I'm trying to make a cylinder using Java Graphics and the paintComponent() method.
The user of the application can select which shape they want (in this case it's a cylinder) and input the dimensions they want for the shape.
After they input the dimensions and click the submit button, another window will open with the image drawn on it.
My current issue is getting the shape made correctly. I'm currently trying to make two ovals and connect them using two lines. The base will be a red oval and everything else will have no color.
When you submit the dimensions for the cylinder, the sides are never the correct length or in the correct position on the Y-Axis. An example can be view here:
The dimensions for this cylinder: 200 height, 50 radius.
What the cylinder should look like:
300 height, 300 radius
I'll be working on adding the minimal version of the program for testing. However, for right now I'll be providing what the code is for the cylinder itself and the paintComponent() method.
Cylinder:
import java.awt.Color;
public class Cylinder extends Circle {
private int length;
public Cylinder(int radius, int length, Color color) {
super(radius, length, color);
this.length = length;
this.radius = radius;
}
public Cylinder(int newX, int newY, int newRadius, int newLength) {
super(newX, newY, newRadius);
length = newLength;
}
public int getLength() {
return length;
}
public void setLength(int length) {
this.length = length;
}
public int calcArea() {
return (int) Math.ceil( 2 * 3.14 * radius * radius + 2 * 3.14 * radius * length);
}
public int calcVolume() {
return (int) Math.ceil(3.14 * radius * radius * length);
}
public DrawFigure drawFigure() {
DrawFigure cylinder1 = new DrawFigure(4, getRadius(), length);
return cylinder1;
}
public String toString() {
return "Length = " + length + " " + super.toString();
}
}
DrawFigure (paintComponent is the last method):
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JPanel;
public class DrawFigure extends JPanel {
int type;
int length, width, height, radius;
public DrawFigure() {
super();
type = 5;
}
public DrawFigure(int myType, int myWidth, int myLength, int myHeight) { // Box and Rectangle
super();
type = myType;
length = myLength;
width = myWidth;
height = myHeight;
}
public DrawFigure(int x, int y, int myType, int myWidth, int myLength, int myHeight) {
super();
type = myType;
length = myLength;
width = myWidth;
height = myHeight;
}
public DrawFigure(int myType, int myRadius, int myHeight) {
super();
type = myType;
radius = myRadius;
height = myHeight;
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
if (type == 1) { // Draw Rectangle
} else if (type == 2) { // Draw Box
} else if(type == 3) { // Draw Circle
} else if(type == 4) { // Draw Cylinder
g.setColor(Color.BLACK);
g.drawOval(135, 65, radius, radius - radius / 2);
// Base
g.setColor(Color.RED);
g.fillOval(135, 65 + height, radius, radius / 2);
g.setColor(Color.BLACK);
g.drawLine(135, 65 + height + (height /4), 135, 135);
g.setColor(Color.BLACK);
g.drawLine(135 + radius, 65 + height + (height /4), 135 + radius, 135);
return;
}
}
}
Full code for the program:
Point.java https://pastebin.com/iVgN47e3
Lab6GUI.java https://pastebin.com/bKM790iQ
Rectangle.java https://pastebin.com/MdCrJYeA
Box.java https://pastebin.com/iZCZpUi7
Circle.java https://pastebin.com/aui1NgJi
Cylinder.java https://pastebin.com/fHDNmBXT
DrawFigure.java https://pastebin.com/z8t31put
LessThanOrEqualToZeroException.java https://pastebin.com/4ELEmsNX
LessThanOrGreaterThanException.java https://pastebin.com/1avRUudN
Okay, so drawing an oval extends from the x/y position, with a positive width/height, that would make the oval draw right/down from the x/y position, for example...
So, assuming we start at 0x0, this would mean that the lines would need to start at a y position of radius / 4, given that you're using radius for the width and radius / 2 for the height (I'm not going to mention how that is confusing). This will allow the lines to "appear" that they join the outer edge of the oval (and draw down)
The lines would then be height long. This means the bottom oval would then need to start at height - (radius / 4) ... okay, I had to go and double check this, but remember, the line ends at (radius / 4) + height, this also means that the cylinder is the height + (radius / 2) high in total.
