Constructing a lists with same elements throughout in Java - java

class Board {
Direction[][] board;
Integer width;
Integer height;
Board(Integer width, Integer height) {
this.width = width;
this.height = height;
board = new Direction[width][height];
for (Integer y = 0; y < height; y++) {
for (Integer x = 0; x < width; x++) {
board[x][y] = Direction.Down;
}
}
}
Direction direction(Integer x, Integer y) {
return board[x][y];
}
void update(Integer x, Integer y) {
board[x][y].next();
}
}
The enumerated values in Direction are: Up or Down
Firstly, I want to initialise my board so that all the initial values at every place of the board are set to Down.
Secondly, I want to retrieve the value at a particular (x,y) position of of the board
Thirdly, I want to be able to update the value at that particular element of the board. The next() function is designed to change the value from Down to Up or vice versa. This is declared separately.
I believe I am doing something wrong as the code compiles, however my program doesn't work as it should.

If the problem is your update method:
Values of an enum type should be immutable. Calling the next() method on it could change the enum object (depending on its implementation), but as you are using the same object in all of your array positions, all of those would change, too.
You might want to use something like this:
board[x][y] = board[x][y].next();
with
enum Direction {
UP, DOWN;
public Direction next() {
if (this == UP)
return DOWN;
else
return UP;
}
}

Most likely, you want to change your update code to be:
board[x][y] = board[x][y].next();
Of course, I'm assuming a lot about what's not working with your code, but it's a common mistake I've seen before.

Related

How should I calculate every possible endpoint if my player can end on x movements in a turn-based game?

