Image Does Not Animate and is Stuck in one Frame - animation

I'm having a problem in my code where the animation from another class does not animate and is stuck in one frame. The image moves across the screen in the right manner though. I know that the problem is somehow related to the UPDATE method of the animation. I have tried every possible solutions in my knowledge to find what causes the error and the solutions I found online were not quite helpful. Any help will be appreciated.
Here's my Code:
LevelOneScreen.java
public class LevelOneScreen implements Screen {
private final MyGame app;
WalkAnimate walkAnimate;
private Stage stage;
private Image levelOneImage;
private Image holdStartImage;
public Image walkRightImage;
public Image walkLeftImage;
public float deltaTime = Gdx.graphics.getDeltaTime();
public LevelOneScreen(final ThumbChase app){
this.app = app;
this.stage = new Stage(new StretchViewport(app.screenWidth,app.screenHeight , app.camera));
}
#Override
public void show() {
Gdx.input.setInputProcessor(stage);
walkAnimate = new WalkAnimate();
walkAnimate.update(deltaTime);
levelOneBackground();
holdStart();
ninjaWalk();
}
public void holdStart(){
Texture holdStartTexture = new Texture("HoldStart.png");
holdStartImage = new Image(holdStartTexture);
float holdStartImageW = holdStartImage.getWidth();
float holdStartImageH = holdStartImage.getHeight();
float holdStartImgWidth = app.screenWidth*0.8f;
float holdStartImgHeight = holdStartImgWidth *(holdStartImageH/holdStartImageW);
holdStartImage.isTouchable();
holdStartImage.setSize(holdStartImgWidth,holdStartImgHeight);
holdStartImage.setPosition(stage.getWidth()/2-holdStartImgWidth/2,stage.getHeight()/2-holdStartImgHeight/2);
stage.addActor(holdStartImage);
holdStartImage.addListener(new ActorGestureListener(){
/* public void touchDown (InputEvent event, float x, float y, int pointer, int button){
holdStartImage.setVisible(false);
};*/
public void fling(InputEvent event, float velocityX, float velocityY, int button) {
holdStartImage.setVisible(false);
}
public void touchDown (InputEvent event, float x, float y, int pointer, int button){
holdStartImage.setVisible(false);
};
public void touchDrag (InputEvent event, float x, float y, int pointer, int button){
holdStartImage.setVisible(false);
};
});
}
public void levelOneBackground(){
Texture levelOneTexture = new Texture("BGBlue Resize.png");
levelOneImage = new Image(levelOneTexture);
levelOneImage.setSize(app.screenWidth,app.screenHeight);
levelOneImage.setPosition(0,0);
stage.addActor(levelOneImage);
/*levelOneImage.addListener(new ActorGestureListener(){
public void touchDown (InputEvent event, float x, float y, int pointer, int button){
holdStartImage.setVisible(false);
};
});*/
}
public void ninjaWalk(){
TextureRegion ninjaWalkRight = new TextureRegion(walkAnimate.getCurrentFrameRight());
TextureRegion ninjaWalkLeft = new TextureRegion(walkAnimate.getCurrentFrameLeft());
//Texture ninjaWalkRight = new Texture("badlogic.jpg");
//Texture ninjaWalkLeft = new Texture("badlogic.jpg");
walkRightImage = new Image(ninjaWalkRight);
walkLeftImage = new Image(ninjaWalkLeft);
float walkImageW = walkRightImage.getWidth();
float walkImageH = walkRightImage.getHeight();
float walkImageWidth = app.screenWidth*0.25f;
float walkImageHeight = walkImageWidth*(walkImageH/walkImageW);
walkRightImage.isTouchable();
walkLeftImage.isTouchable();
walkRightImage.setSize(walkImageWidth,walkImageHeight);
walkLeftImage.setSize(walkImageWidth,walkImageHeight);
walkRightImage.setPosition(stage.getWidth()/2-walkImageWidth/2,0);
walkLeftImage.setPosition(stage.getWidth()/2-walkImageWidth/2,0);
walkRightImage.addAction(moveBy(app.screenWidth*0.2f,0,1f));
stage.addActor(walkRightImage);
walkRightImage.addListener(new ActorGestureListener(){
public void pan(InputEvent event, float x, float y, float deltaX, float deltaY) {
holdStartImage.setVisible(true);
}
});
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//walkAnimate.update(deltaTime);
update(delta);
}
public void update(float deltaTime){
stage.act(deltaTime);
stage.draw();
app.batch.begin();
app.batch.end();
}
#Override
public void resize(int width, int height) {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
stage.dispose();
}
}
WalkAnimate.java
public class WalkAnimate {
public MyGame app;
public Stage stage;
private Animation walkAnimationRight;
private Animation walkAnimationLeft;
private Texture walkSheetRight;
private Texture walkSheetLeft;
private TextureRegion[] walkFramesRight;
private TextureRegion[] walkFramesLeft;
private TextureRegion currentFrameRight;
private TextureRegion currentFrameLeft;
private float stateTime;
private Rectangle bound; //used for positioning and collision detection
private static final int FRAME_COLS_WALK = 3;
private static final int FRAME_ROWS_WALK= 2;
private float screenWidth = Gdx.graphics.getWidth();
private float screenHeight = Gdx.graphics.getHeight();
public float currentFrameWidth = (float)(screenHeight*0.15);
public float currentFrameHeight = (float)(screenHeight*0.15);
public float walkSheetWidth;
public float walkSheetHeight;
public WalkAnimate () {
walkSheetRight = new Texture("ninjaWalkRight.png");
walkSheetWidth = walkSheetRight.getWidth();
walkSheetHeight = walkSheetRight.getWidth();
TextureRegion[][] tmp = TextureRegion.split(walkSheetRight, (int) walkSheetRight.getWidth() / FRAME_COLS_WALK, (int) walkSheetRight.getHeight() / FRAME_ROWS_WALK);
walkFramesRight = new TextureRegion[FRAME_COLS_WALK * FRAME_ROWS_WALK];
int index = 0 ;
for (int i = 0; i < FRAME_ROWS_WALK; i++) {
for (int j = 0; j < FRAME_COLS_WALK; j++) {
walkFramesRight[index++] = tmp[i][j];
}
}
walkAnimationRight = new Animation(0.044f, walkFramesRight);
stateTime = 0f;
walkSheetLeft = new Texture("ninjaWalkLeft.png");
walkSheetWidth = walkSheetLeft.getWidth();
walkSheetHeight = walkSheetLeft.getWidth();
TextureRegion[][] tmp1 = TextureRegion.split(walkSheetLeft, (int) walkSheetRight.getWidth() / FRAME_COLS_WALK, (int)walkSheetLeft.getHeight() / FRAME_ROWS_WALK);
walkFramesLeft = new TextureRegion[FRAME_COLS_WALK * FRAME_ROWS_WALK];
int index1 = 0;
for (int i = 0; i < FRAME_ROWS_WALK; i++) {
for (int j = 0; j < FRAME_COLS_WALK; j++) {
walkFramesLeft[index1++] = tmp1 [i][j];
}
}
walkAnimationLeft = new Animation(0.044f, walkFramesLeft);
stateTime = 0f;
currentFrameRight = walkAnimationRight.getKeyFrame(stateTime, true);
currentFrameLeft = walkAnimationLeft.getKeyFrame(stateTime, true);
}
public Rectangle getBound(){
return bound;
}
public void update(float delta){
stateTime += delta;
}
public TextureRegion getCurrentFrameRight(){
return currentFrameRight;
}
public TextureRegion getCurrentFrameLeft(){
return currentFrameLeft;
}
}

