Createing a game need help

ok im makeing a game i have made the map n photoshop just one big image
and i want it so java grabes the coords and print the type of tile that they are at
the map is pretty big
12500 X 14300
and i want to use that as the world map how would i grabe the pixiels from the map and use them as the ground the character will walk on

If you're lucky enough to be doing MIDP 2.0, it's provided for by the profile.
Otherwise, I imagine it's a matter of dividing the current user (x,y) location by the width and height of the tiles, thus getting an (x,y) position into the map. At that point it's just a matter of looking up the tiles from the map, and displaying them.
For example, suppose you have a character at position (23233,98483), and the window is 800x600 with the character at the center. And suppose the tiles are all 100x100 wide. Then you'd draw the tiles around (232,984) in your map.
Probably the easiest thing is to create a GameWorldMap object (I just made that name up to keep it from being confused with java.util.Map) that knows how to draw itself when handed a Graphics object and a position and a width and height. It would know how to translate map (world) coordinates into tile coordinates, and it would know how to offset the drawn tile images so the tiles could scroll smoothly off the edges of the screen.

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    * @author Kris Nelson
    * @version November 10, 2004
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        protected Ball ball; // creates an object of class ball
        protected Paddle paddle; // creates an object of class paddle
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            // including some versions of Netscape & Internet Explorer which do
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            // on startup to check access. May not be necessary with your browser.
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            paddle = new Paddle(300, 660, 2); // sets the values for the paddle
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            g.fillRect(588, 0, 12, 700); // draws a border on the right of the screen
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        * @param  g   the Graphics object for this applet
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            do{
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                try{
                    timer.sleep(100); // puts the thread to sleep for 100 milliseconds
                } catch(InterruptedException e) {running = false;}
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        * contains this JApplet has been replaced by another page, and also
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    * @author Kris Nelson
    * @version November 9, 2004
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        * @param  xPosition   the initial x screen position
        * @param  yPosition   the initial y screen position
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            screenY = yPosition; // sets the initial y screen position
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        * @param  newY   the new y screen location
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            screenY = newY; // sets the new y screen location
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        * @return     the current x screen location
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            return screenX; // returns the current x screen location
        * Sends back the current y screen location
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        public double getScreenY()
            return screenY; // returns the current y screen location
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    * @author Kris Nelson
    * @version November 9, 2004
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         protected boolean running; // tells the program whether or not the thread is running
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         * @param  yPosition   the initial y screen position
         * @param  xSpeedValue   the speed in the x direction
         * @param  ySpeedValue   the speed in the y direction
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              speedY = ySpeedValue; // sets the speed in the y direction
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         * @return     the speed in the x direction
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         * Sends back the speed in the y direction
         * @return     the speed in the y direction
         public double getSpeedY()
             return speedY; // returns the speed in the y direction
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             if(timer == null)
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                 running = true; // tells the program that the new thread is running
         * Empty since the child objects have their own run methods
         public void run()
         * Stops the thread from running
         public void stop()
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    * Creates a single ball who's purpose is to bounce around and destroy the bricks.
    * @author Kris Nelson
    * @version November 10, 2004
    public class Ball extends MovingSprite
        protected static final double BALL_WIDTH = 15; // sets the width of the ball
        protected static final double BALL_HEIGHT = 15; // sets the height of the ball
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        * @param  xPosition   the initial x screen position
        * @param  yPosition   the initial y screen position
        * @param  xSpeedValue   the speed in the x direction
        * @param  ySpeedValue   the speed in the y direction
        public Ball(double xPosition, double yPosition, double xSpeedValue, double ySpeedValue)
            super(xPosition, yPosition, xSpeedValue, ySpeedValue); // passes the initial screen positions and ball speeds to MovingSprite
            // !!!!!!!! have tried placing timer.start() here
        * Displays a ball onto the screen
        * @param  g   the Graphics object for this applet
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        public void run()
            do{
                try{
                    timer.sleep(100); // puts the thread to sleep for 100 milliseconds
                } catch(InterruptedException e) {running = false;}
                screenX = screenX + speedX;
                screenY = screenY + speedY;  // this is VERY SIMPLE BALL MOVEMENT FOR TESTING PURPOSES, WILL BE CHANGED LATER
            } while(running);
    }Sorry if that was too much code. I'm just trying to make this easier to follow.
    I placed a // !!!!!!!!!!!!! comment in the places where I have tried starting the ball thread.
    So basically, everything is running fine, except that I'm not at all sure of where to start the ball Thread, and thus can't start anything moving. If someone could tell me where I should be starting the thread, I would REALLY appriciate it. Thank you :D
    - Kris

