Final project for school

Ok, hi. I'm new here and I would like some help on things I don't know how to do with java. I'm creating a java RPG game, respectfully named RPG, and I need some help on these things:
1.) A random number generator. This is needed to apply "level up" stats for attack and defence scores. I have looked online for the script for a random number generator and I couldn't understand it for the love of me. I would like it to be a 'int' varable (yes, i know the script for the RNG is a 'double' varable, but you can use Math.round to round the 'double' varable to a number a 'int' varable can hold) and seperated for attack and defence (I'm thinking that you can just call the RNG method again, but I'm not sure).
2.) A "map", so-to-say. I need a script for a map because whats an RPG without a map? I've tried writing the map code with no prevail. I really need it to be a number-type system with the varables x_move and y_move. I think the upper-left hand corner is 0,0 and it adds 1 to x_move if you move right and subtracts 1 from x_move if you move left. The problem that I ran into is that it would go into negitive numbers, thus crashing the game because it would look for, lets say -1,4, and then, when not found, will crash. I've tried setting the "north" button visibility to false when you couldn't move any farther up, but it still managed to to go negitive from time to time.
3.) Saving/loading the game. I already have a working code for this, but I would like whatever is saved, like numbers, in a number format, like int. I've written the code like this:
atk_str.writeInt()
// atk_str ISN'T a String, it's an Int varable. str means strengthand it would output insainly large numbers, like 192830249328. So currently I have everything saved as a UTF (String) and it seems that everything runs fine
Thanks

Oh... my... god...
I figured out why my buttons weren't working right... and it didn't have anything to do with my if statements...
import java.io.*;
import java.awt.*;
import java.awt.event.*;
public class TrivialApplication extends Frame implements ActionListener
static DataInputStream input; //File Input Code
static DataOutputStream output; //File Output Code
ConfirmBox exit_confirm = new ConfirmBox(this, "Exit", "Do you really want to exit?");
MessageBox read_error = new MessageBox(this, "Error", "The selected File was not found.");
MessageBox read_error_2 = new MessageBox(this, "Error", "The selected File could not be Read.");
MessageBox read_success = new MessageBox(this, "Success", "File Loaded Successfully.");
MessageBox write_error_1 = new MessageBox(this, "Error", "The File could not be Found.");
MessageBox write_error_2 = new MessageBox(this, "Error", "The File cound not be Written.");
MessageBox write_success_1 = new MessageBox(this,"Success", "The Game was Saved Successfully.");
MessageBox write_success_2 = new MessageBox(this,"Success", "The Game was Created Successfully.");
MessageBox name_error = new MessageBox(this, "Error", "No File selected.");
//Main Window variables
static Panel item_panel = new Panel();
static Panel button_panel = new Panel();
static Button north_btn = new Button("NORTH");
static Button south_btn = new Button("SOUTH");
static Button east_btn = new Button("    EAST    ");
static Button west_btn = new Button("    WEST    ");
static Panel stats_panel = new Panel();
static TextField stats_txf = new TextField(30);
static Button stats_btn = new Button("Save Game");
static Button stats_btn2 = new Button("Load Game");
static Panel load_panel = new Panel();
static TextField load_txf = new TextField(20);
static Button load_btn = new Button("Load");
static Button create_btn = new Button("Create");
static String version = "0.8.0a";
static String file_name;
static String title = "RPG "+version;
int x;
int y;
boolean N = true; //North Boolean
boolean S = true; //South Boolean
boolean E = true; //East Boolean
boolean W = true; //West Boolean
boolean UP = false; // North Boolean2
boolean DOWN = false; //South Boolean2
boolean LEFT = false; //West Boolean2
boolean RIGHT = false; //East Boolean2
//Game File variables
static String ver_nbr;      //Game File version
static String level;     //Character level
static String cur_HP;
static String max_HP;
static String atk_str;
static String def_str;
static String cur_exp;
static String exp_ned;
static String loc_x; //Map Location(x)
static String loc_y; //Map Location(y)
public static void main(String[] args)
TrivialApplication window = new TrivialApplication();
window.setTitle(title);
window.setSize(500,250);
window.setVisible(true);
public TrivialApplication()
Setup(); //sets up the panels
ButtonPanel();
setLayout(new BorderLayout());
setBackground(Color.green);
add(button_panel, BorderLayout.SOUTH);
load_txf.requestFocus();
load_btn.addActionListener(this);
create_btn.addActionListener(this);
add(stats_panel, BorderLayout.NORTH);
stats_btn.addActionListener(this);     //Save button
stats_btn2.addActionListener(this); //Load button
addWindowListener(
new WindowAdapter()
public void windowClosing(WindowEvent e)
exit_confirm.setVisible(true); //Works
public void Setup() //Sets up the main window
load_panel.add(create_btn);
load_panel.add(load_txf); //Game Name TextField
load_panel.add(load_btn);
stats_panel.add(stats_btn2);
stats_panel.add(stats_txf);
stats_txf.setEditable(false);
stats_panel.add(stats_btn);
return;
public void ButtonPanel()
//This peice of code is what was messing up my directional buttons...