Like the earlier comment by Eames. Just by glancing at your code, I can say that you should begin by moving
walkAnimate.update(delta);
To the render section. The show section only runs once (when the class is started). Your walkAnimate.update(delta) should be running constantly to change the frame when is time. Otherwise it would only update once.
You can also do it the way I do it.
The class where you are going to use it. The 16 represents the number of images. The 1F means it is done in one second.
public void show() {
texture = new Texture("item/coin_animation.png");
animation = new Animation(new TextureRegion(texture), 16, 1f);
}
public void render(float delta) {
animation.update(delta);
}
Animation Class
public Array<TextureRegion> frames;
private float maxFrameTime;
private float currentFrameTime;
private int frameCount;
private int frame;
private static TextureRegion textureRegion;
public Animation(TextureRegion region, int frameCount, float cycleTime){
textureRegion = region;
frames = new Array<TextureRegion>();
int frameWidth = textureRegion.getRegionWidth() / frameCount;
for (int i = 0; i < frameCount; i++){
frames.add(new TextureRegion(textureRegion, i * frameWidth, 0, frameWidth, textureRegion.getRegionHeight()));
}
this.frameCount = frameCount;
maxFrameTime = cycleTime / frameCount;
frame = 0;
}
public void update(float delta){
currentFrameTime += delta;
if (currentFrameTime > maxFrameTime){
frame++;
currentFrameTime = 0;
}
if (frame >= frameCount)
frame = 0;
}
public TextureRegion getFrame(){
return frames.get(frame);
}
public void restart(){
frame = 0;
currentFrameTime = 0;
}

I will answer my question, I've tried using a separate stage for the animation and it works. I also used inputmultiplexor to set two stages both as inputprocessors. I know that this is not the best solution and I am open for more proper solutions. This is open for editing.

