Calling the methods in a class in Java - java

I have a very basic question: my MainDriver class wishes to run the Line class when a button Line is pressed; however, I know we cannot run a whole class, so if there's another way to implement this, please let me know.
The following is the MainDriver class; I've highlighted the relevant bit in astericks.
package javafx.scene;
import java.awt.Color;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.BoxLayout;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
//import java.awt.*;
class MainDriver extends JFrame implements ActionListener {
/**
*
*/
private static final long serialVersionUID = 1L;
// create a frame
static JFrame frame;
// main function
public static void main(String args[])
{
// create a frame
frame = new JFrame("DrawShapes");
try {
// set look and feel
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
}
catch (Exception e) {
System.err.println(e.getMessage());
}
// create a object of class
Line line = new Line();
// create number buttons and some operators
JButton b0, b1, b2, b3, b4, b5, b6, b7, b8, b9, ba, bs, bd, bm, be, beq;
// create number buttons
b0 = new JButton("line");
b1 = new JButton("circle");
b2 = new JButton("triangle");
b3 = new JButton("rectangle");
b4 = new JButton("quadrilateral");
b5 = new JButton("move");
b6 = new JButton("copy");
b7 = new JButton("delete");
b8 = new JButton("random");
b9 = new JButton("import");
ba = new JButton("export");
bs = new JButton("");
bd = new JButton("/");
bm = new JButton("*");
beq = new JButton("C");
// create . button
be = new JButton(".");
// create a panel
JPanel p = new JPanel();
// add action listeners
b0.addActionListener(line);
//add more later
// add elements to panel
p.add(b0);
p.add(ba);
p.add(b1);
p.add(b2);
p.add(b3);
p.add(bs);
p.add(b4);
p.add(b5);
p.add(b6);
p.add(bm);
p.add(b7);
p.add(b8);
p.add(b9);
p.add(bd);
p.add(be);
p.add(b0);
p.add(beq);
// set Background of panel
p.setBackground(Color.blue);
// add panel to frame
frame.add(p);
frame.setSize(450, 400);
}
public void actionPerformed(ActionEvent e)
{
String s = e.getActionCommand();
*************************
if (s.equals("line")) {
//Im not sure how to implement the object here
}
***************************
}
}
And here's the Line class
package javafx.scene;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
#SuppressWarnings("serial")
public class Line extends JPanel implements MouseListener,ActionListener{
private int x,y,x2,y2,a=1;
public Line(){
super();
addMouseListener(this);
}
public void paint(Graphics g){
int w = x2 - x ;
int h = y2 - y ;
int dx1 = 0, dy1 = 0, dx2 = 0, dy2 = 0 ;
if (w<0) dx1 = -1 ; else if (w>0) dx1 = 1 ;
if (h<0) dy1 = -1 ; else if (h>0) dy1 = 1 ;
if (w<0) dx2 = -1 ; else if (w>0) dx2 = 1 ;
int longest = Math.abs(w) ;
int shortest = Math.abs(h) ;
if (!(longest>shortest)) {
longest = Math.abs(h) ;
shortest = Math.abs(w) ;
if (h<0) dy2 = -1 ; else if (h>0) dy2 = 1 ;
dx2 = 0 ;
}
int numerator = longest >> 1 ;
for (int i=0;i<=longest;i++) {
g.fillRect(x,y,1,1);
numerator += shortest ;
if (!(numerator<longest)) {
numerator -= longest ;
x += dx1 ;
y += dy1 ;
} else {
x += dx2 ;
y += dy2 ;
}
}
}
public void mouseClicked(MouseEvent mouse) {
if (a == 1) {
a = 0;
x = x2 = mouse.getX();
y = y2 = mouse.getY();
} else {
a = 1;
x = x2;
y = y2;
x2 = mouse.getX();
y2 = mouse.getY();
repaint();
}
}
public void mouseEntered(MouseEvent mouse){ }
public void mouseExited(MouseEvent mouse){ }
public void mousePressed(MouseEvent mouse){ }
public void mouseReleased(MouseEvent mouse){ }
#Override
public void actionPerformed(ActionEvent arg0) {
// TODO Auto-generated method stub
}
}

Here is an example on how to go about it:
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.RenderingHints;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import javax.swing.ButtonGroup;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JRadioButton;
import javax.swing.SwingUtilities;
public class Main {
private static void drawPoint(final Graphics g, final Point p) {
g.drawLine(p.x - 10, p.y, p.x + 10, p.y);
g.drawLine(p.x, p.y - 10, p.x, p.y + 10);
}
private static void drawLine(final Graphics g, final Point p1, final Point p2) {
g.drawLine(p1.x, p1.y, p2.x, p2.y);
}
public static interface ShapeByPoints {
int getPointCount();
void draw(final Graphics g, final Point... points);
}
public static class DrawPanel extends JPanel {
private final ArrayList<Point> points;
private ShapeByPoints s;
public DrawPanel() {
points = new ArrayList<>();
s = null;
}
public void setShape(final ShapeByPoints s) {
this.s = s;
points.clear();
repaint();
}
public void modifyLastPoint(final Point p) {
points.get(points.size() - 1).setLocation(p);
repaint();
}
public void addPoint(final Point p) {
if (s != null && points.size() == s.getPointCount())
points.clear();
points.add(p);
repaint();
}
#Override
protected void paintComponent(final Graphics g) {
super.paintComponent(g);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
if (s != null && s.getPointCount() == points.size())
s.draw(g, points.toArray(new Point[s.getPointCount()]));
else {
points.forEach(p -> drawPoint(g, p));
for (int i = 1; i < points.size(); ++i)
drawLine(g, points.get(i - 1), points.get(i));
}
}
}
public static class EllipseByPoints implements ShapeByPoints {
#Override
public int getPointCount() {
return 2;
}
#Override
public void draw(final Graphics g, final Point... points) {
g.drawOval(Math.min(points[0].x, points[1].x), Math.min(points[0].y, points[1].y), Math.abs(points[1].x - points[0].x), Math.abs(points[1].y - points[0].y));
}
}
public static class PolygonByPoints implements ShapeByPoints {
private final int points;
public PolygonByPoints(final int points) {
this.points = points;
}
#Override
public int getPointCount() {
return points;
}
#Override
public void draw(final Graphics g, final Point... points) {
for (int i = 1; i < this.points; ++i)
drawLine(g, points[i - 1], points[i]);
drawLine(g, points[this.points - 1], points[0]);
}
}
public static class LineByPoints extends PolygonByPoints {
public LineByPoints() {
super(2);
}
}
public static class RectangleByPoints implements ShapeByPoints {
#Override
public int getPointCount() {
return 2;
}
#Override
public void draw(final Graphics g, final Point... points) {
g.drawRect(Math.min(points[0].x, points[1].x), Math.min(points[0].y, points[1].y), Math.abs(points[1].x - points[0].x), Math.abs(points[1].y - points[0].y));
}
}
private static JRadioButton createButton(final String buttonText, final ButtonGroup bg, final DrawPanel dp, final ShapeByPoints s) {
final JRadioButton btn = new JRadioButton(buttonText);
btn.addActionListener(e -> dp.setShape(s));
bg.add(btn);
return btn;
}
public static void main(final String[] args) {
SwingUtilities.invokeLater(() -> {
final DrawPanel dp = new DrawPanel();
final MouseAdapter ma = new MouseAdapter() {
#Override
public void mousePressed(final MouseEvent mevt) {
dp.addPoint(mevt.getPoint());
}
#Override
public void mouseDragged(final MouseEvent mevt) {
dp.modifyLastPoint(mevt.getPoint());
}
#Override
public void mouseReleased(final MouseEvent mevt) {
dp.modifyLastPoint(mevt.getPoint());
}
};
dp.setPreferredSize(new Dimension(500, 350));
dp.addMouseListener(ma);
dp.addMouseMotionListener(ma);
final ButtonGroup bg = new ButtonGroup();
final JPanel buttons = new JPanel();
buttons.add(createButton("Line", bg, dp, new LineByPoints()));
buttons.add(createButton("Ellipse", bg, dp, new EllipseByPoints()));
buttons.add(createButton("Rectangle", bg, dp, new RectangleByPoints()));
buttons.add(createButton("Triangle", bg, dp, new PolygonByPoints(3)));
buttons.add(createButton("Pentagon", bg, dp, new PolygonByPoints(5)));
//... keep creating buttons here ...
