Help in a chess game

hi can anyone help me? i would like to create a simple chess game for only two players.

hi can anyone help me? i would like to create a
simple chess game for only two players.in contrast to a simple chess program for more than 2 players?
A chess program for 2 players is rather simple, it only needs an engine to determine whether a proposed move is legal or not.
The tricky part is adding a computer player.

Similar Messages

  • Chess Game Help

    OK, I'm creating a chess game where you play against the computer. I have a good idea of how I am going to program the AI, but I need some basic stuff. Is there any code out there that has everything in it except the AI? Or at least some that draws the pieces and lets you move them around so I can work off of them? Thanks for your help.

    Thank you very much Alex. That's exactly what I
    need! I didn't think to search for AI in Google. :-P
    I'll be sure to take a look at that tutorial!Geez, I don't know why that wasn't obvious? After all I would typically search for AI when asked for:
    [url #" style="font-size: 18; color:navy;]Is there any code out there that has everything in it except the AI?
    Yeah, that makes sense!

  • Programming a Chess-game - Design Tips

    Hello,
    I'm definatly not new to programming, but I'm a beginner at Java. Now I'm trying to program a little chess-game, which should teach me some OOP-techniques and to get some experience with Java.
    Well, I have some ideas for the game in mind and already realized a few things, but I want to do it the right way and get some advice from you.
    - The chess board:
    Currently, I have a class handling the drawing of the board, getting the screen-coordinates, etc.. The class "GameBoard" extends a JPanel and I overwrite the "paintComponent"-method to draw the board.
    I have a second class "Field" that stores informations of one field: What color the field is, which piece is placed on this field and which player "owns" it. Also, each one of these "Field" is getting passed its coordinates on the screen from "GameBoard". This helps me later, when I want to decide, if the field is clicked or not.
    Now, is this a good way to implement the board and the fields? I have another option, which would be, that I throw out the class "GameBoard" and instead have a "FieldHandler" class. Now, the class "Field" would extend JPanel, overwrite "paintComponent" and draw a square on the screen. "FieldHandler" gives each "Field" the information, if it should be black or white. "FieldHandler" would also calculate the x- and y-coordinates for each field.
    Is this method better? I don't really know performance wise, because I have to add 64 JPanels to the contentPane, which means, that all 64 Panels need to be drawn seperately. I don't know if this is a good way, but maybe it doesn't really matter. One advantage would be, that I could change the color of a field easily, for example when I click or hover it, which is not that nercassary, but still nice.
    Maybe there is an even better way?
    - The Pieces:
    Well, I don't really have a clue how to draw the pieces on the board. I could also make them extend JPanel and then draw the image onto some coordinates. But that doesn't seem too right. What about BufferedImage? I don't really know how to use it, neither when it is appropriate to use. I think I get more advantage of this, when I have animations, but that's definatly not my intention.
    The only thing I know is, that I can show an image on the screen with:
    ImageIcon test = new ImageIcon("Test.gif");
            public void paintComponents(Graphics g) {
                test.paintIcon(this, g, 100, 100);
            }But is this right or even way to do it? I'm somehow unsure, if an "ImageIcon" is right for a chess-piece. Any other ways of doing this?
    The "Piece"-class itself is just an interface that the classes "Knight", "King", etc. extend. It draws the piece onto the screen, set the owning player, sets the coordinates of a piece (with the help of the "Field"-class; The Field doesn't know it's exact coordinates, just "A7", "E3", etc.) and some other functions. All pieces are handled by a "PieceHandler", which could provide functions for counting all pieces on the field, initialising every piece and maybe some more things.
    Anybody got some advice on this approach?
    This should be enough for now. I would be very thankful for any kind help, I really want my first project to be as good as possible, since I want to learn OOP and Java better.