Related

Modify methods so they are given an array index value of the moon whose name or radius is required

So the part of my question is ''Modify getMoonName() and getMoonRadius() so they are given an array index value of the moon whose name or radius is required.''
I've tried adding moons[i].getRadius but then end up getting ''The variable i does not exist''. Here's the code.
PLANET CLASS
public class Planet
{
private float angle=0.01;
// add class member variables here
private String name;
private float radius;
private float distance;
private float speed;
private Moon[] moons;
// add constructor here
public Planet(String n, float r, float d, float s, Moon[] m)
{
this.name=n;
this.radius=r;
this.distance=d;
this.speed=s;
this.moons=m;
}
// add other methods here
public String getName()
{
return name;
}
public float getRadius()
{
return radius;
}
public float getDistance()
{
return distance;
}
public float getSpeed()
{
return speed;
}
public Moon[] getMoons()
{
return moons;
}
public void setRadius(float r)
{
this.radius=r;
}
public String getMoonName()
{
return moons[i].getName();
}
public float getMoonRadius()
{
return moons[i].getRadius();
}
public String toString()
{
int n=0;
for (int i=0; i<moons.length; i++)
{
n++;
}
return "Planet" + name + ("Radius: " +radius +"Distance: " +distance) +n +"moons.";
}
public void printMoons()
{
for (int i=0; i<moons.length; i++)
{
System.out.println(moons[i]);
}
}
// This will display the moon when other code is completed. You don't need to understand this code.
public void display()
{
angle=angle+(0.01*speed);
pushMatrix();
rotate(angle);
translate(distance,0);
fill(255, 255, 255);
ellipse(0, 0, radius*2, radius*2);
for(Moon moon: getMoons())
moon.display();
popMatrix();
}
}`
MOON CLASS
public class Moon
{
private float angle=0.01;
// add class member variables here
private String name;
private float radius;
private float distance;
private float speed;
private int orbitalPeriod;
// add constructor here
public Moon(String n, float r, float d, float s, int o)
{
this.name=n;
this.radius=r;
this.distance=d;
this.speed=s;
this.orbitalPeriod=o;
}
// add other methods here
public String getName()
{
return name;
}
public float getRadius()
{
return radius;
}
public float getDistance()
{
return distance;
}
public float getSpeed()
{
return speed;
}
public float getOrbitalPeriod()
{
return orbitalPeriod;
}
public void setName(String n)
{
this.name=n;
}
public void setOrbitalPeriod(int o)
{
this.orbitalPeriod=o;
}
public String toString()
{
return ("Moon : " +name +" "+"orbit="+orbitalPeriod);
}
// This will display the moon when other code is completed. You don't need to understand this code.
public void display()
{
angle=angle+(0.01*speed);
pushMatrix();
rotate(angle);
translate(distance, 0);
fill(149, 149, 149);
ellipse(0, 0, radius*2, radius*2);
popMatrix();
}
}
Let's look at this function:
public String getMoonName()
{
return moons[i].getName();
}
Where do you think the i variable is defined? Your instructions say to take an argument, but this function does not take any arguments.
As a small example, let's say I had this function:
public void printMessage(){
println("Hello!");
}
If I wanted to modify that function to take a parameter, I would have to add that to the method like this:
public void printMessage(String message){
println(message);
}
You have to do something similar with your getMoonName() function.
If you're still stuck, please post a small example like mine instead of your whole sketch, and we'll go from there.