final JPanel contents = new JPanel(new BorderLayout());
contents.add(dp, BorderLayout.CENTER);
contents.add(buttons, BorderLayout.PAGE_START);
final JFrame frame = new JFrame("Clicking shapes.");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(contents);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
});
}
}
Notes:
Don't use paint unless there is good reason, which usually isn't. In most cases you want to draw the panel, in which case paintComponent should be enough.
Dont' forget to firstly call super.paintComponent inside paintComponent override. This should be the first call, because it will clear the panel for you from previous drawings.
Decide if you want to add JComponents which will draw the shapes, or draw the shapes yourself in a sub-classed panel. In this case, it seems like you are trying both (because Line extends JPanel and you also override paint). In my opinion, in this case, using an abstraction of a shape to be drawn between some points will do the job. That's why I created ShapeByPoints interface.
Swing is not thread safe, which means there can be conditions between competing accesses of the same variable. To avoid such scenarios, you can run every Swing related operation at the Event Dispatch Thread (or EDT for short). To explicitly make a call in the EDT, invoke a method like SwingUtilities.invokeLater, SwingUtilities.invokeAndWait, EventQueue.invokeLater and so on... There is enough material on the Internet about this topic. For example here.
Basically everything is redesigned from scratch in my approach (ie I did not modify your example code, because I guessed it would take a little bit more time, but that's just a guess).
I just created the ShapeByPoints interface which specifies how a shape is supposedly drawn (ie number of points it needs, and a draw method to do the drawing).
Then I created a DrawPanel extends JPanel which contains the state of each operation. For example if the user selects a pentagon to be drawn, he needs 5 points, but what happens when he/she has clicked only twice?... The DrawPanel is responsible for such scenarios and also for drawing the given shape when all the points are completed/clicked.
I added an instance of a DrawPanel in the frame, a MouseAdapter for user interaction and a couple of buttons to demonstrate this logic.
All you need to do now, is to implement ShapeByPoints as you like and supply an instance of it to the DrawPanel depending of the button pressed. I already did some examples on how to do it in the code (like an EllipseByPoints, LineByPoints, RectangleByPoints and PolygonByPoints).
Finally, as a bonus, I added the ability to drag the clicked points (ie not only click them, but click-and-drag them).
Hope it helps.

Related

Animate a Java Line drawing using a timer

I am trying to draw two circle on a panel with a line joining them, all after a button is pressed. So far (apart from tweaking locations of the line) this is ok. However, I would like to animate it using a timer. The first circle should appear, then gradually the line will be revealed, and finally the second circle.
I have looked at many examples of timers, but I can't seem to get it to work for me. I must be misunderstanding something.
here is the ball class (for each circle):
package twoBalls;
import java.awt.Color;
import java.awt.Point;
public class Ball {
private int x;
private int y;
private int r;
private Color color;
private Point location;
private Ball parent;
public Ball(int x, int y, int r) {
this.x = x;
this.y = y;
this.r = r;
Point p = new Point(x, y);
setLocation(p);
}
public void setParent(Ball b) {
parent = b;
}
public Ball getParent() {
return parent;
}
public void setx(int x) {
this.x = x;
}
public void sety(int y) {
this.y = y;
}
public int getx() {
return x;
}
public int gety() {
return y;
}
public int getr() {
return r;
}
public void setPreferedSize() {
}
public void setLocation(Point p) {
setx(p.x);
sety(p.y);
location = p;
}
public Point getLocation() {
return location;
}
public void setColor(Color color) {
this.color = color;
}
public Color getColor() {
return color;
}
}
then the class that will store balls in an arrayList. And I think that this is where the actual drawing should take place, along with the timer.
I am trying to set the start and end point of the line to be the same, and increment the end point until it is where it should be, using the timer. I'm probably way of track, but that was the intention!
I have change this class, the if statements in the while loop can now be entered, as I am now comparing different point. But the line doesn't get drawn at all still.
package twoBalls;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Line2D;
import java.util.ArrayList;
import javax.swing.JPanel;
import javax.swing.Timer;
public class BallsArray extends JPanel implements ActionListener {
private ArrayList<Ball> balls;
private Timer timer;
private final int DELAY = 25;
private int xDest;
private int yDest;
private Point dest;
private Point starts;
private int xStart;
private int yStart;
public BallsArray() {
balls = new ArrayList<Ball>();
timer = new Timer(DELAY, this);
yDest = 0;
xDest = 0;
dest = new Point(xDest, yDest);
starts = new Point(xStart, yStart);
}
public void setDestXY(int x, int y) {
xDest = x;
yDest = y;
dest = new Point(xDest, yDest);
setDest(dest);
}
public void setDest(Point p) {
dest = p;
}
public Point getDest() {
return dest;
}
public void setStartsXY(int x, int y) {
xStart = x;
yStart = y;
starts = new Point(xStart, yStart);
setStarts(starts);
}
public void setStarts(Point p) {
starts = p;
}
public Point getStarts() {
return starts;
}
public void addBall(Ball b) {
balls.add(b);
}
public void addBall(int x, int y, int r) {
balls.add(new Ball(x, y, r));
}
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
for (int i = 0; i < balls.size(); i++) {
if (i == 0) {
paintBall(balls.get(0), g2);
}
if (i != 0) {
int j = i - 1;
Ball bp = balls.get(j);
Ball bc = balls.get(i);
bc.setParent(bp);
paintLine(bc, g2);
paintBall(bc, g2);
}
}
}
public void paintBall(Ball b, Graphics2D g2d) {
Ellipse2D circ = new Ellipse2D.Float(b.getx(), b.gety(), b.getr(),
b.getr());
g2d.draw(circ);
}
public void paintLine(Ball b, Graphics2D g2d) {
timer.start();
if (b != null && b.getLocation() != null) {
Ball parent = b.getParent();
if (parent != null) {
g2d.setColor(Color.GRAY);
if (parent.getLocation() != null && b.getLocation() != null) {
setDest(parent.getLocation());
setStarts(parent.getLocation());
g2d.draw(new Line2D.Float(starts, dest));
}
}
}
}
#Override
public void actionPerformed(ActionEvent e) {
// Not sure what I need to do here
// increment second location somehow
// Point s = getStarts();
Point p = getDest();
Point t = this.getLocation();
while (p != t) {
if (p.x != t.x && p.y != t.y) {
System.out.println("hello");
int x = dest.x;
int y = dest.y;
x++;
y++;
setDestXY(x, y);
p = getDest();
repaint();
} else if (p.x == t.x && p.y != t.y) {
System.out.println("part 2");
int y = dest.y;
y++;
setDestXY(dest.x, y);
p = getDest();
repaint();
} else if (p.x != t.x && p.y == t.y) {
System.out.println("part 3");
int x = dest.x;
x++;
setDestXY(x, dest.y);
p = getDest();
repaint();
}
repaint();
}
}
}
I have had a lot of help online getting this far, I worry I am just beyond my depth now!. I am unsure about the EventQueue/run part below. Here is the class to set it all up:
package twoBalls;
import java.awt.BorderLayout;
import java.awt.EventQueue;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
public class Display implements ActionListener {
private JFrame frame;
private JButton button;
private BallsArray b;
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
Display ex = new Display();
}
});
}
public Display() {
b = new BallsArray();
frame = new JFrame();
frame.setSize(800, 500);
frame.setTitle("Show balls");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
button = new JButton("New Ball");
frame.add(button, BorderLayout.SOUTH);
frame.setVisible(true);
button.addActionListener(this);
}
#Override
public void actionPerformed(ActionEvent e) {
Ball ball1 = new Ball(100, 100, 50);
b.addBall(ball1);
b.addBall(200, 200, 50);
frame.add(b, BorderLayout.CENTER);
frame.revalidate();
frame.repaint();
}
}
At the moment it draws the two circles, but not the line at all.
