Create a cross platform online Card Game

How would I go about creating a cross platform online card game. An example of such an application is one I found where people can play the "Magic the Gathering" card game online and I was wondering how to go about creating a graphic interface where players could upload the images of cards and move them freely around the screen. There would not need to be any rules for the game. It would only need to be able to shuffle a deck and count how many cards are left in the deck and the discard pile.

I agree just installing the application would be the best option however one of the requirements of this is that it can run from the CD as we are going to be distributing some promotional material in the form of a flash application and would like to have run on either windows or mac without needing to require the users to have to choose the version.

Similar Messages

  • Playing online card games such as euchre or spades

    All right here is my problem: I want to play card games online with other users. I'm new to Mac and so far this is my only problem. On my old PC I could go online to pogo.com or anywhere and play a card game no problem. Now I get the room loaded for the game but it's only the outline. There are no users and no tables. Everything is blank. I thought it could be something to do with java, but I'm not sure. I have done software updates, downloaded adobe shockwave and tried numerous different java settings. Any ideas? Am I missing another piece of software?

    What browser are you using? Could be the site is optimized for windows compatible browser. Contact the web site and find out if your browser has issues with their site and which Mac browsers are compatible.

  • How could I create, force mount, and burn a read-only cross-platform .iso image?

    Hello,
    I am new to this group.
    I want to perform the following steps as quickly as possible.
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    2. Mount the cross-platform .iso as read-only
    3. Unmount the cross-platform .iso
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    John P.

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  • Cross-Platform video

    Is there a work around to use WMV files when creating a
    projector for a PC when working in Director for Mac? I'm trying to
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    the end user to download a third party application (ie. Quicktime)
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    Thanks for your help Sean. I decided to go with Flash because
    I'll need it for other things in the future. The video works great,
    but I'm having problems with playback controls. I posted another
    topic about this, but here's a copy of what I was asking.
    >I'm creating a cross-platform projector to be distributed
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  • Creating cards for a card game

    So I'm playing with the idea of putting together a simple battle card playing game and am running up against a data/code issue. In the game will be various Cards (potentially hundreds). Each card will have some data describing various its strengths and it may also have complex methods that handle what happens when you play the card.
    (I'd like each Card implementation to represent what the card does, as opposed to who may hold a particular copy of it. For example, I'd like to have a unique JackOfDiamondsCard object that represents info specific to the card. I may then have several Hands that contain CardInstance objects, some of which may have a reference to the unique JackOfDiamondsCard object. Thus the JackOfDiamonsCard could appear in multiple hands.)
    At first glance it's a simple case of having a root Card class and hundreds of children that fill out the details. However, this has the problem that I can create many instances of the same card, which both seems like a waste of memory (since all instances would have exactly the same data) and would make equals() and hashCode() give different results for different instances of the same card.
    One way around this is to put all the cards together into a single enum, but that would quickly grow to an unmanagable (and unreadable) size. I'd also like to be able to group the cards into different packages, or maybe even spread them across several jars.
    Another way may be to turn each card into a singleton and then build an index of all the cards in the jar (maybe using @annotations?) This seems kind of complicated, though, and writing all those singletons would make for a lot of boilerplate in each card class.
    Any ideas on a good way to tackle this? Are singletons the way to go or should I put up with potentially multiple copies of the same card object floating around?

    Mark_McKay wrote:
    The problem is that I need the overriding classes to provide some fairly complex code for each card. In a battle card game, there may be several different things in play that each card could alter in a wacky way. One card may give the player more 'energy points'. Another may strike the opponent with lightning damage. A third may cause one player to randomly steal a card from the other player. A fourth could set up some sort of defense barrier. The wide (and unpredictable) range things that each card may do prevent me from creating just one generic card class. (Although that would work well if the cards only differed by their data).Allow me to introduce some friends of mine. Probably the first one is going to be easiest for you to understand and get working quickly. The last one, probably only any use in conjunction with one of the others here.
    This wacky behaviour is really just another property of the card, like it's suit, or name, or whatever. Behaviours, like data, can often be assigned to objects at runtime, rather than expressed with unweildy inheritance trees.

