I am trying to recreate the mini game shooting gallery from Zelda: A link to the past with a triangle polygon that acts as the player and a circle that acts as the projectile and when the player presses space the projectile moves up at a quick speed, but my setOnKeyPressed method does not work, what am i missing?
Method spoken about
scene.setOnKeyPressed(new EventHandler<KeyEvent>()
{
#Override
public void handle(KeyEvent event)
{
Command movement = keyCommands.get(event.getCode());
if (movement != null){
movement.execute(player);
}
Command shoot = keyCommandsBall.get(event.getCode());
if (shoot != null){
shoot.execute(ball);
}
}
});
This is my main method
package videogameclass;
import java.util.HashMap;
import java.util.Map;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.event.EventHandler;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.input.KeyCode;
import javafx.scene.input.KeyEvent;
import javafx.scene.paint.Color;
import static javafx.scene.paint.Color.color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Polygon;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
/**
*
* #author
*/
public class VideoGameClass extends Application {
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
// TODO code application logic here
launch(args);
}
#Override
public void start(Stage stage) throws Exception
{
stage.setTitle("Target practice");
Group root = new Group();
Scene scene = new Scene(root, 320, 240);
stage.setScene(scene);
Circle circle1 = new Circle(20,20,10);
Sprite c = new Sprite(circle1);
circle1.setFill(Color.RED);
root.getChildren().add(c.getNode());
Circle circle2 = new Circle(80, 20, 10);
Sprite c2 = new Sprite(circle2);
circle2.setFill(Color.RED);
root.getChildren().add(c2.getNode());
Circle circle3 = new Circle(140, 20, 10);
Sprite c3 = new Sprite(circle3);
circle3.setFill(Color.RED);
root.getChildren().add(c3.getNode());
Rectangle rectangle = new Rectangle(15,40,25,10);
Sprite rec = new Sprite(rectangle);
rectangle.setFill(Color.BLACK);
root.getChildren().add(rec.getNode());
Rectangle rectangle2 = new Rectangle(75,40,25,10);
Sprite rec2 = new Sprite(rectangle2);
rectangle2.setFill(Color.BLACK);
root.getChildren().add(rec2.getNode());
Rectangle rectangle3 = new Rectangle(135,40,25,10);
Sprite rec3 = new Sprite(rectangle3);
rectangle3.setFill(Color.BLACK);
root.getChildren().add(rec3.getNode());
Rectangle rectangle4 = new Rectangle(195,40,25,10);
Sprite rec4 = new Sprite(rectangle4);
rectangle4.setFill(Color.BLACK);
root.getChildren().add(rec4.getNode());
Polygon t = new Polygon();
Sprite player = new Sprite(t);
root.getChildren().add(player.getNode());
t.getPoints().addAll(new Double[]{
25.0, 20.0,
45.0, 20.0,
35.0, 5.0,
25.0,20.0,
});
t.setTranslateX(125);
t.setTranslateY(200);
Circle circle4 = new Circle(t.getTranslateX()+35,t.getTranslateY(),5);
Sprite ball = new Sprite(circle4);
root.getChildren().add(ball.getNode());
Command moveLeft = new Command()
{
#Override
public void execute(Sprite sprite)
{
sprite.setVelocity(-2, 0);
//sprite.update();
}
};
Command moveRight = new Command()
{
#Override
public void execute(Sprite sprite)
{
sprite.setVelocity(2, 0);
//sprite.update();
}
};
Command moveUp = new Command(){
#Override
public void execute(Sprite sprite){
sprite.setVelocity(0,-2);
}
};
Command stopMoving = new Command()
{
#Override
public void execute(Sprite sprite)
{
sprite.setVelocity(0,0);
}
};
Map<KeyCode,Command> keyCommands = new HashMap<>();
keyCommands.put(KeyCode.LEFT, moveLeft);
keyCommands.put(KeyCode.RIGHT, moveRight);