    - The chess board:
    Currently, I have a class handling the drawing of the
    board, getting the screen-coordinates, etc.. The
    class "GameBoard" extends a JPanel and I overwrite
    the "paintComponent"-method to draw the board.
    I have a second class "Field" that stores
    informations of one field: What color the field is,
    which piece is placed on this field and which player
    "owns" it. Also, each one of these "Field" is getting
    passed its coordinates on the screen from
    "GameBoard". This helps me later, when I want to
    decide, if the field is clicked or not.
    Now, is this a good way to implement the board and
    the fields? I have another option, which would be,
    that I throw out the class "GameBoard" and instead
    have a "FieldHandler" class. Now, the class "Field"
    would extend JPanel, overwrite "paintComponent" and
    draw a square on the screen. "FieldHandler" gives
    each "Field" the information, if it should be black
    or white. "FieldHandler" would also calculate the x-
    and y-coordinates for each field.
    Is this method better? I don't really knowWhat I'd do: just paint a chessboard pattern from a static image. Can be loaded from a file, or can be generated once dynamically. Don't care at all about fields.
    Have some pixel-to-field coordinate mapping somewhere. Should be nothing but a simple multiplication.
    Have a List of chess pieces. Have those know what they look like (maybe using a delegate object which contains an image), have those know where they are and where they can go. When painting, iterate over the list, transform the coordinates to pixels, get the UI delegate and paint its image. Why bother calculating 64 fields if all you have are 32 pieces or less? And whether a field is black or white doesn't matter to the game.
    When the user clicks onto the board, get the coordinates of the click and transform them to the field coordinates, that you can then look up in the list of figures. If you find one, you can still paint a marker onto the board and underneath the piece image.
    This is what I'd do. Other approaches might make sense as well..

  • Use j2me to develop a chinese chess game

    Hi, i am new to J2ME but i have some experience on J2SE.
    Until now i still have no idea how to develop a j2me system. i already install j2me tool kit but dunno how to use and also installed Forte. The forte is just like a java builder and i now is working on it.
    Can anyone help me with this programming? I have a project to do and the project title is Developing a Chinese Chess Game in PDA using J2ME.
    Pls help me and give me some references or some sample coding of j2me.

    Alot of stuff online. Here's some to get you started:
    wireless toolkit tutorial -
    http://developers.sun.com/techtopics/mobility/midp/articles/wtoolkit/
    sample codes and articles-
    http://developers.sun.com/techtopics/mobility/allsamples/
    http://developers.sun.com/techtopics/mobility/allarticles/
    http://developers.sun.com/techtopics/mobility/allttips/
    Hope this helps. Good Luck.

  • Chess game programming

    I have to create a text-based chess game between uppercase and lowercase letters against each other using a two-dimensional arrays.
    1. I have to create the board and initialize the position of the letters.
    2. I have to give the output of the initial state of the game, showing the board and the first positions of the letters.
    3. I have to create the moves.(Meaning that i have to create an input to perform the entering moves)
    And i have to make sure that with every bad input the program will to repeat the input....
    If anybody of you have programmed a chess game like this before, i would appreciate any kind of help....
    Edited by: 812599 on Nov 17, 2010 8:26 AM

    mario.beka wrote:
    meacod wrote:
    812599 wrote:
    I have to create a text-based chess game between uppercase and lowercase letters against each other using a two-dimensional arrays.
    1. I have to create the board and initialize the position of the checkers.Just to give you a nudge - are you familiar with chess? What's the size of the board? How might that affect the structure you store your 'pieces' in? How will you represent pawns as opposed to kings, queens, rooks, and so forth?
    Scratch out some ideas on paper,
    Turn that into some pseudocode,
    Write some Java,
    Then come back to us if you have a specific question.Yeah that's the problem, cuz i have never played chess in my life....I'm just reading around now for the rules and movements of this game...in that case, don't bother.
    A decent chess program requires in-depth knowledge of the game, knowledge only gained through years of playing it at competition level.
    I've a small library of books about chess, have played it for going on 30 years, plus 15 years experience using Java professionally, and I'd not consider writing a chess playing program in Java as something I'd undertake on my own (and yes, I've studied the possibility of writing just that in a variety of languages I know about over the years, and even made a start a few times only to abandon it when the project became too big for me to handle).
    If you're only looking to make a digital chessboard, that's a much simpler task and one that you can certainly attempt even without knowing the game (except maybe the starting positions and accepted icons for the pieces and the size and nomenclature for the board and its fields).
    Start with that, then add rules validation as players move pieces. Start with large rules (like enforcing that pieces can only move legally, in itself a somewhat daunting task as there are several pitfalls and special rules depending on piece positions).
    At this stage there's still no AI, no computer player option. That's where the real work sits, and it's very much a non-trivial task.

