JavaFX: Linking variables correctly for EventHandler (Timeline) - variables

I need to set up a simulation of a nuclear power plant in JavaFX. The GUI is working perfectly, but I've got problems with getting the simulation run. I have to use a Timeline (as EventHandler) for this, the handler updates the radiation value in each cell every single tick. The radiation is displayed as a circle on each cell. The higher the radiation, the bigger should the circle be. For this, I made an if-else-statement.
The problem is: The if-statement cannot access the variables from the EventHandler. But this is necessary to update the circle size each tick. I already tried to put the if-statements right into the EventHandler, but then, no circles have been shown anymore on my GUI.
These are the three classes so far:
EDIT: I put the if-statements into the Event Handler, new code below.
import javafx.application.Application;
import javafx.scene.Parent;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.stage.Stage;
public class NuclearPowerPlant extends Application {
private static final int HEIGHT = 50;
private static final int WIDTH = 55;
private static final int CELL_SIZE = 40;
#Override
public void start(Stage stage) {
stage.setScene(new Scene(createContent()));
stage.show();
}
private Parent createContent() {
Pane root = new Pane();
root.setPrefSize((WIDTH - 40) * CELL_SIZE, (HEIGHT - 40) * CELL_SIZE); // Size of displayed window
for (int y = 0; y < HEIGHT; y++) {
for (int x = 0; x < WIDTH; x++) {
Cell cell = new Cell(x, y);
root.getChildren().add(cell);
}
}
return root;
}
public static void main(String[] args) {
launch(args);
}
}
Cell:
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.control.ContextMenu;
import javafx.scene.control.MenuItem;
import javafx.scene.input.ContextMenuEvent;
import javafx.scene.layout.StackPane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Rectangle;
import javafx.scene.text.Font;
import javafx.scene.text.Text;
import javafx.util.Duration;
public class Cell extends StackPane {
private static final int CELL_SIZE = 40;
int x;
int y;
private Rectangle cell;
private Circle radiation; // Radiation is displayed as a circle
int circlesize; // Size of the circle (the higher the radiation, the bigger the circle)
double radiationvalue = 5000; // Initializing of the radiation value of all cells at the beginning (air in all cells)
private Text symbol; // For Explosion
double activity;
double reflection;
public Cell(int x, int y) { // Konstruktor fuer die Zelle
setTranslateX(x * CELL_SIZE);
setTranslateY(y * CELL_SIZE);
cell = new Rectangle(CELL_SIZE - 2, CELL_SIZE - 2, Color.BLUE);
cell.setStroke(Color.WHITE);
EventHandler<ActionEvent> handlerUpdateRadiationvalue = event -> {
double newradiationvalue = activity + reflection * 500;
// System.out.println(newradiationvalue);
if (newradiationvalue < 1000) {
this.circlesize = 2;
} else if (newradiationvalue >= 1000 && newradiationvalue < 3000) {
this.circlesize = 5;
} else if (newradiationvalue >= 3000 && newradiationvalue < 5000) {
this.circlesize = 8;
} else if (newradiationvalue >= 5000 && newradiationvalue < 7000) {
this.circlesize = 11;
} else if (newradiationvalue >= 7000 && newradiationvalue < 9000) {
this.circlesize = 14;
} else if (newradiationvalue >= 9000 && newradiationvalue < 10000) {
this.circlesize = 18;
}
// Explosion:
else if (newradiationvalue >= 10000) {
circlesize = 0;
cell.setFill(Color.RED);
symbol = new Text("X");
symbol.setFont(Font.font(38));
}
};
KeyFrame keyframe = new KeyFrame(Duration.seconds(0.02), handlerUpdateRadiationvalue);
Timeline tl = new Timeline();
tl.getKeyFrames().addAll(keyframe);
tl.setCycleCount(Timeline.INDEFINITE);
tl.play();
radiation = new Circle(circlesize, Color.BLACK);
getChildren().add(cell);
if (radiationvalue < 10000) {
getChildren().add(radiation);
} else {
getChildren().add(symbol);
}
// Context Menu for material change:
ContextMenu contextMenu = new ContextMenu();
MenuItem air = new MenuItem("Luft");
air.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
activity = Material.AIR.getActivity();
reflection = Material.AIR.getReflection();
cell.setFill(Color.BLUE);
}
});
MenuItem uranium = new MenuItem("Uran");
uranium.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
activity = Material.URANIUM.getActivity();
reflection = Material.URANIUM.getReflection();
cell.setFill(Color.GREEN);
}
});
