Alternate displayed image - java

I'm doing a TicTacToe, and the idea is that in the first time I click one button it shows the image "X" , if i click other button it shows the image "O" ... and it continues, showing the images alternately. I was also trying that with one click at the button it shows one image, but if i click again at that button the image disappear.
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ImageIcon;
import javax.swing.JButton;
public class XOButton extends JButton implements ActionListener{
ImageIcon X;
ImageIcon O;
byte value=0;
byte k=0;
public XOButton(){
try {
X=new ImageIcon(this.getClass().getResource("X.png"));
O=new ImageIcon(this.getClass().getResource("O.png"));
addActionListener(this);
} catch (NullPointerException e) {
System.out.println("The image is not Available");
}
}
#Override
public void actionPerformed(ActionEvent e) {
value++;
value %= 2;
if( k%2 == 0) {
switch(value){
case 0:
setIcon(null);
break;
case 1:
setIcon(X);
System.out.println("KX= " + k);
break;
}
k++;
}
else {
switch(value){
case 0:
setIcon(null);
break;
case 1:
setIcon(O);
System.out.println("K0= " + k);
break;
}
k++;
}
}
}

Your logic is broken, and the main problem I see is that each XOButton has its own ActionListener, one that is completely independent of all others, and so the value int will always be equal to 0 whenever any button is pushed for the first time, regardless of the state of the previously pushed buttons.
I suggest that
You don't extend JButton but rather use JButtons
That you give all JButton's the same Action or ActionListener
That this listener stores the state of the xo of the last button press
That this listener checks to see if the currently pressed button is in a null, or X or O state, and then acts accordingly.
For an example of a working Tic Tac Toe program that uses image icons, please have a look at this answer of mine to a similar question.

Related

How do I make a selected Combobox value display different text?