  • Interface for chess game

    Hi all,
    I am new to java and in the process of finding a job. Last week i was asked by an interviewer how to design an interface for a chess game and implement it in a class. Pls. someone help with the best answer i can give.
    Thanks in Advance !

    johndjr wrote:
    I am new to java and in the process of finding a job. Last week i was asked by an >interviewer how to design an interface for a chess game and implement it in a class. Pls. someone help with the best answer i can give.When you don't know say, "I don't know".
    If you have to ask us you will never be able to pull off the fake.
    back when I had to interview people I would take an honest I don't know or I'm not familiar with that over someone trying to make up an answer and looking like a fool.Interviewees were also required to answer questions on the spot rather than being given time to search the internet and prepare a canned response.
    In fact in any job interview I've ever had (the last not 2 years ago) that was still the norm.

  • Chess game, PickTranslateBehavior

    Hi everyone,
    I am trying to create a 3d chess game. I have created the board and loaded some chess pieces in. I have constructed a PickTranslateBehavior to move the chess pieces across the board, but PickTranslateBehavior moves the pieces along the x, y axes. I need it to move along the x, z axes. How would I do this? Also, is there any way to change the mouse button for this behaviour from right to left?
    Thanks for your time,
    Michael

    um, i don't know much about java, but does anyone have a working java chess game or something along those lines? i really need help. if you could even just tell me of someone else who might? i would really apprectiate it

  • AI for Chess Game

    Ive written a chess game and need help writing the AI for the game, I have very limited time, a week to finish it and need as much help as I can get.
    http://www.mediafire.com/?rh32jk5niua37kl
    The link contains the game as it stands at the moment, in order to see the pieces the path will need to be changed in the ChessBoard class.
    Any pointers on improvements would of course be welcomes too but the main focus is on the AI.
    As far as I can tell I will need a brute force approach,
    i.e. pick a piece, evaluated possible moves, return score and do this for all pieces, I just need a bit of direction in terms of where do I start.

    Depends on how crazy you want to get with your AI.
    Are you looking for Deep Blue chess AI? Then good luck with that.
    Are you looking for an AI that just plays the game? Well that's easy enough to do... you've already mentioned a way to do that.
    i.e. pick a piece, evaluated possible moves, return score and do this for all pieces...Just go through all your pieces, see which pieces have available moves, and determine what the best move would be. If your logic determines that multiple pieces have equally the best current move, randomly choose a piece to be moved. Granted, that is a very "stupid" AI, but at least it's an idiot you can play against. ;-)

  • Yahoo chess games I get a sudden black screen I use winxp sp3 any suggestion ?

    I get sudden black screen at yahoo chess games.
    I appreciate your suggestions thank you

    Quote
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    First, You did not answer to my problem.
    No one here is in your debt...
    We will answer you if and when we can.
    Quote
    (as You can see from my post which You banned-erased from forum).
    Then, today You banned my new post.
    Your other topic was removed, because was full of bashing MSI, insulting forum and moderators out of no where..
    + We also don't allow people to open new topics for the same subject.
    >>Please read and comply with the Forum Rules.<<
    Quote
    Now You want to cover up your insolence and want to help.
    To cover my insolence? We have nothing to cover..
    You are the person who shows impressive insolence...
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    You earned your BAN right away!
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    Please, erase this thread to.
    No need. Good luck with your issue.