ImageUri from Drawable Folder

I have been following this tutorial to learn how to implement Pinch Zoom and Pan capabilities into an app I am developing.
https://www.youtube.com/watch?v=BY8hLhu50po&list=PL9jCwTXYWjDJjDE_JxRozYGKGt8gbUXg7
Basically, he loads an image from the gallery and displays it in an image view that supports Zoom/Pan functionality.
I would like to preload an image into the image view rather than select one from the gallery. Ideally, I'd like to load an image from drawable.
The tutorial's app had a lot of extra features that I am trying to weed out.
First it opens a gallery. Then you select an image to display, and it displays it as a thumbnail inside of mImageView.
On Long Click, it hides mImageView and displays a maximized image inside of a second Image View. (MPinchZoomImageView)
At this point, the image supports zoom and pan functionality.
If I could, I'd like to skip the gallery and the first Image View and only use the PinchZoom Image View. I'm not sure how I'd do that.
Code:
ImageViewMainActivity
public class ImageViewMainActivity extends AppCompatActivity {
ImageView mImageView;
PinchZoomImageView mPinchZoomImageView;
private Uri mImageUri;
private static final int REQUEST_OPEN_RESULT_CODE = 0;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_image_view_main);
mImageView = (ImageView) findViewById(R.id.imageView);
mPinchZoomImageView = (PinchZoomImageView) findViewById(R.id.pinchZoomImageView);
mImageView.setOnLongClickListener(new View.OnLongClickListener() {
#Override
public boolean onLongClick(View v) {
pinchZoomPan();
return true;
}
});
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT);
intent.addCategory(Intent.CATEGORY_OPENABLE);
intent.setType("image/*");
startActivityForResult(intent, REQUEST_OPEN_RESULT_CODE); // pass it a context of 0
}
#Override
public void onWindowFocusChanged(boolean hasFocus) {
super.onWindowFocusChanged(hasFocus);
View decorView = getWindow().getDecorView();
if(hasFocus) {
decorView.setSystemUiVisibility(
View.SYSTEM_UI_FLAG_LAYOUT_STABLE
| View.SYSTEM_UI_FLAG_HIDE_NAVIGATION
| View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN
| View.SYSTEM_UI_FLAG_FULLSCREEN
| View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY
| View.SYSTEM_UI_FLAG_HIDE_NAVIGATION
);
}
}
#Override
public void onActivityResult(int requestCode, int resultCode, Intent resultData) {
if(requestCode == REQUEST_OPEN_RESULT_CODE && resultCode == RESULT_OK) {
if(resultData != null) {
mImageUri = resultData.getData();
Glide.with(this)
.load(mImageUri)
.into(mImageView);
}
}
}
private void pinchZoomPan() {
mPinchZoomImageView.setImageUri(mImageUri);
mImageView.setAlpha(0.f); // set mImageView invisible.
mPinchZoomImageView.setVisibility(View.VISIBLE);
}
}
PinchZoomImageView
public class PinchZoomImageView extends ImageView {
private Bitmap mBitmap;
private int mImageWidth;
private int mImageHeight;
private final static float mMinZoom = 1.f;
private final static float mMaxZoom = 4.f;
private float mScaleFactor = 1.f;
private ScaleGestureDetector mScaleGestureDetector;
private final static int NONE = 0;
private final static int PAN = 1;
private final static int ZOOM = 2;
private int mEventState;
private float mStartX = 0;
private float mStartY = 0;
private float mTranslateX = 0;
private float mTranslateY = 0;
private float mPreviousTranslateX = 0;
private float mPreviousTranslateY = 0;
private class ScaleListener extends ScaleGestureDetector.SimpleOnScaleGestureListener {
#Override
public boolean onScale(ScaleGestureDetector detector) {
mScaleFactor *= detector.getScaleFactor();
mScaleFactor = Math.max(mMinZoom, Math.min(mMaxZoom, mScaleFactor));
// invalidate();
// requestLayout();
return super.onScale(detector);
}
}
public PinchZoomImageView(Context context, AttributeSet attrs) {
super(context, attrs);
mScaleGestureDetector = new ScaleGestureDetector(getContext(), new ScaleListener());
}
#Override
public boolean onTouchEvent(MotionEvent event) {
switch(event.getAction() & MotionEvent.ACTION_MASK) {
case MotionEvent.ACTION_DOWN:
mEventState = PAN;
mStartX = event.getX() - mPreviousTranslateX;
mStartY = event.getY() - mPreviousTranslateY;
break;
case MotionEvent.ACTION_UP:
mEventState = NONE;
mPreviousTranslateX = mTranslateX;
mPreviousTranslateY = mTranslateY;
break;
case MotionEvent.ACTION_MOVE:
mTranslateX = event.getX() - mStartX;
mTranslateY = event.getY() - mStartY;
break;
case MotionEvent.ACTION_POINTER_DOWN:
mEventState = ZOOM;
break;
}
mScaleGestureDetector.onTouchEvent(event);
if((mEventState == PAN && mScaleFactor != mMinZoom) || mEventState == ZOOM) { // called under the condition that window is zoomed i
invalidate();
requestLayout();
}
return true;
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
int imageWidth = MeasureSpec.getSize(widthMeasureSpec);
int imageHeight = MeasureSpec.getSize(heightMeasureSpec);
int scaledWidth = Math.round(mImageWidth * mScaleFactor);
int scaledHeight = Math.round(mImageHeight * mScaleFactor);
setMeasuredDimension(
Math.min(imageWidth, scaledWidth),
Math.min(imageHeight, scaledHeight)
);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.save();
canvas.scale(mScaleFactor, mScaleFactor);
// canvas.scale(mScaleFactor, mScaleFactor, mScaleGestureDetector.getFocusX(), mScaleGestureDetector.getFocusY());
if((mTranslateX * -1) < 0) {
mTranslateX = 0;
} else if ((mTranslateX * -1) > mImageWidth * mScaleFactor - getWidth()) {
mTranslateX = (mImageWidth * mScaleFactor - getWidth()) * -1;
}
if((mTranslateY * -1) < 0) {
mTranslateY = 0;
} else if ((mTranslateY * -1) > mImageHeight * mScaleFactor - getHeight()) {
mTranslateY = (mImageHeight * mScaleFactor - getHeight()) * -1;
}
canvas.translate(mTranslateX/mScaleFactor, mTranslateY/mScaleFactor);
canvas.drawBitmap(mBitmap, 0, 0, null);
canvas.restore();
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
}
public void setImageUri(Uri uri) {
try {
Bitmap bitmap = MediaStore.Images.Media.getBitmap(getContext().getContentResolver(), uri);
float aspecRatio = (float) bitmap.getHeight() / (float) bitmap.getWidth();
DisplayMetrics displayMetrics = getResources().getDisplayMetrics();
mImageWidth = displayMetrics.widthPixels;
mImageHeight = Math.round(mImageWidth * aspecRatio);
mBitmap = Bitmap.createScaledBitmap(bitmap, mImageWidth, mImageHeight, false);
invalidate();
requestLayout();
} catch (IOException e) {
e.printStackTrace();
}
}
}
XML
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:id="#+id/container"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context="mobapptut.com.imageviewer.ImageViewMainActivity">
<ImageView
android:layout_width="200dp"
android:layout_height="150dp"
android:id="#+id/imageView"
android:layout_centerInParent="true" />
<mobapptut.com.imageviewer.PinchZoomImageView
android:visibility="invisible"
android:id="#+id/pinchZoomImageView"
android:layout_centerInParent="true"
android:layout_width="match_parent"
android:layout_height="match_parent" />
</RelativeLayout>
Thank You

