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1
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Game Development / Newbie & Debugging Questions / Re: Solved
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on: 2010-04-18 02:09:18
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You should leave your original post after your problem is solved so it can help out other people who may be having the same problem... Oooops, sorry. I'm new to using forums still learning. I'll keep that in mind for next time
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2
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Game Development / Newbie & Debugging Questions / Re: Rare Black Screen && Save/Load Actors Problem
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on: 2010-04-16 02:57:48
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Thanks h3ckboy, that's better. Simulator Source Code1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157
| package simulator;
import java.awt.Color; import java.awt.Graphics2D;
import util.InputGUI; import util.InputGUI.ExhaustedInputAttempts; import view.View;
import actors.Actor; import army.Army;
public class Simulator implements Runnable{ private Army armyForcesOfLight; private Army armyForcesOfDarkness; private View view;
public static void main(String[] args) { Simulator simulator = new Simulator(); simulator.manageSimulationEnvironment(); }
public Simulator() { armyForcesOfLight = new Army("Blue", Color.green); armyForcesOfDarkness = new Army("Red", Color.RED); view = new View(1616, 938); view.setSimulator(this); }
public void manageSimulationEnvironment() { try { int nMenuChoice; do { nMenuChoice = menuGUI(); switch (nMenuChoice) { case 1: armyForcesOfLight.createActors(view); break; case 2: armyForcesOfLight = armyForcesOfLight.loadFromDisk(); view.repaint(); break; case 3: armyForcesOfLight.saveToDisk(); break; case 4: armyForcesOfLight.editOneActor(); break; case 5: armyForcesOfLight.display(System.out); break;
case 6: armyForcesOfDarkness.createActors(view); break; case 7: armyForcesOfDarkness = armyForcesOfDarkness.loadFromDisk(); break; case 8: armyForcesOfDarkness.saveToDisk(); break; case 9: armyForcesOfLight.editOneActor(); break; case 10: armyForcesOfDarkness.display(System.out); break;
case 11: new Thread(this).start(); break; } view.repaint(); } while (nMenuChoice != 0); } catch (ExhaustedInputAttempts e) { InputGUI.showErrorGUI(e.getMessage() + "\nExiting program."); } view.dispose(); }
public int menuGUI() throws ExhaustedInputAttempts { return InputGUI.getIntGUI("Lord of the Rings -- Battlefield Simulator\n\n" + " 1. Forces of Light: Create New Set of Actors\n" + " 2. Forces of Light: Load from Disk\n" + " 3. Forces of Light: Save to Disk\n" + " 4. Forces of Light: Edit One Actor\n" + " 5. Forces of Light: Display\n\n" +
" 6. Forces of Darkness: Create New Set of Actors\n" + " 7. Forces of Darkness: Load from Disk\n" + " 8. Forces of Darkness: Save to Disk\n" + " 9. Forces of Light: Edit One Actor\n" + "10. Forces of Darkness: Display\n\n" +
"11. Run Simulation\n\n" +
" 0. Quit", 0, 11); }
public synchronized void run() { while (armyForcesOfLight.getNumActors() > 0 && armyForcesOfDarkness.getNumActors() > 0) {
for (int i = 0; i < armyForcesOfLight.getNumActors() && armyForcesOfDarkness.getNumActors() != 0; i++) { { Actor aActorToMove = armyForcesOfLight.getActiveActor(); Actor aTargetActor = armyForcesOfDarkness.findNearestActor(aActorToMove); aActorToMove.move(aTargetActor); aActorToMove.combat(aTargetActor); armyForcesOfDarkness.removeActor(); view.ensureLocationIsWithinBounds(aActorToMove); } armyForcesOfDarkness.removeActor(); }
for (int i = 0; i < armyForcesOfDarkness.getNumActors() && armyForcesOfLight.getNumActors() != 0; ++i) { { Actor aActorToMove = armyForcesOfDarkness.getActiveActor(); Actor aTargetActor = armyForcesOfLight.findNearestActor(aActorToMove); aActorToMove.move(aTargetActor); aActorToMove.combat(aTargetActor); armyForcesOfLight.removeActor(); view.ensureLocationIsWithinBounds(aActorToMove); } armyForcesOfLight.removeActor(); } view.repaint(); try { Thread.sleep(10); } catch (InterruptedException e) { e.printStackTrace(); } } }
