Java Applet_Dubble Buffering Does Not Work - swing

I'm coding a JApplet in Java, but dubble buffering doesn't remove the flickering!?
What should I do?
This is the important part of the code, I guess (tell me if you need to know more, please):
// Background (dubble buffering)
private Image backbuffer;
private Graphics backg;
//Init method
// Dubble-Buffering
backbuffer = createImage(getWidth(), getHeight());
backg = backbuffer.getGraphics();
backg.setColor(this.getBackground());
//Overrided update method
public void update( Graphics g ) {
g.drawImage( backbuffer, 0, 0, this );
getToolkit().sync();
}
I appreciate all help I can get! :)

I made an MCVE to give you a better insight of the problem (thanks to Andrew Thompson)!
"Main"-class:
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JApplet;
import javax.swing.JButton;
import javax.swing.Timer;
public class Test extends JApplet implements ActionListener {
JButton start;
int delay;
Timer tm;
// Falling balls
int n; // Total balls
Ball[] ball; // Array with the balls in
int score;
// The amount of balls falling at the same time (increases by one every
// 10:th score)
int ballNr;
// Comment to the game
String comment;
public void init() {
this.setLayout(null);
this.setSize(600, 500);
this.getContentPane().setBackground(Color.cyan);
this.setFocusable(true);
score = 0;
ballNr = 3;
comment = "Avoid the balls!";
// Buttons
start = new JButton("START");
add(start);
start.setBounds(0, 400, 200, 100);
start.addActionListener(this);
// The timer
delay = 12;
tm = new Timer(delay, this);
// The falling balls
n = 12; // Number of balls in total
ball = new Ball[n];
// Declaring twelve new instances of the ball-object with a
// "reference array"
for (int i = 0; i < n; i++) {
ball[i] = new Ball();
}
}
// Paint-method //
public void paint(Graphics g) {
super.paint(g);
// Every 10:th score, the game adds one ball until you reach 100 =
// win! (ballNr + (int)(score * 0.1) -> ballNr increases by one
// every 10:th score
for (int i = 0; i < ballNr + (int) (score * 0.1); i++) {
// Score can't be higher than 100
if (score < 100) {
g.setColor(ball[i].getCol());
g.fillOval(ball[i].getXLoc(), ball[i].getYLoc(),
ball[i].getSize(), ball[i].getSize());
}
}
// Draw the score and the comment
g.setColor(Color.black);
g.setFont(new Font("Arial", Font.BOLD, 24));
g.drawString("SCORE: " + score, 440, 40);
g.setColor(Color.red);
g.setFont(new Font("Arial", Font.BOLD + Font.ITALIC, 28));
g.drawString(comment, 0, 40);
}
// ACTIONLISTENER //
public void actionPerformed(ActionEvent e) {
if (e.getSource() == start) {
tm.start();
this.requestFocusInWindow(); // Make the runner component have focus
}
// Every 10:th score, the game adds one ball until you reach 100 =
// win! (ballNr + (int)(score * 0.1) -> ballNr increases by one
// every 10:th score
for (int i = 0; i < ballNr + (int) (score * 0.1); i++) {
// Score can't pass 100, because then you have won the game
if (score < 100) {
ball[i].setYLoc(ball[i].getYLoc() + ball[i].getVel());
}
}
// If any ball is out of bounds (then the score increases by one)
for (int i = 0; i < n; i++) {
if (outOfBounds(ball[i])) {
ball[i] = new Ball();
}
}
repaint();
}
// If the ball is out of the screen
public boolean outOfBounds(Ball ball) {
if (ball.getYLoc() >= 500) {
score++;
return true;
} else {
return false;
}
}
// Updates new balls
public void updateBalls() {
for (int i = 0; i < n; i++) {
ball[i] = new Ball();
}
}
}
Sub-class
import java.awt.Color;
import java.util.Random;
public class Ball {
// Private variables
private Random r; // Generating random positions and
// sizes;
private int size; // Size of the ball
private int vel; // Ball velocity
private int nrOfCol; // Color code (see ballColor-method)
private Color col;
private int xLoc;
private int yLoc;
// Constructor
public Ball() {
r = new Random();
size = r.nextInt(40) + 10; // 10px - 50 px
vel = r.nextInt(6) + 1; // Speed btw 1-5 px/delay
nrOfCol = r.nextInt(8) + 1; // Specific nr from 1-9
col = ballColor();
xLoc = r.nextInt(550);
yLoc = 0;}
public Ball(int xPos, int yPos, int size, int vel, Color col) {
this.xLoc = xPos;
this.yLoc = yPos;
this.size = size;
this.vel = vel;
this.col = col;
}
// A method to generate different colors of the balls
public Color ballColor() {
Color col;
switch (nrOfCol) {
case 1:
col = Color.black;
break;
case 2:
col = Color.red;
break;
case 3:
col = Color.green;
break;
case 4:
col = Color.yellow;
break;
case 5:
col = Color.pink;
break;
case 6:
col = Color.magenta;
break;
case 7:
col = Color.white;
break;
case 8:
col = Color.orange;
break;
case 9:
col = Color.blue;
break;
default:
col = Color.black;
// All colors except cyan as it is the background color
}
return col;
}
// Getters & setters
public int getXLoc() {
return xLoc;
}
public int getYLoc() {
return yLoc;
}
public void setYLoc(int y) {
yLoc = y;
}
public int getSize() {
return size;
}
public int getVel() {
return vel;
}
public Color getCol() {
return col;
}
}

