I need help with the second part of my
Java. I think I am on the right track but I still get error messages. Please help
// 4. The action() Method
// ------------------------------------------------------
public boolean action(Event ev, Object o)
{
System.out.println("action() method called.");
// a. Handle the newPlayer Button
// If the newPlayer button was pressed
// Then call the newPlayer methodpublic boolean action(Event ev, Object O){
if(ev.target==newPlayer)
newPlayer();
// b. Handle thePlayer TextField
// If thePlayer TextField generated the event
// Then call the addPlayer() method
else if(ev.target==newPlayer)
addPlayer();
// c. Handle the newNumber Button
// If the newNumber button was pressed
// Call the newGame() method
// Enable theGuess component
// Set focus to theGuess textfield
// Set background color of theGuess to yellow
if(ev.target==newNbr)
{
newGame();
theGuess.setEnabled(true);
theGuess.requestFocus();
theGuess.setBackground(Color.YELLOW);
}
// d. Handle theGuess TextField
// If this TextField theGuess generated the event
// Call the newGuess() method
if(ev.target==theGuess)
newGuess();
return true;
// COMPILE CHECK # 4 HERE
}
// ------------------------------------------------------
// 5. The addPlayer() Method
// ------------------------------------------------------
private void addPlayer()
{
System.out.println("addPlayer() method called.");
// a. Retrieve text from thePlayer, store in playerName
getText.playername ="";
// b. Check to see if playerName is ""
// If it is, then:
// Print error message to theOutput
if (playerName = "");
else if(errormsg = "theOutput");
// If not then:
// 1. Set the amount remaining to 100
// 2. Set the number of games played to 0
// 3. Call the newGame() method
setamtRemaining = 100;
setNbrgames = 0;
newGame();
//4. Call the updateScore() method
updateScore();
//5. Disable thePlayer TextField. Set its
// background color to white
thePlayer.setEnabled(false);
thePlayer.setBackground(Color.WHITE);
//6. Enable all other components.
theOutput.setEnabled(true);
theGuess.setEnabled(true);
newPlayer.setEnabled(true);
newNbr.setEnabled(true);
//7. Set focus to theGuess textfield
theGuess.requestFocus();
//8. Set background color of theGuess to yellow
theGuess.setBackground(Color.YELLOW);
// COMPILE CHECK # 5 HERE
}
// ------------------------------------------------------
// 6. The newGame() Method
// ------------------------------------------------------
private void newGame()
{
System.out.println("newGame() method called");
// a. Increment the number of games played [numGames]
numGames();
// b. Calculate a random number between 0 and 100
// Store the random number in the field theNumber
// Use your Random object [randomizer] to generate
// the number, using the instructions from class
theNbr(random(0,100));
// c. Set the number of tries to 0 [numTries]
nbrtries=0;
// d. Call the displayInstructions() method
displayInstructions();
// COMPILE CHECK # 6 HERE
}
// ------------------------------------------------------
// 7. The displayInstructions() Method
// ------------------------------------------------------
private void displayInstructions()
{
System.out.println("displayInstructions() method called");
// a. Run the sample
applet and read instructions
// displayed on the screen after name is typed
System.out.print(Read Instructions displayed after name is typed);
// b. Use the necessary TextArea methods to display
// those instructions in the center of the screen
TextArea instructions = TextArea (TextArea.CENTER);
// COMPILE CHECK # 7 HERE
}
// ------------------------------------------------------
// 8. The updateScore() Method
// ------------------------------------------------------
private void updateScore()
{
System.out.println("updateScore() method called");
// a. Set the text in thePlayer textfield to the
// player's name [playerName], along with the
// the number of the current game [numGames]
setText.thePlayer();
updatescore();
// b. Set the text in the bankRoll Label to the
// amount remaining in the player's account
// amtRemaining
bankRoll.setText(amtRemaining);
// COMPILE CHECK # 8 HERE
}
// ------------------------------------------------------
// 9. The newGuess() Method
// ------------------------------------------------------
private void newGuess()
{
System.out.println("newGuess() method called.");
// a. Retrieve the text from theGuess
getText theGuess;
return playerName;
// b. Convert the text to a local int [curGuess]
// c. Increment the number of tries
// d. Print the number of guesses and the current guess
// to theOutput
// e.
Test to see if curGuess is equal to theNumber
// If so, then:
// Call the method gameWon()
// Otherwise:
// Test to see if curGuess is greater than theNumber.
// If so then
// Print "Sorry, too high. Try lower"
// Otherwise
// Print "Sorry, too low. Try higher"
String command = evt.getActionCommand();
if (command.equals("Sorry, too high. Try lower "))
dolower();
else if (command.equals("Sorry, to low. Try higher"))
dohigher();
}
// end actionPerformed()
// Set the focus to theGuess text field
// Set the background color of the field to yellow
// Select all of the text in the text field
theGuess.requestFocus
theGuess.setBackground(Color.YELLOW);
void selectall();
// COMPILE CHECK # 9 HERE
}
// ------------------------------------------------------
// 10. The gameWon() Method
// ------------------------------------------------------
private void gameWon()
{
System.out.println("gameWon() method called");
// a. Print "************** WINNER ***************"
// Clear the screen when this is printed.
Clearall
// b. Print out the amount wagered (always 1 Zipoid)
// and the number of tries
// c. Calculate the current winnings using a switch
// statment. Use the field numTries in your
// switch statement. If numTries is 1, then the
// current winnings is 2, if 2 the 1.75, etc. Store
// the current winnings in a local variable
if(curwin 1 == 2)
else if(curwin 2==1.75)
// d. Print the current winnings on theOutput
theOutput = currwin;
// e. Add the current winnings to the amount remaining.
// Store the result back in amtRemaining.
amtRemaining(amtRemaining + winnings);
// f. Print the player name + the amount left to output
// g. Instruct the player to press the New Number button
}
// h. Call the updateScore() method
updateScore();
// i. Clear theGuess textfield, disable it, set its
// background to white, and set focus to the
// newNumber button.
public void clear theGuess()
theGuess.setEnabled(false);
theGuess.setBackground(Color.WHITE);
newNumber.requestFocus();
// COMPILE CHECK # 10 HERE