cardID]); //Display card
plyrCardCounter++;
if (cardID >= 48) //record how many aces are in the hand so the program knows how many times it can reduce the sum.
plyrAceCounter++;
while (plyrSum > 21 && plyrAceCounter > 0) //If bust, reduce the value of an ace by 10 (from 11 to 1).
{
plyrSum -= 10;
plyrSumLabel.setText("Your sum: " + plyrSum);
plyrAceCounter--;
}
if (plyrSum > 21) //Automatically end the round if someone busts (player)
{
stay.doClick();
}
}
}
}

Declare a method drawCard() that returns void. Now copy the block inside if and paste it inside the method.
Then rewrite the if part:
if (event.getSource() == hit && endOfRound == false) drawCard();

Related

Need Help! Number Wizard in java?

I was just trying to get NumberWizard to work on java and I couldn't quite get it. Or can you just not do it in java? I'm pretty stuck because I can only get it to guess one time.
I'm using Processing 3 and my code looks like this:
int max = 1000, min = 1, guess = 500;
void setup() {
size(400, 400);
background(0);
println("welcome to NumberGuesser ");
println("In this game you're gonna think of a ");
println("number and im gonna guess it as fast as possible ");
println(" \n ");
println("Now pick of a number between " + min + "and" + max);
println("Great! now that you have picked a number ");
println("Press the up-arrow if its more");
println("and the down-arrow if it's less ");
println("is it less or more than "+ guess + "? \nif more press up-arrow, if less press down-arrow");
}
void draw() {
if (key == CODED) {
if (keyCode == 38) { // up-arrow
min = guess;
nextGuess();
} else if (keyCode == 40) { //down-arrow
max = guess;
nextGuess();
} else if (keyCode == 13) { //return
win();
}
}
}
void nextGuess() {
frameRate(1);
guess = (max + min) /2;
println("Is it less or more than "+ guess + "? \nif more press up-arrow, if less press down-arrow ");
}
void win() {
println("that was'nt hard at all, ezz pezz! ");
noLoop();
}
Please note that the draw() function fires 60 times per second. Even after you call frameRate(1), the draw() function fires once per second. Further note that all of your logic is inside your draw() function. So the guessing will happen on an interval.
You're also not checking whether the key is currently pressed. Note that the key and keyCode variables contain the most recently pressed key. You still need to check whether the key is currently pressed. You can use the keyPressed variable or the keyPressed() function for this.
If I were you, I'd modify my program to use the keyPressed() function to detect user input instead of polling for it in the draw() function.
Also, you need to get in the habit of debugging your code. Try to isolate the problem to a specific line of code that's behaving differently from what you expected, instead of posting your full program and saying it's not working.

Battleship stuck on battle board implementation

we recently somewhat learned Object Oriented Programming and already have a project on it due soon, so I am not too familiar with OOP. However, we were assigned a project of creating a Battleship game.
I have created a ship, square, and battle board class. I have tested all three, and all tests have also passed except for one method on Battleboard classs. To test each class, I used a toString method. This is in my battle board's toString method:
for (int i = 0; i < squares.length; i++) {
Just a couple of problems that I spotted, there can be more as the code is still incomplete:
A. In the very beginning of
public boolean addShip(int length, boolean isHorizontal, int startRow, int startCol) {
there is
square = new Square();
It seems logical to check whether a ship exists at the square to which you add it, but instead you check whether it exists in a brand new square. We don't have Square code, but I assume that it does not have a ship initially.
B. In the same method there is the following code:
if (isHorizontal == true) {
ship = new Ship(length, isHorizontal, startRow, startCol);
for (int i = 0; i < ship.getLength(); i++) {
if (startCol > numberOfColumns) {
return false;
} else {
square.addShip(ship);
startCol++;
}
}
}
So the ship is being repeatedly added to the same brand new square which is not related to the board. Later, that square is not added anywhere and now used anyhow.
I'm not sure how to fix this, but probably all the squares should have been inialized before this method is called, no squares should been created in this method; instead, you need to find a square corresponding to the current iteration`.
C. The following code
} else if (!square.hasBeenHit() && square.hasShip()) {
//Returns length of ship if there is a ship that hasn't been hit
if (ship.getLength() == 1) {
toString += "1 ";
} else if (ship.getLength() == 2) {
toString += "2 ";
} else if (ship.getLength() == 3) {
toString += "3 ";
} else if (ship.getLength() == 4) {
toString += "4 ";
}
}
uses the same ship on all iterations, so it behaves in the same way on all the iterations (appends 1). The correct thing would be to find a ship belonging to the current square (i, j), if it exists, and use it.
D. A brand new square is created on each loop, again, although you are iterating over squares! It would be more logical to write square = squares[i][j] instead of square = new Square().
I'd recommend you to use a debugger to see what happens in your code.

