Blackjack applet java
THIS PAGE DISCUSSES ONE POSSIBLE SOLUTION to the following exercise from this on-line Java textbook.. Exercise Write a Blackjack applet that lets the user play a game of Blackjack, with the computer as the dealer. Blackjack applet using DANAGENNISI.EU*; says it all really. The working applet game can be viewed at: DANAGENNISI.EU~sscotties/applets/demos/DANAGENNISI.EU blackjack java free download. Blackjack simulator BJ Simulator emulates playing Blackjack against the dealer. It helps to learn the most optimal.
Blackjack Application and Applet
Note that the dealer wins on a tie, so if both players have Blackjack, then the dealer wins. The subroutine should return a boolean value to indicate whether the user wins the game or not. This is the longest and most complex program that has come up so far in the exercises. Your program will need the classes defined in Card. You can start with the existing source code, from the file SubKillerGame.
how to write a blackjack java game as an applet
Each exercise has a link to a discussion of one possible solution of that exercise. Write an applet that shows a pair of dice. When the user clicks on the applet, the dice should be rolled that is, the dice should be assigned newly computed random values. Each die should be drawn as a square showing from 1 to 6 dots.
Since you have to draw two dice, its a good idea to write a subroutine, "void drawDie Graphics g, int val, int x, int y ", to draw a die at the specified x,y coordinates. The second parameter, val, specifes the value that is showing on the die. Assume that the size of the applet is by pixels.
Here is a working version of the applet. My applet plays a clicking sound when the dice are rolled. See the solution to see how this is done. Improve your dice applet from the previous exercise so that it also responds to keyboard input. When the applet has the input focus, it should be hilited with a colored border, and the dice should be rolled whenever the user presses a key on the keyboard. This is in addition to rolling them when the user clicks the mouse on the applet.
Here is an applet that solves this exercise: Now make a pair-of-dice applet that uses the methods discussed in Section 6. Draw the dice on a "canvas", and place a "Roll" button below the canvas. The dice should be rolled when the user clicks the Roll button.
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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 the dealer's cards, just as was done for the graphical HighLow card game in Section 6. The structures of the HighLow applet and the Blackjack applet are very similar. You will certainly want to use the drawCard method from that applet. You can find a description of the game of Blackjack in Exercise 5. Add the following rule to that description: If a player takes five cards without going over 21, that player wins immediately.
This rule is used in some casinos. For your applet, it means that you only have to allow room for five cards. 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. 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.
The user should play the game by clicking on "Hit" and "Stand" buttons. There should be a "New Game" button that can be used to start another game after one game ends. You have to decide what happens when each of these buttons are pressed. 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. Your program will need the classes defined in Card. Here is a working version of the applet: So, the real work of this program is writing the BlackjackCanvas class.
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. These hands are of type BlackjackHand. 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.
Finally, there is a message variable, which holds the string that is shown at the bottom of the game board. The paint method uses the information in the dealerHand, playerHand, message, and gameInProgress variables.
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