public void paint(Graphics2D g2) { armyForcesOfLight.paint(g2); armyForcesOfDarkness.paint(g2); }
} |
ActorFactory Source Code:1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59
| package actors;
import java.awt.geom.Point2D;
import util.InputGUI; import util.SingletonRandom; import util.InputGUI.ExhaustedInputAttempts;
import army.Army;
public class ActorFactory { public static int getNumActorTypes() { return 2; }
public static Actor createNewActor(boolean bAutomatic, Point2D p2dLocation, String sName) throws ExhaustedInputAttempts { Actor newActor; if (bAutomatic) newActor = createNewActor(SingletonRandom.getRandomIntEvenDistribution(0, getNumActorTypes() - 1), p2dLocation, sName); else newActor = createNewActor(InputGUI.getIntGUI("Actor Type (0:Hobbit 1:Wizard): ", 0, getNumActorTypes() - 1), p2dLocation, sName); return newActor; }
public static Actor createNewActor(int nActorType, Point2D p2dLocation, String sName) { switch (nActorType) { case 0: return new Hobbit(p2dLocation, sName); case 1: return new Wizard(p2dLocation, sName); default: return null; } } } |
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Game Development / Newbie & Debugging Questions / Rare Black Screen && Save/Load Actors Problem
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on: 2010-04-15 20:05:35
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Rare Black Screen: When you create 2 teams and run simulation then add additional actors while the simulation is running, there's a rare glitch where the screen will go black. Save/Load Actors Problem(In the Army Class): When you create a team then save and load, it will not display the actors on the JPanel even when you create additional actors although when you run simulation they are still fighting just you can't see them. Screenshot(Save/Load Actors Problem):http://i41.tinypic.com/2ltq446.jpgFull Simulator Source Code:http://www.mediafire.com/file/qkmtngnwgh2/Simulator.zipArmy Source Code:1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170
| package army;
import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.io.FileInputStream; import java.io.FileOutputStream; import java.io.ObjectInputStream; import java.io.ObjectOutputStream; import java.io.PrintStream; import java.io.Serializable; import java.util.ArrayList; import java.util.List;
import util.InputGUI; import util.InputGUI.ExhaustedInputAttempts; import view.View;
import actors.Actor; import actors.ActorFactory;
public class Army implements Serializable { private static final long serialVersionUID = 1L; private String sName; @SuppressWarnings("unused") private Color cArmyColor; private List<Actor> lActors; private int nNextActorToMove;
public Army(String sName, Color cArmyColor) { this.sName = sName; this.cArmyColor = cArmyColor; lActors = new ArrayList<Actor>(); nNextActorToMove = 0; }
public int getNumActors() { return lActors.size(); }
public String getName() { return sName; }
public synchronized void createActors(View view) throws ExhaustedInputAttempts { boolean bIsAutomatic = true; int nNumActors = InputGUI.getIntGUI(sName + ": Number of Actors to Add:", 1, 10000);
for (int n = 0; n < nNumActors; ++n) lActors.add(ActorFactory.createNewActor(bIsAutomatic, view.getRandomLocation(getName()), getName())); view.repaint(); }
public synchronized void display(PrintStream psOutputStream) { for (Actor a : lActors) psOutputStream.println(a); }
public synchronized void paint(Graphics2D g2) { Graphics g = (Graphics) g2; for (Actor aCurrentActorToDisplay : lActors) { aCurrentActorToDisplay.getDisplayActor(g); } }
public synchronized void editOneActor() { try { lActors.get(InputGUI.getIntGUI("Edit Actor", 0, lActors.size() - 1)).setGUI(); } catch (InputGUI.ExhaustedInputAttempts e) { InputGUI.showErrorGUI(e.getMessage()); } }
public synchronized Actor getActiveActor() { if (nNextActorToMove >= lActors.size()) nNextActorToMove = 0;