  • Chess game in Mac OS X is there a bug fix for it

    This is not a major issue but I have noticed it on all the Apple computers I have played the Chess game that comes with the Mac OS X and it seems to only involve the Pawn making an illegal move when capturing another piece. As we all know the Pawn can only capture by one space in a diagol move yet the Mac OS X supplied Chess game a Pawn will and can often capture an opponents piece that is directly next to it, yet still moves in diagnol fashion and for the same token this illegal move can is sometimes offered to me if I ask for a move hint. This is very frustrating as I play the supplied chess game often is there a fix for this bug

    Hello again Daniel...
    I found a thread where "cornelius" suggested corrupt preferences as a potential cause for Chess problems...
    His solution was to go to your Home > Library > Preferences and drag your com.apple.Chess.plist to the DeskTop and Restart your computer and reopen the Chess game...see the link
    http://discussions.apple.com/thread.jspa?messageID=2758136?
    Good Luck dave
    iMac G5 17/1.8/FirstGen/1GB RAM Mac OS X (10.3.9) Seagate200GB/WD160GB/iSight/Shuffle/SecGen Nano2GB
    iMac G5 17/1.8/FirstGen/1GB RAM   Mac OS X (10.3.9)   Seagate200GB/WD160GB/iSight/Shuffle/SecGen Nano2GB

  • How to create chess game using Adobe flash CS3

    I want to develop a web application that when a user is login the game will automatically search for oppents onlinethat are accessing the same website. I want to design a chess game that does not contain any AI programming. What I want is that a simple chess setup that online user can only play.

    use google to search for tutorials.  that's a very complex undetaking so unless you feel you have advanced programming skills, you would be better served starting with a simpler game like tic-tac-toe.

  • HT2736 I am playing game call candy crush, when I try to buy help aids in the game it say's I need to contact the the iTunes support, why.

    I am playing a game called candy crush, and when I try to buy the help aids to play game I get is message to contact the iTunes support, I want to know why if I have money on my iTunes account?

    Contact itunes support and ask them

  • Chess game

    I need guidance on how to model a chess game that involves two human players. Since this a Java oriented game and I am a new user as well as a learner, I need to be guided on the number of classes that can be incorporated in this game as well as the substantial roles of each class. I have tried examining some of the classes to involve the Board class, Piece class, legal move checker which extends board as well as the GUI on which the entire game shall be run. I need guidance on how I can join all the classes as well as some hints on attributes and operations that shall be involved in these classes.
    I have been thinking of sub classifying the piece class into sliding pieces and the non sliding pieces as well as representing pieces as images on the board. In my game, Enpassant rule is not operational, the pawn piece does not become updated at the end of the board and the castling rule does not apply too.
    I need to have my players on the same computer not on different computers or the Internet.

    As a new user/learner, you should try something a little less ambitious like checkers, and if thats too hard, Tic Tac Toe. It may sound like im joking about your abilitys, but creating Tic Tac Toe using classes for X's O's and the Board, will give you the basic understanding of how classes interact with each other, and how to design a basic object oriented game.
    It's only a small step from Tic Tac Toe, to Chess IMHO since chess only adds more game logic rules, but the class scenario is going to function pretty much the same, only more methods and rules to follow. Once you reach the point of creating the chess game, it's only a matter of creating a basic piece thats extended by all the various piece types who define their own movement rules.
    -Adam

  • I need help on a maze game...