When you make an animation, it helps to use the model / view / controller pattern.
Here's the GUI I created from your code.
I simplified your Ball class. This is all you need to define a ball.
package twoBalls;
import java.awt.Color;
import java.awt.Point;
public class Ball {
private final int radius;
private final Color color;
private final Point center;
public Ball(int x, int y, int radius, Color color) {
this(new Point(x, y), radius, color);
}
public Ball(Point center, int radius, Color color) {
this.center = center;
this.radius = radius;
this.color = color;
}
public int getRadius() {
return radius;
}
public Color getColor() {
return color;
}
public Point getCenter() {
return center;
}
}
I created the GUIModel class to hold all of the information your GUI needs. This separates the model from the view.
package twoBalls;
import java.awt.Point;
import java.util.ArrayList;
import java.util.List;
public class GUIModel {
private double direction;
private double distance;
private List<Ball> balls;
private Point lineStartPoint;
private Point lineEndPoint;
public GUIModel() {
this.balls = new ArrayList<>();
}
public void addBall(Ball ball) {
this.balls.add(ball);
}
public List<Ball> getBalls() {
return balls;
}
public void calculatePoints() {
this.lineStartPoint = balls.get(0).getCenter();
this.lineEndPoint = balls.get(1).getCenter();
this.distance = Point.distance(lineStartPoint.x, lineStartPoint.y,
lineEndPoint.x, lineEndPoint.y);
this.direction = Math.atan2(lineEndPoint.y - lineStartPoint.y,
lineEndPoint.x - lineStartPoint.x);
}
public Point getCurrentPoint(int pos, int total) {
double increment = distance / total;
double length = increment * pos;
double x = lineStartPoint.x + Math.cos(direction) * length;
double y = lineStartPoint.y - Math.sin(direction) * length;
x = Math.round(x);
y = Math.round(y);
return new Point((int) x, (int) y);
}
public Point getLineStartPoint() {
return lineStartPoint;
}
}
This class holds the two Ball instances, and calculates the length and direction of the line, divided into total increments.
Now that we've defined the model classes, let's look at the view classes. The first is your Display class.
package twoBalls;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Display implements Runnable {
private GUIModel guiModel;
private JFrame frame;
public static void main(String[] args) {
EventQueue.invokeLater(new Display());
}
public Display() {
this.guiModel = new GUIModel();
Ball ball1 = new Ball(150, 200, 50, Color.BLUE);
Ball ball2 = new Ball(450, 200, 50, Color.GREEN);
guiModel.addBall(ball1);
guiModel.addBall(ball2);
guiModel.calculatePoints();
}
#Override
public void run() {
frame = new JFrame();
frame.setTitle("Show Balls Animation");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel();
panel.setLayout(new BorderLayout());
DrawingPanel drawingPanel = new DrawingPanel(guiModel);
panel.add(drawingPanel, BorderLayout.CENTER);
panel.add(createButtonPanel(drawingPanel), BorderLayout.SOUTH);
frame.add(panel);
frame.pack();
frame.setVisible(true);
}
private JPanel createButtonPanel(DrawingPanel drawingPanel) {
JPanel panel = new JPanel();
JButton startButton = new JButton("Start Animation");
startButton.addActionListener(new StartAnimation(drawingPanel));
panel.add(startButton);
return panel;
}
public class StartAnimation implements ActionListener {
private DrawingPanel drawingPanel;
public StartAnimation(DrawingPanel drawingPanel) {
this.drawingPanel = drawingPanel;
}
#Override
public void actionPerformed(ActionEvent event) {
LineRunnable runnable = new LineRunnable(drawingPanel);
new Thread(runnable).start();
}
}
}
The constructor of the Display class sets up the GUI model.
The run method of the Display class constructs the GUI, and starts the animation.
See how I've separated the model and view.
The StartAnimation class is your controller. It starts the animation when you left click on the JButton. I'll discuss the LineRunnable class later.
Next, let's take a look at the DrawingPanel class.
package twoBalls;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import javax.swing.JPanel;
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = -3709678584255542338L;
private boolean drawLine;
private int pos;
private int total;
private GUIModel guiModel;
public DrawingPanel(GUIModel guiModel) {
this.guiModel = guiModel;
this.drawLine = false;
this.setPreferredSize(new Dimension(600, 400));
}
public boolean isDrawLine() {
return drawLine;
}
public void setDrawLine(boolean drawLine) {
this.drawLine = drawLine;
}
public void setPos(int pos) {
this.pos = pos;
repaint();
}
public void setTotal(int total) {
this.total = total;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
for (Ball ball : guiModel.getBalls()) {
g2d.setColor(ball.getColor());
Point center = ball.getCenter();
int radius = ball.getRadius();
g2d.fillOval(center.x - radius, center.y - radius, radius + radius,
radius + radius);
}
if (isDrawLine()) {
g2d.setColor(Color.BLACK);
g2d.setStroke(new BasicStroke(5.0F));
Point a = guiModel.getLineStartPoint();
Point b = guiModel.getCurrentPoint(pos, total);
g2d.drawLine(a.x, a.y, b.x, b.y);
}
}
}
The only thing this view class does is draw the balls and the line. The responsibility for calculating the length of the line belongs in the model.
I set the preferred size here, and use the pack method in the Display class to get the size of the JFrame. You usually want to know the dimensions of the drawing area, rather than the entire window.
