I am trying to make a return program which will press the enter key when the left mouse key is clicked...
with courtesy of
http://www.java-tips.org/java-se-tips/java.awt/how-to-use-robot-class-in-java.html (for void typing method) and "thenewboston" I have gotten so far...
I am trying to make it so that it will function in other platforms, for example: Word, Note Pad and not just on a JFrame
This is what I have up till now...
import java.awt.event.MouseEvent;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.Robot;
import java.awt.event.KeyEvent;
public class MW3Tool
{
public static void main (String[] args)
{
Robot enter = new Robot();
int num;
return count = 0;
num = count * 3;
Control c = new Control();
for (int k = 1; k <= num; k++)
{System.out.println("H");}
/* try {
Robot robot = new Robot(); // Going to be used to electronically hit the enter key later.
robot.delay(5000);
robot.setSpeed(10);
for (int k = 1; k<= num; k ++)
robot.keyPress(KeyEvent.VK_ENTER);
}
catch (AWTException e) {
e.printStackTrace();
} } */
}
private class Control implements MouseListener
{
int count;
int useless;
int useless2;
public void mouseClicked(MouseEvent event)
{
count++;
}
public void mousePressed(MouseEvent event)
{
useless++;
}
public void mouseExited(MouseEvent event)
{
useless2++;
}
}
}
My errors:
----jGRASP exec: javac -g MW3Tool.java
MW3Tool.java:20: cannot return a value from method whose result type is void
return count = 0;
^
MW3Tool.java:22: cannot find symbol
symbol : variable count
location: class MW3Tool
num = count * 3;
^
MW3Tool.java:35: non-static variable this cannot be referenced from a static context
Control c = new Control();
^
MW3Tool.java:60: MW3Tool.Control is not abstract and does not override abstract method mouseEntered(java.awt.event.MouseEvent) in java.awt.event.MouseListener
private class Control implements MouseListener
^
4 errors
----jGRASP wedge2: exit code for process is 1.
----jGRASP: operation complete.
Sorry for my inefficient methods (newly affiliated with Java)
Any help will be appreciated... thank you...
First error: Are you trying to initialize an Integer? Wrong syntax. Use
int count = 0;
Second error: Solving the first error will solve this error.
Third error: Instead of saying
private class Control implements MouseListener { ... }
Say
private static class Control implements MouseListener { ... }
Last error:
See the MouseListener Javadocs:
Method Summary
void mouseClicked(MouseEvent e)
Invoked when the mouse button has been clicked (pressed and released) on a component.
void mouseEntered(MouseEvent e)
Invoked when the mouse enters a component.
void mouseExited(MouseEvent e)
Invoked when the mouse exits a component.
void mousePressed(MouseEvent e)
Invoked when a mouse button has been pressed on a component.
void mouseReleased(MouseEvent e)
Invoked when a mouse button has been released on a component.
You MUST override all of these methods in the Control class for your program to work.
Hope this helps!
Related
Trying to make a runner game. I don't want my character to fall off the edge of the map. How do I make the character always center of the path? I want to make so that my character is always center of the path as it is being instantiated and to never fall off the map.
public class GroundTile : MonoBehaviour
{
GroundSpawner groundSpawner;
// Start is called before the first frame update
private void Start()
{
groundSpawner = GameObject.FindObjectOfType<GroundSpawner>();
}
private void OnTriggerExit (Collider other)
{
groundSpawner.SpawnTile();
Destroy(gameObject, 2);
}
// Update is called once per frame
void Update()
{
}
}
public class GroundSpawner : MonoBehaviour
{
public GameObject groundTile;
Vector3 nextSpawnPoint;
// Start is called before the first frame update
public void SpawnTile()
{
GameObject temp = Instantiate(groundTile, nextSpawnPoint, Quaternion.identity);
nextSpawnPoint = temp.transform.GetChild(1).transform.position;
}
private void Start()
{
for (int i = 0; i < 10; i++)
{
SpawnTile();
}
}
}
I tried so many methods.
so I am getting the following error:
Exception in thread "Thread-0" java.lang.NullPointerException
at dev.tamir.firstgame.entities.creatures.Player.getInput(Player.java:19)
at dev.tamir.firstgame.entities.creatures.Player.tick(Player.java:31)
at dev.tamir.firstgame.states.GameState.tick(GameState.java:25)
at dev.tamir.firstgame.Game.tick(Game.java:65)
at dev.tamir.firstgame.Game.run(Game.java:110)
at java.lang.Thread.run(Unknown Source)
And I've checked all the lines Java had marked me and I can not find what is producing the null.
