Java Slot Machine Gui Code

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Assignment # 2 –

Create a GUI that implements the Vending Machine Code of Assignment # 1

Code so that every vending machine starts with the default:

10 cups of coffee at 50 Cents each

Assignment #1

Function

Purpose

Assignment #2

GUI Interface should provide

menu( )

displays the quantity and price of coffee

Label to

  • display of number of cups
  • and the price per cup

insert(int quarters, int dimes, int nickels)

inserts the given amount

Buttons (instead of slots) to insert

  • quarters
  • dimes
  • nickels

Label that shows

  • total amount of money inserted

select( )

dispenses a cup of coffee if user has inserted enough money and coffee is available, otherwise displays a

message

Button to

  • get the cup of coffee

Label that

  • shows if a cup was dispensed or if there was not the right amount of change or if there was no coffee to dispense

refund( )

returns the money inserted

Button to

  • refund money inserted

This should reset total amount of money inserted to zero.

toString()

reports variable state of the vending machine

This is a restricted function that should only be available to authorized users who have the correct password:

  • Create a keypad entry of Buttons consisting 0 thru 9.

(Each time a user presses a keypad button, the vending machine builds a password of consecutive numbers)

·Button to submit password and display amount of money in the machine.Be sure to erase entered password some time after this button is pressed.

  • TextArea that will contain the output of toString( )

(If the user entered the correct password, otherwise display a message that the police are being notified of an intended break-in)

·The password should be 908172 -- any other password must not work.

You determine the color combinations and layout of the GUI.

GUI Notes

TextArea

odisplays text in a rectangular region

oTextArea text = new TextArea(8,50);// displays 8 rows, with 50 print positions

oTextArea text = new TextArea(“This is a sample”,8,50); // displays an initial message

otext.setEditable(false);// prevents users from editing the text

otext.setText(“Some string”);// updates the data within the text

otext.setText(“ “);// creates a blank text

oadd(text);// puts the text within the applet

osomeContainer.add(text);// puts the text within the someContainer

One possibility for completing the assignment would be to experiment with and build on the the following code:

import java.applet.Applet;

import java.awt.*;

import java.awt.event.*;

public class VM extends Applet {

private int accumulator = 0;

private String command = ';

private Color backgroundColor;

int numberInput = 0;

int total = 0;

Label showTotal;

TextArea text = new TextArea('Click a button',8,50);

String s = 'You clicked the ';

String buttonName;

public void init() {

showTotal = new Label(' + total);

showTotal.setBackground(Color.yellow);

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add(showTotal);

Button oneButton = new Button('1');

add(oneButton);

oneButton.addActionListener(new NumberButtonListener());

Button twoButton = new Button('2');

add(twoButton);

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twoButton.addActionListener(new NumberButtonListener());

Button stopButton = new Button('stop');

add(stopButton);

stopButton.addActionListener(new StopButtonListener());

Button goButton = new Button('go');

add(goButton);

goButton.addActionListener(new GoButtonListener());

text.setEditable(false);

add(text);

}

public void paint(Graphics g) {

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setBackground(backgroundColor);

text.setText(s + buttonName);

}

class NumberButtonListener implements ActionListener {

public void actionPerformed(ActionEvent e) {

Tutorial

buttonName = new String(e.getActionCommand());

numberInput = Integer.parseInt(buttonName);

total += numberInput;

showTotal.setText(' + total);

repaint();

}

}

class GoButtonListener implements ActionListener {

public void actionPerformed(ActionEvent e) {

backgroundColor = Color.green;

buttonName = new String(e.getActionCommand());

repaint();

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}

}

class StopButtonListener implements ActionListener {

public void actionPerformed(ActionEvent e) {

backgroundColor = Color.red;

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buttonName = new String(e.getActionCommand());

repaint();

}

}

}

////////////////////////////////////////////////////////////////////////

Test your program for correctness and accuracy, prior to submitting it for grading.

Compare your program to the Program Deduction Check List to avoid penalty points.

Only send the *.java file for grading

All assignments MUST be received as email prior to the class session due date.

·Email sent to jpetlick@condor.depaul.edu

Java Slot Machine Gui Code Generator

NOTE: When sending this e-mail assignment be sure to use the following header format or else the email assignment will NOT be graded:

To: jpetlick@condor.depaul.edu
Subj: 212 HW2 Your_name(s)

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