I am new to Java and couldn't find any answers for my problem that I was able to understand.
I want to make a selected value in my ComboBox change what text is displayed in the textfield.
For example, if the user selects an artist in the combobox, then the artists' albums are displayed in the textfield.
Any help is appreciated. Thanks!
private void jComboBox1ActionPerformed(java.awt.event.ActionEvent evt) {
String a = (String)jComboBox1.getSelectedItem();
int artists = 0;
switch (artists){
case 0: jTextField1.setText("Take Care, Nothing Was The Same, Views, More Life, Scorpion");
break;
case 1: jTextField1.setText("Stoney, Beerbongs & Bentleys");
break;
case 2: jTextField1.setText("One Love, Listen, Nothing But the Beat");
break;
case 3: jTextField1.setText("Ready for the Weekend, 18 Months, Motion");
break;
case 4: jTextField1.setText("Cole World: The Sideline Story, 2014 Forest Hills Drive, 4 Your Eyez Only");
break;
case 5: jTextField1.setText("My Beautiful Dark Twisted Fantasy, Yeezus, The Life of Pablo, ye");
break;
case 6: jTextField1.setText("Parachutes, a Rush of Blood to the Head, X&Y, Viva La Vida, Mylo Xyloto");
}
}
Here is a full working example:
import java.awt.GridLayout;
import javax.swing.*;
public class ChangeTextViaCheckbox extends JFrame {
public ChangeTextViaCheckbox() {
setVisible(true);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setLayout(new GridLayout(3, 1));
JCheckBox cb1 = new JCheckBox("Checkbox 1");
JCheckBox cb2 = new JCheckBox("Checkbox 2");
JTextField tf = new JTextField();
cb1.addActionListener(e -> tf.setText("CB 1 is active"));
cb2.addActionListener(e -> tf.setText("CB 2 is active"));
add(cb1);
add(cb2);
add(tf);
}
public static void main(String[] args) {
ChangeTextViaCheckbox frame = new ChangeTextViaCheckbox();
frame.pack();
}
}
The both ActionListener listen on a performed action. If thats the case, they set a new Text in the JTextField.
But it would be better, if you implement it via JRadioButton and a ButtonGroup. With this there can't be a multiple choice.
Your question is lacking details and examples, you should post the important parts of your code that you've already written, for example I have no idea now what [GUI] API are you using(for example swing or AWT), so I strongly advise you to edit your question and provide more details, but either way I'm going to give you a simple example.
I'm going to assume your using the swing api, but it shouldn't be that different if your using another GUI api (like AWT).
import javax.swing.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class SwingExample extends JFrame{
public SwingExample(){
String[] artists = {"artist1","artist2","artist3"};
Map<String,String> albumOfArtists = new HashMap<String,String>();
albumOfArtists.put("artist1","album1");
albumOfArtists.put("artist2","album2");
albumOfArtists.put("artist3","album3");
JComboBox combo1 = new JComboBox<String>(artists);
JTextField field1 = new JTextField();
//You implement an action listener to define what should be done when
//an user performs certain operation. An action event occurs,
//whenever an action is performed by the user. Examples: When the user
//clicks a button, chooses a menu item, presses Enter in a text field.
//add action listener to your combobox:
combo1.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent event) {
String selectedString=(String)combo1.getSelectedItem();
field1.setText(albumOfArtists.get(selectedString));
//for example if you select artist1 then the text displayed in the text field is: album1
}
}
add(combo1);
add(field1);
}
private static void createAndShowGUI() {
JFrame frame = new CreateNewJTextField();
frame.pack();
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String[] args) {
createAndShowGUI();
}
}
You can use switch() for your combobox. I've written a code which has the name defined to combobox as cb1. The getSelectedItem() method is used for cb1. You can define the corresponding command for each case (starting from index 0).
String a = (String)cb1.getSelectedItem();
int i = 0;
switch (i){
case 0:
break;
}
Make sure to end each case with break; or your code will execute repeatedly.
Now if the textfield you're using is t1 then the following code is generalised,
switch (i) {
case 0: t1.setText(<whatever you want to display>);
break;
}
Hope this helps.
Here's the revisited code:
String a = (String)cb1.getSelectedItem();
int i = 0;
switch(i){
case 0: t1.setText("Take Care, Nothing Was The Same, Views, More Life, Scorpion");
// for combobox option Drake index = 0
break;
case 1: t1.setText("Stoney, Beerbongs & Bentleys");
// for combobox option post_malone index = 1
break;
case 2: t1.setText("One Love, Listen, Nothing But the Beat");
// for combobox option david_guetta
break;
}
switch is a selection statement that successively tests the value of an expression against alist of integers or characters constants. When a match is found, the statements associated with that constant are executed. Here, the variable i is the expression(the option you choose from combobox) which is evaluated.
Hope this helps again!