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mismatched argument count in actionscript

I keep getting this ArgumentError: Error #1063: Argument count mismatch on Car(). Expected 1, got 0. I'm confused cause I am passing staggerPosition to Car(). but it still says it is expecting 1 argument. If that is not what the error means how do I fix it? I double-checked all of my connections.
...
package {
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package {
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public var mY: int;
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trace(this.mX);
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if (this.directionFactor == -1 && this.mX < -200 || this.directionFactor == 1 && this.mX > 850) {
this.mX = endZone;
}
}
}
}
...
You likely have an instance of Car on the stage somewhere (not created in code). When you do this the constructor will be called with no arguments.
You can either remove that instance from the stage or add a default value for your argument so it won't cause an error:
public function Car(yPosition:int = 0) {
...
}

Libgdx : GestureListener - pan not working properly

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Circles are not following movement of finger, some time they move a little bit but in opposite y direction of touch movement.

How to loop different numbers in Lottery game?

public class Lottery extends Sprite {
public var text0:TextField, text1:TextField, text2:TextField, text3:TextField, text4:TextField, text5:TextField;
public var backImage:Sprite, luckyBtn:Sprite, clearBtn:Sprite;
public var tfFormat:TextFormat = new TextFormat;
public function Lottery()
{
setTextFieldFormat();
loadGUI();
}
public function luckyDip(event:MouseEvent):void {
for (var i:uint = 0; i <= 49; i++) {
this["text" + i].text = Math.ceil(Math.random() * 49);
}
}
public function resetFields(event:MouseEvent):void {
for (var i:uint = 0; i <= 49; i++) {
this["text" + i].text = "";
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How do I modify this so I can still generate a random sequence, but not repeat any of the entries?
In the lottery game you have limited numbers of results, for example: 5 numbers from 1-50. All you need is to create list of random unique numbers from 1-N.
//How to use, one of the results: 9,40,44,29,4
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var i: uint, luckyNumber: uint, result: Array = [], added: uint;
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luckyNumber = 1 + Math.random() * (maxValue - 1);
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Code for a 10x10 multiplication table in flash as3,