  • Webinar (Aug 11): How to create Cross-Platform Automated GUI Tests for Java Apps

    Join Squish expert, Amanda Burma, and learn how to create cross-platform automated GUI tests for your Java applications!
    Register here (multiple time slots)
    August 11th 2014
    Duration: 30 minutes plus Q & A
    This webinar will cover:
    General Squish for Java overview
    Automating BDD Scenarios
    Executing Cross-Platform Automated GUI Tests
    Interacting with Java application objects, properties & API
    See you there!
    Unable to attend? Register and we'll send links to future events and access to our webinar archive following the event.
    Webinar schedule
    Learn more about Squish
    Evaluate froglogic squish

    <property name="messaging.client.jar.path" value="Location in your local drive" />
    <property name="messaging.client.jar.name" value="nameOfYourFile.jar" />

  • Steps to create Cross-Platform Transportable Tablespaces

    hi
    what is the steps to do Cross-Platform Transportable Tablespaces.
    i want to perform this in my pc, i have linux and windows in same PC, i want to migrate from linux to windows and vice versa.
    so can i know complete steps and commands to perform Cross-Platform Transportable Tablespaces. to get complete knowledge i am doing this so i can implement this in my office when any migrate issues comes. so once i do this i will get confidence so that i can do the same in my office which saves my time.
    veeresh s
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    Hi, also you can review the Note:413586.1 into metalink site.
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  • Complete beginner: Creating Card Game program

    I am brand new to object oriented programming, i'm trying to write a simple card game program, without using arrays or importing packages or vectors (whatever they all are?). can someone please help me?

    First of all, arrays are a very good idea, as are other datastructures such as the hashtable. But you can also use a String, which is basically an array of characters.
    The initial hurdle you will have in writing a card game will be modelling a single playing card. Your program will likely understand the sequence of cards as 2,3,4,5,6,7,8,9,10,11,12,13, even tho you will want to present this to your user as 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A. Computers deal well with the numbers, Humans like to refer to cards using the familiar symbolic references (J, Q, K, A). Suits likewise will probably be stores as integers (0-3).
    Your program will have to determine whether one playing card is less than or greater than another, whether it is in the same suit, what value the card will have (for BlackJack, for instace). All of these behaviors can be engineered into your PlayingCard class.
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    public String toString() {
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    boolean sameSuitAs(PlayingCard p) {
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    Have fun. Java is a great language.

  • Can I use Messages in OSX to text with a person on an Android platform? My iPhone works cross platform but I don't get the text in Messages on my desktop with OSX 10.8.2

    Does "Messages" in OSX 10.8.2 work cross platform? My daughter has an android phone and I can text with her OK in iOS. However, her texts don't show up on OSX whereas texts from my son, who has an iPhone, work in iOS and OSX.

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  • What SDK for  board and card games dev?

    Hi,
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  • Suggestion on using Cross platform JMF

    hi all,
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  • Need some OO design pointers for a Java card game I wrote for uni