Map<KeyCode,Command> keyCommandsBall = new HashMap<>();
keyCommands.put(KeyCode.SPACE, moveUp);
Map<KeyCode,Command> keyCommands2 = new HashMap<>();
keyCommands.put(KeyCode.F19, moveLeft);
keyCommands.put(KeyCode.F18, moveRight);
AnimationTimer animation = new AnimationTimer()
{
#Override
public void handle(long now){
c.setVelocity(1.0, 0);
c2.setVelocity(1.0,0);
c3.setVelocity(1.0,0);
ball.setVelocity(0, 0);
rec.setVelocity(-2.0,0);
rec2.setVelocity(-2.0,0);
rec3.setVelocity(-2.0,0);
rec4.setVelocity(-2.0,0);
c.update();
c2.update();
c3.update();
ball.update();//projectile
rec.update();
rec2.update();
rec3.update();
rec4.update();
player.update();
//move sprites
//check and handle collisions
if(c3.getNode().getTranslateX() > scene.getWidth() - 120){
c3.getNode().setTranslateX(-140);
}
if(c2.getNode().getTranslateX() > scene.getWidth() - 75){
c2.getNode().setTranslateX(c3.getNode().getTranslateX()-20);
}
if(c.getNode().getTranslateX() > scene.getWidth() - 10){
c.getNode().setTranslateX(c2.getNode().getTranslateX()-20);
}
if (rec.getNode().getTranslateX() < -40){
rec.getNode().setTranslateX(300);
}
if(rec2.getNode().getTranslateX() < -100){
rec2.getNode().setTranslateX(rec.getNode().getTranslateX()+30);
}
if(rec3.getNode().getTranslateX() < -135){
rec3.getNode().setTranslateX(rec2.getNode().getTranslateX()+30);
}
if(rec4.getNode().getTranslateX() < -225){
rec4.getNode().setTranslateX(rec3.getNode().getTranslateX()+30);
}
if(ball.getNode().getBoundsInParent().intersects(rec.getNode().getBoundsInParent())){
ball.setVelocity(0, 0);
}
if(ball.getNode().getBoundsInParent().intersects(rec2.getNode().getBoundsInParent())){
ball.setVelocity(0, 0);
}
if(ball.getNode().getBoundsInParent().intersects(rec3.getNode().getBoundsInParent())){
ball.setVelocity(0, 0);
}
if(ball.getNode().getBoundsInParent().intersects(rec4.getNode().getBoundsInParent())){
ball.setVelocity(0, 0);
}
if(ball.getNode().getBoundsInParent().intersects(c.getNode().getBoundsInParent())){
ball.setVelocity(0, 0);
}
if(ball.getNode().getBoundsInParent().intersects(c2.getNode().getBoundsInParent())){
ball.setVelocity(0, 0);
}
if(ball.getNode().getBoundsInParent().intersects(c3.getNode().getBoundsInParent())){
ball.setVelocity(0, 0);
}
}//end of handle
};
scene.setOnKeyPressed(new EventHandler<KeyEvent>()
{
#Override
public void handle(KeyEvent event)
{
Command movement = keyCommands.get(event.getCode());
if (movement != null){
movement.execute(player);
}
Command shoot = keyCommandsBall.get(event.getCode());
if (shoot != null){
shoot.execute(ball);
}
}
});
scene.setOnKeyReleased(new EventHandler<KeyEvent>()
{
#Override
public void handle(KeyEvent event)
{
Command movement = keyCommands2.get(event.getCode());
Command stop = stopMoving;
if (movement == null){
stop.execute(player);
}
}
});
animation.start();
stage.show();
}
}
This is my Sprite class
package videogameclass;
import javafx.scene.Node;
/**
*
* #author
*/
public class Sprite {
private final Node node;
private double dx, dy;
public Sprite(Node node){
this.node = node;
}
public Node getNode(){
return node;
}
public void setVelocity(double dx, double dy){
this.dx = dx;
this.dy = dy;
}
public double getVelocityX(){
return dx;
}
public double getVelocityY(){
return dy;
}
public void update(){
this.node.setTranslateX(this.node.getTranslateX()+dx);
this.node.setTranslateY(this.node.getTranslateY()+dy);
}
}
This is my Command method
package videogameclass;
public interface Command
{
public void execute(Sprite sprite);
}
Because there is nothing added to keyCommandsBall map.