I'm currently recreating a Civilization game in Processing. I'm planning to implement the feature in a which a given unit can see every possible move it can make with a given number of hexes it is allowed to move. All possible endpoints are marked with red circles. However, units cannot move through mountains or bodies of water. I'm trying to approach this by finding out every possible combination of moves I can make without the unit going into a mountain or body of water but I can't figure out how I can determine every combination.
There are 6 directions that any unit can go in, north-east, north, north-west, south-east, south, south-west. The max number of movements I'm assigning to any unit would probably go up to 6. Any higher and I'm afraid processing may become to slow every time I move a unit.
I'm trying to recreate this:
What I'm hoping the result will look like with two possible movements (without the black arrows):
Raw version of that image:
Here is the code I use to draw the hex grid. Immediately after drawing each individual hex, its center's x coords and y coords are stored in xHexes and yHexes respectively. Also, immediately after generating the type of tile (e.g. grass, beach), the type of tile is also stored in an array named hexTypes. Therefore, I can get the x and y coords and type of hex of any hex I want on the map just by referencing its index.
Code used to draw a single hexagon:
beginShape();
for (float a = PI/6; a < TWO_PI; a += TWO_PI/6) {
float vx = x + cos(a) * gs*2;
float vy = y + sin(a) * gs*2;
vertex(vx, vy);
}
x is the x coord for centre of hexagon
y is the y coord for centre of hexagon
gs = radius of hexagon
Code used to tesselate hex over the window creating a hex grid:
void redrawMap() {
float xChange = 1.7;
float yChange = 6;
for (int y = 0; y < ySize/hexSize; y++) {
for (int x = 0; x < xSize/hexSize; x++) {
if (x % 2 == 1) {
// if any part of this hexagon being formed will be visible on the window and not off the window.
if (x*hexSize*xChange <= width+2*hexSize && int(y*hexSize*yChange) <= height+3*hexSize) {
drawHex(x*hexSize*xChange, y*hexSize*yChange, hexSize);
}
// only record and allow player to react with it if the entire tile is visible on the window
if (x*hexSize*xChange < width && int(y*hexSize*yChange) < height) {
xHexes.add(int(x*hexSize*xChange));
yHexes.add(int(y*hexSize*yChange));
}
} else {
if (x*hexSize*xChange <= width+2*hexSize && int(y*hexSize*yChange) <= height+3*hexSize) {
drawHex(x*hexSize*xChange, y*hexSize*yChange+(hexSize*3), hexSize);
}
if (x*hexSize*xChange < width && int(y*hexSize*yChange+(hexSize*3)) < height) {
xHexes.add(int(x*hexSize*xChange));
yHexes.add(int(y*hexSize*yChange+(hexSize*3)));
}
}
}
}
}
hexSize is a user-specified size for each hexagon, determining the number of hexagons that will be on the screen.
This answer will help you get to this (green is plains, red is hills and blue is water, also please don't flame my terrible grid):
Note that there is no pathfinding in this solution, only some very simple "can I get there" math. I'll include the full code of the sketch at the end so you can reproduce what I did and test it yourself. One last thing: this answer doesn't use any advanced design pattern, but it assume that you're confortable with the basics and Object Oriented Programming. If I did something which you're not sure you understand, you can (and should) ask about it.
Also: this is a proof of concept, not a "copy and paste me" solution. I don't have your code, so it cannot be that second thing anyway, but as your question can be solved in a bazillion manners, this is only one which I deliberately made as simple and visual as possible so you can get the idea and run with it.
First, I strongly suggest that you make your tiles into objects. First because they need to carry a lot of information (what's on each tile, how hard they are to cross, maybe things like resources or yield... I don't know, but there will be a lot of stuff).
The Basics
I organized my global variables like this:
// Debug
int unitTravelPoints = 30; // this is the number if "travel points" currently being tested, you can change it
// Golbals
float _tileSize = 60;
int _gridWidth = 10;
int _gridHeight = 20;
ArrayList<Tile> _tiles = new ArrayList<Tile>(); // all the tiles
ArrayList<Tile> _canTravel = new ArrayList<Tile>(); // tiles you can currently travel to
The basics being that I like to be able to change my grid size on the fly, but that's just a detail. What's next is to choose a coordinate system for the grid. I choose the simplest one as I didn't want to bust my brain on something complicated, but you may want to adapt this to another coordinate system. I choose the offset coordinate type of grid: my "every second row" is half a tile offset. So, instead of having this:
I have this:
The rest is just adjusting the spatial coordinates of the tiles so it doesn't look too bad, but their coordinates stays the same:
Notice how I consider that the spatial coordinates and the grid coordinates are two different things. I'll mostly use the spatial coordinates for the proximity checks, but that's because I'm lazy, because you could make a nice algorithm which do the same thing without the spatial coordinates and it would probably be less costly.
What about the travel points? Here's how I decided to work: your unit has a finite amount of "travel points". Here there's no unit, but instead a global variable unitTravelPoints which will do the same thing. I decided to work with this scale: one normal tile is worth 10 travel points. So:
Plains: 10 points
Hills: 15 points
Water: 1000 points (this is impassable terrain but without going into the details)
I'm not going to go into the details of drawing a grid, but that's mostly because your algorithm looks way better than mine on this front. On the other hand, I'll spend some time on explaining how I designed the Tiles.
The Tiles
We're entering OOP: they are Drawable. Drawable is a base class which contains some basic info which every visible thing should have: a position, and an isVisible setting which can be turned off. And a method to draw it, which I call Render() since draw() is already taken by Processing:
class Drawable {
PVector position;
boolean isVisible;
public Drawable() {
position = new PVector(0, 0);
isVisible = true;
}
public void Render() {
// If you forget to overshadow the Render() method you'll see this error message in your console
println("Error: A Drawable just defaulted to the catch-all Render(): '" + this.getClass() + "'.");
}
}
The Tile will be more sophisticated. It'll have more basic informations: row, column, is it currently selected (why not), a type like plains or hills or water, a bunch of neighboring tiles, a method to draw itself and a method to know if the unit can travel through it:
class Tile extends Drawable {
int row, column;
boolean selected = false;
TileType type;
ArrayList<Tile> neighbors = new ArrayList<Tile>();
Tile(int row, int column, TileType type) {
super(); // this calls the parent class' constructor
this.row = row;
this.column = column;
this.type = type;
// the hardcoded numbers are all cosmetics I included to make my grid looks less awful, nothing to see here
position.x = (_tileSize * 1.5) * (column + 1);
position.y = (_tileSize * 0.5) * (row + 1);
// this part checks if this is an offset row to adjust the spatial coordinates
if (row % 2 != 0) {
position.x += _tileSize * 0.75;
}
}
// this method looks recursive, but isn't. It doesn't call itself, but it calls it's twin from neighbors tiles
void FillCanTravelArrayList(int travelPoints, boolean originalTile) {
if (travelPoints >= type.travelCost) {
// if the unit has enough travel points, we add the tile to the "the unit can get there" list
if (!_canTravel.contains(this)) {
// well, only if it's not already in the list
_canTravel.add(this);
}
// then we check if the unit can go further
for (Tile t : neighbors) {
if (originalTile) {
t.FillCanTravelArrayList(travelPoints, false);
} else {
t.FillCanTravelArrayList(travelPoints - type.travelCost, false);
}
}
}
}
void Render() {
if (isVisible) {
// the type knows which colors to use, so we're letting the type draw the tile
type.Render(this);
}
}
}
The Tile Types
The TileType is a strange animal: it's a real class, but it's never used anywhere. That's because it's a common root for all tile types, which will inherit it's basics. The "City" tile may need very different variables than, say, the "Desert" tile. But both need to be able to draw themselves, and both need to be owned by the tiles.
class TileType {
// cosmetics
color fill = color(255, 255, 255);
color stroke = color(0);
float strokeWeight = 2;
// every tile has a "travelCost" variable, how much it cost to travel through it
int travelCost = 10;
// while I put this method here, it could have been contained in many other places
// I just though that it made sense here
void Render(Tile tile) {
fill(fill);
if (tile.selected) {
stroke(255);
} else {
stroke(stroke);
}
strokeWeight(strokeWeight);
DrawPolygon(tile.position.x, tile.position.y, _tileSize/2, 6);
textAlign(CENTER, CENTER);
fill(255);
text(tile.column + ", " + tile.row, tile.position.x, tile.position.y);
}
}
Each tile type can be custom, now, yet each tile is... just a tile, whatever it's content. Here are the TileType I used in this demonstration:
// each different tile type will adjust details like it's travel cost or fill color
class Plains extends TileType {
Plains() {
this.fill = color(0, 125, 0);
this.travelCost = 10;
}
}