MenuItem lead = new MenuItem("Blei");
lead.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
activity = Material.LEAD.getActivity();
reflection = Material.LEAD.getReflection();
cell.setFill(Color.GREY);
}
});
MenuItem ruleblock = new MenuItem("Regelblock");
ruleblock.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
activity = Material.RULEBLOCK.getActivity();
reflection = Material.RULEBLOCK.getReflection();
cell.setFill(Color.YELLOW);
}
});
contextMenu.getItems().addAll(air, uranium, lead, ruleblock);
cell.setOnContextMenuRequested(new EventHandler<ContextMenuEvent>() {
#Override
public void handle(ContextMenuEvent event) {
contextMenu.show(cell, event.getScreenX(), event.getScreenY());
}
});
}
ENUM:
public enum Material {
AIR (0, 0.99),
URANIUM (1, 1.12),
LEAD (0, 0.7),
RULEBLOCK (0, 0.99);
double activity;
double reflection;
private Material(double activity, double reflection) {
this.activity = activity;
this.reflection = reflection;
}
double getActivity() {
return activity;
}
public void setActivity(double activity) {
this.activity = activity;
}
double getReflection() {
return reflection;
}
public void setReflection(double reflection) {
this.reflection = reflection;
}
}
The if statement always links to the global variable "radiationvalue" instead of the updated value in the event handler. If I try to access the 'newradiationvalue' in the if statement, I get an error that no such variable can be found (because the one in the Event Handler is not visible from outside).
Maybe someone can tell me how to access the variables in the event handler from outside the event handler?! And if it's not possible: How do I need to change my program to make this work as I want?
Thanks very much in advance!

Related

Adjust Brightness, Contrast using Camera.Parameters

I were trying to make a camera application, I'm unable to find a way to change camera brightness, contrast using Camera.Parameters
So my question is how to add Brightness and contrast feature to increase/decrease brightness/contrast. For example if I increase the seekbarit increase the brightness. if I decrease the seekbar it decrease the brightness.
Please edit my code or put your seprate answer to help me.
package com.example.beautymaker;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Color;
import android.hardware.Camera;
import android.hardware.camera2.CameraCharacteristics;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import com.zomato.photofilters.imageprocessors.Filter;
import com.zomato.photofilters.imageprocessors.subfilters.BrightnessSubFilter;
import java.io.IOException;
import java.util.List;
public class CameraPreview extends SurfaceView implements SurfaceHolder.Callback {
private SurfaceHolder mHolder;
private Camera mCamera;
public CameraPreview(Context context, Camera camera) {
super(context);
mCamera = camera;
mHolder = getHolder();
mHolder.addCallback(this);
/*Camera.Parameters params = camera.getParameters();
final int[] previewFpsRange = new int[2];
params.getPreviewFpsRange(previewFpsRange);
if (previewFpsRange[0] == previewFpsRange[1]) {
final List<int[]> supportedFpsRanges = params.getSupportedPreviewFpsRange();
for (int[] range : supportedFpsRanges) {
if (range[0] != range[1]) {
params.setPreviewFpsRange(range[0], range[1]);
break;
}
}
}*/
// deprecated setting, but required on Android versions prior to 3.0
mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);
}
public void surfaceCreated(SurfaceHolder holder) {
try {
// create the surface and start camera preview
if (mCamera == null) {
mCamera.setPreviewDisplay(holder);
mCamera.startPreview();
}
} catch (IOException e) {
Log.d(VIEW_LOG_TAG, "Error setting camera preview: " + e.getMessage());
}
}
public void refreshCamera(Camera camera) {
if (mHolder.getSurface() == null) {
// preview surface does not exist
return;
}
// stop preview before making changes
try {
mCamera.stopPreview();
} catch (Exception e) {
// ignore: tried to stop a non-existent preview
}
// set preview size and make any resize, rotate or
// reformatting changes here
// start preview with new settings
setCamera;
try {
mCamera.setPreviewDisplay(mHolder);
mCamera.startPreview();
} catch (Exception e) {
Log.d(VIEW_LOG_TAG, "Error starting camera preview: " + e.getMessage());
}
}
public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
// If your preview can change or rotate, take care of those events here.