button_panel.setLayout(new BorderLayout());
button_panel.add(north_btn, BorderLayout.NORTH);
north_btn.addActionListener(this);
north_btn.setVisible(N);
button_panel.add(south_btn, BorderLayout.SOUTH);
south_btn.addActionListener(this);
south_btn.setVisible(S);
button_panel.add(east_btn, BorderLayout.EAST);
east_btn.addActionListener(this);
east_btn.setVisible(E);
button_panel.add(west_btn, BorderLayout.WEST);
west_btn.addActionListener(this);
west_btn.setVisible(W);
button_panel.add(load_panel, BorderLayout.CENTER);
return;
public void Load() //Load Script
file_name = load_txf.getText(); //Gets the File Name
try
input = new DataInputStream(new FileInputStream(file_name+".dat"));
catch(IOException ex)
read_error.setVisible(true);
try
ver_nbr = input.readUTF();
level = input.readUTF();
cur_HP = input.readUTF();
max_HP = input.readUTF();
atk_str = input.readUTF();
def_str = input.readUTF();
cur_exp = input.readUTF();
exp_ned = input.readUTF();
loc_x = input.readUTF();
loc_y = input.readUTF();
catch(IOException c)
read_error_2.setVisible(true);
Check(); //The Check script
Map(); //The Map Script
stats_txf.setText("X: " + x + " Y: "+y); //Debug
//stats_txf.setText("Lvl: "+level+" Health: "+ cur_HP +"/"+ max_HP+"   Exp: "+cur_exp+"/"+exp_ned);
load_panel.setVisible(false);
return;
public void Save() //Save Script
try
output = new DataOutputStream(new FileOutputStream(file_name+".dat"));
catch(IOException ex)
write_error_1.setVisible(true);
try
output.writeUTF(ver_nbr);
output.writeUTF(level);
output.writeUTF(cur_HP);
output.writeUTF(max_HP);
output.writeUTF(atk_str);
output.writeUTF(def_str);
output.writeUTF(cur_exp);
output.writeUTF(exp_ned);
output.writeUTF(loc_x);
output.writeUTF(loc_y);
catch(IOException c)
write_error_2.setVisible(true);
write_success_1.setVisible(true);
return;
public void Check() //This should check if the current experence is over experence needed
//Seems to work now...
//May add a FileVersionCheck
int cur_exp_chk = Integer.parseInt(cur_exp);
int exp_ned_chk = Integer.parseInt(exp_ned);
if (cur_exp_chk >= exp_ned_chk)
LevelUp();
else
return;
public void Create() //coded 4/12/2006
file_name = load_txf.getText();
ver_nbr = "2.1.0";
level = "1";
cur_HP = "10";
max_HP = "10";
atk_str = "10";
def_str = "10";
cur_exp = "0";
exp_ned = "100";
loc_x = "0";
loc_y = "0";
try
output = new DataOutputStream(new FileOutputStream(file_name+".dat"));
catch(IOException ex)
write_error_1.setVisible(true);
try
output.writeUTF(ver_nbr);
output.writeUTF(level);
output.writeUTF(cur_HP);
output.writeUTF(max_HP);
output.writeUTF(atk_str);
output.writeUTF(def_str);
output.writeUTF(cur_exp);
output.writeUTF(exp_ned);
output.writeUTF(loc_x);
output.writeUTF(loc_y);
catch(IOException c)
write_error_2.setVisible(true);
write_success_2.setVisible(true);
return;
public void MapSetup()
x = Integer.parseInt(loc_x);
y = Integer.parseInt(loc_y);
return;
public void Map() //Coded 4/11/2006
//Works
//Going to remove soon... no need for it anymore
if(UP == true)
x = x - 1;
UP = false;
else
if(DOWN == true)
x = x + 1;
DOWN = false;
else
if(LEFT == true)
y = y - 1;
LEFT = false;
else
if(RIGHT == true)
y = y + 1;
RIGHT = false;
//Checks the X location
//Works
if(0 < x && x < 10)
N = true;
S = true;
else
if(0 < x && x >= 10)
x = 10;
N = true;
S = false;
else
if(0 >= x)
x = 0;
N = false;
S = true;
//Checks the Y location
//Works
if(0 < y && y < 10)
E = true;
W = true;
else
if(0 < y && y >= 10)
y = 10;
E = false;
W = true;
else
if(0 >= y)
y = 0;
E = true;
W = false;
//The *improved* button code
north_btn.setVisible(N);
south_btn.setVisible(S);
east_btn.setVisible(E);
west_btn.setVisible(W);