    Hi,
    I hope a few of you Java sifus can help me understand I dilemma I keep finding myself in.
    I created a card game for a university assignment which works great but its not very OO at the moment.
    I only have 3 classes; a Card class, a Deck class and a Game class which contains all my GUI, AI, Game Controller, Player and Hand code.
    The assignment is over but I feel like enhancing the game, adding animation, multiplayer, several AI agents etc.
    The first thing I have attempted is animation and I've hit a brick wall. I am trying to create animation for my card game whereby I have an animation showing the cards being shuffled and then an animation which shows the cards being dealt to the players. The game then commences. The cards on the GUI then need to be clickable (MouseListeners?) to play the game. If you're running Windows 7, load up 'Hearts' and you'll know what I'm trying to achieve.
    I don't understand how the GUI, and Card class need to be seperated so that its good OO.
    If I give you a few snippets of code, it might explain the situation:
    A snippet of my card class is as follows:
    import javax.swing.*;
    public class Card extends JLabel //Each card is a JLabel
         private int value;                    //variable for the value of the card
         private int suit;                         //variable for the suit of the card
         private ImageIcon frontOfCard;     //Displays the image of the front of the cards
         private ImageIcon backOfCard;          //displays the image of the back of the cards
         public Card (int Value, int Suit, ImageIcon front, ImageIcon back)
              value = Value;               
              suit = Suit;               
              frontOfCard = front;     
              backOfCard = back;
              setIcon(backOfCard);     //To make it non-visible when dealt
         }As you can see, each card is a JPanel. I've been told by some I shouldn't extend JPanel but rather that I should have a BufferedImage/Image instance variable for each card as the image of the card. The thing is that I need each card displayed on the GUI which can then be clickable. When it is clicked, it is moved from the players hand, into the players move. - There needs to be an animation showing this.
    I've got the animation code figured out in terms of how to move 'images' around a screen to make a pleasing animation. The problem is there are no clickable listeners for images, so the Images needs to be inside some container; a widget which can fire events - Hence the reason I have chosen to extend JPanel for my Cards.
    and a Deck class, snippet is as follows:
    public class Deck extends JLabel //The deck will be shown on the GUI as a JLabel
         private ArrayList<Card> standardDeck;
         public Deck()
              standardDeck = new ArrayList<Card>();
              ImageIcon cardBack = new ImageIcon("CardBack.png");
              setPreferredSize(new Dimension(90, 135));
              setIcon(cardBack);
              int cardCount = 0;     //This variable counts the cards. Is used to assist in the name generation of the imageicon filename
              String str; //the imageIcon constructor accepts filenames as strings so this string holds the filename of the corresponding card image file.
              for (int a=0; a<4; a++) //putting the cards into the deck with the specifed parameters
                   for (int b=2; b<15; b++)
                        cardCount+=1;     //incrementing the card count (the card files are named 1-52 as integers)
                        str = Integer.toString(cardCount); //Integer is converted to string type before being added to string str variable
                        str += ".png"; //To complete the image filename, ".png" has to be concatenated to the string.
                        standardDeck.add(new Card(b, a, new ImageIcon(str), cardBack)); //creating and then adding the cards
         }This is how I envisage a new class diagram for my game:
    Card class
    Game Class <--- Holds a Deck instance, Players instances, and the GUI instance
    Player Class <-- Will contains hand 'instances' , but I will not create a seperate 'Hand' Class, I will use an ArrayList.
    AI Class extends Player Class
    GUI Class
    Deck Class <-- contains 52 cards
    My question is, how do I show the Cards on the GUI if my Cards are in a Deck and the Deck is held in the Game class?
    Please note that there are 52 cards, so potentially 52 images on the GUI, each of which needs to be clickable. When clicked, the cards are moved about, e.g. from the deck to a players hand, from a players hand back to the deck, from a players hand to a players current move hand.
    etc
    I've read that GUI, program control, and logic should be seperated. If thats the case, what do I have in my GUI class if the Cards (which are JPanels) are held in the Deck class which in turn is held in the Game class?
    Any help on this would be greatly appreciated!
    I know what I have written may not be fully clear. I find it hard sometimes to fully convey a problem at hand. Please let me know if you don't understand what I've written and I'll do my best to explain further.