    I need to create a maze game, consist of a 14x18 grid that contains various obstacles. At the beginning of the game, the player is positioned at the upper left-hand corner of the grid. Each space of the board may have one of the following items in it: an immovable block, a moveable block, a bomb, or nothing. The items in the game have the following behavior:
    1. The player is controlled by the user. The player may move up, down, left, or right.
    2. An empty space is empty. Anything may move into an empty space.
    3. An immovable block cannot move. Nothing may move the grid space that an immovable block occupies.
    4. A moveable block can be pushed by the user. It cannot be pushed off of the grid. It cannot be pushed onto a space that an immovable block occupies. A movable block can be pushed into a space that is occupied by another moveable block provided that the second moveable block can move in turn.
    5. A bomb space looks just like an empty space, however it's behavior is quite different. Only when something moves into its space does it become visible. If a player moves into the space, the bomb explodes, killing the player. If a moveable piece is moved into a bomb space, the bomb becomes visible. The bomb will still be active, meaning a player will still want to avoid this grid location.
    The goal of the game is for the player to move from the upper left-hand corner to any grid location in the rightmost column. The player is moved by the input entered by the user.
    So far, I have succesfully made the Simple console input for this game. The source code is as following.
    import java.io.BufferedReader;
    import java.io.InputStreamReader;
    import java.io.IOException;
    public class SimpleConsoleInput
    * Get a single character from the user
    * @return value entered by the user
    public char getChar()
    BufferedReader br = new BufferedReader(new InputStreamReader(System.in), 1);
    System.out.print(":");
    // Declare and initialize the char
    char character = ' ';
    // Get the character from the keyboard
    boolean successfulInput = false;
    while( !successfulInput )
    try
    character = (char) br.read();
    successfulInput = true;
    catch (NumberFormatException ex)
    System.out.println("Please enter a character: ");
    catch(Exception ex)
    System.out.println(ex);
    System.exit(0);
    // Return the character obtained from the keyboard
    return character;
    * Get a single character from the user
    * @return value entered by the user
    * @param prompt - String to prompt the user with
    public char getChar(String prompt)
    BufferedReader br = new BufferedReader(new InputStreamReader(System.in), 1);
    System.out.print(prompt + ":");
    // Declare and initialize the char
    char character = ' ';
    // Get the character from the keyboard
    boolean successfulInput = false;
    while( !successfulInput )
    try
    character = (char) br.read();
    successfulInput = true;
    catch (NumberFormatException ex)
    System.out.println("Please enter a character: ");
    catch(Exception ex)
    System.out.println(ex);
    System.exit(0);
    // Return the character obtained from the keyboard
    return character;
    * Get a double from the user
    * @return value entered by the user
    public double getDouble()
    BufferedReader br = new BufferedReader(new InputStreamReader(System.in));
    System.out.print(":");
    // Declare and initialize the double
    double number = 0.0;
    // Get the number from the keyboard
    boolean successfulInput = false;
    while( !successfulInput )
    try
    String line = br.readLine();
    number = Double.parseDouble(line);
    successfulInput = true;
    catch (NumberFormatException ex)
    System.out.println("Please enter a double: ");
    catch(Exception ex)
    System.out.println(ex);
    System.exit(0);