// Make sure to stop the preview before resizing or reformatting it.
refreshCamera(mCamera);
}
public void setCamera(Camera camera) {
//method to set a camera instance
mCamera = camera;
Camera.Parameters parameters = mCamera.getParameters();
// parameters.setPreviewFpsRange(1500,3000);
parameters.setExposureCompensation(parameters.getMaxExposureCompensation());
if(parameters.isAutoExposureLockSupported())
{
parameters.setAutoExposureLock(false);
}
// parameters.setColorEffect(Camera.Parameters.WHITE_BALANCE_INCANDESCENT);
parameters.getAutoExposureLock();
parameters.set("iso",50);
// parameters.setWhiteBalance();
parameters.setAutoWhiteBalanceLock(true);
parameters.setWhiteBalance(Camera.Parameters.WHITE_BALANCE_SHADE);
/*Filter filter = new Filter();
filter.addSubFilter(new BrightnessSubFilter(parameters));*/
mCamera.setParameters(parameters);
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
// TODO Auto-generated method stub
// mCamera.release();
}
//for brightness
public static Bitmap doBrightness(Bitmap src, int value) {
// image size
int width = src.getWidth();
int height = src.getHeight();
// create output bitmap
Bitmap bmOut = Bitmap.createBitmap(width, height, src.getConfig());
// color information
int A, R, G, B;
int pixel;
// scan through all pixels
for(int x = 0; x < width; ++x) {
for(int y = 0; y < height; ++y) {
// get pixel color
pixel = src.getPixel(x, y);
A = Color.alpha(pixel);
R = Color.red(pixel);
G = Color.green(pixel);
B = Color.blue(pixel);
// increase/decrease each channel
R += value;
if(R > 255) { R = 255; }
else if(R < 0) { R = 0; }
G += value;
if(G > 255) { G = 255; }
else if(G < 0) { G = 0; }
B += value;
if(B > 255) { B = 255; }
else if(B < 0) { B = 0; }
// apply new pixel color to output bitmap
bmOut.setPixel(x, y, Color.argb(A, R, G, B));
}
}
// return final image
return bmOut;
}
}
there is no method in Camera.Parameters to achieve this. You have to read this documentation for this class to check the available parameters and this class is deprecated in API 21 and above.

Bukkit EntityExplode physics and regeneration of blocks

I am having this issue with my code where when a tnt or creeper explodes, blocks will fly everywhere but when the blocks have landed everything should regenerate but it dosen't. Anyone who has a conclusion?
Here is my code:
#EventHandler
void onExplode1(EntityExplodeEvent event) {
for(Block block : event.blockList()) {
if(block.getType() != Material.TNT) {
float x = -0.4F + (float) (Math.random() * 0.9D);
float y = -1.2F + (float) (Math.random() * 1.9D);
float z = -0.9F + (float) (Math.random() * 1.4D);
FallingBlock falling = block.getWorld().spawnFallingBlock(block.getLocation(), block.getType(), block.getData());
falling.setVelocity(new Vector(x, y, z));
falling.setDropItem(true);
block.setType(Material.AIR);
}
if(block.getType() != Material.AIR) {
final BlockState state = block.getState();
int delay;
if(block.getType().hasGravity()) {
delay = 80;
} else {
delay = 80 + (int)(Math.random()*60);
}
// Set block to air so that no blocks drop
block.setType(Material.AIR);
// Regenerate all the blocks in a random order
Bukkit.getServer().getScheduler().scheduleSyncDelayedTask(this, new Runnable() {
public void run() {
state.update(true, false);
}
}, delay);
}
}
}
}
I think you will have to store the Entitys you created and then get back the Locations... Here is an example code... It doesn't have to work as well as others but it's a try.