I am not sure if this is a typo mistake, but I can sense this part of the code is wrong. All the commands added to keyCommands map only.
Map<KeyCode,Command> keyCommands = new HashMap<>();
keyCommands.put(KeyCode.LEFT, moveLeft);
keyCommands.put(KeyCode.RIGHT, moveRight);
Map<KeyCode,Command> keyCommandsBall = new HashMap<>();
keyCommands.put(KeyCode.SPACE, moveUp);
Map<KeyCode,Command> keyCommands2 = new HashMap<>();
keyCommands.put(KeyCode.F19, moveLeft);
keyCommands.put(KeyCode.F18, moveRight);
Update:
I felt a bit interesting in this game so I tried to put my hands in this. Indeed this was quite fun when playing ;)
But few suggestions for you from your code:
Try to reuse to code by either keeping things in loop or by calling a common method. That way you can reduce the code drastically.
Try to create constants for the fixed sizes and positions. That way you accidentally don't get messed up with some wrong values. (Though I have not included that in my example)
When providing a minimal example, try to keep all the code in a single class with all imports (even if it has multiple classes or interfaces). The main aim should be that others should directly copy the class and should be able to run the program.
Below is the output of the code that I worked on. (There is still so much scope to optimize this)
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.input.KeyCode;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Polygon;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.stream.Stream;
public class VideoGameClass extends Application {
private List<Sprite> circles = new ArrayList<>();
private List<Sprite> rectangles = new ArrayList<>();
private List<Sprite> all = new ArrayList<>();
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage stage) throws Exception {
Group root = new Group();
Scene scene = new Scene(root, 320, 240, Color.BLACK);
stage.setTitle("Target practice");
stage.setScene(scene);
Sprite c1 = createCircle(20, 20);
Sprite c2 = createCircle(80, 20);
Sprite c3 = createCircle(140, 20);
Sprite rec1 = createRectangle(15);
Sprite rec2 = createRectangle(75);
Sprite rec3 = createRectangle(135);
Sprite rec4 = createRectangle(195);
Polygon t = new Polygon();
t.getPoints().addAll(new Double[]{
25.0, 20.0,
45.0, 20.0,
35.0, 5.0,
25.0, 20.0,
});
t.setFill(Color.WHITE);
t.setTranslateX(125);
t.setTranslateY(200);
Sprite player = new Sprite(t);
all.add(player);
Sprite ball = new Sprite(new Circle(t.getTranslateX() + 35, t.getTranslateY(), 5, Color.WHITE));
all.add(ball);
all.stream().map(Sprite::getNode).forEach(n -> root.getChildren().add(n));
Command moveLeft = sprite -> sprite.setVelocity(-2, 0);
Command moveRight = sprite -> sprite.setVelocity(2, 0);
Command moveUp = sprite -> sprite.setVelocity(0, -2);
Command stopMoving = sprite -> sprite.setVelocity(0, 0);
Map<KeyCode, Command> keyCommands = new HashMap<>();
keyCommands.put(KeyCode.LEFT, moveLeft);
keyCommands.put(KeyCode.RIGHT, moveRight);
Map<KeyCode, Command> keyCommandsBall = new HashMap<>();
keyCommandsBall.put(KeyCode.SPACE, moveUp);
Map<KeyCode, Command> keyCommands2 = new HashMap<>();
keyCommands.put(KeyCode.F11, moveLeft);
keyCommands.put(KeyCode.F12, moveRight);
AnimationTimer animation = new AnimationTimer() {