class Water extends TileType {
// here I'm adding a random variable just to show that you can custom those types with whatever you need
int numberOfFishes = 10;
Water() {
this.fill = color(0, 0, 125);
this.travelCost = 1000;
}
}
class Hill extends TileType {
Hill() {
this.fill = color(125, 50, 50);
this.travelCost = 15;
}
}
Non-class methods
I added a mouseClicked() method so we can select a hex to check how far from it the unit can travel. In your game, you would have to make it so when you select a unit all these things fall into place, but as this is just a proof of concept the unit is imaginary and it's location is wherever you click.
void mouseClicked() {
// clearing the array which contains tiles where the unit can travel as we're changing those
_canTravel.clear();
for (Tile t : _tiles) {
// select the tile we're clicking on (and nothing else)
t.selected = IsPointInRadius(t.position, new PVector(mouseX, mouseY), _tileSize/2);
if (t.selected) {
// if a tile is selected, check how far the imaginary unit can travel
t.FillCanTravelArrayList(unitTravelPoints, true);
}
}
}
At last, I added 2 "helper methods" to make things easier:
// checks if a point is inside a circle's radius
boolean IsPointInRadius(PVector center, PVector point, float radius) {
// simple math, but with a twist: I'm not using the square root because it's costly
// we don't need to know the distance between the center and the point, so there's nothing lost here
return pow(center.x - point.x, 2) + pow(center.y - point.y, 2) <= pow(radius, 2);
}
// draw a polygon (I'm using it to draw hexagons, but any regular shape could be drawn)
void DrawPolygon(float x, float y, float radius, int npoints) {
float angle = TWO_PI / npoints;
beginShape();
for (float a = 0; a < TWO_PI; a += angle) {
float sx = x + cos(a) * radius;
float sy = y + sin(a) * radius;
vertex(sx, sy);
}
endShape(CLOSE);
}
How Travel is calculated
Behind the scenes, that's how the program knows where the unit can travel: in this example, the unit has 30 travel points. Plains cost 10, hills cost 15. If the unit has enough points left, the tile is marked as "can travel there". Every time a tile is in travel distance, we also check if the unit can get further from this tile, too.
Now, if you're still following me, you may ask: how do the tiles know which other tile is their neighbor? That's a great question. I suppose that an algorithm checking their coordinates would be the best way to handle this, but as this operation will happen only once when we create the map I decided to take the easy route and check which tiles were the close enough spatially:
void setup() {
// create the grid
for (int i=0; i<_gridWidth; i++) {
for (int j=0; j<_gridHeight; j++) {
int rand = (int)random(100);
if (rand < 20) {
_tiles.add(new Tile(j, i, new Water()));
} else if (rand < 50) {
_tiles.add(new Tile(j, i, new Hill()));
} else {
_tiles.add(new Tile(j, i, new Plains()));
}
}
}
// detect and save neighbor tiles for every Tile
for (Tile currentTile : _tiles) {
for (Tile t : _tiles) {
if (t != currentTile) {
if (IsPointInRadius(currentTile.position, t.position, _tileSize)) {
currentTile.neighbors.add(t);
}
}
}
}
}
Complete code for copy-pasting
Here's the whole thing in one place so you can easily copy and paste it into a Processing IDE and play around with it (also, it includes how I draw my awful grid):
// Debug
int unitTravelPoints = 30; // this is the number if "travel points" currently being tested, you can change it
// Golbals
float _tileSize = 60;
int _gridWidth = 10;
int _gridHeight = 20;
ArrayList<Tile> _tiles = new ArrayList<Tile>();
ArrayList<Tile> _canTravel = new ArrayList<Tile>();
void settings() {
// this is how to make a window size's dynamic
size((int)(((_gridWidth+1) * 1.5) * _tileSize), (int)(((_gridHeight+1) * 0.5) * _tileSize));
}
void setup() {
// create the grid
for (int i=0; i<_gridWidth; i++) {
for (int j=0; j<_gridHeight; j++) {
int rand = (int)random(100);
if (rand < 20) {
_tiles.add(new Tile(j, i, new Water()));
} else if (rand < 50) {
_tiles.add(new Tile(j, i, new Hill()));
} else {
_tiles.add(new Tile(j, i, new Plains()));
}
}
}
// detect and save neighbor tiles for every Tile
for (Tile currentTile : _tiles) {
for (Tile t : _tiles) {
if (t != currentTile) {
if (IsPointInRadius(currentTile.position, t.position, _tileSize)) {
currentTile.neighbors.add(t);
}
}
}
}
}
void draw() {
background(0);
// show the tiles
for (Tile t : _tiles) {
t.Render();
}
// show how far you can go
for (Tile t : _canTravel) {
fill(0, 0, 0, 0);
if (t.selected) {
stroke(255);
} else {
stroke(0, 255, 0);
}
strokeWeight(5);
DrawPolygon(t.position.x, t.position.y, _tileSize/2, 6);
}
}
class Drawable {
PVector position;
boolean isVisible;
public Drawable() {
position = new PVector(0, 0);