package me.mcplayhd.testt;
import java.util.HashMap;
import java.util.Iterator;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.block.Block;
import org.bukkit.entity.FallingBlock;
import org.bukkit.event.EventHandler;
import org.bukkit.event.Listener;
import org.bukkit.event.entity.EntityChangeBlockEvent;
import org.bukkit.event.entity.EntityDamageEvent;
import org.bukkit.event.entity.EntityDeathEvent;
import org.bukkit.event.entity.EntityExplodeEvent;
import org.bukkit.plugin.java.JavaPlugin;
import org.bukkit.util.Vector;
public class ExplodeBlocks extends JavaPlugin implements Listener {
public void onEnable() {
getServer().getPluginManager().registerEvents(this, this);
}
HashMap<FallingBlock, Location> blocks = new HashMap<FallingBlock, Location>();
#SuppressWarnings("deprecation")
#EventHandler
void onEntityExplode(EntityExplodeEvent e) {
Iterator<Block> bi = e.blockList().iterator();
while(bi.hasNext()) {
Block b = bi.next();
if(b.getType() != Material.TNT) {
bi.remove();
Material m = b.getType();
byte d = b.getData();
b.setType(Material.AIR);
float x = -0.4F + (float) (Math.random() * 0.9D);
float y = -1.2F + (float) (Math.random() * 1.9D);
float z = -0.9F + (float) (Math.random() * 1.4D);
FallingBlock falling = b.getWorld().spawnFallingBlock(b.getLocation(), m, d);
falling.setVelocity(new Vector(x, y, z));
falling.setDropItem(false);
blocks.put(falling, b.getLocation());
}
}
}
#EventHandler
public void onEntityDamage(EntityDamageEvent e) {
if(e.getEntity() instanceof FallingBlock) {
FallingBlock fb = (FallingBlock) e.getEntity();
if(blocks.containsKey(fb)) {
e.setCancelled(true);
}
}
}
#SuppressWarnings("deprecation")
#EventHandler
public void onEneityDeath(EntityDeathEvent e) {
if(e.getEntity() instanceof FallingBlock) {
FallingBlock fb = (FallingBlock) e.getEntity();
if(blocks.containsKey(fb)) {
Location loc = blocks.get(fb);
loc.getBlock().setType(fb.getMaterial());
loc.getBlock().setData(fb.getBlockData());
blocks.remove(fb);
fb.remove();
}
}
}
#SuppressWarnings("deprecation")
#EventHandler
public void onEntityChangeBlock(EntityChangeBlockEvent e) {
if(e.getEntity() instanceof FallingBlock) {
FallingBlock fb = (FallingBlock) e.getEntity();
if(blocks.containsKey(fb)) {
e.setCancelled(true);
Location loc = blocks.get(fb);
loc.getBlock().setType(fb.getMaterial());
loc.getBlock().setData(fb.getBlockData());
blocks.remove(fb);
fb.remove();
}
}
}
}
The problem is it doesn't work 100% but most of the blocks will be restored. The others I don't know, but I think you will find the cause...
Sry if this doesn't help at all

MPAndroidChart multiple real time line chart - entries not added at correct xIndex

I modified a little bit the Real Time Line Chart example to show two LineChart like the code below.
Problem: the ViewPort is moving incorrectly does not work properly. It is moving much faster than real points (Entry) are added. In other words, the Entry get added in the wrong place and the ViewPort keeps moving right uncontrollably. It should move right only gradually as each Entry is added. Please help me to fix this one.
private int year = 2015;
SimpleDateFormat sdf = new SimpleDateFormat("hh:mm:ss.SSS");
private int[] mColors = {Color.BLUE,Color.YELLOW,Color.CYAN,Color.MAGENTA,Color.GREEN};
private int mCurrentColorIndex = 0;
private synchronized void addEntry(String id, float value) {
LineData data = mChart.getData();
if (data != null) {
ILineDataSet set = data.getDataSetByLabel(id,true);
//ILineDataSet set1 = data.getDataSetByIndex(0);
if (set == null) {
set = createSet(id, mColors[(mCurrentColorIndex++)%mColors.length ]);
data.addDataSet(set);
}
String xValue = sdf.format(new Date());
// add a new x-value first
data.addXValue(xValue);
set.addEntry(new Entry(value, set.getEntryCount(), 0));
// let the chart know it's data has changed
mChart.notifyDataSetChanged();
// limit the number of visible entries
mChart.setVisibleXRangeMaximum(30);
// mChart.setVisibleYRange(30, AxisDependency.LEFT);
// move to the latest entry
mChart.moveViewToX(data.getXValCount() - 31);
// this automatically refreshes the chart (calls invalidate())
// mChart.moveViewTo(data.getXValCount()-7, 55f,
// AxisDependency.LEFT);
}
}
private LineDataSet createSet(String label, int color) {
LineDataSet set = new LineDataSet(null, label);
set.setAxisDependency(AxisDependency.LEFT);
set.setColor(color);
set.setCircleColor(Color.WHITE);
set.setLineWidth(2f);
set.setCircleRadius(4f);
set.setFillAlpha(65);
set.setFillColor(color);
set.setHighLightColor(Color.rgb(244, 117, 117));
set.setValueTextColor(Color.WHITE);
set.setValueTextSize(9f);
set.setDrawValues(false);
return set;
}
private void feedMultiple() {
new Thread(new Runnable() {
#Override
public void run() {
for(int i = 0; i < 50; i++) {
runOnUiThread(new Runnable() {
#Override
public void run() {
addEntry("name1", (float)(Math.random() * 40) + 30f);
}
});
try {
Thread.sleep(35);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}).start();
new Thread(new Runnable() {
#Override
public void run() {
for(int i = 0; i < 100; i++) {
runOnUiThread(new Runnable() {
#Override
public void run() {
addEntry("name2", (float)(Math.random() * 40) + 30f);
}
});
try {
Thread.sleep(35);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}).start();
}
Resolved in the comments by #Tony with the following change:
//set.addEntry(new Entry(value, set.getEntryCount(), 0)); //incorrect
set.addEntry(new Entry(value, data.getXValCount(), 0)); //correct
Explanation:
A LineData is composed of multiple ILineDataSet:
set.getEntryCount() returns the number of y-values in one DataSet and is effectively equivalent to yvals.size().
