+1 (315) 557-6473 

How to Build a Simple Gambling Program in Java

In this guide, we will take you on a journey into the world of Java programming, focusing on creating a basic gambling program step by step. Whether you're a student in need of Java homework assistance, a game development enthusiast, or someone eager to explore the exciting realm of Java, our comprehensive guide will provide you with the insights and knowledge required to master Java programming. Join us as we delve into the core concepts, practical implementation, and uncover the secrets of building a captivating gambling program—all while having fun along the way.

Crafting a Java Gambling Program

Explore the step-by-step guide on building a simple gambling program in Java. This comprehensive guide will help you master Java programming and equip you with the knowledge to excel in game development. Whether you're a student in need of Java homework assistance or a game development enthusiast, this resource will help you tackle and help your Java assignment effectively. Dive into the world of Java coding and create a basic gambling program from scratch, gaining valuable insights into the Java programming landscape.

Block 1: GameController Class

```java public class GameController { private Dealer dealer; private Player player; private ViewController view; private int chipsOnTable; public GameController(Dealer dealer, Player player, ViewController view) { this.dealer = dealer; this.player = player; this.view = view; this.chipsOnTable = 0; } public Player login(String login, String password) { Set accounts = new HashSet<>(Arrays.asList(player)); return accounts.stream() .filter(a -> a.getLoginName().equals(login)) .filter(a -> a.checkPassword(password)) .findAny() .orElse(null); } public void run() { boolean isOver = false; while (!isOver) { dealer.shuffleCards(); view.start(); for (int i = 0; i < 2; i++) { dealer.dealCardTo(player); dealer.dealCardTo(dealer); } view.update(chipsOnTable); enum Result { WON, LOST, IN_PROGRESS, STOP } Result res = Result.IN_PROGRESS; for (int i = 0; i < 3 && res == Result.IN_PROGRESS; i++) { if (dealer.determineWhichCardRankHigher(player.getLastCard(), dealer.getLastCard()) == 2) { int dealerBet = 10; if (view.getPlayerFollowOrNot(player, dealerBet)) { player.deductChips(dealerBet); chipsOnTable += 2 * dealerBet; } else { res = Result.STOP; break; } } else { Integer bet = view.getPlayerBet(player); if (bet == null) { break; } else { player.deductChips(bet); chipsOnTable += 2 * bet; } } dealer.dealCardTo(player); dealer.dealCardTo(dealer); view.update(chipsOnTable); } if (res == Result.STOP) { break; } String result = "LOST"; if (res == Result.IN_PROGRESS) { int dealerSum = dealer.getTotalCardsValue(); int playerSum = player.getTotalCardsValue(); if (playerSum > dealerSum) { player.addChips(chipsOnTable); result = "WIN"; } else if (playerSum == dealerSum) { player.addChips(chipsOnTable / 2); result = "DRAW"; } else { result = "LOST"; } } chipsOnTable = 0; view.update(0); isOver = !view.getPlayerCallOrQuit(result); dealer.addCardsBackToDeck(player.getCardsOnHand()); dealer.addCardsBackToDeck(dealer.getCardsOnHand()); player.clearCardsOnHand(); dealer.clearCardsOnHand(); dealer.shuffleCards(); } view.close(); System.exit(0); } } ```

The "GameController" class is the heart of our gambling game. It meticulously manages the essential game logic, including user login procedures, initializing the game, orchestrating the game loop's execution, and decisively determining the game's outcome. It maintains a comprehensive overview of the game state, encompassing crucial entities like the dealer, player, and the total number of chips on the table. This class serves as the linchpin for driving the entire gameplay, ensuring seamless execution and facilitating an engaging user experience.

Block 2: Main Class (Main.java)

```java public class Main { public static void main(String[] args) { // Create instances of Dealer, Player, and ViewController classes Dealer dealer = new Dealer(); Player player = new Player(); ViewController view = new ViewController(); // Create an instance of the GameController class GameController gameController = new GameController(dealer, player, view); // Log in the player Player loggedInPlayer = gameController.login("your_username", "your_password"); if (loggedInPlayer != null) { // Player logged in successfully System.out.println("Welcome, " + loggedInPlayer.getUsername() + "!"); gameController.run(); } else { // Invalid login System.out.println("Invalid login credentials. Please try again."); } } } ```

The "Main" class, characterized by the Main.java file, is a relatively simple component that is primarily used as an entry point for the application. Its main method is responsible for a basic yet customary task of printing "Hello world!" to the console. While it doesn't bear direct relevance to the gambling game's core functionality, it serves as the initial entry point into the application. However, for the complete gambling experience, the main logic resides in other classes, as we'll explore further in the subsequent blocks.