JUnit testing GUI class

I've looked over the stackoverflow and the internet and I couldn't find a clear answer that helped me.
I have an assignment and it includes the following class, which is a GUI. I have Junit tested the other classes but for this I didn't know how.
import java.awt.*;
public class CruiseDisplay extends Canvas {
private int recorded = 0; //recorded speed
private boolean cruiseOn = false; //cruise control state
private final static int botY = 200;
private Font small = new Font("Helvetica",Font.BOLD,14);
private Font big = new Font("Helvetica",Font.BOLD,18);
public CruiseDisplay() {
super();
setSize(150,260);
}
Image offscreen;
Dimension offscreensize;
Graphics offgraphics;
public void backdrop() {
Dimension d = getSize();
if ((offscreen == null) || (d.width != offscreensize.width)
|| (d.height != offscreensize.height)) {
offscreen = createImage(d.width, d.height);
offscreensize = d;
offgraphics = offscreen.getGraphics();
offgraphics.setFont(small);
}
offgraphics.setColor(Color.black);
offgraphics.fillRect(0, 0, getSize().width, getSize().height);
offgraphics.setColor(Color.white);
offgraphics.drawRect(5,10,getSize().width-15,getSize().height-40);
offgraphics.setColor(Color.blue);
offgraphics.fillRect(6,11,getSize().width-17,getSize().height-42);
}
public void paint(Graphics g) {
update(g);
}
public void update(Graphics g) {
backdrop();
// display recorded speed
offgraphics.setColor(Color.white);
offgraphics.setFont(big);
offgraphics.drawString("Cruise Control",10,35);
offgraphics.setFont(small);
drawRecorded(offgraphics,20,80,recorded);
if (cruiseOn)
offgraphics.drawString("Enabled",20,botY+15);
else
offgraphics.drawString("Disabled",20,botY+15);
if (cruiseOn)
offgraphics.setColor(Color.green);
else
offgraphics.setColor(Color.red);
offgraphics.fillArc(90,botY,20,20,0,360);
g.drawImage(offscreen, 0, 0, null);
}
public void drawRecorded(Graphics g, int x, int y, int speed) {
g.drawString("Cruise Speed",x,y+10);
g.drawRect(x+20,y+20,50,20);
g.setFont(big);
g.drawString(String.valueOf(speed+20),x+30,y+37);
g.setFont(small);
}
public void enabled() {
cruiseOn = true;
repaint();
}
public void disabled() {
cruiseOn = false;
repaint();
}
public void record(int speed) {
recorded=speed;
repaint();
}
}
Can somebody help me please?