I'm new to coding in AS3, and I would like some assistance. I've recieved a task where I have to code a Multiplication table (10 rows, 10 columns). I've managed to code the table, but I need help to add the numbers needed without manually adding the text.
It should look somewhat like this;
Can someone here assist me with this task?
Here is my code:
var xColumns:uint=10;
var xRows:uint=10;
var _columnWidth:Number=40;
var _rowHeight:Number=40
var _width:Number=_columnWidth*xColumns;
var _height:Number=_rowHeight*xRows;
graphics.lineStyle(2, 0x0000ff, 1);
for(var i:int=1; i<=xColumns; i++){
graphics.moveTo(i*_columnWidth,0);
graphics.lineTo(i*_columnWidth,_height);
}
for(i=1; i<=xRows; i++){
graphics.moveTo(0,i*_rowHeight);
graphics.lineTo(_width,i*_rowHeight);
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This is the sample of "Cell" class:
package
{
import flash.display.Graphics;
import flash.display.Sprite;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
public class Cell extends Sprite
{
//---------------------------------------
protected var m_oLabel:TextField;
protected var m_nWidth:Number = 20;
protected var m_nHeight:Number = 20;
protected var _backgroundColor:Number;
//---------------------------------------
//Group: CONSTRUCTOR
public function Cell()
{
super();
m_oLabel = new TextField();
m_oLabel.text = "999";
m_oLabel.autoSize = TextFieldAutoSize.CENTER;
addChild(m_oLabel);
setLabel("999");
}
//--------------------------------------------------//
// PUBLIC PUBLIC PUBLIC PUBLIC //
//--------------------------------------------------//
public function setLabel(p_sLabel:String):void
{
m_oLabel.text = p_sLabel || "";
updateLayout();
}
public function get backgroundColor():Number
{
return _backgroundColor;
}
public function set backgroundColor(value:Number):void
{
_backgroundColor = value;
redraw();
}
//------------------- OVERRIDDEN -------------------//
override public function get width():Number
{
return m_nWidth;
}
override public function set width(value:Number):void
{
m_nWidth = value;
updateLayout();
redraw();
}
override public function get height():Number
{
return m_nHeight;
}
override public function set height(value:Number):void
{
m_nHeight = value;
updateLayout();
redraw();
}
//--------------------------------------------------//
// PRIVATE/PROTECTED PRIVATE/PROTECTED //
//--------------------------------------------------//
protected function updateLayout():void
{
//adjust layout
if (m_oLabel)
{
m_oLabel.x = width * .5 - m_oLabel.width * .5;
m_oLabel.y = height * .5 - m_oLabel.height * .5;
}
}
protected function redraw():void
{
var g:Graphics = this.graphics;
g.beginFill(_backgroundColor);
g.drawRect(0, 0, width, height);
g.endFill();
}
//------------------- OVERRIDDEN -------------------//
//--------------------------------------------------//
// EVENTS EVENTS EVENTS EVENTS //
//--------------------------------------------------//
//------------------- OVERRIDDEN -------------------//
//--------------------------------------------------//
// UTILS UTILS UTILS UTILS //
//--------------------------------------------------//
//------------------- OVERRIDDEN -------------------//
}
}
and usage:
var container:Sprite = new Sprite();
addChild(container);
container.x = 10;
container.y = 10;
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for (var j:int = 0; j <= 10; j++)
{
var cell:Cell = new Cell();
if (i == 0 || j == 0)
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//headers
cell.setLabel(Math.max(i, j).toString());
cell.backgroundColor = 0x808080;
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else
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cell.setLabel(mul.toString());
cell.backgroundColor = 0xC0C0C0;
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container.addChild(cell);
cell.x = cell.width * j;
cell.y = cell.height * i;
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}
which looks like this:
new class "Cell" gives you flexibility and encapsulation of code for creation of single table cell. In my example it is only container for textfield and has ability to draw background. I've created public methods/accessors that allow to modify the "features" of the cell (i.e. what is displayed in TextField and what is colour of background). I had to override default width/height behaviour as otherwise it would return the size of it's content which would vary depending on the TextField content and size and in table we need steady size.