    // Return the number obtained from the keyboard
    return number;
    * Get a double from the user
    * @return value entered by the user
    * @param prompt - String to prompt the user with
    public double getDouble(String prompt)
    BufferedReader br = new BufferedReader(new InputStreamReader(System.in), 1);
    System.out.print(prompt + ":");
    // Declare and initialize the double
    double number = 0.0;
    // Get the number from the keyboard
    boolean successfulInput = false;
    while( !successfulInput )
    try
    String line = br.readLine();
    number = Double.parseDouble(line);
    successfulInput = true;
    catch (NumberFormatException ex)
    System.out.println("Please enter a double: ");
    catch(Exception ex)
    System.out.println(ex);
    System.exit(0);
    // Return the number obtained from the keyboard
    return number;
    * Get an int from the user
    * @return value entered by the user
    public int getInt()
    BufferedReader br = new BufferedReader(new InputStreamReader(System.in), 1);
    System.out.print(":");
    // Declare and initialize the int
    int number = 0;
    // Get the number from the keyboard
    boolean successfulInput = false;
    while( !successfulInput )
    try
    String line = br.readLine();
    number = Integer.parseInt(line);
    successfulInput = true;
    catch (NumberFormatException ex)
    System.out.println("Please enter an integer: ");
    catch(Exception ex)
    System.out.println(ex);
    System.exit(0);
    // Return the number obtained from the keyboard
    return number;
    * Get an int from the user
    * @return value entered by the user
    * @param prompt - String to prompt the user with
    public int getInt(String prompt)
    BufferedReader br = new BufferedReader(new InputStreamReader(System.in), 1);
    System.out.print(prompt + ":");
    // Declare and initialize the int
    int number = 0;
    // Get the number from the keyboard
    boolean successfulInput = false;
    while( !successfulInput )
    try
    String line = br.readLine();
    number = Integer.parseInt(line);
    successfulInput = true;
    catch (NumberFormatException ex)
    System.out.println("Please enter an integer: ");
    catch(Exception ex)
    System.out.println(ex);
    System.exit(0);
    // Return the number obtained from the keyboard
    return number;
    * Get a String from the user
    * @return value entered by the user
    public String getString()
    BufferedReader console = new BufferedReader(new InputStreamReader(System.in));
    System.out.print(":");
    String name = null;
    // Get the string from the keyboard
    boolean successfulInput = false;
    while( !successfulInput )
    try
    name = console.readLine();
    successfulInput = true;
    catch (NumberFormatException ex)
    System.out.println("Please enter a string: ");
    catch(Exception ex)
    System.out.println(ex);
    System.exit(0);
    return name;
    * Get a String from the user
    * @return value entered by the user
    * @param prompt - String to prompt the user with
    public String getString(java.lang.String prompt)
    BufferedReader console = new BufferedReader(new InputStreamReader(System.in));
    System.out.print(prompt + ":");
    String name = null;
    // Get the string from the keyboard
    boolean successfulInput = false;
    while( !successfulInput )
    try
    name = console.readLine();
    successfulInput = true;
    catch (NumberFormatException ex)
    System.out.println("Please enter a string: ");
    catch(Exception ex)
    System.out.println(ex);
    System.exit(0);
    return name;
    * The main program for the SimpleInput class
    * @param args - The command line arguments
    public static void main(java.lang.String[] args)
    SimpleConsoleInput i = new SimpleConsoleInput();
    i.getString("Please Enter an Integer for me");