Playing Logic about Card Game Bridge

i have have design a class whos constructor produce 52 Cards object each orject has its own color, value, isTrump(boolean) and imageIcon which store image of each card. now there is another class called Que who stores all the objects of cards into a que and shuffle them. there is a method which deals the cards object among 4 players into array of object(Cards). now i used LayeredPane and Jlabels to show them and a mouse-listener also attached with each.
Now i only want a tip how can i start each trick. means i place one card then three other robots placed there cards automatically after analysing my card on the bases of some predefined rules.
please any suggestions
public class Cards {
public Cards(int a, int b){
this.cardvalue = a;
this.color = b;
this.isTrump = false;
switch(a){
case 11: this.facevalue = 1;
break;
case 12: this.facevalue = 2;
break;
case 13: this.facevalue = 3;
break;
case 14: this.facevalue = 4;
break;
default : this.facevalue = 0;
}
switch(b){
case 1: this.colorName = "Spade";
this.CardImage= new ImageIcon(getClass().getResource("/testing/Cards/Spade/Spade ("+a+").jpg"));
break;
case 2: this.colorName = "Heart";
this.CardImage= new ImageIcon(getClass().getResource("/testing/Cards/Heart/Heart ("+a+").jpg"));
break;
case 3: this.colorName = "Diamond";
this.CardImage= new ImageIcon(getClass().getResource("/testing/Cards/Diamond/Diamond ("+a+").jpg"));
break;
default : this.colorName = "Club";
this.CardImage= new ImageIcon(getClass().getResource("/testing/Cards/Club/Club ("+a+").jpg"));
}
}
public void isTrump(){
this.isTrump = true;
}
public int getCardValue(){
return this.cardvalue;
}
public int getColor(){
return this.color;
}
public int getFaceValue(){
return this.facevalue;
}
public boolean getisTrump(){
return this.isTrump;
}
public String getColorName(){
return this.colorName;
}
public ImageIcon getCardImage(){
return this.CardImage;
}
public ImageIcon getBackSide(){
return backSide;
}
private String colorName;
private int cardvalue;
private int color; // 1 For Spade 2 For Heart 3 For Diamond 4 For Club
private int facevalue;
private boolean isTrump;
private ImageIcon CardImage;
private ImageIcon backSide = new
ImageIcon(getClass().getResource("/testing/Cards/Backside.jpg"));
}
Class which deal the card is
public class CardsInHand {
public CardsInHand(){
totalCards = new Que(52);
int a =1; int b=2;
for (int j = 0;j<52;j++){
if(j==13||j==26||j==39) a++;
if(b==15) b=2;
totalCards.put(new Cards(b,a));
b++;
}
totalCards.QueShuffle();
}
public static void Deal(){
card = new CardsInHand();
setPlayers();
}
private static void setPlayers(){
for(int i =0;i<13;i++){
Hands[0][i] = totalCards.get();
Hands[1][i] = totalCards.get();
Hands[2][i] = totalCards.get();
Hands[3][i] = totalCards.get();
}
sortingarr();
}
private static void Sorting(Cards arr[]){
//here some Sorting algorithm i used
}
private static void sortingarr(){
Sorting(Hands[0]);
Sorting(Hands[1]);
Sorting(Hands[2]);
Sorting(Hands[3]);
NumberSorting(Hands[0]);
NumberSorting(Hands[1]);
NumberSorting(Hands[2]);
NumberSorting(Hands[3]);
}
private static void NumberSorting(Cards arr[]){
//some algorith i used for number sorting
}
public static Cards[] getPlayer1(){
return Hands[0];
}
public static Cards[] getPlayer2(){
return Hands[1];
}
public static Cards[] getPlayer3(){
return Hands[2];
}
public static Cards[] getPlayer4(){
return Hands[3];
}
public static Cards[][] getAllHands(){
return Hands;
}
private final static Cards[] Player1 = new Cards[13];
private final static Cards[] Player2 = new Cards[13];
private final static Cards[] Player3 = new Cards[13];
private final static Cards[] Player4 = new Cards[13];
private final static Cards[][] Hands = {Player1,Player2,Player3,Player4};
private static Que totalCards;
private static CardsInHand card;
}
the class which is showing the cards after dealing is
public class ShowCards {
private JFrame frame = new JFrame();
private static JLayeredPane lpane = new JLayeredPane();
private static JLabel[] Player1 = new JLabel[13];
private static JLabel[] Player2 = new JLabel[13];
private static JLabel[] Player3 = new JLabel[13];
private static JLabel[] Player4 = new JLabel[13];
private static JButton button = new JButton("Deal Again");
public ShowCards()
{
CardsInHand.Deal();
frame.setPreferredSize(new Dimension(800, 640));
frame.setLayout(new BorderLayout());
frame.setLayout(new BoxLayout(frame.getContentPane(), BoxLayout.LINE_AXIS));
frame.add(lpane, BorderLayout.CENTER);
frame.add(button);
lpane.add(button, new Integer(14), 0);
button.setBounds(200, 250, 100, 70);
button.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent evt) {
buttonActionPerformed(evt);
}
});
lpane.setBounds(30, 30, 270, 270);
cardDeal();
frame.pack();
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
static void cardDeal(){
loadJLabels1();
loadJLabels2();
loadJLabels3();
loadJLabels4();
}
static void loadJLabels1(){
int k = 30;
for(int i=0;i<13;i++){
Player1[i] = new JLabel();
Player1[i].setIcon(CardsInHand.getPlayer1()[i].getCardImage());
Player1[i].setBounds(k, 20, 170, 100);
Player1[i].setOpaque(true);
Player1[i].addMouseListener(new MouseAdapter()
{
public void mouseClicked(MouseEvent evt)
{
int count = evt.getClickCount();
if (count == 1){
int Index = getIndex(Player1, (JLabel)evt.getSource());
Player1[Index].setIcon(CardsInHand.getPlayer1()[Index].getBackSide());
}
}
});
lpane.add(Player1[i], new Integer(i), 0);
k = k+30;
}
}
static void loadJLabels2(){
int k = 140;
for(int i=0;i<13;i++){
Player2[i] = new JLabel();
Player2[i].setIcon(CardsInHand.getPlayer2()[i].getCardImage());
Player2[i].setBounds(30, k, 170, 100);
Player2[i].setOpaque(true);
Player2[i].addMouseListener(new MouseAdapter()
{
public void mouseClicked(MouseEvent evt)
{
int count = evt.getClickCount();
if (count == 1){
int Index = getIndex(Player2, (JLabel)evt.getSource());