isVisible = true;
}
public void Render() {
// If you forget to overshadow the Render() method you'll see this error message in your console
println("Error: A Drawable just defaulted to the catch-all Render(): '" + this.getClass() + "'.");
}
}
class Tile extends Drawable {
int row, column;
boolean selected = false;
TileType type;
ArrayList<Tile> neighbors = new ArrayList<Tile>();
Tile(int row, int column, TileType type) {
super(); // this calls the parent class' constructor
this.row = row;
this.column = column;
this.type = type;
// the hardcoded numbers are all cosmetics I included to make my grid looks less awful, nothing to see here
position.x = (_tileSize * 1.5) * (column + 1);
position.y = (_tileSize * 0.5) * (row + 1);
// this part checks if this is an offset row to adjust the spatial coordinates
if (row % 2 != 0) {
position.x += _tileSize * 0.75;
}
}
// this method looks recursive, but isn't. It doesn't call itself, but it calls it's twin from neighbors tiles
void FillCanTravelArrayList(int travelPoints, boolean originalTile) {
if (travelPoints >= type.travelCost) {
// if the unit has enough travel points, we add the tile to the "the unit can get there" list
if (!_canTravel.contains(this)) {
// well, only if it's not already in the list
_canTravel.add(this);
}
// then we check if the unit can go further
for (Tile t : neighbors) {
if (originalTile) {
t.FillCanTravelArrayList(travelPoints, false);
} else {
t.FillCanTravelArrayList(travelPoints - type.travelCost, false);
}
}
}
}
void Render() {
if (isVisible) {
// the type knows which colors to use, so we're letting the type draw the tile
type.Render(this);
}
}
}
class TileType {
// cosmetics
color fill = color(255, 255, 255);
color stroke = color(0);
float strokeWeight = 2;
// every tile has a "travelCost" variable, how much it cost to travel through it
int travelCost = 10;
// while I put this method here, it could have been contained in many other places
// I just though that it made sense here
void Render(Tile tile) {
fill(fill);
if (tile.selected) {
stroke(255);
} else {
stroke(stroke);
}
strokeWeight(strokeWeight);
DrawPolygon(tile.position.x, tile.position.y, _tileSize/2, 6);
textAlign(CENTER, CENTER);
fill(255);
text(tile.column + ", " + tile.row, tile.position.x, tile.position.y);
}
}
// each different tile type will adjust details like it's travel cost or fill color
class Plains extends TileType {
Plains() {
this.fill = color(0, 125, 0);
this.travelCost = 10;
}
}
class Water extends TileType {
// here I'm adding a random variable just to show that you can custom those types with whatever you need
int numberOfFishes = 10;
Water() {
this.fill = color(0, 0, 125);
this.travelCost = 1000;
}
}
class Hill extends TileType {
Hill() {
this.fill = color(125, 50, 50);
this.travelCost = 15;
}
}
void mouseClicked() {
// clearing the array which contains tiles where the unit can travel as we're changing those
_canTravel.clear();
for (Tile t : _tiles) {
// select the tile we're clicking on (and nothing else)
t.selected = IsPointInRadius(t.position, new PVector(mouseX, mouseY), _tileSize/2);
if (t.selected) {
// if a tile is selected, check how far the imaginary unit can travel
t.FillCanTravelArrayList(unitTravelPoints, true);
}
}
}
// checks if a point is inside a circle's radius
boolean IsPointInRadius(PVector center, PVector point, float radius) {
// simple math, but with a twist: I'm not using the square root because it's costly
// we don't need to know the distance between the center and the point, so there's nothing lost here
return pow(center.x - point.x, 2) + pow(center.y - point.y, 2) <= pow(radius, 2);
}
// draw a polygon (I'm using it to draw hexagons, but any regular shape could be drawn)
void DrawPolygon(float x, float y, float radius, int npoints) {
float angle = TWO_PI / npoints;
beginShape();
for (float a = 0; a < TWO_PI; a += angle) {
float sx = x + cos(a) * radius;
float sy = y + sin(a) * radius;
vertex(sx, sy);
}
endShape(CLOSE);
}
Hope it'll help. Have fun!
You will have to use similar algorithms we use on pathfinding. you create a stack or queue that will hold a class storing the position of the hex and the number of moves left from that point, initially you insert your starting position with the number of moves you have and mark that hex as done ( to not re-use a position you have already been on ), then you pop an element, and you insert every neighbor of that hex with a number of moves -1. when you insert the hexes with zero moves, those are your endpoints. And before inserting any hex check if it's not already done.
I hope I was clear, your question was a bit vague but I tried to give you an idea of how these solutions are usually done, also I think your question fits more into algorithms rather then processing
Best of luck