data.getXValCount() returns the total number of x-values the ChartData object represents.
Since we wish to add an entry at the last x-index, we should use data.getXValCount()
NOTE:
In MPAndroidCharts 3.0.1 data.getXValCount() is no longer present. You can instead use data.getXMax() + 1 instead.

get an specific object from my arrayList(Java)

hi my problem is that in my code i am calling a method that calculates the different between 2 point and then if that distance is less that 7 it will call another class method that should change the color of the target to red... my problem is that in my arraylist i have 3 or five or depends on the user input targets... so how can i specify the object in my arraylist that is going to be change of color>??? this is my code
package project1;
import java.util.*;
import javax.swing.*;
/**
*
* #author Elvis De Abreu
*/
public class TargetGallery
{
/**ArrayList of Targets initialize as a private*/
private ArrayList<Target> mytargets = new ArrayList<>();
/**Static object for the Target class*/
static Target tg = new Target();
/**Static object for the RifleSite class*/
static RifleSite rs = new RifleSite();
/**Static object for the TargetGallery class*/
static TargetGallery tgy = new TargetGallery();
/**the number of targets input by the user as private*/
private int number = 0;
/**array that store the distance between 2 point for each target*/
private double[] total;
/**
* Method that build the background of the canvas
* with a picture as a environment
*/
private void buildWorld()
{
StdDraw.setXscale(0, 250);
StdDraw.setYscale(0, 250);
StdDraw.picture(75, 130, "bath.jpeg", 450, 285);
}
/**
* Method that draw a weapon in the middle of the
* canvas as a shooter weapon
*/
private void drawShooter()
{
StdDraw.setXscale(0, 250);
StdDraw.setYscale(0, 250);
StdDraw.picture(125, 0, "weapon.png", 80, 45);
}
/**
* randomly generates X locations for the targets
* add them into the array list
*/
private void createTargets()
{
double x = 125;
double y = 175;
double radius = 7;
String input = JOptionPane.showInputDialog("Type a number" +
"between 2 and 5");
number = Integer.parseInt(input);
for(int i = 0; i < number; i++)
{
Target targ = new Target(x, y, radius);
mytargets.add(targ);
Random rand = new Random();
x = rand.nextInt(400) + 10;
for (Target e: mytargets)
{
if ((e.getX() <= (x+10)) || (e.getX() >= (x-10)))
{
mytargets.clear();
i--;
continue;
}
}
}
}
/**
* Method that run different methods which start the program
*/
public void run()
{
tgy.buildWorld(); //call the buildWorld method
tgy.drawShooter(); //call the drawShooter method
tgy.createTargets(); //call the createTarget method
tgy.simulate(); //call the simulate method
}
/**
* calculates the distance between the RifleSite and the Targets
*/
public void calcDistance()
{
//variable declaration/initialization
double distance;
double distance1;
int i = 0;
total = new double[number];
//for each loop to calculate x and y location of RifleSite and Targets
for (Target e: mytargets)
{
distance = Math.pow(e.getX()-rs.getX(), 2.0);
distance1 = Math.pow(e.getY()-rs.getY(), 2.0);
total[i++] = Math.sqrt(distance + distance1);
}
}
/**
* Method that simulates the game
*/
public void simulate()
{
//Variable declaration/initialization
boolean alive = true;
for(Target e: mytargets)
{
e.drawAlive();
}
rs.drawRifleSite();
//loop that will run while there is still targets alive or user press q
while(alive == true)
{
//if user press a key this
if (StdDraw.hasNextKeyTyped())
{
char ch = StdDraw.nextKeyTyped(); //store the key pressed
//if person press Q will quit the program
if (ch == 'q')
{
int done = JOptionPane.showConfirmDialog(null,
"The Program will close now bye :)");
System.exit(0);
}
else if (ch == 'f')
{