Player2[Index].setIcon(CardsInHand.getPlayer2()[Index].getBackSide());
}
}
});
lpane.add(Player2[i], new Integer(i), 0);
k = k+20;
}
}
static void loadJLabels3(){
int k = 140;
for(int i=0;i<13;i++){
Player3[i] = new JLabel();
Player3[i].setIcon(CardsInHand.getPlayer3()[i].getCardImage());
Player3[i].setBounds(400, k, 170, 100);
Player3[i].setOpaque(true);
Player3[i].addMouseListener(new MouseAdapter()
{
public void mouseClicked(MouseEvent evt)
{
int count = evt.getClickCount();
if (count == 1){
int Index = getIndex(Player3, (JLabel)evt.getSource());
Player3[Index].setIcon(CardsInHand.getPlayer2()[Index].getBackSide());
}
}
});
lpane.add(Player3[i], new Integer(i), 0);
k = k+20;
}
}
static void loadJLabels4(){
int k = 30;
for(int i=0;i<13;i++){
Player4[i] = new JLabel();
Player4[i].setIcon(CardsInHand.getPlayer4()[i].getCardImage());
Player4[i].setBounds(k, 500, 170, 100);
Player4[i].setOpaque(true);
Player4[i].addMouseListener(new MouseAdapter()
{
public void mouseClicked(MouseEvent evt)
{
int count = evt.getClickCount();
if (count == 1){
int Index = getIndex(Player4, (JLabel)evt.getSource());
Player4[Index].setIcon(CardsInHand.getPlayer2()[Index].getBackSide());
}
}
});
lpane.add(Player4[i], new Integer(i), 0);
k = k+30;
}
}
private void buttonActionPerformed(java.awt.event.ActionEvent evt) {
// TODO add your handling code here:
CardsInHand.Deal();
cardDeal();
}
static int getIndex(JLabel[] arr, JLabel obj){
int index=0;
for(JLabel cmp: arr){
if(cmp == obj) break;
index++;
}
return index;
}
}
Now i also creat a player class which creat three Bots to play and one will be the human. the class is as
public class Players {
public Players(Cards[] arr){
this.scoreInHand = getScoreInHand(arr);
getCardOfEachSuit(arr, this.cardsOfEachSuit);
this.isBalanceHand = getIsBalanceHand(arr);
this.longestSuit = getLongestSuit(arr);
this.numberOfTrump = getNumberOfTrump(arr);
this.smallestSuit = getSmallestSuit(arr);
this.strongestSuit = getStrongestSuit(arr);
this.weakestSuit = getWeakestSuit(arr);
for(int i=0;i<13;i++){
this.remainingSpade[i] = true;
this.remainingHeart[i] = true;
this.remainingClub[i] = true;
this.remainingDiamond[i] = true;
}
for(int i=0;i<4;i++){
this.rightOpCutSuit[i]= false;
this.leftOpCutSuit[i] = false;
this.frontOpCutSuit[i] = false;
}
this.coatCaution = false;
this.gcCaution = false;
this.numberOfTrumpExist = 13;
this.openingBet =0;
this.respondingBet =0;
this.trickStarter = false;
}
public static void createRobot(){
CardsInHand.Deal();
for(int i=0; i<3;i++){
Robots[i] = new Players(CardsInHand.getAllHands()[i+1]);
}
}
private int getScoreInHand(Cards[] arr){
int temp = 0;
for(Cards x: arr){
temp = temp + x.getFaceValue();
}
return temp;
}
private int getStrongestSuit(Cards[] arr){
int strong=0;
int S=0;int C=0;int D=0;int H=0;
for(Cards x: arr){
if(x.getColorName()=="Spade") S = S + x.getFaceValue();
else if(x.getColorName()=="Heart") H = H + x.getFaceValue();
else if(x.getColorName()=="Club") C = C + x.getFaceValue();
else D = D + x.getFaceValue();
}
int[] temp = {S,H,D,C};
int max = temp[0];
for(int i=0;i<4;i++){
if(max<temp[i]){
max=temp[i];
strong = i;
}
}
return strong+1;
}
private int getWeakestSuit(Cards[] arr){
int weak=0;
int S=0;int C=0;int D=0;int H=0;
for(Cards x: arr){
if(x.getColorName()=="Spade") S = S + x.getFaceValue();
else if(x.getColorName()=="Heart") H = H + x.getFaceValue();
else if(x.getColorName()=="Club") C = C + x.getFaceValue();
else D = D + x.getFaceValue();
}
int[] temp = {S,H,D,C};
int min = temp[0];
for(int i=0;i<4;i++){
if(min>temp[i]){
min=temp[i];
weak = i;
}
}
return weak+1;
}
private int getLongestSuit(Cards[] arr){
int Longest = 0;
int[] temp = new int[4];
getCardOfEachSuit(arr, temp);
int max = temp[0];
for(int i=0;i<4;i++){
if(max<temp[i]){
max=temp[i];
Longest = i;
}
}
return Longest+1;
}
private int getSmallestSuit(Cards[] arr){
int Smallest = 0;
int[] temp = new int[4];
getCardOfEachSuit(arr, temp);
int max = temp[0];
for(int i=0;i<4;i++){
if(max>temp[i]){
max=temp[i];
Smallest = i;
}
}
return Smallest+1;
}
private boolean getIsBalanceHand(Cards[] arr){
int S=0;int C=0;int D=0;int H=0;
for(Cards x: arr){
if(x.getColorName()=="Spade") S++;
else if(x.getColorName()=="Heart") H++;
else if(x.getColorName()=="Club") C++;
else D++;
}
if((S<=4&&S>=3)&&(H<=4&&H>=3)&&(D<=4&&D>=3)&&(C<=4&&C>=3)) return true;
else return false;
}
private void getCardOfEachSuit(Cards[] arr, int[] array){
int S=0;int C=0;int D=0;int H=0;
for(Cards x: arr){
if(x.getColorName()=="Spade") S++;
else if(x.getColorName()=="Heart") H++;
else if(x.getColorName()=="Club") C++;
else D++;
}
array[0] = S;
array[1] = H;
array[2] = D;
array[3] = C;
}
private int getNumberOfTrump(Cards[] arr){
int temp = 0;
for(Cards x: arr){
if(x.getisTrump() == true) temp = temp+1;
}
return temp;
}
public void setTrickStarter(boolean a){
this.trickStarter = a;
}
public boolean getTrickStarter(){
return this.trickStarter;
}
private static Players[] Robots = new Players[3]; //
private int[] cardsOfEachSuit = new int[4]; // ok
private boolean[] remainingSpade = new boolean[13]; //
private boolean[] remainingHeart = new boolean[13]; //
private boolean[] remainingDiamond = new boolean[13]; //
private boolean[] remainingClub = new boolean[13]; //
private int scoreInHand; // ok
private int longestSuit; // ok
private int smallestSuit; // ok
private int strongestSuit; // ok
private int weakestSuit; // ok
private boolean isBalanceHand; // ok
private int numberOfTrump; // ok
private int numberOfTrumpExist; //
private boolean[] rightOpCutSuit = new boolean[4]; //
private boolean[] frontOpCutSuit = new boolean[4]; //
private boolean[] leftOpCutSuit = new boolean[4]; //
private int openingBet; //
private int respondingBet; //
private boolean gcCaution; //
private boolean coatCaution; //
private boolean trickStarter;
}
Now please guide me little forward what is can do to start playing.