🤪🤯
height=200, radius=50
height=300, radius=300
This prevents scenario where radius / 4 is greater than height, because that would just be a mess
Runnable example...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.add(new DrawPane(300, 300));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class DrawPane extends JPanel {
int height, radius;
public DrawPane(int myRadius, int myHeight) {
super();
radius = myRadius;
height = myHeight;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int x = (getWidth() - radius) / 2;
int y = (getHeight() - (height + (radius / 4))) / 2;
g2d.translate(x, y);
g2d.setColor(Color.LIGHT_GRAY);
g2d.drawRect(0, 0, radius, height + (radius / 4));
// Base
g2d.setColor(Color.RED);
g2d.fillOval(0, height - (radius / 4), radius, radius / 2);
g2d.setColor(Color.BLACK);
g2d.drawOval(0, 0, radius, radius / 2);
g2d.setColor(Color.BLACK);
g2d.drawLine(0, radius / 4, 0, height);
g2d.drawLine(radius, radius / 4, radius, height);
g2d.dispose();
}
}
}
Related
My partner and I are trying to remake Tetris for our final project of the year in my Computer Science class we currently have a for loop that draws individual rectangles in an overwritten paint method.
private final int spacer = 30;
public int getSpacer()
{
return spacer;
}
public void paint(Graphics g) {
setBackground(Color.GRAY);
for(int i = getHeight()/2 - (spacer * 10); i < getHeight()/2 + (spacer * 10); i += spacer) {
for(int x = getWidth()/2 - (spacer * 5); x < getWidth()/2 + (spacer * 5); x += (spacer)) {
g.drawRect(x, i, (spacer), (spacer));
}
}
setForeground(Color.black);
}
The method basically takes the width and height of the window and makes a 10 x 20 grid of boxes that are 30 units, pixels I think, wide.
We'd like to make a Grid.java class that takes in color, the spacer int, and an x and y int. The constructor for Grid.java should draw the exact same thing as the code above using the for loop, but when we tried it gave us a white screen that would not resize with the window.
private final int spacer = 30;
private static Grid[][] arr = new Grid[10][20];
public int getSpacer()
{
return spacer;
}
public void paint(Graphics g) {
setBackground(Color.GRAY);
int countY = 0;
int countX = 0;
for(int y = getHeight()/2 - (spacer * 10); y < getHeight()/2 + (spacer * 10); y += spacer) {
for(int x = getWidth()/2 - (spacer * 5); x < getWidth()/2 + (spacer * 5); x += spacer) {
arr[countX][countY] = new Grid(x, y, spacer, g);
countX++;
}
countY++;
}
setForeground(Color.black);
}
*Grid.java Class*
package Tetris_Shapes;
import javax.swing.*;
import java.awt.*;
public class Grid {
private int x;
private int y;
private int side;
private Graphics g;
public Grid(int x, int y, int side, Graphics g) {
// g.drawRect(x, y, spacer, spacer);
this.x = x;
this.y = y;
this.side = side;
this.g = g;
paint(this.g);
}
private void paint(Graphics g) {
g.drawRect(x, y, side, side);
}
}
When we try and run this we get the white box that doesn't resize. My question is does anyone know of a way to get a constructor to draw shapes. Thank you in advance, this is pretty niche so I'm also going to apologize in advance.
I drew a line that is at an angle based on a slider.
I am trying to make the line's end Y coordinate a certain number (let's say 300), even if it is at an angle.
Any ideas on how to do this? Here is the work on my line so far:
double angle = intAngle;
angle = angle * Math.PI / 180;
double length = 300;
graphics.setColor(Color.RED);
double startX = 300;
double startY = 100;
double endX = startX + length * Math.cos(angle);
double endY = startY + length * Math.sin(angle);
double end2X;
double end2Y;
double dblAngle;
double angle2;
int intAngle2;
double start2X = endX;
double start2Y = endY;
intAngle2 = 180 - intAngle;
angle2 = intAngle2;
angle2 = (angle2 * Math.PI / 180);
end2X = (start2X - length * Math.cos(angle2));
end2Y = (start2Y - length * Math.sin(angle2));
int intEndX = (int)endX;
int intEndY = (int)endY;
if(blnButton == true){
graphics.draw(new Line2D.Double(startX, startY, endX, endY));
graphics.draw(new Line2D.Double(start2X, start2Y, end2X, end2Y));
}
There's probably a simpler way, but basically, you can calculate two points on a circle based on the angle and the inverse of the angle (angle - 360)
With a circle with a radius of 150, this will give you a line of 300, for example
The red line is the line from the center of the circle to point on the circle represented by the given angel. The blue is the inverse. Each line is 150 pixels line, meaning together, they are 300 pixels in length.