My Java code wont spawn the next wave?

So I am making a game where there are waves of enemies. The Wave class contains an update method that updates all the enemies in an arraylist of enemies contained in the Wave class. The Wave class also has a boolean called beat that decides whether or not the player has beaten the current wave. I am now have been trying however to start the next wave after the player beats the first. All waves in the arraylist start out with their beat variable as true except for the first. There are currently only two waves. I do not know why this is not working. Thank You for any help.
for(int i = 0; i < 1;i++)
{
if(!w.get(i).beat)
w.get(i).update(g2d);
else if(w.get(i).beat)
{
if(i-1 != -1)
{
if(w.get(i-1).beat && w.get(i).beat)
{
w.get(i).beat = false;
}
}
}
}
Your loop will increment i to the next wave after setting the current wave's beat setting to false, and miss calling the update method for that case. It looks like you should either call its update method immediately after setting beat = false, or perform the if test in the opposite order like this:
for(int i = 0; i < numWaves;i++) // upper range should be the number of waves
{
if(w.get(i).beat)
{
if(i>0) // this can be simplified to "if (i>0)"
{
if(w.get(i-1).beat) // no need to check w.get(i).beat here
{
w.get(i).beat = false;
}
}
}
else
w.get(i).update(g2d);
}
I don't know why you'd initialize a wave's beat state to true then set it to false when its turn comes. Why not just initialize all to false since they really haven't been beat yet?
I'm not sure that I understand your code but I can tell you 2 things. First of all, your loop never loops because as soon as the index is 1, it ends without executing the code a second time. Secondly
if(i-1 != -1)
{
if(w.get(i-1).beat && w.get(i).beat)
{
w.get(i).beat = false;
}
}
is always false due to what I said.

Can I manipulate the way that variables change in Java?

If the die shows a 6, the player doesn't move at all on this turn and also forfeits the next turn.
To accomplish this, I have tried an integer type warning marker variable for the player and an integer type time counter variable.
If the die shows 6, I want to increment the warning marker variable by 1 during the first run(and have the while loop do nothing), then keep the value at 1 during the second run (while loop will not work), then lower it back down to 0 for the third run of the while loop (so the while loop will work). The marker will stay at zero unless the die shows a 6 again, after which the same process will repeat.
I have a while loop like this:
while the warning marker is equal to 0 {
Do Stuff
if the die shows a 6, the warning marker increases by 1.
the time counter also increases by 1.
}
How do I manipulate the variables to get the result that I need? Or is my partially complete method absolutely off in terms of logic?
Thanks.
Can u tell me if this works for you?
flag=true;
while condition{
if flag==true{
if die == 6
{
flag=false;
continue;}
}
else { Do STUFF }
} else
{
flag==true;
}
}
I think you want to reword this problem.
This is what I understood. You have a warning marker.
You have a loop that checks whether the marker is 0, if it is then you do something.
If the die is a six, you will increase the warning marker. If its new value is 3, then you will reset it to 0. Meanwhile, the time counter is always increasing.
If this is correct, I think you want something like:
int warningMarker = 0;
int timeMarker = 0;
while (true) {
if (die == 6) {
++warningMarker;
if (warningMarker == 3) {
warningMarker = 0;
}
}
if (warningMarker == 0) {
doSomething();
}
++timeMarker;
}
Java is Object-Oriented Pragramming language. Use this feature.
See following pseudocode and let me know if you have problem in undestanding it.
Create a class Player as following:
class Player
{
boolean skipChance = false;
... // Other fields
... //
}
Change your while as following:
while(isGameOn())
{
Player p = getCurrentPlayer();
if( ! p.skipChance)
{
int val = p.throwDice();
if(val == 6)
{
p.skipChance = true;
continue; // control moves to while.
}
// Do stuff
}
else
{
p.skipChance = false;
}
}