    Faz_86 wrote:
    Hi,
    I hope a few of you Java sifus can help me understand I dilemma I keep finding myself in.
    I created a card game for a university assignment which works great but its not very OO at the moment.
    I only have 3 classes; a Card class, a Deck class and a Game class which contains all my GUI, AI, Game Controller, Player and Hand code.
    The assignment is over but I feel like enhancing the game, adding animation, multiplayer, several AI agents etc.
    Admirable, and the best way to learn, doing something that interests you.
    The first thing I have attempted is animation and I've hit a brick wall. I am trying to create animation for my card game whereby I have an animation showing the cards being shuffled and then an animation which shows the cards being dealt to the players. The game then commences. The cards on the GUI then need to be clickable (MouseListeners?) to play the game. If you're running Windows 7, load up 'Hearts' and you'll know what I'm trying to achieve.
    I don't understand how the GUI, and Card class need to be seperated so that its good OO.
    If I give you a few snippets of code, it might explain the situation:
    A snippet of my card class is as follows:
    Do a quick Google on the model view controller pattern. Your listeners are your controllers. Your JPanel, JButton, etc. are your view. The AI, Player, Card and Deck (and presumably something like Score) are your model. Your model should be completely testable and not dependent on either the controller or the view. Imagine you could play the game from the command line. Get that working first. Then you can add all the bells and whistles for the UI.
    import javax.swing.*;
    public class Card extends JLabel //Each card is a JLabel
    (redacted)
    As you can see, each card is a JPanel. I've been told by some I shouldn't extend JPanel but rather that I should have a BufferedImage/Image instance variable for each card as the image of the card. The thing is that I need each card displayed on the GUI which can then be clickable. When it is clicked, it is moved from the players hand, into the players move. - There needs to be an animation showing this.Extending JPanel is fine. As you noted, you need something to add listeners to. However, I would separate things a bit. First, a card really only has a rank and suit (and perhaps an association to either the deck or a player holding the card). The notion of setIcon() is where you are tripping up. The card itself exists in memory. You should be able to test a card without using a UI. Create a separate class (CardPanel or something similar) that has a reference to a Card and the additional methods needed for your UI.
    I've got the animation code figured out in terms of how to move 'images' around a screen to make a pleasing animation. The problem is there are no clickable listeners for images, so the Images needs to be inside some container; a widget which can fire events - Hence the reason I have chosen to extend JPanel for my Cards.
    and a Deck class, snippet is as follows:
    public class Deck extends JLabel //The deck will be shown on the GUI as a JLabel
         private ArrayList<Card> standardDeck;
         public Deck()
              standardDeck = new ArrayList<Card>();
              ImageIcon cardBack = new ImageIcon("CardBack.png");
              setPreferredSize(new Dimension(90, 135));
              setIcon(cardBack);
              int cardCount = 0;     //This variable counts the cards. Is used to assist in the name generation of the imageicon filename
              String str; //the imageIcon constructor accepts filenames as strings so this string holds the filename of the corresponding card image file.
              for (int a=0; a<4; a++) //putting the cards into the deck with the specifed parameters
                   for (int b=2; b<15; b++)
                        cardCount+=1;     //incrementing the card count (the card files are named 1-52 as integers)
                        str = Integer.toString(cardCount); //Integer is converted to string type before being added to string str variable
                        str += ".png"; //To complete the image filename, ".png" has to be concatenated to the string.
                        standardDeck.add(new Card(b, a, new ImageIcon(str), cardBack)); //creating and then adding the cards
         }This is how I envisage a new class diagram for my game:
    I am not an animation buff, so I will assume the above works.
    Card classRemove the UI aspects to this class, and I think you are all set here.
    Game Class <--- Holds a Deck instance, Players instances, and the GUI instancePresumably this is where main() resides. It will certainly have a reference to model classes (player, game, deck, etc.) and likely the master JFrame (or a controller class you create yourself).
    Player Class <-- Will contains hand 'instances' , but I will not create a seperate 'Hand' Class, I will use an ArrayList.Does a player really have multiple hands? It seems to me more of a one-to-one relationship (or a player has a one-to-many relationship to Card).
    AI Class extends Player ClassWhy extend Player? Create a Player interface, then have a HumanPlayer and AIPlayer implementation. Common parts could be refactored out into either a helper class (delegation) or AbstractPlayer (inheritance).
    GUI ClassMy assumption is that this class has a reference to the master JFrame.
    Deck Class <-- contains 52 cards
    Yes. You may end up recycling this class such that a Deck can also function as a Hand for a given player. If there are differences between the two, create an interface and have a Hand and a Deck implementation. Coding to interfaces is a good thing.
    My question is, how do I show the Cards on the GUI if my Cards are in a Deck and the Deck is held in the Game class?You need to pass a reference to the appropriate view class. That is how MVC works. The controller receives a request from the view, dispatches to some model functionality you write (such as GameRulesEngine, Deck, etc.) and returns a result to the view (which could be the same view or a different one, imagine someone clicking 'high scores').
    Please note that there are 52 cards, so potentially 52 images on the GUI, each of which needs to be clickable. When clicked, the cards are moved about, e.g. from the deck to a players hand, from a players hand back to the deck, from a players hand to a players current move hand.
    etc
    That is up to you to write the animation code. In principle, you have a mouse listener, and then you take the appropriate rendering steps.
    I've read that GUI, program control, and logic should be seperated. If thats the case, what do I have in my GUI class if the Cards (which are JPanels) are held in the Deck class which in turn is held in the Game class?
    See above.
    Any help on this would be greatly appreciated!
    You are welcome.
    I know what I have written may not be fully clear. I find it hard sometimes to fully convey a problem at hand. Please let me know if you don't understand what I've written and I'll do my best to explain further.No, you have been doing fine.
    - Saish