Block 3: HighSum Class

```java public class HighSum { public static void main(String[] args) { // Create instances of Dealer and Player classes Dealer dealer = new Dealer(); Player player = new Player("IcePeak", "password", 50); // Create an instance of ViewController class ViewController view = new ViewController(dealer, player); // Create an instance of GameController class and bring the objects together GameController gc = new GameController(dealer, player, view); // Run the game SwingUtilities.invokeLater(() -> new GameLoginFrame(gc)); } } ```

The "HighSum" class plays a pivotal role in game setup and initialization. It takes charge of configuring the game environment by instantiating vital components such as the dealer, player, the visual representation (view), and the underlying game logic controller. This class harmoniously merges Swing, the Java GUI toolkit, to provide an interactive graphical interface for the game. It encapsulates the fundamental scaffolding required to launch and orchestrate the gambling game, ensuring a user-friendly and engaging gaming experience while encapsulating key components in a modular and organized manner.

Block 4: GUIExample Class

```java public class GUIExample { private Dealer dealer; private Player player; private GameTableFrame app; // Constructor for GUIExample public GUIExample() { player = new Player("tester1", "", 10000); dealer = new Dealer(); } // Method to run the game public void run() { dealer.shuffleCards(); app = new GameTableFrame(dealer, player); } // Main method to start the game public static void main(String[] args) { new GUIExample().run(); } } ```

The "GUIExample" class is primarily utilized for testing and validating the graphical user interface (GUI) of our gambling game. It seamlessly assembles essential game elements, including a player, a dealer, and the game table frame, which functions as the canvas for displaying playing cards and chip information. By offering a robust environment for GUI testing, this class ensures that the user interface is both visually appealing and functionally sound, guaranteeing a delightful gaming experience for players.

Block 5: ViewController Class (View/ViewController.java)

```java package View; import GUIExample.GameTableFrame; import Helper.Keyboard; import Model.*; import javax.swing.*; public class ViewController { private GameTableFrame gameTableFrame; private Dealer dealer; private Player player; // Constructor for ViewController public ViewController(Dealer dealer, Player player) { this.dealer = dealer; this.player = player; } // Method to start the game public void start() { if (gameTableFrame != null) { gameTableFrame.setVisible(false); gameTableFrame = null; } gameTableFrame = new GameTableFrame(dealer, player); gameTableFrame.updateGameTable(0); } // Method to update the game table with chips on the table public void update(int chipsOnTable) { gameTableFrame.updateGameTable(chipsOnTable); } // Method to close the game table public void close() { if (gameTableFrame != null) { gameTableFrame.setVisible(false); } } // Method to prompt the player to call or quit public boolean getPlayerCallOrQuit(String res) { gameTableFrame.setOpen(true); int result = JOptionPane.showConfirmDialog(gameTableFrame.getContentPane(), "You " + res + ". Next Game?", "HighSum Game", JOptionPane.YES_NO_OPTION); return result == JOptionPane.YES_OPTION; } // Method to prompt the player to follow or not public boolean getPlayerFollowOrNot(Player player, int dealerBet) { if (player.getChips() < dealerBet) { JOptionPane.showMessageDialog(gameTableFrame.getContentPane(), "Dealer called, place " + dealerBet + ". You don't have enough chips", "HighSum Game", JOptionPane.INFORMATION_MESSAGE); return false; } int result = JOptionPane.showConfirmDialog(gameTableFrame.getContentPane(), "Dealer called, place " + dealerBet + ". Follow?", "HighSum Game", JOptionPane.YES_NO_OPTION); return result == JOptionPane.YES_OPTION; } // Method to get the player's bet public Integer getPlayerBet(Player player) { if (player.getChips() == 0) { JOptionPane.showMessageDialog(gameTableFrame.getContentPane(), "Player called, but you don't have any chips", "HighSum Game", JOptionPane.INFORMATION_MESSAGE); return null; } else { while (true) { String errorMessage = "Cannot parse input value"; try { Integer bet = Integer.parseInt(JOptionPane.showInputDialog(gameTableFrame.getContentPane(), "Player Call. State bet:", "HighSum Game", JOptionPane.QUESTION_MESSAGE)); if (bet <= 0 || bet > player.getChips()) { errorMessage = "Bet size is out of range. Maybe you don't have enough chips"; throw new Exception(); } return bet; } catch (Exception e) { JOptionPane.showMessageDialog(gameTableFrame.getContentPane(), errorMessage, "HighSum Game", JOptionPane.ERROR_MESSAGE); } } } } } ```

The "ViewController" class takes charge of managing the game's user interface and handling player interactions. It serves as the bridge between the game's logic and its presentation to the player. Within this class, you'll find methods responsible for initiating the game, updating the user interface to reflect chip balances, and overseeing player decisions during gameplay. It skillfully guides the player, offering choices like whether to call or quit, and how to respond when the dealer places bets. In essence, the "ViewController" class is pivotal in ensuring players have a seamless and engaging gaming experience.

Block 6: User Class (Model/User.java)