Finally, let's look at the LineRunnable class. This is the class that controls the animation.
package twoBalls;
import java.awt.EventQueue;
public class LineRunnable implements Runnable {
private int total;
private DrawingPanel drawingPanel;
public LineRunnable(DrawingPanel drawingPanel) {
this.drawingPanel = drawingPanel;
this.total = 240;
}
#Override
public void run() {
setDrawLine();
for (int pos = 0; pos <= total; pos++) {
setPos(pos);
sleep(50L);
}
}
private void setDrawLine() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
drawingPanel.setDrawLine(true);
drawingPanel.setTotal(total);
}
});
}
private void setPos(final int pos) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
drawingPanel.setPos(pos);
}
});
}
private void sleep(long delay) {
try {
Thread.sleep(delay);
} catch (InterruptedException e) {
}
}
}
In the run method, we divide the line into 240 segments, and draw a segment every 50 milliseconds. It takes the GUI 12 seconds to draw the line. You can play with these numbers if you wish.
The for loop is a classic animation loop. First you update the model, which I'm doing through the drawing panel. Then you sleep.
This animation loop is running on a different thread from the GUI thread. This keeps the GUI responsive. Since the loop is running on a different thread, we have to use the invokeLater method to draw on the Event Dispatch thread.
I hope this was helpful to you. Divide and conquer. Don't let a class do more than one thing.

Java Array Loop Graphics page not functioning

edit 2: I decided that it would be easier to understand if I just put the entire code up, so that you can test it.
edit: I realize that what I said was unclear, so I will explain this as best as I can. Basically, I am drawing rectangles on a Graphics page using the fillRect method. The problem is that when I change the size of one, they all change, as they are all being redrawn everytime a new one is drawn. To correct this, I added an array that stores all of the sizes which are input via the scrollwheel in another part of the problem. Anyways, I know that the problem is isolated to the loop that supposedly draws them all a certain size, so I added a loop that in theory should give me a temporary variable each time to use that redraws all of the rectangle's sizes starting at 0 each time the main loop is run. The problem is that this does not in fact redraw the rectangles to their individual sizes, and instead draws them to the current size. I have updated the code part as well.
I am having trouble with a project in Java. What it is supposed to do is change the size of each individual rectangle object by storing it in an array, and then recreating the rectangles based off the length from the array. I (at least I think) do this by creating a variable that should be equal to the SIZE that is changed in another part of the program, and then set that equal to the particular element in the array at i. Anyhow, when I do this, I change all of the lengths to whatever the current length is when I draw a rectangle. I know that the problem is by me using i in the size part, but what would I use? Thanks in advance for any help!
Here is the code:
public class Dots
{
public static void main(String[] args)
{
JFrame frame = new JFrame("Array Rectangles");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
DotsPanel dotsPanel = new DotsPanel();
frame.getContentPane().add(dotsPanel);
//buttons
JButton btnNewButton = new JButton("RED");
btnNewButton.setHorizontalAlignment(SwingConstants.LEFT);
btnNewButton.setVerticalAlignment(SwingConstants.BOTTOM);
btnNewButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent arg0) {
}
});
btnNewButton.setForeground(Color.RED);
dotsPanel.add(btnNewButton);
JButton btnNewButton_1 = new JButton("GREEN");
btnNewButton_1.setForeground(Color.GREEN);
btnNewButton_1.setVerticalAlignment(SwingConstants.BOTTOM);
dotsPanel.add(btnNewButton_1);
JButton btnNewButton_2 = new JButton("BLUE");
btnNewButton_2.setForeground(Color.BLUE);
dotsPanel.add(btnNewButton_2);
JButton btnNewButton_3 = new JButton("BLACK");
btnNewButton_3.setForeground(new Color(0, 0, 0));
dotsPanel.add(btnNewButton_3);
frame.pack();
frame.setVisible(true);
}
}
import java.util.ArrayList;
import java.util.Random;
import javax.swing.JPanel;
import java.awt.*;
import java.awt.event.*;
public class DotsPanel extends JPanel
{
// radius of each dot
private int SIZE = 25;
private int SIZEAccess;
private static final Random generator = new Random();
//used to count amount of dots
private ArrayList<Point> pointList;
int[] sizes = new int [10000];
//Sets up this std. sized panel to listen for mouse events.
public DotsPanel()
{
pointList = new ArrayList<Point>();
addMouseListener (new DotsListener());
addMouseMotionListener(new DotsListener());
addMouseWheelListener(new DotsListener());
setBackground(Color.white);
setPreferredSize(new Dimension(1024, 768));
}
//used to generate a random color
public static Color randomColor() {
return new Color(generator.nextInt(256), generator.nextInt(256), generator.nextInt(256));
}
// Draws all of the dots stored in the list.
public void paintComponent(Graphics page)
{
super.paintComponent(page);
//draws a centered dot of random color
int i = 0;
for (Point spot : pointList)
{
sizes[i] = SIZE;
//SIZEAccess = SIZE;
//sizes[i] = SIZEAccess;
//page.fillRect(spot.x-SIZE, spot.y-SIZE, SIZE*2, SIZE*2);
for (int temp = 0; temp <= i; temp++)
page.fillRect(spot.x-sizes[temp], spot.y-sizes[temp], sizes[temp]*2, sizes[temp]*2);
//page.fillRect(spot.x-SIZE, spot.y-SIZE, SIZE*2, SIZE*2);
//page.setColor(randomColor());
//page.setColor(c)
i++;
}
//displays the amount of rectangles drawn at the top left of screen
page.drawString("Count: " + pointList.size(), 5, 15);
page.drawString("To change the size of the squares, use mouse scroll wheel.", 350, 15);
page.drawString("Size: " + SIZE, 950, 15);
}
// Represents the listener for mouse events.
private class DotsListener implements MouseListener, MouseMotionListener, MouseWheelListener
{
// Adds the current point to the list of points and redraws
// the panel whenever the mouse button is pressed.
public void mousePressed(MouseEvent event)
{
pointList.add(event.getPoint());
repaint();
}
// Provide empty definitions for unused event methods.
public void mouseClicked(MouseEvent event) {
}
public void mouseReleased(MouseEvent event) {
}
public void mouseEntered(MouseEvent event) {
}
public void mouseExited(MouseEvent event) {}
// Adds the current point to the list of points and redraws
// the panel whenever the mouse button is dragged.