Player:
package dev.tamir.firstgame.entities.creatures;
import java.awt.Graphics;
import dev.tamir.firstgame.Game;
import dev.tamir.firstgame.gfx.Assets;
public class Player extends Creature {
private Game game;
public Player(Game game, float x, float y) {
super(game, x, y, Creature.DEFAULT_CREATURE_WIDTH, Creature.DEFAULT_CREATURE_HEIGHT);
}
#Override
public void tick() {
getInput();
move();
game.getGameCamera().centerOnEntity(this);
}
private void getInput() {
xMove = 0;
yMove = 0;
if(game.getKeyManager().up)
yMove = -speed;
if(game.getKeyManager().down)
yMove = speed;
if(game.getKeyManager().left)
xMove = -speed;
if(game.getKeyManager().right)
xMove = speed;
}
#Override
public void render(Graphics g) {
g.drawImage(Assets.robro[7], (int) (x - game.getGameCamera().getxOffset()), (int) (y - game.getGameCamera().getyOffset()), width, height, null);
}
}
Gamestate:
package dev.tamir.firstgame.states;
import java.awt.Graphics;
import dev.tamir.firstgame.Game;
import dev.tamir.firstgame.entities.creatures.Player;
import dev.tamir.firstgame.tiles.Tile;
import dev.tamir.firstgame.worlds.World;
public class GameState extends State {
private Player player;
private World world;
public GameState(Game game) {
super(game);
player = new Player(game, 0, 0);
world = new World(game, "res/worlds/world1.txt");
}
#Override
public void tick() {
world.tick();
player.tick();
}
#Override
public void render(Graphics g) {
world.render(g);
player.render(g);
}
}
Game:
package dev.tamir.firstgame;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
import dev.tamir.firstgame.Display.Display;
import dev.tamir.firstgame.gfx.Assets;
import dev.tamir.firstgame.gfx.GameCamera;
import dev.tamir.firstgame.input.KeyManager;
import dev.tamir.firstgame.states.GameState;
import dev.tamir.firstgame.states.MenuState;
import dev.tamir.firstgame.states.State;
public class Game implements Runnable {
private Display display;
private Thread thread;
private BufferStrategy bs;
private Graphics g;
//States
private State gameState;
private State menuState;
//Input
private KeyManager keyManager;
//Camera
private GameCamera gameCamera;
private boolean running = false;
private int width, height;
public String title;
public Game(String title, int width, int height) {
this.width = width;
this.height = height;
this.title = title;
keyManager = new KeyManager();
}
private void init() {
display = new Display(title, width, height);
display.getFrame().addKeyListener(keyManager);
Assets.init();
gameCamera = new GameCamera(this, 0,0);
gameState = new GameState(this);
menuState = new MenuState(this);
State.setState(gameState);
}
private void tick() {
keyManager.tick();
if(State.getState() != null)
State.getState().tick();
}
private void render() {
bs = display.getCanvas().getBufferStrategy();
if(bs == null) {
display.getCanvas().createBufferStrategy(3);
return;
}
g = bs.getDrawGraphics();
//Clear
g.clearRect(0, 0, width, height);
//Draw
if(State.getState() != null)
State.getState().render(g);
//End of Draw
bs.show();
g.dispose();
}
public void run() {
init();
int fps = 60;
double timePerTick = 1000000000 / fps;
double delta = 0;
long now;
long lastTime = System.nanoTime();
long timer = 0;
int ticks = 0;
while (running) {
now = System.nanoTime();
delta += (now - lastTime) / timePerTick;
timer += now - lastTime;
lastTime = now;
if(delta >= 1) {
tick();
render();
ticks++;
delta--;
}
if(timer >= 1000000000) {
System.out.println("FPS: " + ticks );
ticks = 0;
timer = 0;
}
}
stop();
}
public KeyManager getKeyManager() {
return keyManager;
}
public GameCamera getGameCamera() {
return gameCamera;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public synchronized void start() {
if (running)
return;
running = true;
thread = new Thread(this);
thread.start();
}
public synchronized void stop() {
if (!running)
return;
running = false;
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
help would be very appreciated, as I've been looking for hours now and I don't know what is causing the null and I am suspecting the error log may even be misleading me.