This examples draws the separately, but realistically, they could be draw as a single line
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Line2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JSlider;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
public TestPane() {
setLayout(new BorderLayout());
DrawPane drawPane = new DrawPane();
add(drawPane);
JSlider slider = new JSlider(0, 100);
add(slider, BorderLayout.SOUTH);
slider.addChangeListener(new ChangeListener() {
#Override
public void stateChanged(ChangeEvent e) {
drawPane.setAngleInDegrees(360d * (slider.getValue() / 100d));
}
});
slider.setValue(0);
}
}
public class DrawPane extends JPanel {
private double angle;
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
// Radius of the circle
double r = 150;
// Degrees to radians...
double radians = Math.toRadians(angle);
// The end point on the circle...
int endX = (int) Math.round(r * Math.cos(radians));
int endY = (int) Math.round(r * Math.sin(radians));
// The start point on the circle, 360 degress from the
// start angle
radians = Math.toRadians(angle - 360);
int startX = (int) Math.round(r * Math.cos(radians));
int startY = (int) Math.round(r * Math.sin(radians));
// Offset for the ellipse (center of the screen)
double x = (getWidth() / 2d) - r;
double y = (getWidth() / 2d) - r;
g2d.setColor(Color.LIGHT_GRAY);
g2d.draw(new Ellipse2D.Double(x, y, r * 2, r * 2));
// Center of the circle...
x = (getWidth() / 2d);
y = (getWidth() / 2d);
// One single line
//g2d.setColor(Color.BLACK);
//g2d.draw(new Line2D.Double(x - startX, y - startY, x + endX, y + endY));
g2d.setColor(Color.RED);
g2d.draw(new Line2D.Double(x, y, x - startX, y - startY));
g2d.setColor(Color.BLUE);
g2d.draw(new Line2D.Double(x, y, x + endX, y + endY));
g2d.dispose();
}
public void setAngleInDegrees(double value) {
if (angle != value) {
angle = Math.min(Math.max(value, 0), 360);
repaint();
}
}
}
}
or something along those lines...
The following code works correctly, but I'm having trouble understanding some of the details. Can somebody help me understand how the AffineTransform is working to rotate the image?
package pks;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class rotate {
public static void main(String[] args) {
new rotate();
}
public rotate() {
EventQueue.invokeLater(new Runnable() {
public void run() {
final RotationPane rotationPane = new RotationPane(); // initilize object of RotationPane class
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(rotationPane);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class RotationPane extends JPanel {
private BufferedImage img;
private BufferedImage rotated;
private double angle;
public RotationPane() {
try {
img = ImageIO.read(new File("C:\\Users\\pardeep\\Desktop\\tomb1.jpg")); // path of the image to be rotated
setAngle(45);
}
catch (IOException ex) {
}
}
public void setAngle(double angle) {
this.angle = angle;
// Using Affine transform we will calculate the new values
//x=vcos (theta)+wsin(theta)
//y=vcos(theta)+ wsin(theta)
double rads = Math.toRadians(angle); // calculating angle in radian
double sin = Math.abs(Math.sin(rads)), //calculating sin theta
cos = Math.abs(Math.cos(rads)); // calculating cos theta
int w = img.getWidth();
int h = img.getHeight();
int newWidth = (int) Math.floor(w * cos + h * sin); //using affine transform
int newHeight = (int) Math.floor(h * cos + w * sin);
rotated = new BufferedImage(newWidth, newHeight, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = rotated.createGraphics(); //rotating planes.....
AffineTransform plane = new AffineTransform();
plane.translate((newWidth - w) / 2, (newHeight - h) / 2);
int x=w/2;
int y=h/2;
plane.rotate(Math.toRadians(45), x, y);
g2d.setTransform(plane);
g2d.drawImage(img, 0, 0, this);
}
public Dimension getPreferredSize() {
return new Dimension(800, // setting the window size
800);
}
protected void paintComponent(Graphics g) {
// super.paintComponent(g); no need for it
if (rotated != null) { // drawing image on 2 dimentional size surface
Graphics2D g2d = (Graphics2D) g.create();
int x = (getWidth() - rotated.getWidth()) / 2;
int y = (getHeight() - rotated.getHeight()) / 2;
g2d.drawImage(rotated, x, y, this); // overriding the method......