Rectangle Class and containsPoint Method

I am trying to understand the Rectangle Class and MyCircle class, specifically the containsPoint methods in each one.
Here is the code:
public class MyRectangle extends GridItem {
private int height;
private int width;
public MyRectangle(int xValue, int yValue, int w, int h) {
x = xValue;
y = yValue;
width = w;
height = h;
}
public double getArea() {
return height * width;
}
public boolean containsPoint(int xValue, int yValue)
{
return xValue >= x &&
xValue <= x + width &&
yValue >= y &&
yValue <= y + height;
}
}
The confusion I'm having is, what does the containsPoint method mean?
How was this current code set up in this particular way, since isn't that supposed to return a boolean and not data types of the int?
Same dilemma for the MyCircle class.
public class MyCircle extends GridItem {
private int radius;
public MyCircle(int xValue, int yValue, int r)
{
x = xValue;
y = yValue;
radius = r;
}
public double getArea() {
return Math.PI * Math.pow(radius, 2);
}
public boolean containsPoint(int xValue, int yValue) {
double dx = x - xValue;
double dy = y - yValue;
double distance = Math.sqrt(Math.pow(dx, 2) + Math.pow(dy, 2));
return distance <= radius;
}
}
What exactly are they meaning by the containsPoint method?
How do you interpret this?
Been stumped for days and this is part of a bigger assignment, but cannot comprehend the containsPoint method so it's affect the development of mySquare class.....
So far I've got this..
public class MySquare extends GridItem
{
private int side;
public MySquare(int xValue, int yValue, int s)
{
x = xValue;
y = yValue;
side = s;
}
#Override
public double getArea()
{
return side*side;
}
#Override
public boolean containsPoint(int xValue, int yValue)
{
return x && y;
}
}
How does one apply the containsPoint method in the Square class?
Thanks!
what does the containsPoint method mean?
The method just checks if the given point (the given x,y coordinates i.e. xValue, yValue) is within the current Square or Rectangle.
How was this current code set up in this particular way, since isn't that supposed to return a boolean and not data types of the int?
The method arguments are int because they indicate the x and y coordinates for the given point.
Been stumped for days and this is part of a bigger assignment, but cannot comprehend the containsPoint method so it's affect the development of mySquare class.....
Your sub-classes such as the Sqaure class is supposed to have a set of attributes such as x, y, width, height which indicates the position and size of the square. Based on this set of attributes, check if any given point (xValue, yValue) is within your current square. The same applies for Rectangle class.
The containsPoint is the method to check if a point is inside a specific rectangle / circle / shapes on 2D plane.
Comparing variables with each other will result in an boolean value.
Each comparison in containsPoint() in MyRectangle yields a boolean value which are then connected via and. This means that it will only return true if every single comparison yields true.
You would need to apply the same principle to MySquare.
Think about how the coordinates of the square compare to the coordinates of a point if the point is inside the square.
Let's consider the containsPoint of Rectangle.
Let's assume you have a rectangle of height 2 and width 3 starting at co-ordinate (1,1). So your rectangle would look like this
(1,3) (4,3)
------------
| |
| |
------------
(1,1) (4,1)
(In the above example) given two points xValue and yValue, containsPoint returns true if
xValue is between 1 and 4 (inclusive) and
yValue is between 1 and 3 (inclusive)
and false otherwise
Thus, containsPoint tells whether a given point lies on/within a shape.
The containsPoint method of a circle also does the same thing (whether a point lies within/on the circle), however the formula is a bit more involved. You can refer to the Euclidean distance for two dimensions to understand it better.
The containsPoint for a Square will be very similar to that of a rectangle except for using width and heigth, you would have only one side.
return xValue >= x &&
xValue <= x + side &&
yValue >= y &&
yValue <= y + side;

How to make fill method for photo editor?

I am making a pixel art editor in java, just for fun, and I ran into a problem. the problem occurred when I was trying to make the fill function. here is the code
private void fill(int x, int y){
Color beforeColor = img[x][y];
img[x][y] = foregroundColor;
if(x-1 >= 0){
if(img[x-1][y] == beforeColor){
fill(x-1, y);
}
}
if(x+1 >= 0){
if(img[x+1][y] == beforeColor){
fill(x+1, y);
}
}
if(y-1 >= 0){
if(img[x][y-1] == beforeColor){
fill(x, y-1);
}
}
if(y+1 >= 0){
if(img[x][y+1] == beforeColor){
fill(x, y+1);
}
}
}
img is an array of awt Color objects.
this method basically checks around the specified pixel for pixels of the same colour and then runs the method again for the next and the next until the whole area get filled.
if you know anything about the stack in the computer and recursion, then you'll probably realise that this will quickly cause a stackoverflowerror and halt the program. what I am trying to figure out is a way around recursion. Could someone please point me in the right direction around recursion and stackoverflowerror? thanks in advance to people who can help.
Might be that you could use a list: initially you fill it with the pixel that you want to start with. Then you have a loop that iterates until the list is empty. In the loop you take one pixel from the list and check its color. If the color matches recolor it and its neightbors to the list. If the color does not match ignore the pixel. So I would use a little helper class that stores the coordinates of a pixel. So it could look like that (some error checks,... might be missing, but that might be a way to go):
class PixelCoordinate {
public int x;
public int y;
public PixelCoordinate(int x, int y) {
this.x = x; this.y = y;
}
}
Color beforeColor = img[x][y];
List<PixelCoordinate> worklist = new ArrayList<PixelCoordinate>();
// The pixel to start with
worklist.add(new PixelCoordinate(x, y));
while (worklist.isEmpty() == false) {
// Take one pixel from the list
PixelCoordinate pixel = list.get(0);
list.remove(0);
// Check its color
if (img[x][y].equals(beforeColor) {
// Apply new color
img[x][y] = foregroundColor;
// Check neighbors
if (x-1 >= 0) {
list.add(new PixelCoordinate(x-y, y));
}
// Add other neighbors...
}
}