return lActors.get(nNextActorToMove++); }
public synchronized Actor findNearestActor(Actor aActorToMove) { int nTargetActor = 0;
for (Actor a : lActors) { if (aActorToMove.getLocation().distance(a.getLocation()) < aActorToMove.getLocation().distance(lActors.get(nTargetActor).getLocation())) { nTargetActor = lActors.indexOf(a); } } return lActors.get(nTargetActor); }
public synchronized void saveToDisk() { try { ObjectOutputStream out = new ObjectOutputStream(new FileOutputStream(getName() + ".ser"));
out.writeObject(this);
out.close(); } catch (Exception e) { e.printStackTrace(); } }
public synchronized Army loadFromDisk() { Army army = null; try { ObjectInputStream in = new ObjectInputStream(new FileInputStream(getName() + ".ser"));
army = (Army) in.readObject();
in.close(); } catch (Exception e) { e.printStackTrace(); }
return army; }
public synchronized void removeActor() { for (int i = lActors.size() - 1; i >= 0; i--) if (lActors.get(i).getHealth() <= 0) { lActors.remove(i); } } } |
View Source Code:1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92
| package view;
import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.geom.Point2D;
import javax.swing.ImageIcon; import javax.swing.JFrame; import javax.swing.JPanel;
import objects.Tree;
import actors.Actor;
import simulator.Simulator;
@SuppressWarnings("serial") public class View extends JFrame { ImageIcon background = new ImageIcon("Images/background.png"); private Simulator simulator;
public View(int nWidth, int nHeight) { setSize(nWidth, nHeight); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setTitle("Lord of the Rings: Battelfield Simulator"); this.getContentPane().setBackground(Color.BLACK); add(new Panel()); setVisible(true); }
public void setSimulator(Simulator s) { simulator = s; }
public Point2D getRandomLocation(String name) { double x = Math.random() * getWidth(); double y = Math.random() * getHeight(); if(y < 325) y =+ 325; if(name == "Red" && x > getWidth()/2) x =- getWidth()/2; if(name == "Blue" && x < getWidth()/2) x =+ getWidth()/2; return new Point2D.Double(x,y); }
public void ensureLocationIsWithinBounds(Actor aActorToMove) { double dX = aActorToMove.getLocation().getX(); double dY = aActorToMove.getLocation().getY(); if (dX > getWidth() - 86) dX = aActorToMove.getLocation().getX() - 2.0; if (dX < 0.0) dX = 0.0; if (dY > getHeight() - 132) dY = aActorToMove.getLocation().getY() - 2.0; if (dY < 325.0) dY = 325.0; aActorToMove.spriteDirection(); aActorToMove.getLocation().setLocation(dX, dY); }
public class Panel extends JPanel { public synchronized void paintComponent(Graphics g) { super.paintComponent(g); g.drawImage(background.getImage(), 0, 0, null); Graphics2D g2 = (Graphics2D) g; if (simulator != null) simulator.paint(g2); } } } |
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Game Development / Newbie & Debugging Questions / Re: java.util.ConcurrentModificationException
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on: 2010-04-15 04:10:45
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Yeah, it didn't work. When you create an army it doesn't display it on the JFrame. Although when I used a toString() method, I found out the Actor object do exist. What should I look for to fix this problem? Army Class package army;
import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.io.FileInputStream; import java.io.FileOutputStream; import java.io.ObjectInputStream; import java.io.ObjectOutputStream; import java.io.PrintStream; import java.io.Serializable; import java.util.ArrayList; import java.util.List;
import util.InputGUI; import util.InputGUI.ExhaustedInputAttempts; import view.View;
import actors.Actor; import actors.ActorFactory;
/** * <i>Army</i> class will manage a collection of <i>Actor</i> objects. * * @author Rex Woollard */ public class Army implements Serializable { /** * */ private static final long serialVersionUID = 1L; /** Reference to the <i>String</i> holding the name of the <i>Army</i> */ private String sName; /** Reference to the <i>Color</i> object; used to identify <i>Actor</i> objects associated with this <i>Army</i> */ @SuppressWarnings("unused") private Color cArmyColor; /** Collection to hold references to <i>Actor</i> objects. */ private List<Actor> lActors; private int nNextActorToMove;