public void mouseDragged(MouseEvent event) {
pointList.add(event.getPoint());
repaint();
}
public void mouseMoved(MouseEvent event) {
}
public void mouseWheelMoved(MouseWheelEvent event)
{
int notches = 0;
notches = event.getWheelRotation();
//int
if (notches > 0)
{
SIZE = SIZE + notches;
notches = 0;
}
else if (notches < 0)
{
int tempSIZE = SIZE;
tempSIZE = tempSIZE + notches;
//prevents the program from having dots that increase due to multiplying negatives by negatives
//by making anything less than 1 equal 1
if(tempSIZE < 1)
tempSIZE = 1;
SIZE = tempSIZE;
notches = 0;
}
}
}
//SIZE = SIZE + notches;
}
You appear to have ArrayList's interacting with arrays in a confusing mix that makes it hard for us to follow your logic. This suggests that your logic may be too complex for your own good and that your code might benefit from simplification. Why not instead create a List<Rectangle> such as an ArrayList<Rectangle>, and then simply loop through this list in your paintComponent method, and draw each Rectangle using the Graphics2D object's draw(...) or fill(...) method:
private List<Rectangle> rectangleList = new ArrayList<>();
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
for (Rectangle rectangle : rectangleList) {
g2.fill(rectangle);
}
}
For example:
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.Stroke;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
#SuppressWarnings("serial")
public class Foo extends JPanel {
private static final int PREF_W = 600;
private static final int PREF_H = PREF_W;
private static final Color BACKGROUND = Color.black;
private static final Color FILL_COLOR = Color.pink;
private static final Color DRAW_COLOR = Color.red;
private static final Stroke STROKE = new BasicStroke(3);
private List<Rectangle> rectangleList = new ArrayList<>();
private Point pressPoint = null;
private Point dragPoint = null;
public Foo() {
setBackground(BACKGROUND);
MyMouseAdapter myMouseAdapter = new MyMouseAdapter();
addMouseListener(myMouseAdapter);
addMouseMotionListener(myMouseAdapter);
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Stroke oldStroke = g2.getStroke();
g2.setStroke(STROKE);
for (Rectangle rectangle : rectangleList) {
g2.setColor(FILL_COLOR);
g2.fill(rectangle);
g2.setColor(DRAW_COLOR);
g2.draw(rectangle);
}
g2.setStroke(oldStroke);
if (pressPoint != null && dragPoint != null) {
g2.setColor(FILL_COLOR.darker());
int x = Math.min(pressPoint.x, dragPoint.x);
int y = Math.min(pressPoint.y, dragPoint.y);
int width = Math.abs(pressPoint.x - dragPoint.x);
int height = Math.abs(pressPoint.y - dragPoint.y);
g2.drawRect(x, y, width, height);
}
}
private class MyMouseAdapter extends MouseAdapter {
#Override
public void mousePressed(MouseEvent e) {
pressPoint = e.getPoint();
repaint();
}
#Override
public void mouseDragged(MouseEvent e) {
dragPoint = e.getPoint();
repaint();
}
#Override
public void mouseReleased(MouseEvent e) {
dragPoint = e.getPoint();
int x = Math.min(pressPoint.x, dragPoint.x);
int y = Math.min(pressPoint.y, dragPoint.y);
int width = Math.abs(pressPoint.x - dragPoint.x);
int height = Math.abs(pressPoint.y - dragPoint.y);
Rectangle rect = new Rectangle(x, y, width, height);
rectangleList.add(rect);
pressPoint = null;
dragPoint = null;
repaint();
}
}
private static void createAndShowGui() {
JFrame frame = new JFrame("Foo");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new Foo());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}

Java - Removing my 'worm' from an arraylist and JFrame

My program creates randomly colored and sized worms that expand on a JFrame/JPanel. As time progresses the worms are constantly expanding in random directions. When new worm is clicked a new worm is born somewhere on the screen.
Where my issue arises:
I having trouble understanding how I would then kill worms. When I click the kill worm button I want the worm to disappear (OR stop growing) on screen and it to be removed from the arraylist. I have no idea how to even begin doing this. I personally think removing an instance of the arraylist would be the best way, but how would I go about actually removing the worm from the screen.
Below is my code:
Main Class:
package Main;
import java.awt.Dimension;
import javax.swing.JFrame;
public class Main {
public static void main(String[] args) {
ThreadFrame myFrame = new ThreadFrame();
myFrame.setSize(new Dimension(640, 480));
myFrame.setLocationRelativeTo(null);
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
myFrame.setTitle("Worms! - Jonathan Perron");
myFrame.setVisible(true);
myFrame.setResizable(false);
}
}
ThreadFrame Class:
package Main;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class ThreadFrame extends JFrame implements ActionListener {
int index = 0;
JButton btnNewWorm, btnKillWorm;
JPanel myPanel2 = new JPanel();
ArrayList<DrawThread> worms = new ArrayList<DrawThread>();
public JPanel getMyPanel2(){
return this.myPanel2;
}
public ThreadFrame() {
JPanel myPanel = new JPanel();
btnNewWorm = new JButton("New Worm");
btnKillWorm = new JButton("Kill Worm");
myPanel.setBounds(0, 400, 640, 80);
myPanel.setLayout(new FlowLayout());
myPanel2.setSize(new Dimension(640, 400));
myPanel2.setLayout(null);
myPanel2.setBackground(Color.WHITE);
btnNewWorm.setBounds(100, 410, 200, 30);
btnKillWorm.setBounds(340, 410, 200, 30);
add(btnNewWorm);
add(btnKillWorm);
add(myPanel2);
add(myPanel);
btnNewWorm.addActionListener(this);
btnKillWorm.addActionListener(this);
}
public void actionPerformed(ActionEvent AE) {
if(AE.getSource() == btnNewWorm){
DrawThread dw = new DrawThread(myPanel2);
worms.add(dw);
System.out.println("New worm!");
}
if(AE.getSource() == btnKillWorm){
//stop worms from growing or complete disappear from JFrame
System.out.println("Kill worm!");
}
}
}
DrawThread Class:
package Main;
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.geom.Ellipse2D;
import java.util.Random;
import javax.swing.JPanel;
public class DrawThread extends Thread implements Runnable{
Random rand = new Random();
JPanel panel2 = new JPanel();
Graphics2D g, graph;
private int sleepTime, wormDiameter, hue, saturation, brightness, randomWidth, randomHeight;
public DrawThread(int sleepTime, int wormDiameter, int hue, int saturation, int brightness, int randomWidth, int randomHeight, JPanel myPanel2) {
this.sleepTime = sleepTime;
this.wormDiameter = wormDiameter;
this.brightness = brightness;
this.hue = hue;
this.saturation = saturation;
this.randomWidth = randomWidth;
this.randomHeight = randomHeight;
g = (Graphics2D) myPanel2.getGraphics();
}
public void setColor(int hue){
this.hue = hue;
}
public int getSleepTime(){
return sleepTime;
}
public void setSleepTime(int sleepTime){
this.sleepTime = sleepTime;
}
public DrawThread(JPanel myPanel2){
//get panel dimensions
int panelWidth = myPanel2.getWidth();
int panelHeight = myPanel2.getHeight();
//worm location
randomWidth = rand.nextInt(panelWidth);
randomHeight = rand.nextInt(panelHeight);
//worm size
wormDiameter = rand.nextInt(7)+3;
//worm color
hue = rand.nextInt(255);
saturation = rand.nextInt(255);
brightness = rand.nextInt(255);
Color color = new Color(hue, saturation, brightness);
//sleep
sleepTime = rand.nextInt(80) + 20;
//Graphics
g = (Graphics2D) myPanel2.getGraphics();
g.setColor(color);
Ellipse2D.Double ellipse2D = new Ellipse2D.Double(randomWidth, randomHeight, wormDiameter, wormDiameter);
g.fill(ellipse2D);
Thread thread1 = new Thread(new DrawThread(sleepTime, wormDiameter, hue, saturation, brightness, randomWidth, randomHeight, myPanel2));
thread1.start();
}
public void run(){
try {
while(true) {
Thread.sleep(sleepTime);
Color color = new Color(hue, saturation, brightness);
g.setColor(color);
int addedHeight = 0, addedWidth = 0;
int random = rand.nextInt(8);
//determining the worms next move location
if(random == 0){ addedWidth = 0; addedHeight = 1; } //North
if(random == 1){ addedWidth = 1; addedHeight = 1; } //North-East
if(random == 2){ addedWidth = 1; addedHeight = 0; } //East
if(random == 3){ addedWidth = 1; addedHeight = -1; } //South-East
if(random == 4){ addedWidth = 0; addedHeight = -1; } //South
if(random == 5){ addedWidth = -1; addedHeight = -1; } //South-West
if(random == 6){ addedWidth = -1; addedHeight = 0; } //West
if(random == 7){ addedWidth = -1; addedHeight = 1; } //North-West
//Prevent worms from getting off the screen
if(randomHeight >= 480){ addedHeight = -1; }
if(randomHeight <= 0){ addedHeight = 1; }
if(randomWidth >= 640){ addedWidth = -1; }
if(randomWidth <= 0){ addedWidth = 1; }
randomWidth += addedWidth;
randomHeight += addedHeight;
Ellipse2D.Double e = new Ellipse2D.Double(randomWidth, randomHeight, wormDiameter, wormDiameter);
g.fill(e);
}
}
catch (InterruptedException e) {
System.out.println("ERROR!");
}
}
public String toString() {
String result = "SleepTime: " + sleepTime + "\nWorm Diameter: " + wormDiameter
+ "\nHue: " + hue + "\nSaturation: " + saturation + "\nBrightness: "
+ brightness + "\nWidth: " + randomWidth + "\nHeight: " + randomHeight;
return result;
}
}
Any help is greatly appreciated! :)
EDIT: This is the assignment that my teacher has given to write this program.