    Now is the bard part for me...
    I need to generate a random maze wioth those items. So far I can only make the maze using a template. The part of maze generator is given below...
    public class Maze extends Applet {
    String levels[] = {
    "M^^^^#####" +
    "M^^^^# #" +
    "M^^^^#$ #" +
    "M^^### $##" +
    "M^^# $ $ #" +
    "M### # ## #^^^######" +
    "M# # ## ##### ..#" +
    "M# $ $ ..#" +
    "M##### ### #@## ..#" +
    "M^^^^# #########" +
    "M^^^^#######",
    "M############" +
    "M#.. # ###" +
    "M#.. # $ $ #" +
    "M#.. #$#### #" +
    "M#.. @ ## #" +
    "M#.. # # $ ##" +
    "M###### ##$ $ #" +
    "M^^# $ $ $ $ #" +
    "M^^# # #" +
    "M^^############",
    "M^^^^^^^^########" +
    "M^^^^^^^^# @#" +
    "M^^^^^^^^# $#$ ##" +
    "M^^^^^^^^# $ $#" +
    "M^^^^^^^^##$ $ #" +
    "M######### $ # ###" +
    "M#.... ## $ $ #" +
    "M##... $ $ #" +
    "M#.... ##########" +
    "M########M",
    "M^^^^^^^^^^^########" +
    "M^^^^^^^^^^^# ....#" +
    "M############ ....#" +
    "M# # $ $ ....#" +
    "M# $$$#$ $ # ....#" +
    "M# $ $ # ....#" +
    "M# $$ #$ $ $########" +
    "M# $ # #" +
    "M## #########" +
    "M# # ##" +
    "M# $ ##" +
    "M# $$#$$ @#" +
    "M# # ##" +
    "M###########",
    "M^^^^^^^^#####" +
    "M^^^^^^^^# #####" +
    "M^^^^^^^^# #$## #" +
    "M^^^^^^^^# $ #" +
    "M######### ### #" +
    "M#.... ## $ $###" +
    "M#.... $ $$ ##" +
    "M#.... ##$ $ @#" +
    "M######### $ ##" +
    "M^^^^^^^^# $ $ #" +
    "M^^^^^^^^### ## #" +
    "M^^^^^^^^^^# #" +
    "M^^^^^^^^^^######",
    "M######^^###" +
    "M#.. #^##@##" +
    "M#.. ### #" +
    "M#.. $$ #" +
    "M#.. # # $ #" +
    "M#..### # $ #" +
    "M#### $ #$ #" +
    "M^^^# $# $ #" +
    "M^^^# $ $ #" +
    "M^^^# ## #" +
    "M^^^#########",
    "M^^^^^^^#####" +
    "M^####### ##" +
    "M## # @## $$ #" +
    "M# $ #" +
    "M# $ ### #" +
    "M### #####$###" +
    "M# $ ### ..#" +
    "M# $ $ $ ...#" +
    "M# ###...#" +
    "M# $$ #^#...#" +
    "M# ###^#####" +
    "M####",
    "M^^^^^^^^^^#######" +
    "M^^^^^^^^^^# ...#" +
    "M^^^^^^##### ...#" +
    "M^^^^^^# . .#" +
    "M^^^^^^# ## ...#" +
    "M^^^^^^## ## ...#" +
    "M^^^^^### ########" +
    "M^^^^^# $$$ ##" +
    "M^##### $ $ #####" +
    "M## #$ $ # #" +
    "M#@ $ $ $ $ #" +
    "M###### $$ $ #####" +
    "M^^^^^# #" +
    "M^^^^^########",
    "M^###^^#############" +
    "M##@#### # #" +
    "M# $$ $$ $ $ ...#" +
    "M# $$$# $ #...#" +
    "M# $ # $$ $$ #...#" +
    "M### # $ #...#" +
    "M# # $ $ $ #...#" +
    "M# ###### ###...#" +
    "M## # # $ $ #...#" +
    "M# ## # $$ $ $##..#" +
    "M# ..# # $ #.#" +
    "M# ..# # $$$ $$$ #.#" +
    "M##### # # #.#" +
    "M^^^^# ######### #.#" +
    "M^^^^# #.#" +
    "M^^^^###############",
    "M^^^^^^^^^^####" +
    "M^^^^^####^# #" +
    "M^^^### @###$ #" +
    "M^^## $ #" +
    "M^## $ $$## ##" +
    "M^# #$## #" +
    "M^# # $ $$ # ###" +
    "M^# $ # # $ #####" +
    "M#### # $$ # #" +
    "M#### ## $ #" +
    "M#. ### ########" +
    "M#.. ..#^####" +
    "M#...#.#" +
    "M#.....#" +
    "M#######",
    "M^^####" +
    "M^^# ###########" +
    "M^^# $ $ $ #" +
    "M^^# $# $ # $ #" +
    "M^^# $ $ # #" +
    "M### $# # #### #" +
    "M#@#$ $ $ ## #" +
    "M# $ #$# # #" +
    "M# $ $ $ $ #" +
    "M^#### #########" +
    "M^^# #" +
    "M^^# #" +
    "M^^#......#" +
    "M^^#......#" +
    "M^^#......#" +
    "M^^########",
    "M################" +
    "M# #" +
    "M# # ###### #" +
    "M# # $ $ $ $# #" +
    "M# # $@$ ## ##" +
    "M# # $ $ $###...#" +
    "M# # $ $ ##...#" +
    "M# ###$$$ $ ##...#" +
    "M# # ## ##...#" +
    "M##### ## ##...#" +
    "M^^^^##### ###" +
    "M^^^^^^^^# #" +
    "M^^^^^^^^#######",
    "M^^^#########" +
    "M^^## ## #####" +
    "M### # # ###" +
    "M# $ #$ # # ... #" +
    "M# # $#@$## # #.#. #" +
    "M# # #$ # . . #" +
    "M# $ $ # # #.#. #" +