public Army(String sName, Color cArmyColor) { this.sName = sName; this.cArmyColor = cArmyColor; lActors = new ArrayList<Actor>(); nNextActorToMove = 0; } // end Army constructor
/** Probes the collection to find the current number of <i>Actor</i> objects */ public int getNumActors() { return lActors.size(); }
/** Returns a reference to the <i>String</i> object storing the <i>Army</i> name */ public String getName() { return sName; }
/** * On each call, adds more <i>Actor</i> objects to collection. * * @param view * used to set the boundaries on x,y values in Point2D coordinate objects. * @throws ExhaustedInputAttempts */ public void createActors(View view) throws ExhaustedInputAttempts { boolean bIsAutomatic = true; int nNumActors = InputGUI.getIntGUI(sName + ": Number of Actors to Add:", 1, 10000);
for (int n = 0; n < nNumActors; ++n) lActors.add(ActorFactory.createNewActor(bIsAutomatic, view.getRandomLocation(getName()), getName())); view.repaint(); } // end void createActors()
/** * Displays text-oriented values of all <i>Actor</i> objects in the <i>Army</i> collection. * * @param psOutputStream * could receive <i>System.out</i> or an explicitly opened file stream on disk. */ public void display(PrintStream psOutputStream) { for (Actor a : lActors) psOutputStream.println(a); } // end void display()
/** * Method called by the <i>paintComponent</i> method in <i>View.Panel</i>. * * @param g2 * reference to Graphics2D object that contains device context information * @return */ public void paint(Graphics2D g2) { //This line is completely unnecessary Graphics g = (Graphics) g2; synchronized(lActors) { for (Actor aCurrentActorToDisplay : lActors) { aCurrentActorToDisplay.getDisplayActor(g); } } } // end void paint()
/** Allows user to edit the values in a single <i>Actor</i> object, using an <i>int</i> value as the selection index */ public void editOneActor() { try { lActors.get(InputGUI.getIntGUI("Edit Actor", 0, lActors.size() - 1)).setGUI(); // Preceding line could be expanded to the following three lines. They do the same thing. // int nIndex = get(InputGUI.getIntGUI("Edit Actor", 0, lActors.size()-1)); // Actor aActorToEdit = lActors.get(nIndex); // aActorToEdit.setGUI(); } catch (InputGUI.ExhaustedInputAttempts e) { InputGUI.showErrorGUI(e.getMessage()); } } // end editOneActor()
public Actor getActiveActor() { if (nNextActorToMove >= lActors.size()) nNextActorToMove = 0;
return lActors.get(nNextActorToMove++); }
public Actor findNearestActor(Actor aActorToMove) { int nTargetActor = 0;
for (Actor a : lActors) { if (aActorToMove.getLocation().distance(a.getLocation()) < aActorToMove.getLocation().distance(lActors.get(nTargetActor).getLocation())) { nTargetActor = lActors.indexOf(a); } } return lActors.get(nTargetActor); }
public void saveToDisk() { try { ObjectOutputStream out = new ObjectOutputStream(new FileOutputStream(getName() + ".ser"));
// Magic starts here ****************************************************************** // Entire Student object is written to disk; all the related structural information is embedded in file out.writeObject(this); // Magic ends here ********************************************************************
out.close(); } catch (Exception e) { e.printStackTrace(); } }
public Army loadFromDisk() { Army army = null; // Using a try block in case there is a file I/O error try { ObjectInputStream in = new ObjectInputStream(new FileInputStream(getName() + ".ser"));
// Magic starts here ****************************************************************** // Student object is read from disk with all the structural information restored from file army = (Army) in.readObject(); // Magic ends here ********************************************************************