===========================================================================
In this assignment, we’re going to write a program that draws images of “worms” in a window. The
worms will grow with time, moving in random directions. Each worm will be a different color and will
grow at a different rate. A separate Thread object will manage the drawing of each worm. Here’s an
example of what the window will look like after two worms have grown for a while.
Write a class called ThreadFrame that extends JFrame. This class should include a main method that
creates one instance of this class. This should produce a GUI with an appearance similar to what you see
above. Make the window 640 by 480 pixels, and do not allow the user to resize it. Add two JPanels to
the content pane, a white one in the center region on which the threads will be drawn, and a gray one in
the south region to hold the JButtons marked “New Worm” and “Kill Worm”.
Add an action listener to the “New Worm” button, so that when you click on it, it creates a new instance
of a class called DrawThread (to be described shortly), adds it to an ArrayList, and starts it. Add an action
listener to the “Kill Worm” button, so that when you click on it, it removes the first DrawThread from
the ArrayList and interrupts it.
The class DrawThread extends Thread, and does most of the work of the program. This class will draw
on the upper panel of the ThreadFrame, so a reference to this panel must be passed to the constructor
of DrawThread, when this constructor is called from ThreadFrame. The constructor should perform the
following tasks:
Assign the JPanel reference (received as an argument) to an instance variable of this object.
Get the graphics context for the JPanel (use the getGraphics method), cast it to type Graphics2D, and
assign it to an instance variable.
Determine the width and height of this JPanel, and save these values.
Create a Color object, with randomly-chosen values for the three arguments to set the red, green, and
blue intensities, and assign this object to an instance variable.
Randomly choose a sleep time for this thread, between 20 and 100 milliseconds. This will determine
how rapidly the image grows.
Regarding your instructions
Write a class called ThreadFrame that extends JFrame. This class should include a main method that creates one instance of this class. This should produce a GUI with an appearance similar to what you see above. Make the window 640 by 480 pixels, and do not allow the user to resize it. Add two JPanels to the content pane, a white one in the center region on which the threads will be drawn, and a gray one in the south region to hold the JButtons marked “New Worm” and “Kill Worm”.
OK, you've got this.
Add an action listener to the “New Worm” button, so that when you click on it, it creates a new instance of a class called DrawThread (to be described shortly), adds it to an ArrayList, and starts it.
Again, you've done this.
Add an action listener to the “Kill Worm” button, so that when you click on it, it removes the first DrawThread from the ArrayList and interrupts it.
Break it down:
Get the most recent worm from the ArrayList -- you would use two ArrayList methods, size() and get(...) to achieve this. Give it a try.
Then interrupt the thread. Once you get the object from the array list, you will need to call a Thread method on it, and I'm guessing that you'll be able figure out which method, right (read the instructions for this, i.e, "and interrupts it")? ;)
Edit
Note, that his recommendations are not good, and I would not hire your instructor or course director as a Swing programmer if I needed one.
Edit
Just for grins, here is another way to code this sort of thing. Note that it does not satisfy your assignment requirements (which is one reason I don't hesitate to post it), but it shows what I believe are better Swing behaviors:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridLayout;
import java.awt.Point;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.swing.*;
public class MyWormMain {
private static void createAndShowGui() {
MyWormDrawPanel drawPanel = new MyWormDrawPanel();
MyWormButtonPanel btnPanel = new MyWormButtonPanel(drawPanel);
JFrame frame = new JFrame("Worms");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(drawPanel, BorderLayout.CENTER);
frame.getContentPane().add(btnPanel.getMainPanel(), BorderLayout.SOUTH);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
#SuppressWarnings("serial")
class MyWormDrawPanel extends JPanel {
private static final int PREF_W = 640;
private static final int PREF_H = 480;
private static final Color BACKGROUND = Color.WHITE;
private static final int TIMER_DELAY = 50;
private List<MyWorm> wormList = new ArrayList<>();
private Timer wormTimer;
private Random random = new Random();
public MyWormDrawPanel() {
setBackground(BACKGROUND);
wormTimer = new Timer(TIMER_DELAY, new WormTimerListener());
wormTimer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
for (MyWorm worm : wormList) {
worm.draw(g2);
}
}
public void addWorm() {
int r = random.nextInt(128) + 128;
int g = random.nextInt(128) + 128;
int b = random.nextInt(128) + 128;
int rand = random.nextInt(3);
switch (rand) {
case 0:
r /= 3;
break;
case 1:
g /= 3;
break;
case 2:
b /= 3;
default:
break;
}
Color color = new Color(r, g, b);
int x = random.nextInt(PREF_W);
int y = random.nextInt(PREF_H);
Point head = new Point(x, y);
wormList.add(new MyWorm(color, head, PREF_W, PREF_H));
}
public void killWorm() {
if (wormList.size() > 0) {
wormList.remove(wormList.size() - 1);
}
}
private class WormTimerListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
for (MyWorm worm : wormList) {
worm.grow();
}
repaint();
};
}
}
#SuppressWarnings("serial")
class MyWormButtonPanel {
private static final int GAP = 15;
private JPanel mainPanel = new JPanel();
private MyWormDrawPanel drawPanel;
public MyWormButtonPanel(MyWormDrawPanel drawPanel) {
this.drawPanel = drawPanel;
