šŸŽ° Java Programing: Solution to Programming Exercise

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When the user clicks on the applet, the dice should be rolled (that is, the dice should be Exercise Write a Blackjack applet that lets the user play a game of.


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JAVA Developer's Guide
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Jon & Doug's Blackjack Applet
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Write a Blackjack program that lets the user play a game of Blackjack, with the computer as the dealer. The applet should draw the user's cards and the dealer'sā€‹.


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Java Programming: Chapter 6 Exercises
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public class BlackJack; extends 666v.ru This class implements the game "Black Jack". It produces a web-applet at least compatible (means tested).


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666v.ru ā€” A simple Java blackjack applet. 666v.ru ā€” A series of Java applets for.


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Dealer. Player. Dealer is showing 0 Player is showing 0 Bet: 0 Credits: 0 Cards left in shoe: 52 Coins Inserted: 0 Max Bet: 5 Shoe Size:


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Dealer. Player. Dealer is showing 0 Player is showing 0 Bet: 0 Credits: 0 Cards left in shoe: 52 Coins Inserted: 0 Max Bet: 5 Shoe Size:


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Exercise Write a Blackjack applet that lets the user play a game of Blackjack, with the computer as the dealer. The applet should draw the user's cards and.


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Ad Banner for 666v.ru Click here to visit 666v.ru Java BlackJack. You need a Java-enabled browser to play this game.


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JAVA Developer's Guide. Chapter Sample Applets. CONTENTS. Hello Web! An Audio Player; BlackJack Revisited; Summary. This chapter is the first of six.


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This is "Stage 10" of a project to create a networked multiplayer BlackJack game with SQL database support. This stage includes a fully functioning applet with.


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Your program will need the classes defined in Card. For your applet, it means that you only have to allow room for five cards. Here is a working version of the applet:. The structures of the HighLow applet and the Blackjack applet are very similar. Once the game is over, the card is drawn face up so the user can see what the dealer was holding. In the HighLow game, there is one "hand," which holds all the cards that have been dealt. Blackjack is a two-player game, so there are two hands, one for the player and one for the dealer. I set the overall height of the applet to to allow 6 pixels for a border and 50 pixels for the panel that contains the buttons. This all has to be done in the doStand routine. If the user has taken 5 cards without going over 21, the user wins and the game is over. Then, the applet is repainted to show the final state of the game.{/INSERTKEYS}{/PARAGRAPH} These hands are of type BlackjackHand. Allowing pixels for the second row of cards and 30 pixels for the message at the bottom of the board, we need a height of pixels for the canvas. Finally, there is a message variable, which holds the string that is shown at the bottom of the game board. You will certainly want to use the drawCard method from that applet. The reason it needs to look at the gameInProgress variable is that when a game is in progress, one of the dealer's cards is drawn face down, so the user can't see it. When the user clicks "Hit", if the game is in progress, we deal a card into the user's hand. Later, I realized that the doNewGame routine also has to check whether one of the players has Blackjack, since there is really no other place where this can be done. If gameInProgress is true, the user can legally click "Hit" or "Stand". The applet should draw the user's cards and the dealer's cards, just as was done for the graphical HighLow card game in Section 6. You don't have much chance of getting this right unless you think in terms of the states that the game can be in and how the state can change. There should be a "New Game" button that can be used to start another game after one game ends. It happens automatically because the state of the game changes, and the paint method checks the state when it draws the applet. {PARAGRAPH}{INSERTKEYS}Exercise 6. Add the following rule to that description: If a player takes five cards without going over 21, that player wins immediately. You should assume that your applet is just wide enough to show five cards, and that it is tall enough to show the user's hand and the dealer's hand. This is nice example of state-machine thinking. The paint method uses the information in the dealerHand , playerHand , message , and gameInProgress variables. This might be too much, but the sizes of buttons can vary from one platform to another, and I want to be safe. You have to decide what happens when each of these buttons are pressed. Note that each routine starts by checking the state of the game to make sure that it is legal to call the routine at this time. Note that there is no point in the program where I say, "turn the dealer's first card face up"! If one of the players has Blackjack, the game is over, so gameIsProgress has to be false, and the only action that the user can take at that point is to click the "New Game" button again. Allowing pixels for that row of cards and 30 pixels for the string "Your Cards", the top of the second row of cards is at Given all this, you should be able to understand the paint method. The applet handles these events by calling the routines doHit , doStand , and doNewGame. At this point, the state of the game might have changed. Note that the doNewGame routine is also called by the constructor of the BlackjackCanvas class. The cards are 80 pixels wide and pixels tall. Since gameInProgress is true , the user again has the choice of clicking "Hit" or "Stand". Note that writing the paint method required some calculation. If the user has over 21, the user loses and the game is over. Horizontally, there is a gap of 10 pixels between cards, and there are gaps of 10 pixels between the cards and the left and right edges. At this point, the first time I wrote the game, I just set gameInProgress to true, to record the fact that the state of the game has changed. Otherwise, gameInProgress retains the value true , and the game will continue. This sets up the first game, when the applet is first created, so the user doesn't have to click on the "New Game" button to start the first game. The user should play the game by clicking on "Hit" and "Stand" buttons. We also need a deck and a boolean-valued instance variable, gameInProgress , to keep track of the two basic states of the game: Is a game in progress, or are we between games. Note that the design of a GUI Blackjack game is very different from the design of the text-oriented program that you wrote for Exercise 5. Note that there is no loop in the program that says "while the user continues to hit. Finally, when the user clicks "Stand", the game is definitely over, so gameInProgrss is set to false. So, the real work of this program is writing the BlackjackCanvas class. However, before the game can end, the dealer gets to draw cards and a winner is determined. If the user made an illegal move, an error message is stored in the message variable, and repaint is called so the user will see the new message. If the game is over, the card is face up. This means creating the deck and hands, shuffling the deck and dealing two cards into each hand. So, we need instance variables. Each of these routines has responsibility for one part of the game of Blackjack. Sorry, but your browser doesn't support Java. The doNewGame routine has to set up a new game. If gameInProgress is false, the user can legally click "New Game". This rule is used in some casinos. You can find a description of the game of Blackjack in Exercise 5. In either of these cases, the value of the state variable gameInProgress becomes false.