tgy.calcDistance(); //calculates the distance
//if statement to check if the distance if less than radius
for(int i = 0; i < number; i++)
{
if (total[i] <= 7)
{
//THIS IS WHERE MY METHOD SHOULD GO
//SHOULD BE SOMETHING LIKE E.drawDead
}
}
}
}
}
}
/**
* Method for the main of the Program
* #param args the command line arguments
*/
public static void main(String[] args)
{
}
}
Like this:mytargets.get(INDEX GO HERE)
i Hope that helps
(the index starts from 0)
For example:
Target t=mytargets.get(0);
if ((t.getX() > 10) && (t.getY() > 10))
{
//blablabla
}

JPanel not updating when my ArrayList of GamePieces changes

I have a simple game that is in progress. As of right now all I want to do is click the green button and have the fifth and third pieces switch places. The paintComponent is called after the swap in the arraylist is made, but the JPanel is not refreshed to show these changes. When i am running my application I am choosing 4 for the pieces for each side. Thus, the inner green and black pieces should change place. Please help.
Number1.java
import java.awt.Color;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import java.awt.Container;
public class Number1 {
private static JButton greenButton,blackButton,newGameButton,inputButton;
private static JTextFieldNumber inputField;
static MyActionListen actionListen;
static Number1 myGame;
static JFrame myDialog,myFrame;
static DrawGamePieces gamePanel;
public int piecesPerSide = 0;
public static void main(String[] args) {
// TODO Auto-generated method stub
myGame = new Number1();
actionListen = new MyActionListen();
myGame.getStartingTokensValue();
System.out.println(Color.WHITE.toString());
}
private void makeComponents()
{
//Setting up the green button click
greenButton = new JButton("Green");
greenButton.setBounds(40, 0 , 100, 40);
greenButton.setForeground(Color.GREEN);
greenButton.addActionListener(actionListen);
//Setting up the black button click
blackButton = new JButton("Black");
blackButton.setBounds(greenButton.getLocation().x + greenButton.getWidth() + 10
, 0 , 100, 40);
blackButton.setForeground(Color.BLACK);
blackButton.addActionListener(actionListen);
//Setting up the new game button click
newGameButton = new JButton("New Game");
newGameButton.setBounds(blackButton.getLocation().x + blackButton.getWidth() + 10
, 0 , 100, 40);
newGameButton.setForeground(Color.BLUE);
newGameButton.addActionListener(actionListen);
//init gamePanel
gamePanel = new DrawGamePieces(myGame.piecesPerSide,myFrame.getSize().width, myFrame.getSize().height - 40);
gamePanel.setLocation(0, 40);
gamePanel.setBackground(Color.YELLOW);
}
private void makeGameFrame()
{
myFrame = new JFrame();
if(myGame.piecesPerSide <= 10) myFrame.setSize(400, 250);
else myFrame.setSize(600, 250);
myFrame.setLocation(300, 100);
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //sets the default close method
myFrame.setTitle("Solitary Game"); //sets the title of the window
Container mainFrameContents = myFrame.getContentPane();//get the content pane to add components to
mainFrameContents.setLayout(null); //allowed setBounds on components to work properly
mainFrameContents.setBackground(Color.YELLOW);
myGame.makeComponents(); //makes all the sub components
//adds all subcomponents to content pane
mainFrameContents.add(greenButton);
mainFrameContents.add(blackButton);
mainFrameContents.add(newGameButton);
mainFrameContents.add(gamePanel);
myFrame.setVisible(true);
}
//gets the starting value of the tokens for the game
private void getStartingTokensValue()
{
myDialog = new JFrame("New Game Information");
myDialog.setSize(450, 150);
myDialog.setLocation(300, 100);
myDialog.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //sets the default close method