}
}
}
}
What exactly don't you understand? plane.rotate(Math.toRadians(45), x, y); rotates the image around the center point clockwise by 45 degrees. plane.translate((newWidth - w) / 2, (newHeight - h) / 2); is the same as plane.translate(newWidth/2 - w/2, newHeight/2 - h/2); so it calculates the difference between the new center and the old center and moves the entire picture by that difference.
I should mention that AffineTransform applies the transformations in the opposite order.
So if you write this
plane.translate((newWidth - w) / 2, (newHeight - h) / 2);
int x=w/2;
int y=h/2;
plane.rotate(Math.toRadians(45), x, y);
Then every pixel of of the image is first rotated by 45 degrees clockwise and then shifted, not the other way around. It's done this way because the transformations are supposed to be applied to the coordinate system. Applying transformation A followed by tranformation B to the coordinate system is mathematically equivalent to applying B followed by A to the pixels of the image.
I'm having issues with the balls that I display in my JFrame window. Here's the main idea of my application:
Point object (with coordinates x and y) --> Vector object (a class I wrote that has the x and y components of a vector, as well as a few methods... gets its location and head/tail points from the Point object) --> Ball object (the position, velocity, and acceleration vectors are collected in an ArrayList, also has radius and color attributes) --> ContainerBox object (contains the balls, defines the min/max x and y for collision detection purposes).
I'm working toward having one ball centered in the window and the other orbiting the first, but right now I'm just trying to get my objects to play nicely. I'm very new to OOP principles and this is the first time I've written a program using classes in this way.
Everything works perfectly, the JFrame comes up and displays the balls... the problem is that the balls won't show up in the right places. No matter what I put in for the x and y coordinates of the balls (either explicitly or using the objects), they always show up in the upper left-hand corner of the screen. Here's a pic of what I get: Picture Here
I don't know whether it's the vectors or the collision detection or what... any ideas? Thanks a lot for reading and replying!
EDIT: Here's some of the code that I'm using (sorry to put so much, I have no idea where the problem is):
EDIT AGAIN: Added the ball class that I forgot.
package chaneyBouncingBall;
import java.util.*;
public class Point
{
float x;
float y;
public Point(float x, float y)
{
this.x = x;
this.y = y;
}
}
package chaneyBouncingBall;
import java.util.ArrayList;
public class Chaney2DVector
{
float x;
float y;
Point fromLocation;
public Chaney2DVector(float x,
float y)
{
this.x = x;
this.y = y;
}
public Chaney2DVector(Point point1,
Point point2)
{
fromLocation = new Point(point1.x, point1.y);
this.x = point2.x - point1.x;
this.y = point2.y - point1.y;
}
}
package chaneyBouncingBall;
import java.awt.*;
import java.util.*;
public class Ball
{
float x, y;
float velX, velY;
float accelX, accelY;
float radius;
private Color color;
public Ball(float x, float y, float velX,
float velY, float accelX,
float accelY, float radius,
Color color)
{
Chaney2DVector position = new Chaney2DVector(x, y);
Chaney2DVector velocity = new Chaney2DVector(velX, velY);
Chaney2DVector acceleration = new Chaney2DVector(accelX, accelY);
ArrayList posVelAcc = new ArrayList();
posVelAcc.add(position);
posVelAcc.add(velocity);
posVelAcc.add(acceleration);
this.radius = radius;
this.color = color;
}
public void draw(Graphics g)
{
g.setColor(color);
g.fillOval((int)(x - radius), (int)(y - radius),
(int)(2 * radius), (int)(2 * radius));
}
public void moveOneStepWithCollisionDetection( ContainerBox box)
{
float ballMinX = box.minX + radius;
float ballMinY = box.minY + radius;
float ballMaxX = box.maxX - radius;
float ballMaxY = box.maxY - radius;
x = x + velX;
y = y + velY;
if (x < ballMinX)
{
velX = -velX;
x = ballMinX;
}
else if (x > ballMaxX)
{
velX = -velX;
x = ballMaxX;
}
if (y < ballMinY)
{
velY = -velY;
y = ballMinY;
}
else if (y > ballMaxY)
{
velY = -velY;
y = ballMaxY;
}
}
}
package chaneyBouncingBall;
import java.awt.*;
/**
* A rectangular container box, containing the bouncing ball.