#Override
public void handle(long now) {
circles.forEach(c -> c.setVelocity(1.0, 0));
rectangles.forEach(r -> r.setVelocity(-2.0, 0));
all.forEach(Sprite::update);
//check and handle collisions
if (c3.getNode().getTranslateX() > scene.getWidth() - 120) {
c3.getNode().setTranslateX(-140);
}
if (c2.getNode().getTranslateX() > scene.getWidth() - 75) {
c2.getNode().setTranslateX(c3.getNode().getTranslateX() - 20);
}
if (c1.getNode().getTranslateX() > scene.getWidth() - 10) {
c1.getNode().setTranslateX(c2.getNode().getTranslateX() - 20);
}
if (rec1.getNode().getTranslateX() < -40) {
rec1.getNode().setTranslateX(300);
}
if (rec2.getNode().getTranslateX() < -100) {
rec2.getNode().setTranslateX(rec1.getNode().getTranslateX() + 30);
}
if (rec3.getNode().getTranslateX() < -135) {
rec3.getNode().setTranslateX(rec2.getNode().getTranslateX() + 30);
}
if (rec4.getNode().getTranslateX() < -225) {
rec4.getNode().setTranslateX(rec3.getNode().getTranslateX() + 30);
}
// Check for collision and stop the ball
Stream.of(circles, rectangles).flatMap(List::stream).forEach(sprite -> {
if (ball.getNode().getBoundsInParent().intersects(sprite.getNode().getBoundsInParent())) {
ball.setVelocity(0, 0);
}
});
}//end of handle
};
scene.setOnKeyPressed(event -> {
Command movement = keyCommands.get(event.getCode());
if (movement != null) {
movement.execute(player);
}
Command shoot = keyCommandsBall.get(event.getCode());
if (shoot != null) {
shoot.execute(ball);
}
});
scene.setOnKeyReleased(event -> {
Command movement = keyCommands2.get(event.getCode());
Command stop = stopMoving;
if (movement == null) {
stop.execute(player);
}
// Bring back the ball to the player
if(event.getCode() == KeyCode.Z){
ball.setVelocity(0, 0);
Circle ballNode = (Circle) ball.getNode();
ballNode.setTranslateX(0);
ballNode.setTranslateY(0);
ballNode.setCenterX(player.getNode().getTranslateX() + 35);
ballNode.setCenterY(player.getNode().getTranslateY());
}
});
animation.start();
stage.show();
}
private Sprite createCircle(double centerX, double centerY) {
Sprite circle = new Sprite(new Circle(centerX, centerY, 10, Color.RED));
circles.add(circle);
all.add(circle);
return circle;
}
private Sprite createRectangle(double x) {
Rectangle r = new Rectangle(x, 40, 25, 10);
r.setFill(Color.YELLOW);
Sprite rectangle = new Sprite(r);
rectangles.add(rectangle);
all.add(rectangle);
return rectangle;
}
class Sprite {
private final Node node;
private double dx, dy;
public Sprite(Node node) {
this.node = node;
}
public Node getNode() {
return node;
}
public void setVelocity(double dx, double dy) {
this.dx = dx;
this.dy = dy;
}
public void update() {
this.node.setTranslateX(this.node.getTranslateX() + dx);
this.node.setTranslateY(this.node.getTranslateY() + dy);
}
}
interface Command {
void execute(Sprite sprite);
}
}
I'm developing a chess game using Java and JAVAFX.
My board is a JAVAFX group that contains an array of squares. My squares inherit from the JAVAFX rectangle class. I want to draw an image inside of these squares (image of the pieces) but I can't seem to find a way. when I use setfill to image Pattern the color of the square disappears which is not what I want I want the image to be transparent and drawn on top of each square. Any Ideas?
