This card game for class

i had this original program that i got to work then my teacher asked me to add in those gui stuff and now i dont know what to do
ok here are my methods:
// Demonstrating the JTextField class.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class Test extends JFrame {
private JTextField input,input2;
private JLabel label1,label2;
private JButton endButton;
// set up GUI
public Test()
super( "yo" );
Container container = getContentPane();
container.setLayout( new FlowLayout() );
// construct textfield with default sizing
label1 = new JLabel("How many players?");
     input = new JTextField( 10 );
     input.setToolTipText ( "How many players?" );
container.add( label1 );
container.add( input );
// construct textfield with default text
label2 = new JLabel("How many cards?");
input2 = new JTextField( 10 );
input2.setToolTipText( "How many cards?" );
container.add( label2 );
container.add( input2 );
     endButton = new JButton( "Deal" );
     ButtonHandler ButtonAction = new ButtonHandler();
     endButton.addActionListener(ButtonAction);
container.add( endButton );
setSize( 275, 170 );
setVisible( true );
public static void main( String args[] )
Test application = new Test();
application.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
private class ButtonHandler implements ActionListener
     public void actionPerformed( ActionEvent event )
          int players=0;
          int tofinish=1;
          String player;
          player = input.getText();
          String cards;
          cards = input2.getText();
          Cards card;
          card = new Cards();
          for (;tofinish<=players;tofinish++)
          card.clearitout();
          card.deal();
} // end class TextFieldTest
and then here is my test program
import javax.swing.*;
public class TestCards{
     public static void main (String[] args) {
     Cards card;
     card = new Cards();
     card.clearitout();
     card.deal();

here is the code for the original game that worked without the gui
import javax.swing.*;
import java.util.Random;
public class Cards extends Object{
String cards[] = new String[52];
String cardnames[] = {"ace","two","three","four","five","six","seven","eight","nine","ten","jack","queen","king"};
String suitnames[] = {"spades","hearts","clubs","diamonds"};
Random rand = new Random();
//constructor
public Cards()
public void clearitout () {
for(int index=1;index<=cards.length-1;index++)
cards[index]=("unused");
public void deal () {
int cardsdelt=0;
int index;
while(cardsdelt<=5)
index=(rand.nextInt(52));
if (cards[index]=="unused")
cards[index]="used";
System.out.println(cardnames[identifycard(index)] + " of " + suitnames[identifysuit(index)]);
cardsdelt++;
System.out.println("");
private int identifysuit(int index) {
int suit=0;
suit = index/13;
return suit;
private int identifycard (int index) {
int card=0;
card = index%13;
return card;

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    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
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    Deck Class <-- contains 52 cards
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    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.
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    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?
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    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,
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    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.
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    If I give you a few snippets of code, it might explain the situation:
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    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.*;
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    (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:
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              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.
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         }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.
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    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.
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    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.
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    You will see down near the bottom of the page that it is not upgradeable. Some laptops come with the processor soldered to the motherboard. Almost all laptop graphics are this way. The only way that you would be able to get a faster processor/better graphics for this laptop would be to purchase a brand new motherboard. You can do an Ebay search for 'HP G6 motherboard' to see what average prices are if you want to go this route.

  • HT3702 I have never ordered anything. Everything in this list.  Press to edit. To purchase anything from this game.  Answer "No" for the transfer of the game.  It has cost me a lot of money.  I did not like it and would not pay this amount. For games that

    I have never ordered anything. Everything in this list.
    Press to edit. To purchase anything from this game.
    Answer "No" for the transfer of the game.
    It has cost me a lot of money.
    I did not like it and would not pay this amount. For games that are too expensive.
    Billed To:
    [email protected]
    preethep notate
    Bangkok
    Bangkok 10400
    THA
    Order Number: MHBG76LW0Z
    Receipt Date: 22/05/12
    Order Total: $49.99
    Billed To: American Express .... 7009
    Item
    Developer
    Type
    Unit Price
    Real Football 2012, Suitcase full of coins
    Report a Problem
    Gameloft
    In App Purchase
    $49.99
    Order Total:
    $49.99

    This is a user to user forum. Apple is not here. Apple does not read here. Apple does not post comments or answers here.
    Use the Report a Problem link on the receipt to contact customer service.
    Also, change the password for your Apple ID connected to this account and perhaps remove the bank card information until you have this resolved.
    Manage your Apple ID -
    https://appleid.apple.com/cgi-bin/WebObjects/MyAppleId.woa/

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