My guess would be you have a private Game in your creature class. When you call super() in Player, you pass a Game object to Creature. The Creature constructor most likely has a line like this.game = game;
Of course, I can't say for sure because the Creature class is not included in your post, but that's the most likely code setup. Because game would then be private to Creature, Player cannot see it. That means the private Game game that you declare in Player is never set.
After you call super, do this.game = game;
This will almost certainly take care of your issue.
Just for future reference, the message you got when the error resulted is the call stack; basically it tells you what methods called what, the most recent being at the top. The error took place at line 19 in Player.getInput(), which was called by tick() in that same class.
The only object you use in getInput() is game, and so that must be the source of the null pointer. From there, it's a quick check to see that game is a private field of Player, and since it is null that's a huge clue that it was never initialized (though that is not always the case). Private fields most often are initialized in the class constuctor (but they don't have to be... your Player class is pretty sparse so it wouldn't take that long to look through all of it if you absolutly had to. Looking at the Player constructor, we see a Game object named game is passed in, which suggests that it was intended to be used to initialize game and yet never is. VoilĂ , we found the problem!
I'm sorry if that last paragraph felt a little condecending; it wasn't meant to be. I just wanted to walk you through how I found your issue. Hopefully knowing how I found it will help you find later errors on your own.
I'm trying to bind a key to translate a GL_QUAD around the screen. I created a class, as I will attach below, that implements KeyListener, and within that I have a method that upon the keypress of 'd', adds 0.1 to the x coordinates of the quad vertices. Now, I have two questions relating to this.
Firstly, it doesn't seem to do anything. Upon the keypress, nothing happens to the object.
Is there a better way to achieve what I am trying to do? My end goal is to eventually end up with a sprite, that the camera is focused upon, that can move around a visually 2D game world.
Thanks for your time.
Code:
SpriteTest.java
package com.mangostudios.spritetest;
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLProfile;
import javax.media.opengl.awt.GLCanvas;
import com.jogamp.opengl.util.FPSAnimator;
public class SpriteTest
{
public static void main(String[] args) {
GLProfile glp = GLProfile.getDefault();
GLCapabilities caps = new GLCapabilities(glp);
GLCanvas canvas = new GLCanvas(caps);
Frame frame = new Frame("AWT Window Test");
frame.setSize(300, 300);
frame.add(canvas);
frame.setVisible(true);
frame.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
canvas.addGLEventListener(new Renderer());
FPSAnimator animator = new FPSAnimator(canvas, 60);
//animator.add(canvas);
animator.start();
}
}
Renderer.java
package com.mangostudios.spritetest;
import javax.media.opengl.GL2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLEventListener;
public class Renderer implements GLEventListener {
InputListener input = new InputListener();
#Override
public void display(GLAutoDrawable drawable) {
update();
render(drawable);
}
#Override
public void dispose(GLAutoDrawable drawable) {
}
#Override
public void init(GLAutoDrawable drawable) {
}
#Override
public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) {
}
private void update() {
}
private void render(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
// draw a triangle filling the window
gl.glBegin(GL2.GL_QUADS);
gl.glVertex2f( input.xTran, 0.1f);
gl.glVertex2f( input.xTran,-0.1f);
gl.glVertex2f( -input.xTran, -0.1f);
gl.glVertex2f( -input.xTran, 0.1f);
gl.glEnd();
}
}
InputListener.java
package com.mangostudios.spritetest;
import com.jogamp.newt.event.KeyEvent;
import com.jogamp.newt.event.KeyListener;
public class InputListener implements KeyListener{
boolean loopBool = false;
float xTran = 0.1f;
float yTran = 0.1f;
#Override
public void keyPressed(KeyEvent d) {
loopBool = true;
while (loopBool = true) {
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
#Override
public void keyReleased(KeyEvent d) {
}
}
At first, you never call addKeyListener(). Secondly, you shouldn't put an infinite loop into keyPressed(). Thirdly, you use a NEWT KeyListener whereas you use an AWT GLCanvas :s Rather use GLWindow with a NEWT KeyListener or use an AWT GLCanvas with an AWT KeyListener or use NewtCanvasAWT. Finally, before writing your own example, try mine on Wikipedia in order to understand why it works.