To place an image on top of a shape you can encapsulate both in a StackPane:
import javafx.application.Application;
import javafx.geometry.*;
import javafx.scene.*;
import javafx.scene.control.*;
import javafx.scene.image.*;
import javafx.scene.layout.*;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
public class Chess extends Application {
private final String[] COLORS = {"black","white"};
private static int ROWS = 4, COLS = 4;
#Override
public void start(Stage stage) {
Board board = new Board(COLS);
int tileNum = 0;
for(int row = 0; row < ROWS ; row++){
tileNum = tileNum == 0 ? 1:0;
for(int col = 0; col < COLS; col++){
Tile tile = new Tile(COLORS[tileNum]);
if(row==ROWS/2 && col == COLS/2) {//place an arbitrary piece
tile.setPiece(Pieces.KING.getImage());
}
board.addTile(tile.getTile());
tileNum = tileNum == 0 ? 1:0;
}
}
Parent root = new Group(board.getBoard());
Scene scene = new Scene(root);
stage.setScene(scene);
stage.show();
}
public static void main(String[] args) {
launch(args);
}
}
class Board {
private final TilePane board;
public Board(int columns) {
board = new TilePane(Orientation.HORIZONTAL);
board.setPrefColumns(columns);
board.setTileAlignment(Pos.CENTER);
board.setStyle("-fx-border-color:red;");
}
Pane getBoard(){
return board;
}
void addTile(Node node){
board.getChildren().add(node);
}
}
class Tile {
public static final int SIZE = 100;
private final StackPane tile;
Tile(String colorName) {
this(colorName, null);
}
Tile(String colorName, Image piece) {
Rectangle rect = new Rectangle(SIZE, SIZE, Color.valueOf(colorName));
tile = new StackPane(rect);
tile.setStyle("-fx-border-color:red;");
if(piece != null) {
setPiece(piece);
}
}
void setPiece(Image piece){
tile.getChildren().add(new ImageView(piece));
}
public Node getTile() {
return tile;
}
}
enum Pieces {
KING ("https://cdn3.iconfinder.com/data/icons/softwaredemo/PNG/64x64/Circle_Blue.png"),
QUEEN ("https://cdn3.iconfinder.com/data/icons/softwaredemo/PNG/64x64/Circle_Orange.png");
private String image;
private Pieces(String image) {
this.image = image;
}
public Image getImage(){
return new Image(image);
}
}
It is quiet simple to change the representation of a tile to a JavaFx control such as Label or Button. All you need to do is some minor changes to Tile:
class Tile {
public static final int SIZE = 100;
private final Label tile;//a Button if you need it clickable
Tile(String colorName) {
this(colorName, null);
}
Tile(String colorName, Image piece) {
tile = new Label();
tile.setPrefSize(SIZE, SIZE);
tile.setStyle("-fx-border-color:red; -fx-background-color:"+colorName);
tile.setAlignment(Pos.CENTER);
if(piece != null) {
setPiece(piece);
}
}
void setPiece(Image piece){
tile.setGraphic(new ImageView(piece));
}
public Node getTile() {
return tile;
}
}
I'm building a grid out of rectangles.
I want to click one of the rectangles and its color should change.
However, I dont know how to access the rectangles in Main AFTER they've been created.
Main:
import javafx.application.Application;
import javafx.collections.ObservableList;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.scene.shape.Shape;
import javafx.stage.Stage;
public class Main extends Application{
public static void main(String[] args) {
launch(args);
}
public void changeColor(Pane p) {
p.setOnMouseClicked(me -> {
double posX = me.getX();
double posY = me.getY();
int colX = (int)(posX / 30);
int colY = (int) (posY / 30);
ObservableList<Node> children = p.getChildren();
for( Node d : children) {
if(d.getLayoutX() == colX && d.getLayoutY() == colY) {
// how can i access my rectangle here?
// basically, i want to be able to do .setFill()
}
}
});
}
#Override
public void start(Stage primaryStage) throws Exception {
Grid g = new Grid(30,30, 30);
Pane window = g.render();
Scene scene = new Scene(window, 500, 500);
primaryStage.setScene(scene);
primaryStage.show();
this.changeColor(window);
}
}
Grid:
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
public class Grid {
Integer width, height, squareSize;
Color fill = Color.ALICEBLUE,
stroke = Color.BLACK;
public Grid(int x, int y, int squareSize){
this.width = x;
this.height = y;
this.squareSize = squareSize;
}
public Pane render() {
Pane p = new Pane();
Rectangle [][] rect = new Rectangle[this.width][this.height];
for(int i = 0; i < this.width; i++) {
for(int j = 0; j < this.height; j++) {
rect[i][j] = new Rectangle();
rect[i][j].setX(i * width);
rect[i][j].setY(j * height);
rect[i][j].setWidth(this.squareSize);
rect[i][j].setHeight(this.squareSize);
rect[i][j].setFill(this.fill);
rect[i][j].setStroke(this.stroke);
p.getChildren().add(rect[i][j]);
}
}
return p;
}
}
Can someone please help me to figure out how I can access my rectangles again in the main file?