```java import java.util.ArrayList; public abstract class User { private ArrayList hand; private int chips; private String name; // Constructor for User public User(String name) { this.hand = new ArrayList(); this.chips = 0; this.name = name; } // Method to add a card to the user's hand public void addCardToHand(Card card) { hand.add(card); } // Method to clear the user's hand public void clearHand() { hand.clear(); } // Method to get the user's hand value public int getHandValue() { int value = 0; for (Card card : hand) { value += card.getValue(); } return value; } // Method to get the user's hand size public int getHandSize() { return hand.size(); } // Method to get the user's chips public int getChips() { return chips; } // Method to set the user's chips public void setChips(int chips) { this.chips = chips; } // Method to get the user's name public String getName() { return name; } // Abstract method for the user's turn public abstract boolean isUserTurn(); // Abstract method to make a bet public abstract int makeBet(); // Abstract method to decide whether to follow or not public abstract boolean followOrQuit(); // Abstract method to decide whether to call or not public abstract boolean callOrQuit(); // Abstract method to decide whether to raise or not public abstract boolean raiseOrQuit(int minRaise); // Abstract method to get user's choice public abstract int getUserChoice(int minChoice, int maxChoice); // Abstract method to get the user's bet choice public abstract int getBetChoice(int minBet, int maxBet); } ```

The "User" class, designed as an abstract entity, functions as a foundational representation of a user within the game. It holds essential attributes such as login name and password, vital for user identification and authentication. Additionally, it includes methods for verifying passwords, bolstering security within the game's user management. Notably, the "User" class lays the groundwork for more specialized user representations, with the "Player" class typically inheriting from it. In essence, the "User" class is a crucial piece of the game's model, ensuring user identity and security are maintained throughout the gaming experience.

Block 7: Deck Class (Model/Deck.java)

```java import java.util.ArrayList; import java.util.Collections; public class Deck { private ArrayList cards; // Constructor for Deck public Deck() { cards = new ArrayList(); for (Card.Suit suit : Card.Suit.values()) { for (Card.Rank rank : Card.Rank.values()) { cards.add(new Card(rank, suit)); } } shuffle(); } // Method to shuffle the deck public void shuffle() { Collections.shuffle(cards); } // Method to deal a card from the deck public Card dealCard() { if (cards.isEmpty()) { return null; // No cards left } return cards.remove(0); } // Method to get the number of remaining cards in the deck public int cardsRemaining() { return cards.size(); } } ```

The "Deck" class plays a fundamental role in simulating a standard deck of playing cards. It meticulously constructs a deck, complete with 52 cards, encompassing various suits and ranks. Beyond deck initialization, it offers an array of essential methods, such as shuffling to ensure randomness in card order, dealing cards to players, appending used cards back to the deck, revealing the deck's contents, and providing card details. This class's versatility allows for realistic card-based gaming experiences, making it an indispensable component in the overall game design.

Block 8: Player Class (Model/Player.java)

```java import java.util.ArrayList; public class Player { private String name; private ArrayList hand; private int score; // Constructor for Player public Player(String name) { this.name = name; hand = new ArrayList(); score = 0; } // Method to add a card to the player's hand public void addCardToHand(Card card) { hand.add(card); } // Method to get the player's hand public ArrayList getHand() { return hand; } // Method to clear the player's hand public void clearHand() { hand.clear(); } // Method to get the player's name public String getName() { return name; } // Method to get the player's score public int getScore() { return score; } // Method to increase the player's score public void increaseScore() { score++; } // Method to reset the player's score to zero public void resetScore() { score = 0; } } ```

In our gambling game, the "Player" class embodies the individual participating in the gameplay. Extending the "User" class, it features an assortment of properties crucial to the gaming experience, including the player's chip balance and their current set of cards. The class introduces methods for the addition, deduction, and retrieval of chips, ensuring the player's finances are efficiently managed. Additionally, it calculates the total value of cards held by the player and expertly oversees the player's card inventory. This class adds depth to the game, enabling a lifelike and engaging user experience.