loc_x = ""+x;
loc_y = ""+y;
stats_txf.setText("X: " + x + " Y: "+y); //Debug
//Save Script
try
output = new DataOutputStream(new FileOutputStream(file_name + ".dat"));
catch(IOException ex)
write_error_1.setVisible(true);
try
output.writeUTF(ver_nbr);
output.writeUTF(level);
output.writeUTF(cur_HP);
output.writeUTF(max_HP);
output.writeUTF(atk_str);
output.writeUTF(def_str);
output.writeUTF(cur_exp);
output.writeUTF(exp_ned);
output.writeUTF(loc_x);
output.writeUTF(loc_y);
catch(IOException c)
write_error_2.setVisible(true);
return;
public void LevelUp() //coded 4/11/2006
//Level Script
int level_gain = Integer.parseInt(level);
level = ""+ (level_gain+1);
//Experence Script
double exp_gain = (Math.random()*2+1);
int exp_ned_temp = Integer.parseInt(exp_ned);
exp_ned = ""+ Math.round(exp_ned_temp*exp_gain);
//Attack Script
double atk_gain = (Math.random()*5+1);
int atk_str_temp = Integer.parseInt(atk_str);
atk_str = ""+ Math.round(atk_str_temp + atk_gain);
//Defence Script
double def_gain = (Math.random()*5+1);
int def_str_temp = Integer.parseInt(def_str);
def_str = ""+ Math.round(def_str_temp + def_gain);
//HP Script
double HP_gain = (Math.random()*8+1);
int HP_max_temp = Integer.parseInt(max_HP);
int HP_cur_temp = Integer.parseInt(cur_HP);
max_HP = ""+ Math.round(HP_max_temp + HP_gain);
cur_HP = ""+ Math.round(HP_cur_temp + HP_gain);
//Save Script
try
output = new DataOutputStreamnew FileOutputStream(file_name + ".dat"));
catch(IOException ex)
write_error_1.setVisible(true);
try
output.writeUTF(ver_nbr);
output.writeUTF(level);
output.writeUTF(cur_HP);
output.writeUTF(max_HP);
output.writeUTF(atk_str);
output.writeUTF(def_str);
output.writeUTF(cur_exp);
output.writeUTF(exp_ned);
output.writeUTF(loc_x);
output.writeUTF(loc_y);
catch(IOException c)
write_error_2.setVisible(true);
return;
public void actionPerformed(ActionEvent e) //Updated 4/19/2006
String arg = e.getActionCommand();
if(arg == "Load")
if (load_txf.getText().compareTo("")<1)
name_error.setVisible(true);
else
Load();
if(arg == "Create")
if (load_txf.getText().compareTo("")<1)
name_error.setVisible(true);
else
Create();
MapSetup();
if(arg == "Load Game")
load_panel.setVisible(true);
if(arg == "Save Game")
Save();
//The Direction Buttons
//Works
if(arg == "NORTH")
UP = true;
DOWN = false;
LEFT = false;
RIGHT = false;
arg = "";
Map();
else
if(arg == "SOUTH")
UP = false;
DOWN = true;
LEFT = false;
RIGHT = false;
arg = "";
Map();
else
if(arg == "    EAST    ")
UP = false;
DOWN = false;
LEFT = false;
RIGHT = true;
arg = "";
Map();
else
if(arg == "    WEST    ")
UP = false;
DOWN = false;
LEFT = true;
RIGHT = false;
arg = "";
Map();
else
return;
}gha... thats a lot of code... But the directional buttons work the way they should. apparently, calling ButtonPanel() while inside the Map() script caused the computer to read the Map() script twice, adding 2 + x each time a button was pressed (note, if x = 2, then it would add 2 but take away 4 if another button was pressed)
version 0.8.1a will implement the new(er) button code, so it doesn't take up so much room. I don't know if I want to change the random Number Generators i have in my script... they have been good to me and take up a lot less space then the Random() script would have.
so, now, my next project is the monster script (yay). I don't know in god's name i would be able to do that, but i'll try... Im thinking that I may use mon_x = Math.round(Math.random(mon_x_temp)*10); to figure out the Monsters X & Y cords, but the attacking script and the damage script will be uber hard to do...
Well, intill next time...

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