Reputation: 47
I am working on an extremely basic game. However when I try to create the array i am running into errors. The error is index out of bounds. However I thought I fixed it by adding the -1 to make sure I don't go out of bounds. can someone tell me, or give me a clue as to what I did wrong?
package gameProject;
public class world {
int numEnemies, numBosses;
int [][] world = new int[10][10];
public world(){
int[][] world = createArray(10,10);
populateWorld(world);
}
private int[][] createArray(int inX, int inY){
//create the array that holds world values
int[][] world = new int[inX][inY];
//initialize the world array
for(int i = 0; i < world.length - 1; i ++){
for(int j = 0; j < world[0].length - 1; j++){
world[i][j] = 0;
}
}
return world;
}
private void populateWorld(int[][] world){
for(int i = 0; i < world.length - 1; i++){
for(int j = 0; j < world[0].length - 1; i++){
world[i][j] = 0;
}
}
}
}
Upvotes: 0
Views: 65
Reputation: 2576
Your basic problem is that you're incrementing the wrong loop variable. Why? Because you're far off from any clean code. Lemme show you how clean coding is done:
Some more considerations:
So - after a lot of talk - here's the final code:
package gameproject;
/**
* Use comments like this to describe what the classes purpose is.
* Class comment is the most important one. If you can't tell what a method/variable is doing by its name, you should also comment methods and/or variables!
* @author JayC667
*/
public class World {
/*
* STATIC part of the class - keep separated from object code
*/
// you could/should also put these static classes to their separate files and make em non-static
/**
* Denotes, what a {@linkplain Cell} is occupied with
*/
static public enum CellType {
EMPTY, //
BOSS, //
ENEMY
}
/**
* Represents a single cell within the world. Stores information about its coodrinates (redundant) and its occupator (see {@linkplain CellType})
* @author JayC667
*/
static private class Cell { // use cell to store data for you
public final int mX; // x and y are actually not useful at the moment, you could also remove them
public final int mY;
private CellType mCellType = CellType.EMPTY;
public Cell(final int pX, final int pY) {
mX = pX;
mY = pY;
}
public CellType getCellType() {
return mCellType;
}
public void setCellType(final CellType pCellType) {
mCellType = pCellType;
}
}
// when possible, make methods static, unless you unnecessarily blow up the parameter list
// this is a typical demo for a factory method
static private Cell[][] createWorld(final int pWidth, final int pHeight) {
final Cell[][] newWorld = new Cell[pWidth][pHeight];
for (int y = 0; y < pHeight - 1; y++) {
for (int x = 0; x < pWidth - 1; x++) {
newWorld[y][x] = new Cell(x, y);
}
}
return newWorld;
}
/*
* OBJECT part of the class - keep separated from static code
*/
private final Cell[][] mWorld;
private final int mWorldWidth;
private final int mWorldHeight;
private final int mNumberOfEnemies;
private final int mNumberOfBosses;
public World(final int pWidth, final int pHeight, final int pNumberOfEnemies, final int pNumberOfBosses) {
if (pWidth < 1 || pHeight < 1) throw new IllegalArgumentException("World width and height must be greater than 0!");
if (pNumberOfEnemies < 0 || pNumberOfBosses < 0) throw new IllegalArgumentException("Enemy and boss counts must not be negative!");
if (pWidth * pHeight < pNumberOfEnemies + pNumberOfBosses) throw new IllegalArgumentException("World is too small for all the bad guys!");
mWorldWidth = pWidth;
mWorldHeight = pHeight;
mNumberOfEnemies = pNumberOfEnemies;
mNumberOfBosses = pNumberOfBosses;
mWorld = createWorld(pWidth, pHeight);
populateWorld();
}
// refers to many member variables, so not static (would only blow up parameter list)
private void populateWorld() {
for (int i = 0; i < mNumberOfBosses; i++) {
final Cell c = getRandomCell(CellType.EMPTY);
mWorld[c.mY][c.mX].setCellType(CellType.BOSS);
}
for (int i = 0; i < mNumberOfEnemies; i++) {
final Cell c = getRandomCell(CellType.EMPTY);
mWorld[c.mY][c.mX].setCellType(CellType.ENEMY);
}
}
private Cell getRandomCell(final CellType pCellType) {
while (true) { // TODO not a good, but simple solution; might run infinite loops
final int randomX = (int) (mWorldWidth * Math.random());
final int randomY = (int) (mWorldHeight * Math.random());
if (mWorld[randomY][randomX].getCellType() == pCellType) return new Cell(randomX, randomY);
}
}
}
Upvotes: 0
Reputation: 646
You should just do
private int[][] createArray(int inX, int inY) {
int[][] world = new int[inX][inY];
for (int i = 0; i < inX; i++)
for (int j = 0; j < inY; j++)
world[i][j] = 0;
return world;
}
You never actually need to check the length of the world array, because the length was already passed in as a parameter value.
And then also
private void populateWorld(int[][] world) {
for (int i = 0; i < world.length; i++)// v error 'i' should be 'j'
for (int j = 0; j < world[i].length; j++) // <- error on this line
world[i][j] = 0;
}
Upvotes: 0
Reputation: 32980
The error is in
for (int j = 0; j < world[0].length - 1; i++)
you should write
for (int j = 0; j < world[0].length - 1; j++)
instead.
Note that you can reduce your code a little bit:
You create the array for member World.world
twice. Also the elements of an int array are already initialized to 0 so you don't need to do this explicitly.
Upvotes: 1
Reputation: 17132
In your populateWorld
method, change
for(int j = 0; j < world[0].length - 1; i++)
to
for(int j = 0; j < world[0].length - 1; j++)
You keep incrementing the wrong counter, going eventually out of its bounds. (10)
(PS: you don't need the length - 1
in your loops' condition, just length
would do)
Upvotes: 3