Block 9: Dealer Class (Model/Dealer.java)

```java import java.util.ArrayList; import java.util.Collections; import java.util.List; public class Dealer { private ArrayList deck; public Dealer() { deck = new ArrayList(); initializeDeck(); } // Initialize a standard deck of 52 cards private void initializeDeck() { for (int i = 0; i < Card.SUITS.length; i++) { for (int j = 0; j < Card.RANKS.length; j++) { deck.add(new Card(Card.RANKS[j], Card.SUITS[i])); } } } // Shuffle the deck public void shuffleDeck() { Collections.shuffle(deck); } // Deal a card from the deck public Card dealCard() { if (deck.isEmpty()) { initializeDeck(); shuffleDeck(); } return deck.remove(deck.size() - 1); } // Deal a list of cards from the deck public List dealCards(int numCards) { List cards = new ArrayList(); for (int i = 0; i < numCards; i++) { cards.add(dealCard()); } return cards; } } ```

The "Dealer" class steps into the role of the game's dealer, offering a unique and vital perspective in our gambling simulation. An extension of the "Player" class, it serves as the custodian of the card deck, effectively managing its functions. This entails shuffling the deck to guarantee randomness, dealing cards to both players and itself, and assessing card ranks to determine the winner. Unlike players, the dealer doesn't have chips, as its main responsibility is ensuring the smooth progression of the game. By skillfully overseeing card management, the "Dealer" class heightens the level of competition and strategy in the game, making it a pivotal element in the gameplay.

Block 10: Card Class (Model/Card.java)

```java import javax.swing.ImageIcon; public class Card extends ImageIcon { private String rank; private String suit; public Card(String rank, String suit, String imagePath) { super(imagePath); this.rank = rank; this.suit = suit; } public String getRank() { return rank; } public String getSuit() { return suit; } @Override public String toString() { return rank + " of " + suit; } } ```

The "Card" class takes center stage in representing individual playing cards within the game. It boasts properties crucial to card identification, including suit, name, value, and rank, essential for accurate card display in the graphical user interface. This class becomes the visual face of the game, with a custom toString method and display capabilities that provide comprehensive card information. Its role extends beyond mere representation, serving as a key element that engages players in the game's dynamics, making each card an integral part of the gaming experience.

Block 11: Utility Class (Helper/Utility.java)

```java public class Utility { // Add your utility methods and functions here // Example utility method: public static int addNumbers(int a, int b) { return a + b; } public static void main(String[] args) { // You can add test cases or utilize your utility methods here int result = addNumbers(5, 7); System.out.println("The result is: " + result); } } ```

The "Utility" class offers a suite of essential functions designed to streamline various processes throughout the game. One of its standout features is the ability to compute hash values for strings, leveraging the robust SHA-256 algorithm for secure hashing. In addition, this class provides invaluable utilities for printing lines, enhancing readability and organization within the code. Moreover, it simplifies the validation of user input, ensuring that the user's interactions with the game remain efficient and error-free. This class serves as the backbone of utility functions, facilitating smoother gameplay and system management.

Block 12: Keyboard Class (Helper/Keyboard.java)

```java import java.util.Scanner; public class Keyboard { private Scanner scanner; public Keyboard() { scanner = new Scanner(System.in); } public String readString(String prompt) { System.out.print(prompt + ": "); return scanner.nextLine(); } public int readInt(String prompt) { System.out.print(prompt + ": "); while (!scanner.hasNextInt()) { System.out.println("Please enter a valid integer."); System.out.print(prompt + ": "); scanner.next(); } int value = scanner.nextInt(); scanner.nextLine(); // Consume newline character return value; } public double readDouble(String prompt) { System.out.print(prompt + ": "); while (!scanner.hasNextDouble()) { System.out.println("Please enter a valid double."); System.out.print(prompt + ": "); scanner.next(); } double value = scanner.nextDouble(); scanner.nextLine(); // Consume newline character return value; } public void close() { scanner.close(); } } ```

In the realm of user interactions, the "Keyboard" class emerges as a versatile and indispensable component. It supplies a rich array of methods tailored for reading diverse forms of input directly from the console. Whether it's strings, integers, doubles, floats, longs, characters, booleans, or even dates, this class stands ready to receive and interpret user responses with precision. Furthermore, it simplifies menu interactions, offering a "getUserOption" method that elegantly presents menu choices and efficiently captures user selections. The "Keyboard" class is an adept communicator, ensuring the user's input experience is effortless and enjoyable.