"If" statement alternatives

I'm doing my homework, and am stuck on some logic (I think I used that term correctly?). I'm writing an application that shows 12 buttons numbered 1-12, 2 pictures of dice, and a Roll button.
The player rolls the dice (2, 6 sided die) and whatever number(s) he gets, he can use to "cover" some of the twelve numbers. For example, let's say he rolls the dice and gets a 3 and a 5. He gets to choose whether to cover the 3 and the 5, or the total of the two numbers - 8 (Did I mention I'm a math wiz?).
The goal of the game is to cover all the numbers using the least amount of rolls.
The problem I'm having is with, what I believe to be, the if statements:
if (die1 == 3 && die2 == 5) {
player can cover 3 and 5, or 8, but not both
}
Now, I think this works, but if I wrote all this out it would be 36 if statements (give or take zero). Is there an easier way?
By your description I think the player can select die1, die2 or die1 + die2, so to see if the user selected a valid value you need just one if.
if (cover == die1 or cover == die2 or cover == ( die1 + die2)) {
//valid..
}
no if statement needed. player can cover die1 and die2 or die1+die2
This is a good example to use a switch case, IMO.
That'd be 2 switchs which have 6 cases each.
Don't check until the player tries to cover something. By only validating the input you simplify everything down to one if statement.
If you do need to know all possibilities (maybe to show the player possible moves), then ... you still don't need all those if statements. Simply highlight the buttons that match the dice roll and only accept those as input; you'll want to index them in an array or map by their value (e.g. "1") as a way to retrieve them.
You know with two dice you always have three covering options. Presumably elsewhere in code you're going to compare your covered options with numbers. Something like
int[] covered = { die1, die2, die1+die2 };
// ... other stuff
if (comparisonValue > 6) {
// maybe do special stuff since this uses both dice
if (comparisonValue == covered[2]) {
// covered/coverable behavior
} else {
// not
}
} else {
// maybe do special stuff since this only uses one die
if (comparisonValue == covered[0] || comparisonValue == covered[1]) {
// covered/coverable behavior
} else {
// not
}
}
gives you first what's covered, then simple use of it. You could also foreach over the array to do stuff for the covered numbers, ala
for (int c : covered) {
// do stuff with c because it's covered
}
That's fairly fragile, but the flexible answer (e.g., dumping the outcomes into Collection) is way overkill for 6-sided, integer face dice, and the really flexible answer (e.g., accommodating a variable number of dice, specialized combination of faces into outcomes) is like nuclear armageddon for this particular problem.
EDIT for your particular problem, I'd do something like
// start new turn, disable all buttons
// get rolls
int[] coverable = { die1, die2, die1+die2 };
for (int covered : coverable ) {
// enabled covered button
}
If the player can change which of the 1-12 are covered by previous rolls based on a new outcome, well, then you could be in for some fun depending on how much help you want to give them.
I would probably create 2 new objects and use them with a lookup table, like so:
class TossResult{
int firstDie;
int secondDie;
}
Class Coverage{
TossResult tossResult;
int getThirdNumber(){
return tossResult.firstDie + tossResult.secondDie;
}
}
Then on application start-up, populate your map:
HashMap<TossResult, Coverage> lookup = new HashMap<>();
for (int i = 0, i < SIDES_ON_DIE; i++){
for (int j = 0, j < SIDES_ON_DIE; j++){
TossResult tempResult = new TossResult(i,j);
Coverage tempCoverage = new Coverage(tempResult);
lookup.put(tempResult, tempCoverage);
}
}
After a user rolls the dice, create a new TossResult and do a lookup.get(tossResult)
You could also create an array of 12 ints or bools. Initialize all 12 elements (say to 0 or false). Then for each role you can do something lik:
if (false == myArray[die1Value] && false == myArray[die2Value]) {
myArray[die1Value] = true;
myArray[die2Value] = true;
} else if (false == myArray[die1Value + die2Value]) {
myArray[die1Value + die2Value]
} else if (false == myArray[die1Value] || false == myArray[die2Value]) {
if (false == myArray[die1Value]) {
myArray[die1Value] = true;
}
if (false == myArray[die2Value]) {
myArray[die2Value] = true;
}
} else {
// all 12 covered
}
And certainly you can refactor this code some more.
The stated goal "The goal of the game is to cover all the numbers using the least amount of rolls." is not doable, really. The best you can do is to use probabilities to know if, for instance, you should cover on a roll of 1 and 2, a 1 and 2, or 3 first:-)

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