BlackBerry Storm - focus does not comes on focussable fields added after scrollable list field

searchlist = new FileList(list_vector,ind,j);//a custom list field
searchlist.setRowHeight(40);
searchListManager = new VerticalFieldManager(
Manager.VERTICAL_SCROLL |Manager.VERTICAL_SCROLLBAR)
searchListManager.add(searchlist);
objManager.add(searchListManager);
HomeScreen1.this.add(header_manager);
HomeScreen1.this.add(objManager);
//after few lines of code
button_manager.add(Previous);
button_manager.add(Next);
objManager.add(button_manager);
now my problem is when i scroll over the list field then next n previous are not visible
but when i press key up n down then they get only visible
what to do???????????
Try to implement searchListManager as a scrollable VerticalManager with fixed size (Display height - header manager height - button manager height)
UPDATE Code to try:
class Scr extends MainScreen implements ListFieldCallback {
int DISPLAY_WIDTH = Display.getWidth();
int DISPLAY_HEIGHT = Display.getHeight();
Vector mItems = new Vector();
ListField mListField = new ListField();
SizedVFM mListManager = new SizedVFM(DISPLAY_WIDTH, DISPLAY_HEIGHT - 50);
ButtonField mPrevButtonField = new ButtonField("Previous",
ButtonField.CONSUME_CLICK);
ButtonField mNextButtonField = new ButtonField("Next",
ButtonField.CONSUME_CLICK);
HorizontalFieldManager mButtonsManager = new HorizontalFieldManager(
FIELD_HCENTER);
public Scr() {
for (int i = 1; i < 31; i++) {
mItems.addElement("item " + String.valueOf(i));
}
mListField.setCallback(this);
mListField.setSize(30);
add(mListManager);
mListManager.add(mListField);
mPrevButtonField.setChangeListener(new FieldChangeListener() {
public void fieldChanged(Field field, int context) {
Dialog.inform("Previouse pressed");
}
});
mNextButtonField.setChangeListener(new FieldChangeListener() {
public void fieldChanged(Field field, int context) {
Dialog.inform("Next pressed");
}
});
mButtonsManager.add(mPrevButtonField);
mButtonsManager.add(mNextButtonField);
add(mButtonsManager);
}
public void drawListRow(ListField field, Graphics g, int i, int y, int w) {
// Draw the text.
String text = (String) get(field, i);
g.drawText(text, 0, y, 0, w);
}
public Object get(ListField listField, int index) {
return mItems.elementAt(index);
}
public int getPreferredWidth(ListField listField) {
return DISPLAY_WIDTH;
}
public int indexOfList(ListField listField, String prefix, int start) {
return 0;
}
}
class SizedVFM extends VerticalFieldManager {
int mWidth;
int mHeight;
public SizedVFM(int width, int height) {
super(VERTICAL_SCROLL | VERTICAL_SCROLLBAR);
mWidth = width;
mHeight = height;
}
public int getPreferredHeight() {
return mHeight;
}
public int getPreferredWidth() {
return mWidth;
}
public void setHeight(int height) {
mHeight = height;
}
protected void sublayout(int maxWidth, int maxHeight) {
super.sublayout(maxWidth, maxHeight);
setExtent(getPreferredWidth(), getPreferredHeight());
}
}
And the result should be like that:
alt text http://img215.imageshack.us/img215/1402/9530list.jpg

Resources