*/
public class ContainerBox {
int minX, maxX, minY, maxY; // Box's bounds (package access)
private Color colorFilled; // Box's filled color (background)
private Color colorBorder; // Box's border color
private static final Color DEFAULT_COLOR_FILLED = Color.BLACK;
private static final Color DEFAULT_COLOR_BORDER = Color.YELLOW;
/** Constructors */
public ContainerBox(int x, int y, int width, int height, Color colorFilled, Color colorBorder) {
minX = x;
minY = y;
maxX = x + width - 1;
maxY = y + height - 1;
this.colorFilled = colorFilled;
this.colorBorder = colorBorder;
}
/** Constructor with the default color */
public ContainerBox(int x, int y, int width, int height) {
this(x, y, width, height, DEFAULT_COLOR_FILLED, DEFAULT_COLOR_BORDER);
}
/** Set or reset the boundaries of the box. */
public void set(int x, int y, int width, int height) {
minX = x;
minY = y;
maxX = x + width - 1;
maxY = y + height - 1;
}
/** Draw itself using the given graphic context. */
public void draw(Graphics g) {
g.setColor(colorFilled);
g.fillRect(minX, minY, maxX - minX - 1, maxY - minY - 1);
g.setColor(colorBorder);
g.drawRect(minX, minY, maxX - minX - 1, maxY - minY - 1);
}
}
package chaneyBouncingBall;
import java.awt.*;
import java.awt.event.*;
import java.util.Random;
import javax.swing.*;
/**
* The control logic and main display panel for game.
*/
public class BallWorld extends JPanel {
private static final int UPDATE_RATE = 50; // Frames per second (fps)
private Ball ball; // A single bouncing Ball's instance
private Ball ball2;
private ContainerBox box; // The container rectangular box
private DrawCanvas canvas; // Custom canvas for drawing the box/ball
private int canvasWidth;
private int canvasHeight;
/**
* Constructor to create the UI components and init the game objects.
* Set the drawing canvas to fill the screen (given its width and height).
*
* #param width : screen width
* #param height : screen height
*/
public BallWorld(int width, int height) {
canvasWidth = width;
canvasHeight = height;
boolean stationary = true;
Random rand = new Random();
int angleInDegree = rand.nextInt(360);
int radius = 50;
int radius2 = 25;
// double accelAngle;
float x1 = rand.nextInt(canvasWidth - radius * 2 - 20) + radius + 10;
float y1 = rand.nextInt(canvasHeight - radius * 2 - 20) + radius + 10;
float x2 = rand.nextInt(canvasWidth - radius * 2 - 20) + radius + 10;
float y2 = rand.nextInt(canvasHeight - radius * 2 - 20) + radius + 10;
// float x = 100;
// float y = 100;
float velX1 = 0;
float velY1 = 0;
float accelX1 = 0;
float accelY1 = 0;
float velX2 = 0;
float velY2 = 0;
float accelX2 = 0;
float accelY2 = 0;
ball = new Ball(canvasWidth / 2, canvasHeight / 2, velX1, velY1, accelX1, accelY1,
radius, Color.BLUE);
ball2 = new Ball(x2, y2, velX2, velY2, accelX2, accelY2, radius / 5, Color.YELLOW);
// Init the Container Box to fill the screen
box = new ContainerBox(0, 0, canvasWidth, canvasHeight, Color.BLACK, Color.WHITE);
// Init the custom drawing panel for drawing the game
canvas = new DrawCanvas();
this.setLayout(new BorderLayout());
this.add(canvas, BorderLayout.CENTER);
// Handling window resize.
this.addComponentListener(new ComponentAdapter() {
#Override
public void componentResized(ComponentEvent e) {
Component c = (Component)e.getSource();
Dimension dim = c.getSize();
canvasWidth = dim.width;
canvasHeight = dim.height;
// Adjust the bounds of the container to fill the window
box.set(0, 0, canvasWidth, canvasHeight);
}
});
// Start the ball bouncing
gameStart();
}
/** Start the ball bouncing. */
public void gameStart() {
// Run the game logic in its own thread.
