Rare Black Screen && Save/Load Actors Problem

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);
		}
	}
}

I havent read throuhg it yet, but u may want to use code, instead of quote

Thanks h3ckboy, that’s better.

Simulator Source Code

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;

/**
 * Binds the model and view components of the <i>Lord of the Rings Battlefield Simulator</i>; also implements the launch of main().
 * 
 * @author Rex Woollard
 * @see Army
 * @see View
 */
public class Simulator implements Runnable{
	// Instance variables for full Simulator
	/** Reference to one of the two <i>Army</i> objects that comprise the model. */
	private Army armyForcesOfLight;
	/** Reference to one of the two <i>Army</i> objects that comprise the model. */
	private Army armyForcesOfDarkness;
	/** Reference to a type of JFrame, where the <i>Actor</i> objects will be displayed. */
	private View view;

	/** Entry point to program execution of full simulator. */
	public static void main(String[] args) {
		Simulator simulator = new Simulator(); // creates Simulator object; invokes constructor which builds two Army objects and GUI window / panel for battlefield display
		simulator.manageSimulationEnvironment();
	}

	public Simulator() {
		armyForcesOfLight = new Army("Blue", Color.green);
		armyForcesOfDarkness = new Army("Red", Color.RED);
		view = new View(1616, 938);
		view.setSimulator(this);
	} // Simulator constructor

	/** Main controlling menu to setup the battlefield, then launch the simulation. */
	public void manageSimulationEnvironment() {
		try {
			int nMenuChoice;
			do {
				nMenuChoice = menuGUI();
				switch (nMenuChoice) {
				case 1:
					armyForcesOfLight.createActors(view);
					break; // Reference to View object is sent to help define the boundaries of X,Y values in Point2D coordinates
				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; // Reference to View object is sent to help define the boundaries of X,Y values in Point2D coordinates
				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(); // kills view and all associated resources (including implied thread)
	} // end manageSimulationEnvironment()

	/** Displays menu in a GUI modal dialog box, and waits for user response. */
	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);
	} // end void menuGUI()

	/** Implements primary simulation loop where <i>Actor</i> objects will move around on the screen (and eventually do battle). */
	public synchronized void run() {
		while (armyForcesOfLight.getNumActors() > 0 && armyForcesOfDarkness.getNumActors() > 0) {
			// Note: The following algorithm is a simple mechanism of allowing
			// for round-robin movement, that is, move
			// one Actor object in armyForcesOfLight then one Actor object in
			// armyForcesOfDarkness on each iteration.

			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();
			}
		}
	} // end void runSimulation()

	/**
	 * Method called by the JPanel.paintComponent method.
	 * 
	 * @see View
	 */
	public void paint(Graphics2D g2) {
		armyForcesOfLight.paint(g2);
		armyForcesOfDarkness.paint(g2);
	} // end void paint()

} // end class Simulator

ActorFactory Source Code:

package actors;

import java.awt.geom.Point2D;

import util.InputGUI;
import util.SingletonRandom;
import util.InputGUI.ExhaustedInputAttempts;

import army.Army;

/**
 * class ActorFactory
 * 
 * @author Rex Woollard
 * @see Actor
 * @see Army
 */
public class ActorFactory {
	public static int getNumActorTypes() {
		return 2;
	}

	/**
	 * Factory method to build new <i>Actor</i> objects of selected type
	 * 
	 * @param sName
	 * 
	 * @return reference to derived <i>Actor</i> type object
	 * @throws ExhaustedInputAttempts
	 */
	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;
	}

	/**
	 * Factory method to build new <i>Actor</i> objects of selected type
	 * 
	 * @param nActorType
	 *          identifies the specific derived Actor type to create
	 * @param p2dLocation
	 *          reference to prebuilt Point2D object with coordinate information
	 * @return reference to derived Actor type
	 */
	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; // should throw exception (later when you learn how)
		}
	}
}