Keeping with your current design, you simply need to test if the mouse clicked within a child and if that child is an instance of Rectangle; then you can cast and call setFill. However, I recommend changing the name of changeColor as that name does not represent what that method is doing.
public void installChangeColorHandler(Pane pane) {
pane.setOnMouseClicked(event -> {
for (Node child : pane.getChildren()) {
if (child instanceof Rectangle
&& child.contains(child.parentToLocal(event.getX(), event.getY()))) {
((Rectangle) child).setFill(/* YOUR COLOR */);
event.consume();
break;
}
}
});
}
Since the event handler is added to Pane the x and y mouse coordinates are relative to said Pane. But since your Rectangles are direct children of Pane we can call Node.parentToLocal to transform those coordinates into the Rectangle's space1. We then need to test if the bounds of the Rectangle contain those coordinates using Node.contains; if it does, change the fill.
That said, you may want to modify your code so that you're adding an/the EventHandler directly to the Rectangles. That way you can use Event.getSource(). For instance2:
public Pane render(EventHandler<MouseEvent> onClick) {
// outer loop...
// inner loop...
Rectangle r = new Rectangle();
// configure r...
r.setOnMouseClicked(onClick);
// end inner loop...
// end outer loop...
}
...
// may want to consume event
Pane window = new Grid(30, 30, 30).render(event ->
((Rectangle) event.getSource()).setFill(/* YOUR COLOR */));
1. Even if they weren't direct children you can still transform the coordinates into the local space. For example, you can use Node.sceneToLocal and the scene coordinates provided by the MouseEvent (i.e. getSceneX()/getSceneY()).
2. This is still staying close to your design. You may want to rethink things, however, into a proper MVC (or other) architecture. Applying MVC With JavaFx
How would I go about adding a constraint to how much a line can be dragged? I have a stick man and you can drag all his arms and legs, head and back about but I want them to stay the same length as they started off, so you can't stretch them longer or shorter than they should be, just move them up and down, side to side, in a circle etc. I guess i have to do something with the start/end x and y but im not sure how to set a set constraint to it and also still have it be draggable and stay the same length
private Line connectLines(Line line, Circle startNode, Circle endNode) {
line.startXProperty().bind(startNode.centerXProperty().add(startNode.translateXProperty()));
line.startYProperty().bind(startNode.centerYProperty().add(startNode.translateYProperty()));
line.endXProperty().bind(endNode.centerXProperty().add(endNode.translateXProperty()));
line.endYProperty().bind(endNode.centerYProperty().add(endNode.translateYProperty()));
return line;
}
//mouse pressed event
EventHandler<MouseEvent> mousePressed = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent e) {
System.out.println("pressed");
sceneX = e.getSceneX();
sceneY = e.getSceneY();
translateCircleX = ((Circle)(e.getSource())).getTranslateX();
translateCircleY = ((Circle)(e.getSource())).getTranslateY();
}
};
//mouse dragged event
EventHandler<MouseEvent> mouseDragged = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent e) {
System.out.println("dragged");
double offsetX = e.getSceneX() - sceneX;
double offsetY = e.getSceneY() - sceneY;
double newTranslateCircleX = translateCircleX + offsetX;
double newTranslateCircleY = translateCircleY + offsetY;
((Circle)(e.getSource())).setTranslateX(newTranslateCircleX);
((Circle)(e.getSource())).setTranslateY(newTranslateCircleY);
}
};
Here is an example. This example does not use Circle.setTranslate#. It uses Circle.setCenter#. It also uses Math.hypot to keep track of the Line length. If the line length becomes greater than or equal to 100, the change in the shape movements is subtracted.