  • Java Card Game (Carioca)

    Hi everyone.
    Im currently making a card game in java for a south american game called Carioca
    originally i had
    CariocaController, which controlled game logic such as creating cards and players, dealing the cards setting the cards etc.
    btnStartGame in GUI would run controller method startGame which would initialize everything then set the GUI.
    CariocaTablelGUI, which extended JFrame and set the game GUI by using swingcomponents (JButtons with ImageIcons for cards)
    Card, like it says, card suit, no and value
    Deck, which created an ArrayList<Card> + 2 jokers.
    Pile which extended ArrayList<Card>. (Used for creating the 2deck game, player hands, putdown pile)
    Ive never been to good with GUI's and not enjoying my inopropriate gui structure i decided to read about java game designs.
    I read OReilly Killer Game Programming in Java chapters 1-13 before it got into 3d java. and not feeling it provided the examples i needed i went back to my old book
    Deitel & Deitel How to program Java Fifth edition. which has a case study of ElevatorSimulation which uses the Model View Controller design pattern.
    I have used this simulation as my guide to reform my code structure as i want to create this game as proffesionally and efficiently as possible.
    Now i have.
    CariocaTable which extends JFrame and in its constructor;
              // instantiate model, view and ,controller
              model = new CariocaModel();
              view = new CariocaPanel();
              controller = new CariocaController(model);
              // register View for Model events
              model.setCariocaListener( view );
              add(view, BorderLayout.CENTER);
              add(controller, BorderLayout.SOUTH);CariocaPanel in it has 4 player panels (4 player max game) which would contain their hands. then a center panel which contains the pickup and putdown piles.
    I am having alot of trouble implementing this pattern to my game (mybe im on the wrong track).
    the controller (in the ElevatorSimulation ) has 2 buttons which executes model method addPerson, thats about all the controller does which rocks my understanding.
    the model implements ElevatorSimulationListener (which extends all needed listeners) and has private variabels for all listeners.
    it then has a setElevatorSimulationListener(ElevatorSimulationListener listener) which is set with the view class.
    i have trouble understanding the communication between controller-view and model-view.. controller has to go threw model to talk to view but model only talks to view through listener methods
    public void lightTurnedOff( LightEvent lightEvent )
    //variable lightListener is the view.
          lightListener.lightTurnedOff( lightEvent );
       }i dont know where all the logic should go. i currently have model with the startGame method which creates players and cards, deals cards etc.
    am i on the right track. am i misunderstanding the design pattern? im sorry for the lengthy post, im having trouble understanding this and would like assistance with my understanding or even refer me to a book or website the would be helpful. if u would like more information please do ask.

    morgalr wrote:
    OK, I'll make a few assumptions and you can correct me if I am wrong on any of them:
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