How to make buttons change on different click amounts java

I am trying to make a game in java where if you click on a button once it turns red, and if you click on it twice it turns blue, but I'm running into an issue where when I click one square once and it becomes red, if I click another once it turns blue, when I want the effect isolated to each square at a time(e.g. if I click one square once its red, click another twice its blue, and another square once its red). I also want it to reset after 3 clicks.
Here is my actions listener so far
JFrame frame = new JFrame(); //creates frame
JButton[][] grid; //names the grid of buttons
int clicked = 0;
public ButtonGrid(int width, int length) { //constructor
frame.setLayout(new GridLayout(width, length)); //set layout
grid = new JButton[width][length]; //allocate the size of grid
for(int y = 0; y < length; y++) {
for(int x = 0; x < width; x++) {
grid[x][y] = new JButton(); //creates a button
grid[x][y].addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
if(clicked == 0) {
((JButton)e.getSource()).setBackground(Color.red);
clicked++;
} else if(clicked == 1) {
((JButton)e.getSource()).setBackground(Color.blue);
clicked++;
}
}
});
frame.add(grid[x][y]); //adds new button to grid
}
}
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack(); //sets appropriate size for frame
frame.setVisible(true); //makes frame visible
// ...
}
In your current implementation, clicked is a instance field of the parent class, which all your buttons/ActionListeners are using.
Instead, you need to isolate the property so that it can be better associated with a single button.
Now, you could create a custom class which extends from JButton, but IMHO, that's a little heavy handed and locks you into a single use case. Personally, I'd look towards implementating a concrete implementation of the ActionListener to provide this side effect.
For example...
public class CounterActionListener implements ActionListener {
private int counter;
#Override
public void actionPerformed(ActionEvent e) {
Object source = e.getSource();
if (source instanceof JButton) {
JButton button = (JButton)source;
clicked++;
if(clicked == 0) {
button.setBackground(Color.red);
} else if(clicked == 1){
button.setBackground(Color.blue);
}
}
}
}
Then in your code, you just apply the listener to the button, for example...
grid[x][y] = new JButton(new CounterActionListener());
You could also follow this by making use of a "delegate", which actually performed the required operations, based on the number of clicks, which could be held in a model, but that's beyond the scope of the question ;)
You have one global clicked for all of them. Because of that actions are not isolated.
int clicked = 0;
Shouldnt be in class.
Your problem is that clicked is attached to the frame, not to the button. That means that there is only a single value of clicked for your entire application.
The easiest thing to do here would be to write a new class GregoryWeigelButton (or whatever) which extends JButton and has a int clicked=0 inside it (and probably a getter and setter). Then just check what the clicked value for that particular button is.

Replacement of a JPanel element without adding to the end of the panel?

I posted a question earlier about this but the solution never worked and now it's under different circumstances. I'm making a "penny pitch" program, that, when the "confirm" button is pressed, a randomized number will dictate which spot on the board(the board is fill with image icons) the "penny" will fall, and in the process it removes the image icon that use to occupant the chosen space.
I set up a GridBagLayout to constrain each icon down, and my button has no problem removing the chosen spot, but it can not find a way for it to add a new icon in it's place. It just gets adds onto the end of the JPanel.
Heres my coding for the button:
private class AddListener implements ActionListener {
public void actionPerformed(ActionEvent a){
if (a.getSource()== confirm) {
if (numberToss >0){
thrown = pitch.nextInt(25) + 1;
System.out.println(thrown);
//kol is an array to check for repeated numbers in randomization
if (kol.contains(thrown)==false){
input.remove(spot.get(thrown));
//spot is a map to set icons down with a association with number
spot.put(thrown, bSet);
input.add((spot.put(thrown, bSet)));
repaint();
kol.add(thrown);
}
else {
JOptionPane.showMessageDialog(null, "Your toss landed onto an occupied spot; you receive no points");
}
numberToss--;
}
else{
JOptionPane.showMessageDialog(null, "Out of tosses.");
}
}
}
Anyone happen to know how to replace the new icon (bSet) with the former? Thanks in advance!

give JButton multiple options for mouse clicks (Blackjack Game)