How can I set the damage level of enemy

Thanks in advance...
I am having little bit doubt in my logic for setting the Damage level to the enemy in game. Following is my Enemy Class
package scripts.enemy
{
import flash.display.MovieClip;
import flash.events.*;
import flash.display.Stage;
public class Enemy1 extends MovieClip
{
private var BG:MovieClip;
private var speed:Number = 0.5;
private var ease:Number = .005;
private var rad:Number = 57.2957795;
public function Enemy1(BG:MovieClip) : void
{
var RandomX:Array = new Array(-150,-200,-250,-300,-350,-400,-450,-500,-550,150,200,250,300,350,400,450,500,550);
var RandomY:Array = new Array(-150,-200,-250,-300,-350,-400,150,200,250,300,350,400);
var r:int = (Math.random() * 18);
var s:int = (Math.random() * 12);
x = RandomX[r];
y = RandomY[s];
this.BG = BG;
addEventListener(Event.ENTER_FRAME, moveEnemy); //false, 0, true);.
}
private function moveEnemy(e:Event):void
{
var dx:Number = x - 10;
var dy:Number = y - 10;
this.x -= dx * ease;
this.y -= dy * ease;
this.rotation = (Math.atan2(dy,dx) * rad) + 180;
}
}
}
And Here is some of code that giving me trouble from my Main class
// ......... Function for Checking the Collision between Bullet And Enemy...........
private function checkCollision(mc:MovieClip):Boolean
{
var test:Point = mc.localToGlobal( new Point());
for (var i = 0; i < enemies1.length; i++)
{
tempEnemy1 = enemies1[i];
if (kill == true)
{
if (tempEnemy1.hitTestPoint(test.x,test.y,true))
{
enemies1.splice(i, 1);
bg_mc.removeChild(tempEnemy1);
createDead(Dead1,deadArray1,tempEnemy1.x,tempEnemy1.y,tempEnemy1.rotation);
Score += 10;
Scr_txt.text = String(Score);
bugsKill += 1;
kill = false;
return true;
}
}
}
if (Level >= 2)
{
for (var j = 0; j < enemies2.length; j++)
{
tempEnemy2 = enemies2[j];
if (kill == true)
{
if (tempEnemy2.hitTestPoint(test.x,test.y,true))
{
bug2HitCount -= 1;
if (bug2HitCount == 0)
{
enemies2.splice(j, 1);
bg_mc.removeChild(tempEnemy2);
createDead(Dead2,deadArray2,tempEnemy2.x,tempEnemy2.y,tempEnemy2.rotation);
Score += 20;
Scr_txt.text = String(Score);
bugsKill += 1;
kill = false;
//bug2HitCount = bug2HitRate;
return true;
}
kill = false;
return true;
}
}
}
}
return false;
}
private function removeElement(removeList:Array):void
{
for (var i = 0; i < removeList.length; i++)
{
bg_mc.removeChild(removeList[i]);
}
}
//...........Function Checking the Collission Between Bunker And Enemy..............
private function collideEnemy(deadArray:Array,enemyArray:Array,rate:Number):void
{
var enemy:MovieClip;
for (var i = 0; i < enemyArray.length; i++)
{
enemy = enemyArray[i];
if (enemy.hitTestObject(bunker_mc))
{
life_mc.scaleX -= rate;
if (life_mc.scaleX <= 0.05)
{
stage.removeEventListener(Event.ENTER_FRAME,updateCollission);
Timer1.stop();
Mouse.show();
stage.removeEventListener(MouseEvent.MOUSE_UP,mouseUpFun);
stage.removeEventListener(Event.ENTER_FRAME,updateStage);
stage.removeEventListener(MouseEvent.MOUSE_DOWN,mouseDownFun);
(player.parent).removeChild(player);
(bunker_mc.parent).removeChild(bunker_mc);
(life_mc.parent).removeChild(life_mc);
(sniper_mc.parent).removeChild(sniper_mc);
removeElement(bullets);
EndFun();
gunFire = false;
gotoAndStop("end");
Level = 1;
}
}
}
}
//...........function of Timer Complete Event.....................
private function TimerEnd(e:TimerEvent):void
{
EndBug();
gotoAndStop("end");
}
//...........function of Timer Complete Event.....................
private function EndBug():void
{
HelpTimer = new Timer(1000,1);
HelpTimer.addEventListener(TimerEvent.TIMER_COMPLETE,HelpFun);
HelpTimer.start();
stage.removeEventListener(Event.ENTER_FRAME,updateStage);
stage.removeEventListener(Event.ENTER_FRAME,updateCollission);
function HelpFun(Event:TimerEvent)
{
stage.removeEventListener(MouseEvent.MOUSE_UP,mouseUpFun);
stage.removeEventListener(MouseEvent.MOUSE_DOWN,mouseDownFun);
gunFire = false;
bg_mc.removeChild(player);
bg_mc.removeChild(bunker_mc);
(life_mc.parent).removeChild(life_mc);
bg_mc.removeChild(sniper_mc);
EndFun();
Score = 0;
Level += 1;
totalBugs += 5;
}
}
//..................Function for ending the Game And removing the Reamining Enemies.................
private function EndFun():void
{
Mouse.show();
removeElement(dustArray);
if (Level == 1)
{
removeElement(enemies1);
removeElement(deadArray1);
gotoAndStop("level2");
}
if (Level == 2)
{
removeElement(enemies1);
removeElement(deadArray1);
removeElement(enemies2);
removeElement(deadArray2);
gotoAndStop("level3");
}
if (Level == 3)
{
......
}
.....................
.....................
}
}
}
In this code I have added a new type of Enemy in Level 2 and I have also written code for its HitTest property..In which each enemy of level 2 requires more than 1 bullet to kill.. But when I shoot a bullet to one enemy and then I shoot another bullet to another enemy of same type the another enemy gets killed. It means that the second enemy is getting killed in only 1 single bullet.. So how can I solve this issue..?
Please Help.. Thanks in advance..
The problem in your code lies within the checkCollision function. It basically goes over the first for loop and ignores the second. But it's best if you just assign the enemies health by adding a health parameter within your Enemy class and have each bullet decrease their health by 1. That way, you can just go through your array and remove any enemies that reach 0 health.
EDIT: I just looked over your code again and realized it's the bug2HitCount that's screwing everything up.