Am a day old to Robotium. Hence trying to run some apps on Robotium.
I have done a simple calci app and am trying to run it using Robotium.
But the Robotium app is not responding at all. Neither the tests are being done.
I have included the permissions in Manifest file and all. But still the Program never runs.
My Source Code for Robotium Test is like this:
package com.example.demo.project.test;
import android.test.ActivityInstrumentationTestCase2;
import android.widget.EditText;
import android.widget.TextView;
import com.example.demo.project.MainActivity;
import com.example.demo.project.R;
import com.jayway.android.robotium.solo.Solo;
public class SampleQA extends ActivityInstrumentationTestCase2<MainActivity> {
public SampleQA(Class<MainActivity> activityClass) {
super(activityClass);
// TODO Auto-generated constructor stub
}
private Solo solo;
/*public TestMain()
{
super(MainActivity.class);
}*/
#Override
protected void setUp() throws Exception {
super.setUp();
solo = new Solo(getInstrumentation(), getActivity());
}
public void testDisplayBlackBox() {
//Enter 10 in first edit-field
solo.enterText(0, "10");
//Enter 20 in first edit-field
solo.enterText(1, "20");
//Click on Multiply button
solo.clickOnButton("Multiply");
//Verify that resultant of 10 x 20
assertTrue(solo.searchText("200"));
}
public void testDisplayWhiteBox() {
//Defining our own values to multiply
float firstNumber = 10;
float secondNumber = 20;
float resutl = firstNumber * secondNumber ;
//Access First value (edit-filed) and putting firstNumber value in it
EditText FirsteditText = (EditText) solo.getView(R.id.EditText01);
solo.enterText(FirsteditText, String.valueOf(firstNumber));
//Access Second value (edit-filed) and putting SecondNumber value in it
EditText SecondeditText = (EditText) solo.getView(R.id.EditText02);
solo.enterText(SecondeditText, String.valueOf(secondNumber));
//Click on Multiply button
solo.clickOnButton("Multiply");
assertTrue(solo.searchText(String.valueOf(resutl)));
TextView outputField = (TextView) solo.getView(R.id.TextView01);
//Assert to verify result with visible value
assertEquals(String.valueOf(resutl), outputField.getText().toString());
}
#Override
protected void tearDown() throws Exception{
try {
solo.finalize();
}
catch (Throwable e)
{
e.printStackTrace();
}
getActivity().finish();
super.tearDown();
}
}
The Test is not getting executed at all.
Please help me out Folks!!
Thanks.
Can you be more specific on the errors that you are encounter? maybe put some examples?
Your main activity of the application under test it is named MainActivity?
Maybe you should change the constructor from
public SampleQA(Class<MainActivity> activityClass) {
super(activityClass);
// TODO Auto-generated constructor stub
}
to
public SampleQA() {
super(MainActivity.class);
}
When I press a direction key to move the object in that direction, it moves once, pauses momentarily, then moves again. Kind of like how if I want to type "aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa", I would hold "a" key down, but after the first "a" there is a pause then the rest of the "a"'s are typed. How do I remove that pause in KeyListener? Thank you.
This is the key repetition feature that the OS provides, so there is no way around the pauses.
The way most games gets around this is to keep an array of the current state of all required keys and check periodically on them (for example in the game loop) and act on that (e.g move).
public class KTest extends JFrame implements KeyListener {
private boolean[] keyState = new boolean[256];
public static void main(String[] args) {
new KeyTest();
int xVelocity = 0;
int x = 0;
while(1) {
xVelocity = 0;
if(keyState[KeyEvent.VK_LEFT]) {
xVelocity = -5;
}
x += xVelocity;
}
}
KTest() {
this.addKeyListener(this);
}
void keyPressed(KeyEvent e) {
key_state[e.getKeyCode()] = true;
}
void keyReleased(KeyEvent e) {
key_state[e.getKeyCode()] = false;
}
}
Base class taken from: http://content.gpwiki.org/index.php/Java:Tutorials:Key_States