I am writing a Blackjack program using JFrame and trying to keep it as simple as possible. My JButton, jbHit works with a single click, however it overwrites the playersHand and playerSide slot with every click. I would like it to work with multiple clicks (3 clicks - since that is the max number of cards you can get after the first two are dealt) options It should count them so to speak so that the array index can record the card image. Here is my ActionListener code that I have so far. I am afraid I am stuck. Should I use some sort of for loop with an int i++?
//Hit Button ActionListener
jbHit.addActionListener( new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if ( playerValue < 21 ) {
//Draw a card
Card c = deck.drawCard();
playersHand.add(c);
playerSide[2].setIcon( new ImageIcon( c.getFilename() ) );
}
//If playerValue > 21, bust
else if ( playerValue > 21 ) {
//Toggle Buttons
jbDeal.setEnabled(true);
jbHit.setEnabled(false);
jbStand.setEnabled(false);
jbDoubleDown.setEnabled(false);
message = "You bust.";
}
}
});
You could create an array of "action commands" and every time you click the button, the action command changes to the next. If you reach the end, set the index back to zero. Perhaps something like this:
public static void main(String[] args)
{
JFrame frame = new JFrame();
JPanel panel = new JPanel();
JButton button = new JButton("Action");
String[] commands = {"command1", "command2", "command3"};
button.setActionCommand(commands[0]);
button.addActionListener(new ActionListener()
{
#Override
public void actionPerformed(ActionEvent e)
{
JButton btn = (JButton)e.getSource();
String cmd = btn.getActionCommand();
System.out.println("Command: " + cmd);
if(cmd.equals("command1"))
{
btn.setActionCommand(commands[1]);
System.out.println("Command 1 was pressed");
}
else if(cmd.equals("command2"))
{
btn.setActionCommand(commands[2]);
System.out.println("Command 2 was pressed");
}
else if(cmd.equals("command3"))
{
btn.setActionCommand(commands[0]);
System.out.println("Command 3 was pressed");
}
else
System.out.println("Something went wrong!");
}
});
panel.add(button);
frame.add(panel);
frame.setSize(200, 200);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
If you are using Java 7 or later, you can replace the if/else with a Switch statement.
I believe you're looking for a logical flag based on an integer, for example:
if(cardsDealt < 3) {
// DoThings();
} else {
return;
}
Which would require you to do
cardsDealt++;
at the bottom of your button click handle.
If this is not what you're asking, please re-explain the question.
It sounds like you might be a little confused about how jbHit will be called. Realize that it will be called one complete time every time the mouse is clicked. It's not like it inherently knows that it is on the second or third click. Add a class member like int clickCount; that you increment at the appropriate point inside of jbHit. Then you can alter your method's response depending on the value of clickCount.

Java Hangman Project: Action Listener

I am creating a hangman game. I made a button A - Z using the GUI Toolbars in Netbeans as follows:.
My problem is, how can I add an actionlistener to all of it. Is it possible to use a loop? If i click the button A, i will get the character 'a' and so on..
Yes it is possible to use a loop, but since your JButtons were created by using NetBeans code-generation, they won't be in an array or collection initially, and so this is something that you'll have to do: create an array of JButton and fill it with the buttons created by NetBeans. Then it's a trivial matter to create a for loop and in that loop add an ActionListener that uses the ActionEvent's actionCommand (as noted above) in its logic.
Having said this, I think that the better solution is to forgo use of the NetBean's GUI builder (Matisse) and instead to create your Swing code by hand. This will give you much greater control over your code and a much better understanding of it as well. For instance, if you do it this way, then in your for loop you can both create your buttons, add the listeners, and add the button to its container (JPanel).
e.g.,
import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
public class Foo2 {
public static void main(String[] args) {
JPanel buttonContainer = new JPanel(new GridLayout(3, 9, 10, 10));
List<JButton> letterButtons = new ArrayList<JButton>(); // *** may not even be necessary
for (char buttonChar = 'A'; buttonChar <= 'Z'; buttonChar++) {
String buttonText = String.valueOf(buttonChar);
JButton letterButton = new JButton(buttonText);
letterButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
String actionCommand = e.getActionCommand();
System.out.println("actionCommand is: " + actionCommand);
// TODO fill in with your code
}
});
buttonContainer.add(letterButton);
letterButtons.add(letterButton);
}
JOptionPane.showMessageDialog(null, buttonContainer);
}
}
Well, with some pseudo code, wouldn't this make sence for you?
for(button in bord) {
button.addActionListener(my_actionlistener);
}
Then in your actionlistener you can see which button was pressed
public void actionPerformed(ActionEvent e) {
// button pressed
if ("string".equals(e.getActionCommand()) {
// do something
}
// and so forth
}
You'll need to add the buttons to a list of some kind so you can iterate through them, Netbeans doesn't do this for you when you generate the buttons.
After that, just run a for each loop on the list containing all the buttons. To get the values of the characters just cast the relevant ascii value, which starts at 97 for a lower case a or 65 for an upper case A:
int charNum = 97;
for(Button b : board) {
char charVal = (char)charNum;
charNum++;
//add the action listener
}

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