mainPanel.setLayout(new GridLayout(1, 0, GAP, GAP));
mainPanel.setBorder(BorderFactory.createEmptyBorder(GAP, GAP, GAP, GAP));
mainPanel.add(new JButton(new AddWormAction("Add Worm", KeyEvent.VK_A)));
mainPanel.add(new JButton(new KillWormAction("Kill Worm", KeyEvent.VK_K)));
}
public JComponent getMainPanel() {
return mainPanel;
}
private class AddWormAction extends AbstractAction {
public AddWormAction(String name, int mnemonic) {
super(name);
putValue(MNEMONIC_KEY, mnemonic);
}
#Override
public void actionPerformed(ActionEvent e) {
drawPanel.addWorm();
}
}
private class KillWormAction extends AbstractAction {
public KillWormAction(String name, int mnemonic) {
super(name);
putValue(MNEMONIC_KEY, mnemonic);
}
#Override
public void actionPerformed(ActionEvent e) {
drawPanel.killWorm();
}
}
}
class MyWorm {
private static final int MAX_DIR = 360;
private static final int SEG_WIDTH = 20;
private static final int MAX_RAND_DIR = 60;
private Color color;
private List<Point> body = new ArrayList<>();
private Random random = new Random();
private int direction;
private int maxX;
private int maxY;
public MyWorm(Color color, Point head, int maxX, int maxY) {
this.color = color;
body.add(head);
direction = random.nextInt(MAX_DIR);
this.maxX = maxX;
this.maxY = maxY;
}
public void grow() {
Point lastPt = body.get(body.size() - 1);
int x = lastPt.x
+ (int) (SEG_WIDTH * 3 * Math.cos(Math.toRadians(direction)) / 4.0);
int y = lastPt.y
+ (int) (SEG_WIDTH * 3 * Math.sin(Math.toRadians(direction)) / 4.0);
if (x < 0) {
x = maxX - 1;
}
if (x > maxX) {
x = 0;
}
if (y < 0) {
y = maxY - 1;
}
if (y > maxY) {
y = 0;
}
Point nextPoint = new Point(x, y);
direction += random.nextInt(MAX_RAND_DIR) - MAX_RAND_DIR / 2;
body.add(nextPoint);
}
public void draw(Graphics2D g2) {
Graphics2D g2b = (Graphics2D) g2.create();
g2b.setColor(color);
for (Point p : body) {
int x = p.x - SEG_WIDTH / 2;
int y = p.y - SEG_WIDTH / 2;
int width = SEG_WIDTH;
int height = SEG_WIDTH;
g2b.fillOval(x, y, width, height);
}
g2b.dispose();
}
}

Repaint in Panel method not updated

I am trying to make a program that work like this:
In Window class every time I click on the button, the method panel2 of Panel is called: first it is drawing a first circle, then a second one (after the time defined in the timer). Then, I click again on the button, and it is drawing a fist circle, then a second one then a third one. etc.
The problem is that it when I click to obtain 3 circles appearing one after the other, the two first circles drawn at the previous step (before I pressed a second time the button) stay on the screen and only the third circle is drawn when i press the button (instead of having : first circle drawn, second circle drawn, third circle drawn). I hope I am clear.
Here is a simple code:
Window
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Window extends JFrame implements ActionListener{
int h = 2;
Panel b = new Panel();
JPanel container = new JPanel();
JButton btn = new JButton("Start");
JButton bouton = new JButton();
Panel boutonPane = new Panel();
public Window(){
this.setTitle("Animation");
this.setSize(300, 300);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setLocationRelativeTo(null);
container.setBackground(Color.white);
container.setLayout(new BorderLayout());
JPanel top = new JPanel();
btn.addActionListener(this);
top.add(btn);
container.add(top);
this.setContentPane(container);
this.setVisible(true);
}
public void window2(){
this.setTitle("ADHD");
this.setSize(1000,700);
this.setLocationRelativeTo(null);
if (h < 11){
boutonPane.panel2(h);
bouton.addActionListener(this);
boutonPane.add(bouton);
this.add(boutonPane);
this.setContentPane(boutonPane);
updateWindow2();
}
this.setVisible(true);
}
public void updateWindow2(){
boutonPane.panel2(h);
this.revalidate();
this.repaint();
}
public void actionPerformed(ActionEvent e){
if ((JButton) e.getSource() == btn){
System.out.println("pressed0");
window2();
}
if ((JButton) e.getSource() == bouton){
h++;
System.out.println("pressed" + h);
updateWindow2();
}
}
public static void main(String[] args){
Window w = new Window();
}
}
Panel
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Insets;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Panel extends JPanel implements ActionListener{
int m;
int u=0;
int lgi, lrgi;
int [] ta;
Timer timer1 = new Timer(300, this);
Panel(){
}
public void panel2(int n){
m=n;
ta = new int [n];
for(int it=0; it<m;it++){
ta[it]=100*it;
}
timer1.start();
}
public void paintComponent(Graphics gr){
super.paintComponent(gr);
gr.setColor(Color.red);
for(int i=0;i<m;i++){
gr.fillOval(ta[i],ta[i], 150, 150);
}
}
#Override
public void actionPerformed(ActionEvent arg0) {
if(u<m){
u++;
revalidate();
repaint();
}
}
}
Your code needs use two int values to decide how many circles to draw and when:
The first int should be the count of current circles to draw, say called, currentCirclesToDraw.
The second int will be the number of circles to draw total.
If you use a List<Ellipse2D> like I suggest, then this number will be the size of the list. So if the List is called ellipseList, then the 2nd number will be ellipseList.size().
The first variable will be incremented in the timer up to the size of the list, but no larger, and will be used by paintComponent method to decide how many circles to draw.
Key point here: the first number, the currentCirclesToDraw, must be re-set to 0 when the button is pressed. This way your paintComponent method will start out drawing 0 circles, then 1, then 2, ...
For example, the paintComponent method could look like so:
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(CIRCLE_COLOR);
for (int i = 0; i < currentCirclesToDraw && i < ellipseList.size(); i++) {
g2.fill(ellipseList.get(i));
}
}
I use the second term in the for loop conditional statement, i < currentCirclesToDraw && i < ellipseList.size() as an additional fail-safe to be sure that we don't try to draw more circles then we have in our list.