JLabel l = new JLabel("Please Enter the Number of Pieces for each side of the game (1-20)");
l.setBounds((myDialog.getSize().width - 420)/2, 0, 420, 30);
inputField = new JTextFieldNumber("0123456789");
inputField.setBounds((myDialog.getSize().width - 100)/2, 35, 100, 30);
inputButton = new JButton("Submit");
inputButton.setBounds((myDialog.getSize().width - 100)/2, 75, 100, 30);
inputButton.addActionListener(actionListen);
myDialog.setLayout(null);
myDialog.add(inputButton);
myDialog.add(l);
myDialog.add(inputField);
myDialog.setVisible(true);
}
private static class MyActionListen implements ActionListener
{
public void actionPerformed(ActionEvent ap)
{
if(ap.getSource().equals(greenButton)){
System.out.println("Requet to green move");
gamePanel.greenMove();
}else if(ap.getSource().equals(blackButton)){
System.out.println("Requet to black move");
}else if(ap.getSource().equals(newGameButton)){
System.out.println("Requet to start new game");
}else if(ap.getSource().equals(inputButton)){
if(inputField.getText().length()>0)
{
myGame.piecesPerSide = Integer.parseInt(inputField.getText());
if(inputField.checkAllCharacters() && (myGame.piecesPerSide <= 20) && (myGame.piecesPerSide>0))
{
myDialog.dispose();
myGame.makeGameFrame();
}else{
JOptionPane.showMessageDialog(inputField, "Please only type in an integer from 1 to 20");
}
}
}
}
}
}
DrawGamePieces.java
import java.awt.*;
import java.util.ArrayList;
import javax.swing.JPanel;
public class DrawGamePieces extends JPanel{
private ArrayList<GamePiece> gamePieces;
private int ballR = 15;
//paint or repaints the board
protected void paintComponent( Graphics g ){
super.paintComponent(g);
System.out.println("paint components called");
for(int i=0;i<gamePieces.size();i++)
{
GamePiece temp = gamePieces.get(i);
g.setColor(temp.getColor());
g.fillOval(temp.x,temp.y,ballR,ballR);
}
}
//init the game board
public DrawGamePieces(int piecesPerSide,int aWidth,int aHeight){
gamePieces = new ArrayList<GamePiece>();
super.setSize(aWidth, aHeight);
//space between wall and first piece
int blankSpace = (int)((aWidth - (ballR)*(2*piecesPerSide+1))/2);
//initalized the pieces in the arraylist
for(int i=0;i<(2*piecesPerSide+1);i++)
{
GamePiece temp = null;
if(i == 0) temp = new GamePiece(blankSpace,80,Color.GREEN);
if((i < piecesPerSide) && (i != 0)) temp = new GamePiece(ballR+gamePieces.get(i-1).x,80,Color.GREEN);
if(i > piecesPerSide) temp = new GamePiece(ballR+gamePieces.get(i-1).x,80,Color.BLACK);
if(i == piecesPerSide) temp = new GamePiece(ballR+gamePieces.get(i-1).x,80,Color.YELLOW);
gamePieces.add(temp);
}
}
public void greenMove(){
GamePiece temp = gamePieces.get(5);
gamePieces.set(5, gamePieces.get(3));
gamePieces.set(3, temp);
repaint();
}
public void blackMove(){
GamePiece temp = gamePieces.get(5);
gamePieces.set(5, gamePieces.get(3));
gamePieces.set(3, temp);
}
private int pieceMoveable(Color c){
int index = -1, start = 0, end = 0,change = 0;
if(c == Color.GREEN){
start = 0;
end = gamePieces.size();
change = 1;
}else{
start = gamePieces.size();
end = 0;
change = -1;
}
for (int i=start;i<end;i= i+change){
//if(change = )
}
return index;
}
}
GamePiece.java
import java.awt.Color;
import java.awt.Point;
public class GamePiece extends Point{
private Color pieceColor;
public Color getColor(){
return pieceColor;
}
public GamePiece()
{
super();
}
public GamePiece(int x,int y,Color aColor)
{
super(x,y);
pieceColor = aColor;
}
}
Add more printfs to get more information about what is happening. Inside greenMove(), print out the contents of the ArrayList after you do the swap. Do the same inside paintComponent. In the printf, also indicate where these debugging messages are being printed from. In the loop in printComponent, print out the location and color of each piece as you draw it.