Thread gameThread = new Thread() {
public void run() {
while (true) {
// Execute one time-step for the game
gameUpdate();
// Refresh the display
repaint();
// Delay and give other thread a chance
try {
Thread.sleep(1000 / UPDATE_RATE);
} catch (InterruptedException ex) {}
}
}
};
gameThread.start(); // Invoke GaemThread.run()
}
/**
* One game time-step.
* Update the game objects, with proper collision detection and response.
*/
public void gameUpdate() {
ball.moveOneStepWithCollisionDetection(box);
ball2.moveOneStepWithCollisionDetection(box);
}
/** The custom drawing panel for the bouncing ball (inner class). */
class DrawCanvas extends JPanel {
/** Custom drawing codes */
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g); // Paint background
// Draw the box and the ball
box.draw(g);
ball.draw(g);
ball2.draw(g);
// Display ball's information
g.setColor(Color.WHITE);
g.setFont(new Font("Courier New", Font.PLAIN, 12));
// g.drawString("Ball " + ball.toString(), 20, 30);
}
/** Called back to get the preferred size of the component. */
#Override
public Dimension getPreferredSize() {
return (new Dimension(canvasWidth, canvasHeight));
}
}
}
package chaneyBouncingBall;
import javax.swing.JFrame;
public class Main
{
public static void main(String[] args)
{
javax.swing.SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
JFrame frame = new JFrame("Matt Chaney's Gravity App");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setContentPane(new BallWorld(550, 450));
frame.pack();
frame.setVisible(true);
}
});
}
}
In the constructor of your Ball class, you don't assign all the instance variables to their parameters, these need to be added.
public Ball(float x, float y, float velX, float velY, float accelX, float accelY, float radius, Color color) {
...
this.x = x;
this.y = y;
this.velX = velX;
this.velY = velY;
this.accelX = accelX;
this.accelY = accelY;
}
I'm tyring to link to circles with drawline , but I have a problem here is my code :
import java.awt.Color;
import java.awt.FontMetrics;
import java.awt.Graphics;
import javax.swing.JPanel;
public class Panneau extends JPanel {
public void paintComponent(Graphics g){
// declaration
String text = "test";
int x = 250, y = 200;
int height = 50, width = 50;
g.setColor(Color.yellow);
g.fillOval(x-height/2, y-width/2,width, height);
g.fillOval((x-height/2)+100, (y-width/2)+50,width, height);
FontMetrics fm = g.getFontMetrics();
double textWidth = fm.getStringBounds(text, g).getWidth();
g.setColor(Color.black);
g.drawString(text, (int) (x - textWidth/2),(int) (y + fm.getMaxAscent() / 2));
g.drawString(text, (int) (x - textWidth/2)+100,(int) (y + fm.getMaxAscent() / 2)+50);
g.setColor(Color.black);
g.drawLine(x,y,x+100,y+50);
}
}
the problem , the line I drawed start from center of circle , I want to draw Line from circle (like Graph node!) thanks for helping ! :)
Actually, I realized there was a way to 'hack it' by drawing the graphic elements in a different order. This still draws the entire line, but then effectively 'erases the unwanted bits' by ..drawing over the top of them!
import java.awt.*;
import javax.swing.*;
public class Panneau extends JPanel {
public void paintComponent(Graphics g){
// declaration
String text = "test";
int x = 250, y = 200;
int height = 50, width = 50;
g.setColor(Color.black);
g.drawLine(x,y,x+100,y+50);
g.setColor(Color.yellow);
g.fillOval(x-height/2, y-width/2,width, height);
g.fillOval((x-height/2)+100, (y-width/2)+50,width, height);
FontMetrics fm = g.getFontMetrics();
double textWidth = fm.getStringBounds(text, g).getWidth();
g.setColor(Color.black);
g.drawString(text, (int) (x - textWidth/2),(int) (y + fm.getMaxAscent() / 2));
g.drawString(text, (int) (x - textWidth/2)+100,(int) (y + fm.getMaxAscent() / 2)+50);
}
public Dimension getPreferredSize() {
return new Dimension(400,280);
}
public static void main(String[] args) {
Runnable r = new Runnable() {
public void run() {
Panneau p = new Panneau();
JOptionPane.showMessageDialog(null, p);
}
};
SwingUtilities.invokeLater(r);
}
}