    Some advice.
    1. the start method on the ball should be called from the start method on the applet and should in turn call the start method on the sprite's thread.
    2. the run method of the Moveable sprite should have been declare abstract
    3. don't implement borders manually. There's a java.awt.Border class for that.
    4. probably, you don't want to have the game invoke each sprite by name; just make a big list of all the sprites and invoke all of them every time
    5. do you really need provision for a non-circular ball? this isn't rugby.
    6. I don't think you ever had a threading problem, just a display problem.
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    import java.util.*;
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    * @author Kris Nelson, modified by Michael Lorton
    * @version November 10, 2004
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        protected Paddle paddle;
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        protected Thread timer; // the thread which controls the animation for the applet
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            // including some versions of Netscape & Internet Explorer which do
            // not allow access to the AWT system event queue which JApplets do
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        public final static int GAMEHEIGHT = 400;
        public void paint(Graphics g) {
            g.setColor(Color.lightGray);
            g.fillRect(0, 0,
                       GAMEWIDTH, GAMEHEIGHT);
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        * each time the JApplet is revisited in a Web page.
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            if(timer == null) {
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            do{
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                try{
                    Thread.sleep(100);
                } catch(InterruptedException e) {running = false;}
            } while(running);
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            running = false;
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        protected double screenX, screenY; // stores the x and y location of the object
        protected final BreakoutApplet parent;
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        * @param  xPosition   the initial x screen position
        * @param  yPosition   the initial y screen position
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            screenY = yPosition; // sets the initial y screen position
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        * @param  newX   the new x screen location
        * @param  newY   the new y screen location
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            screenX = newX; // sets the new x screen location
            screenY = newY; // sets the new y screen location
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        public double getScreenX() {
            return screenX; // returns the current x screen location
        * Sends back the current y screen location
        * @return     the current y screen location
        public double getScreenY() {
            return screenY; // returns the current y screen location
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    * @author Kris Nelson
    * @version November 9, 2004
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        protected double speedX, speedY; // stores the speed of an object in the x and y directions
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        * @param  yPosition   the initial y screen position
        * @param  xSpeedValue   the speed in the x direction
        * @param  ySpeedValue   the speed in the y direction
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                            double xPosition, double yPosition,
                            double xSpeedValue, double ySpeedValue) {
            super(parent, xPosition, yPosition);
            speedX = xSpeedValue; // sets the speed in the x direction
            speedY = ySpeedValue; // sets the speed in the y direction
        * Starts the thread in order to start animation
        public void start() {
            if(timer == null) {
                timer = new Thread(this); // creates a new object of type Thread
                timer.start(); // starts the new thread
                running = true; // tells the program that the new thread is running
        * Runs the code that controls the balls animation
        public void run() {
            while (parent.running) {
                try{
                    Thread.sleep(100);
                } catch(InterruptedException e) {
                    System.err.println(e);
                step();
        abstract protected void step();
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    * @author Kris Nelson
    * @version November 10, 2004
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        protected static final int BALL_DIAMETER = 15;
        * Constructor for objects of class Ball
        * @param  xPosition   the initial x screen position
        * @param  yPosition   the initial y screen position
        * @param  xSpeedValue   the speed in the x direction
        * @param  ySpeedValue   the speed in the y direction
        public Ball(BreakoutApplet parent,
                    double xPosition, double yPosition,
                    double xSpeedValue, double ySpeedValue) {
            super(parent, xPosition, yPosition, xSpeedValue, ySpeedValue);
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        * @param  g   the Graphics object for this applet
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            g.setColor(Color.blue);
            g.fillOval((int)(screenX),
                       (int)(screenY),
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        protected void step() {
                screenX = screenX + speedX;
                if (screenX < 0) {
                    screenX = -screenX;
                    speedX = -speedX;
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