in.close(); } catch (Exception e) { e.printStackTrace(); } return army; // end case 2 }
public void removeActor() { synchronized(lActors) { for (int i = lActors.size() - 1; i > 0; i--) if (lActors.get(i).getHealth() <= 0) { lActors.remove(i); } } }
}// end class Army
package view;
import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.geom.Point2D;
import javax.swing.ImageIcon; import javax.swing.JFrame; import javax.swing.JPanel;
import objects.Tree;
import actors.Actor;
import simulator.Simulator;
/** * <i>View</i> is a type of <i>JFrame</i>. It manages the application window. A <i>JPanel</i> is placed inside. The <i>JPanel</i> is the canvas on which <i>Actor</i> objects are drawn. * * @author Rex Woollard * */ @SuppressWarnings("serial") public class View extends JFrame { // TODO Access specifiers . . . ImageIcon background = new ImageIcon("Images/background.png"); private Simulator simulator; Tree tree = null;
public View(int nWidth, int nHeight) { setSize(nWidth, nHeight); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setTitle("Lord of the Rings: Battelfield Simulator"); this.getContentPane().setBackground(Color.BLACK); add(new Panel()); setVisible(true); } // end View constructor
public void setSimulator(Simulator s) { simulator = s; }
public Point2D getRandomLocation(String name) { double x = Math.random() * getWidth(); double y = Math.random() * getHeight(); if(y < 325) y =+ 325; if(name == "Red" && x > getWidth()/2) x =- getWidth()/2; if(name == "Blue" && x < getWidth()/2) x =+ getWidth()/2; return new Point2D.Double(x,y); }
public void ensureLocationIsWithinBounds(Actor aActorToMove) { double dX = aActorToMove.getLocation().getX(); double dY = aActorToMove.getLocation().getY(); if (dX > getWidth() - 86) dX = aActorToMove.getLocation().getX() - 2.0; if (dX < 0.0) dX = 0.0; if (dY > getHeight() - 132) dY = aActorToMove.getLocation().getY() - 2.0; if (dY < 325.0) dY = 325.0; aActorToMove.spriteDirection(); aActorToMove.getLocation().setLocation(dX, dY); }
/** <i>Panel</i> is a type of <i>JPanel</i>. It is an inner class, so automatically has access to the parent class (<i>View</i>) instance variables, in particular <i>simulator</i>. */ public class Panel extends JPanel { /** * void paintComponent: CALLBACK method is invoked by Operating System during PAINT processing * @param g * Graphics: contains device context information */ public void paintComponent(Graphics g) { super.paintComponent(g); g.drawImage(background.getImage(), 0, 0, null); Graphics2D g2 = (Graphics2D) g; } } }
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9
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Game Development / Artificial Intelligence / AI Sprite Change
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on: 2010-04-04 03:14:44
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Screenshot http://i44.tinypic.com/n5ih6u.jpgIt's just a simulation for a school project where there are 2 teams. Basicly what happens is that an "Actor" finds the closest "Actor" to him and starts going to that location or runs away, depending on what race they are. Thing is, I'm not really sure how to change the sprite image based on there direction. Any ideas? P.S, There will be an up, down, left, and right image public void move (Actor aTargetActor) { double xDirection, yDirection, radian; double dX, dY = 0; if(!actorCollision(this, aTargetActor)){ xDirection = aTargetActor.p2dLocation.getX() - this.p2dLocation.getX(); yDirection = aTargetActor.p2dLocation.getY() - this.p2dLocation.getY(); radian = Math.atan2(yDirection, xDirection); dY = (this.p2dLocation.getY()-(Math.sin(radian)/100)*this.getSpeed()); dX = (this.p2dLocation.getX()-(Math.cos(radian)/100)*this.getSpeed()); this.p2dLocation.setLocation(dX, dY); } } public boolean actorCollision(Actor a, Actor b) { double xD, yD; xD = Math.abs(a.getLocation().getX() - b.getLocation().getX()); yD = Math.abs(a.getLocation().getY() - b.getLocation().getY()); if (xD > 20.0) { if (yD > 20.0) return true; } return false; } }
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