My Timer's ActionListener would increment the currentCirclesToDraw variable and call repaint. It would stop the Timer once currentCirclesToDraw reaches the size of the ellipseList:
private class TimerListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
if (currentCirclesToDraw < ellipseList.size()) {
currentCirclesToDraw++;
repaint();
} else {
// stop the Timer
((Timer)e.getSource()).stop();
}
}
}
And my button's actionPerformed method would reset currentCirclesToDraw to 0, would add a new Ellipse2D to my ellipseList (if we've not yet reached the MAX_CIRCLE_INDEX), would call repaint() to clear the JPanel, and would construct and start the Timer:
public void actionPerformed(java.awt.event.ActionEvent arg0) {
currentCirclesToDraw = 0; // this is key -- reset the index used to control how many circles to draw
if (ellipseList.size() < MAX_CIRCLE_INDEX) {
double x = (ellipseList.size()) * CIRCLE_WIDTH / Math.pow(2, 0.5);
double y = x;
double w = CIRCLE_WIDTH;
double h = CIRCLE_WIDTH;
ellipseList.add(new Ellipse2D.Double(x, y, w, h));
}
repaint(); // clear image
new Timer(TIMER_DELAY, new TimerListener()).start();
};
Edit 3/30/14
Note it all can be put together like this:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.geom.Ellipse2D;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
/**
* http://stackoverflow.com/a/22714405/522444
* http://stackoverflow.com/questions/22712655/repaint-in-panel-method-not-updated
* #author Pete
*
*/
#SuppressWarnings("serial")
public class TimerCircles extends JPanel {
private static final int PREF_W = 1000;
private static final int PREF_H = 700;
private static final Color CIRCLE_COLOR = Color.RED;
public static final int MAX_CIRCLE_INDEX = 11;
public static final int TIMER_DELAY = 300;
public static final int CIRCLE_WIDTH = 100;
private final List<Ellipse2D> ellipseList = new ArrayList<>();
private int currentCirclesToDraw = 0;
public TimerCircles() {
add(new JButton(new ButtonAction("New Circle", KeyEvent.VK_C)));
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(CIRCLE_COLOR);
for (int i = 0; i < currentCirclesToDraw && i < ellipseList.size(); i++) {
g2.fill(ellipseList.get(i));
}
}
private class ButtonAction extends AbstractAction {
public ButtonAction(String name, int mnemonic) {
super(name);
putValue(MNEMONIC_KEY, mnemonic);
}
public void actionPerformed(java.awt.event.ActionEvent arg0) {
currentCirclesToDraw = 0; // this is key -- reset the index used to control how many circles to draw
if (ellipseList.size() < MAX_CIRCLE_INDEX) {
double x = (ellipseList.size()) * CIRCLE_WIDTH / Math.pow(2, 0.5);
double y = x;
double w = CIRCLE_WIDTH;
double h = CIRCLE_WIDTH;
ellipseList.add(new Ellipse2D.Double(x, y, w, h));
}
repaint(); // clear image
new Timer(TIMER_DELAY, new TimerListener()).start();
};
}
private class TimerListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
if (currentCirclesToDraw < ellipseList.size()) {
currentCirclesToDraw++;
repaint();
} else {
// stop the Timer
((Timer)e.getSource()).stop();
}
}
}
private static void createAndShowGui() {
TimerCircles mainPanel = new TimerCircles();
JFrame frame = new JFrame("TimerCircles");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}

Overlapping AWT lines and Swing JLabels

I have a problem in my application using line primitives and JLables. I try to explain it:
I have to draw a vehicle route using lines to represent roads and JLabels to represent cities. I need the use of JLabels because each JLabel has a Listener that shows a dialog with information about the city.
I redefine paint() method of my main JPanel. In that method I first in invoke the super.paint(), then I draw the lines and finally I add the Labels to the JPanel.
The problem is that the lines overlap the labels regardless the matter the order of painting them. Is there any suggestion?
You can also override paintComponent() or paintChildren() methods of the JPanel.
In the paintChildren() call your lines drawing and then super to draw JLabels.
anothe way should be
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.Ellipse2D;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
public class AddVertexDemo {
public AddVertexDemo() {
}
private static void createAndShowUI() {
JFrame frame = new JFrame("AddVertexDemo");
frame.getContentPane().add(new Gui().getMainPanel());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
createAndShowUI();
}
});
}
}
class DrawingPanel extends JPanel {
private static final int RADIUS = 6;
private static final long serialVersionUID = 1L;
private List<Shape> vertexList = new ArrayList<Shape>();
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
if (vertexList.size() > 1) {
Shape s0 = vertexList.get(0);
Shape s1 = null;
for (int i = 0; i < vertexList.size(); i++) {
s1 = vertexList.get(i);
drawConnectingLine(g, s0, s1);
s0 = s1;
}
s1 = vertexList.get(0);
//drawConnectingLine(g2, s0, s1);
}
for (Shape shape : vertexList) {
g2.setColor(Color.blue);
g2.fill(shape);
g2.setColor(Color.blue.darker().darker());
g2.draw(shape);
}
}
private void drawConnectingLine(Graphics g, Shape s0, Shape s1) {
Rectangle r0 = s0.getBounds();
Rectangle r1 = s1.getBounds();
int x0 = r0.x + r0.width / 2;
int y0 = r0.y + r0.height / 2;
int x1 = r1.x + r1.width / 2;
int y1 = r1.y + r1.height / 2;
g.drawLine(x0, y0, x1, y1);
}
public void addVertex(Point p) {
int x = p.x - RADIUS;
int y = p.y - RADIUS;
int w = 2 * RADIUS;
int h = w;
vertexList.add(new Ellipse2D.Double(x, y, w, h));
repaint();
}
public void removeVertex(Point p) {
if (vertexList.size() > 0) {
for (int i = vertexList.size() - 1; i >= 0; i--) {
if (vertexList.get(i).contains(p)) {
vertexList.remove(i);
repaint();
return;
}
}
}
}
}
class Gui {
private static final Dimension DRAWING_PANEL_SIZE = new Dimension(600, 500);
private JPanel mainPanel = new JPanel(new BorderLayout());
private DrawingPanel drawingPanel = new DrawingPanel();
private JToggleButton addVertexBtn = new JToggleButton("Add Vertex");
private JToggleButton removeVertexBtn = new JToggleButton("Remove Vertex");
Gui() {
JPanel buttonPanel = new JPanel();
buttonPanel.add(addVertexBtn);
buttonPanel.add(removeVertexBtn);
DrawPanelMouseListener mouseListener = new DrawPanelMouseListener();
mouseListener.setDrawingPanel(drawingPanel);
mouseListener.setGui(this);
drawingPanel.addMouseListener(mouseListener);
drawingPanel.setPreferredSize(DRAWING_PANEL_SIZE);
drawingPanel.setBorder(BorderFactory.createLineBorder(Color.black));
mainPanel.add(drawingPanel, BorderLayout.CENTER);
mainPanel.add(buttonPanel, BorderLayout.SOUTH);
}
public JPanel getMainPanel() {
return mainPanel;
}
public boolean isAddingVertex() {
return addVertexBtn.isSelected();
}
public boolean isRemovingVertex() {
return removeVertexBtn.isSelected();
}
public void setAddingVertex(boolean addingVertex) {
addVertexBtn.setSelected(addingVertex);
}
public void setRemovingVertex(boolean removingVertex) {
removeVertexBtn.setSelected(removingVertex);
}
}
class DrawPanelMouseListener extends MouseAdapter {
private DrawingPanel drawingPanel;
private Gui gui;
public DrawPanelMouseListener() {
}
public void setGui(Gui gui) {
this.gui = gui;
}
public void setDrawingPanel(DrawingPanel drawingPanel) {
this.drawingPanel = drawingPanel;
}
#Override
public void mousePressed(MouseEvent me) {
if (gui.isAddingVertex() && gui.isRemovingVertex()) {
gui.setAddingVertex(false);
gui.setRemovingVertex(false);
return;
}
if (gui.isAddingVertex()) {
drawingPanel.addVertex(me.getPoint());
gui.setAddingVertex(false);
}
if (gui.isRemovingVertex()) {
drawingPanel.removeVertex(me.getPoint());
gui.setRemovingVertex(false);
}
}
}
I'm not sure that this is the right way to do this but you can try this:
Create 2 panels. One for drawing lines and another for drawing buildings(labels).
Add both panels in LayeredPane of JFrame. Add panel with line in lower layer then panel with labels.
You can use LayeredPanes in other ways also to solve your problem. Learn more here: How to use Layered Panes in java

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