import javafx.application.Application;
import javafx.event.EventHandler;
import javafx.scene.Scene;
import javafx.scene.input.MouseEvent;
import javafx.scene.layout.Pane;
import javafx.scene.layout.StackPane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Line;
import javafx.stage.Stage;
public class TableViewDemo2 extends Application
{
double sceneX, sceneY;
Circle circle = new Circle(15, Color.RED);
Circle circle2 = new Circle(15, Color.BLUE);
Line line = new Line();
private Line connectLines(Line line, Circle startNode, Circle endNode)
{
line.startXProperty().bind(startNode.centerXProperty());
line.startYProperty().bind(startNode.centerYProperty());
line.endXProperty().bind(endNode.centerXProperty());
line.endYProperty().bind(endNode.centerYProperty());
return line;
}
//mouse pressed event
EventHandler<MouseEvent> mousePressed = new EventHandler<MouseEvent>()
{
#Override
public void handle(MouseEvent e)
{
System.out.println("pressed");
sceneX = e.getSceneX();
sceneY = e.getSceneY();
Circle tempCircle = ((Circle) e.getSource());
tempCircle.toFront();
}
};
//mouse dragged event
EventHandler<MouseEvent> mouseDragged = new EventHandler<MouseEvent>()
{
#Override
public void handle(MouseEvent e)
{
System.out.println(Math.hypot(line.getBoundsInLocal().getWidth(), line.getBoundsInLocal().getHeight()));
System.out.println("dragged");
double offSetX = e.getSceneX() - sceneX;
double offSetY = e.getSceneY() - sceneY;
Circle tempCircle = ((Circle) (e.getSource()));
tempCircle.setCenterX(tempCircle.getCenterX() + offSetX);
tempCircle.setCenterY(tempCircle.getCenterY() + offSetY);
if (Math.hypot(line.getBoundsInLocal().getWidth(), line.getBoundsInLocal().getHeight()) >= 100) {
tempCircle.setCenterX(tempCircle.getCenterX() - offSetX);
tempCircle.setCenterY(tempCircle.getCenterY() - offSetY);
}
sceneX = e.getSceneX();
sceneY = e.getSceneY();
}
};
#Override
public void start(Stage stage)
{
circle.setOnMouseDragged(mouseDragged);
circle2.setOnMouseDragged(mouseDragged);
Line returnLine = connectLines(line, circle, circle2);
StackPane root = new StackPane(new Pane(circle, circle2, returnLine));
stage.setTitle("TableView (o7planning.org)");
Scene scene = new Scene(root, 450, 300);
stage.setScene(scene);
stage.show();
}
public static void main(String[] args)
{
launch(args);
}
}
Im trying to draw circles inside of each other which have the same centres.
But the width should be different for each circle - it should be done inside a while loop.
The result should look like the picture i have uploaded:
My code is shown below:
package modelwhile;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.layout.GridPane;
import javafx.stage.Stage;
public class exercise4_figure3 extends Application {
public static void main(String[] args) {
Application.launch(args);
}
#Override
public void start(Stage stage) {
GridPane root = initContent();
Scene scene = new Scene(root);
stage.setTitle("Loops");
stage.setScene(scene);
stage.show();
}
private GridPane initContent() {
GridPane pane = new GridPane();
Canvas canvas = new Canvas(200, 200);
pane.add(canvas, 0, 0);
drawShapes(canvas.getGraphicsContext2D());
return pane;
}
// ------------------------------------------------------------------------
// circle figure begins here
private void drawShapes(GraphicsContext gc) {
int x = 80;
int y = 80;
int r1 = 20;
int r2 = 60;
while (r1 <= 80) {
gc.strokeOval(x - r2, y - r2, r1, r2);
r1 = r1 + 10;
}
}
}
any help would be appreciated.
The issue is that you aren't moving on the x-axis to account for the added width of each new oval. You need to move half the distance being added to the oval in order to keep them all in the same relative position.
Below is your drawShapes() method updated to include this movement. You'll notice I removed your x, y, and r2 variables because they didn't really have any need to be variables since nothing was done with them.
private void drawShapes(GraphicsContext gc) {
int r = 20;
while (r <= 80) {
gc.strokeOval(80-(r/2), 80, r, 60);
r = r + 10;
}
}