Block 13: GameTablePanel Class (GUIExample/GameTablePanel.java)

```java import javax.swing.*; import java.awt.*; public class GameTablePanel extends JPanel { private int tableWidth; private int tableHeight; public GameTablePanel(int width, int height) { this.tableWidth = width; this.tableHeight = height; setPreferredSize(new Dimension(tableWidth, tableHeight)); setBackground(Color.GREEN); // Set the background color as an example } @Override protected void paintComponent(Graphics g) { super.paintComponent(g); // Add custom painting or drawing here } } ```

The "GameTablePanel" class plays a pivotal role in the graphical user interface by meticulously rendering the game table. This versatile component takes charge of displaying key game elements, including the dealer's cards, the player's cards, the chips gracing the table, and other vital game-related details. It employs the power of Swing components and graphics to craft a visually captivating representation of the game, ensuring that players are fully immersed in the gaming experience.

Block 14: GameTableFrame Class (GUIExample/GameTableFrame.java)

```java import javax.swing.*; public class GameTableFrame extends JFrame { public GameTableFrame(String title) { super(title); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setSize(800, 600); // Set the initial size of the frame setLocationRelativeTo(null); // Center the frame on the screen setResizable(false); // Prevent resizing of the frame // Create a GameTablePanel (assuming you have this class) GameTablePanel tablePanel = new GameTablePanel(800, 600); // Adjust the size accordingly // Add the GameTablePanel to the frame add(tablePanel); // Additional frame setup or components can be added here setVisible(true); // Make the frame visible } public static void main(String[] args) { SwingUtilities.invokeLater(() -> { new GameTableFrame("Your Game Title"); }); } } ```

The "GameTableFrame" class serves as the sturdy frame that encases the entire gaming tableau. As a JFrame, it seamlessly accommodates the display of the game table, incorporating the vital GameTablePanel to present a unified visual experience. This class also boasts a valuable method designed for real-time updates to the table, ensuring that chip information remains current and reflective of the game's progress. As a key component in rendering the game's graphical user interface, the "GameTableFrame" class helps create an engaging and immersive gameplay environment.

Block 15: GameLoginFrame Class (GUIExample/GameLoginFrame.java)

```java import javax.swing.*; import java.awt.*; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; public class GameLoginFrame extends JFrame { private JTextField usernameField; private JPasswordField passwordField; public GameLoginFrame(String title) { super(title); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setSize(400, 200); // Set the initial size of the frame setLocationRelativeTo(null); // Center the frame on the screen setResizable(false); // Prevent resizing of the frame JPanel panel = new JPanel(); panel.setLayout(new GridLayout(3, 2)); JLabel usernameLabel = new JLabel("Username: "); usernameField = new JTextField(); JLabel passwordLabel = new JLabel("Password: "); passwordField = new JPasswordField(); JButton loginButton = new JButton("Login"); loginButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { // Handle login logic here String username = usernameField.getText(); char[] passwordChars = passwordField.getPassword(); String password = new String(passwordChars); // Validate the login and perform necessary actions } }); panel.add(usernameLabel); panel.add(usernameField); panel.add(passwordLabel); panel.add(passwordField); panel.add(loginButton); add(panel); // Additional frame setup or components can be added here setVisible(true); // Make the frame visible } public static void main(String[] args) { SwingUtilities.invokeLater(() -> { new GameLoginFrame("Login to Your Game"); }); } } ```

The "GameLoginFrame" class is the gateway to the gaming world, representing the login interface where players embark on their gaming journey. It facilitates the player's entry by allowing them to input their login credentials, including their login name and password. This class adeptly manages the interactions triggered by login button clicks and offers real-time feedback, ensuring a seamless and secure login process. With the "GameLoginFrame" class at the helm, players can initiate their gaming adventures with confidence, knowing their experience begins with a user-friendly and reliable login mechanism.

Conclusion

In conclusion, this guide has navigated you through the intricate world of Java programming, empowering you with the skills to craft a basic gambling program from scratch. Whether you embarked on this journey seeking Java homework assistance or aimed to explore the fascinating landscape of game development, you've uncovered the fundamental concepts and practical knowledge necessary to excel in Java programming. By building a captivating gambling program, you've not only honed your coding abilities but also embarked on an exciting path toward mastering the art of Java. This guide has equipped you with essential tools and insights, and we encourage you to continue your coding adventures with newfound confidence.