player.getX() returning null

I've got a function that grabs the players X co-ords and then returns them, but its returning null for some reason I can't quite figure out. (Hence why I'm here).
The exact error I get is as follows:
java.lang.NullPointerException
at dev.colors.level.Level.getXOffset(Level.java:78)
All i do is call this, this is line 78:
if(player.getX() <= half_width){
This line come from this method:
public int getXOffset(){
int offset_x = 0;
//the first thing we are going to need is the half-width of the screen, to calculate if the player is in the middle of our screen
int half_width = (int) (Game.WINDOW_WIDTH/Game.SCALE/2);
//next up is the maximum offset, this is the most right side of the map, minus half of the screen offcourse
int maxX = (int) (map.getWidth()*32)-half_width;
//now we have 3 cases here
if(player.getX() <= half_width){
//the player is between the most left side of the map, which is zero and half a screen size which is 0+half_screen
offset_x = 0;
}else if(player.getX() > maxX){
//the player is between the maximum point of scrolling and the maximum width of the map
//the reason why we substract half the screen again is because we need to set our offset to the topleft position of our screen
offset_x = maxX-half_width;
}else{
//the player is in between the 2 spots, so we set the offset to the player, minus the half-width of the screen
offset_x = (int) (player.getX()-half_width);
}
return offset_x;
}
The getX method is here:
public abstract class LevelObject {
protected float x;
public LevelObject(float x, float y) {
System.out.println(x);
this.x = x;
this.y = y;
public float getX() {
System.out.println(this.x);
return x;
}
}
We declare LevelObject by creating a Player object:
player = new Player(128, 64);
Which then hands the two variables delcared there through the Player.java class, and then through the Character.java class:
public class Player extends Character {
public Player(float x, float y) throws SlickException {
super(x, y);
}
Character.java:
public abstract class Character extends LevelObject {
public Character(float x, float y) throws SlickException {
super(x, y);
}
}
Everything goes through properly up until we call getX (in the LevelObject class, even when I use the System.out to print "this.x" from LevelObject before we call getX it returns the correct variable, "128.0" as declared by the Player object.
To make things weirder, if i put some printlines inside the getX method, they don't show up in the console. It's as if it doesn't even run the method.
This doesn't make any sense to me, and I'm very very lost.
Apparently, the player variable is null.
The getXOffset() does not initialize a player variable, so I guess it must be a class field or something, which must be initialized in a different method.
Perhaps you need to add the this keyword to player initialization code (make it look like this.player = new Player(128, 64);) ?
Either way, your player variable is not initialized properly and that is the reason for that exception.

euclidean algorithm for image comparison

i am going to develop an application for image comparison on java. For this i have choosen euclidean algorithm. This application involves with 2 images.
1. Actual image
2. Part of the actual image.
Algorithm should compare the part of the image with actual image. If the part is existed in actual image, it should return one value as matching success.
Can anyone give me the algorithmic steps? code on java will be appreciated..!
Here is a relatively simple idea, with some parts left out intentionally, since the question smells like homework.
public static boolean contains(Image large, Image small) {
final int largeWidth = large.getWidth(), largeHeight = large.getHeight();
final int smallWidth = small.getWidth(), smallHeight = small.getHeight();
if (smallWidth > largeWidth || smallHeight > largeHeight) {
return false;
}
for (int x = 0; x < largeWidth - smallWidth; x++) {
for (int y = 0; y < largeHeight - smallHeight; y++) {
if (subImageEquals(large, x, y, small)) {
return true;
}
}
}
return false;
}
private static boolean subImageEquals(Image large, int x, int y, Image small) {
// TODO: checks whether all pixels starting at (x, y) match
// those of the small image.
}

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