    "M# ## ##$ $ . . #" +
    "M# $ # # #$#.#. #" +
    "M## $ $ $ $... #" +
    "M^#$ ###### ## #" +
    "M^# #^^^^##########" +
    "M^####",
    "M^^^^^^^#######" +
    "M^####### #" +
    "M^# # $@$ #" +
    "M^#$$ # #########" +
    "M^# ###......## #" +
    "M^# $......## # #" +
    "M^# ###...... #" +
    "M## #### ### #$##" +
    "M# #$ # $ # #" +
    "M# $ $$$ # $## #" +
    "M# $ $ ###$$ # #" +
    "M##### $ # #" +
    "M^^^^### ### # #" +
    "M^^^^^^# # #" +
    "M^^^^^^######## #" +
    "M^^^^^^^^^^^^^####",
    "M^^^^#######" +
    "M^^^# # #" +
    "M^^^# $ #" +
    "M^### #$ ####" +
    "M^# $ ##$ #" +
    "M^# # @ $ # $#" +
    "M^# # $ ####" +
    "M^## ####$## #" +
    "M^# $#.....# # #" +
    "M^# $..**. $# ###" +
    "M## #.....# #" +
    "M# ### #######" +
    "M# $$ # #" +
    "M# # #" +
    "M###### #" +
    "M^^^^^#####",
    "M#####" +
    "M# ##" +
    "M# #^^####" +
    "M# $ #### #" +
    "M# $$ $ $#" +
    "M###@ #$ ##" +
    "M^# ## $ $ ##" +
    "M^# $ ## ## .#" +
    "M^# #$##$ #.#" +
    "M^### $..##.#" +
    "M^^# #.*...#" +
    "M^^# $$ #.....#" +
    "M^^# #########" +
    "M^^# #" +
    "M^^####",
    "M^^^##########" +
    "M^^^#.. # #" +
    "M^^^#.. #" +
    "M^^^#.. # ####" +
    "M^^####### # ##" +
    "M^^# #" +
    "M^^# # ## # #" +
    "M#### ## #### ##" +
    "M# $ ##### # #" +
    "M# # $ $ # $ #" +
    "M# @$ $ # ##" +
    "M#### ## #######" +
    "M^^^# #" +
    "M^^^######",
    "M^^^^^###########" +
    "M^^^^^# . # #" +
    "M^^^^^# #. @ #" +
    "M^##### ##..# ####" +
    "M## # ..### ###" +
    "M# $ #... $ # $ #" +
    "M# .. ## ## ## #" +
    "M####$##$# $ # # #" +
    "M^^## # #$ $$ # #" +
    "M^^# $ # # # $## #" +
    "M^^# #" +
    "M^^# ########### #" +
    "M^^####^^^^^^^^^####",
    "M^^######" +
    "M^^# @####" +
    "M##### $ #" +
    "M# ## ####" +
    "M# $ # ## #" +
    "M# $ # ##### #" +
    "M## $ $ # #" +
    "M## $ $ ### # #" +
    "M## # $ # # #" +
    "M## # #$# # #" +
    "M## ### # # ######" +
    "M# $ #### # #....#" +
    "M# $ $ ..#.#" +
    "M####$ $# $ ....#" +
    "M# # ## ....#" +
    "M###################",
    "M^^^^##########" +
    "M##### ####" +
    "M# # $ #@ #" +
    "M# #######$#### ###" +
    "M# # ## # #$ ..#" +
    "M# # $ # # #.#" +
    "M# # $ # #$ ..#" +
    "M# # ### ## #.#" +
    "M# ### # # #$ ..#" +
    "M# # # #### #.#" +
    "M# #$ $ $ #$ ..#" +
    "M# $ # $ $ # #.#" +
    "M#### $### #$ ..#" +
    "M^^^# $$ ###....#" +
    "M^^^# ##^######" +
    "M^^^########"
    final static char wall = '#';
    final static char floor = ' ';
    final static char me = '@';
    final static char bomb = '&';
    final static char movableBlock = '*';
    final static char goal = '.';
    Would someone please help me on this game...

    More information about this game:
    The game should generate a random obstacle course for the player. The first column of the grid, however, should consist of all empty pieces, with the exception of the upper left-hand corner, which is the grid location where the player initially resides.
    Enter a loop in which the following things happen (not necessarily in this order):
    Print the current board configuration. Additionally, a key should be printed describing what each piece is.
    Get an action from the user. The player can move up, down, left, or right. Use the following controls: up = 'i', down = 'm', left = 'j', right = 'k'. The player can move at most one block at a time. Of course, if the player tries to move into a spot occupied by an immovable block, the player will not move.
    Inform the player whether they have won, or if they have lost (a player loses if they step on a bomb piece).
    If the player types 'q', the game should terminate.
    I am still stuck on this maze generator stuff.... Please help me....

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