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):
Full Simulator Source Code:
http://www.mediafire.com/file/qkmtngnwgh2/Simulator.zip
Army Source Code:
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 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();
} // 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 synchronized 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 synchronized void paint(Graphics2D g2) {
Graphics g = (Graphics) g2;
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 synchronized 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 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"));
// 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 synchronized 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 synchronized void removeActor() {
for (int i = lActors.size() - 1; i >= 0; i--)
if (lActors.get(i).getHealth() <= 0) {
lActors.remove(i);
}
}
}// end class Army
View Source Code:
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 {
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);
} // 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 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);
}
}
}