The program is supposed to make a grid where all rectangles start black and if clicked or dragged they turn white. So far my program is able to make the rectangle you click or drag white, but it doesn't memorize or remember which one I clicked to make them stay white until you click them again. Maybe I would call the change using the mouse listener or maybe by creating an LinkedList , I just can't figure out the easiest solution.
public class Clicky extends JFrame {
private static class Board extends JPanel {
private double BRICK_WIDTH = 20;
private double BRICK_HEIGHT = 20;
public Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
public double width = screenSize.getWidth();
public double height = screenSize.getHeight();
private int COLS = (int)(width/BRICK_WIDTH);
private int ROWS =(int)(height/BRICK_HEIGHT);
private Color CO = Color.BLACK;
public Board() {
System.out.println("WIdth:" + COLS + "Height:" + ROWS);
setBackground(Color.BLACK);
addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
mx = e.getX();
my = e.getY();
System.out.printf("X: %d Y: %d ", mx, my);
repaint();
}
});
addMouseMotionListener(new MouseMotionListener() {
#Override
public void mouseDragged(MouseEvent e) {
mx = e.getX();
my = e.getY();
}
#Override
public void mouseMoved(MouseEvent e) {
}
});
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
drawBricks(g);
}
private double x;
private double y;
private void drawBricks(Graphics g) {
Graphics2D brick = (Graphics2D) g.create();
x = 0;
y = 0;
for (int j = 0; j <= ROWS; j++)
{
for (int a = 0; a <= COLS; a++) {
brick.setColor(Color.BLACK);
Rectangle2D.Double rect = new Rectangle2D.Double(x, y, BRICK_WIDTH, BRICK_HEIGHT);
brick.fill(rect);
if (mx > x && mx < x + BRICK_WIDTH && my > y && my < y + BRICK_HEIGHT) {
if (brick.getColor() == Color.BLACK) {
CO = Color.white;
brick.setColor(CO);
brick.fill(rect);
repaint();
}
else {
CO = Color.BLACK;
brick.setColor(CO);
brick.fill(rect);
repaint();
}
}
brick.setColor(Color.gray);
brick.draw(rect);
x += BRICK_WIDTH;
}
repaint();
x = 0;
y += BRICK_HEIGHT;
}
}
public int mx = -100;
public int my = -100;
}
public Clicky() {
setDefaultCloseOperation(EXIT_ON_CLOSE); //mai bine cu exit on close
setSize(800, 820);
add(new Board());
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new Clicky().setVisible(true);
}
});
}
An easy solution is to use an 2-dimensional boolean array that represents the status of rectangles. When the color changes, change the value of the array-element and set the color depending on it:
public class Clicky extends JFrame {
private static class Board extends JPanel {
private double BRICK_WIDTH = 20;
private double BRICK_HEIGHT = 20;
public Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
public double width = screenSize.getWidth();
public double height = screenSize.getHeight();
private int COLS = (int) (width / BRICK_WIDTH);
private int ROWS = (int) (height / BRICK_HEIGHT);
private Color CO = Color.BLACK;
private boolean[][] isWhite = new boolean[COLS + 1][ROWS + 1];
public Board() {
System.out.println("WIdth:" + COLS + "Height:" + ROWS);
setBackground(Color.BLACK);
addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
mx = e.getX();
my = e.getY();
System.out.printf("X: %d Y: %d ", mx, my);
isWhite[(int) (mx / BRICK_WIDTH)][(int) (my
/ BRICK_HEIGHT)] = !isWhite[(int) (mx / BRICK_WIDTH)][(int) (my / BRICK_HEIGHT)];
repaint();
}
});
addMouseMotionListener(new MouseMotionListener() {
#Override
public void mouseDragged(MouseEvent e) {
mx = e.getX();
my = e.getY();
isWhite[(int) (mx / BRICK_WIDTH)][(int) (my
/ BRICK_HEIGHT)] = !isWhite[(int) (mx / BRICK_WIDTH)][(int) (my / BRICK_HEIGHT)];
}
#Override
public void mouseMoved(MouseEvent e) {
}
});
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
drawBricks(g);
}
private double x;
private double y;
private void drawBricks(Graphics g) {
Graphics2D brick = (Graphics2D) g.create();
x = 0;
y = 0;
for (int j = 0; j <= ROWS; j++) {
for (int a = 0; a <= COLS; a++) {
if (isWhite[a][j]) {
brick.setColor(Color.WHITE);
} else {
brick.setColor(Color.BLACK);
}
Rectangle2D.Double rect = new Rectangle2D.Double(x, y, BRICK_WIDTH, BRICK_HEIGHT);
brick.fill(rect);
brick.setColor(Color.gray);
brick.draw(rect);
x += BRICK_WIDTH;
}
repaint();
x = 0;
y += BRICK_HEIGHT;
}
}
public int mx = -100;
public int my = -100;
}
public Clicky() {
setDefaultCloseOperation(EXIT_ON_CLOSE); // mai bine cu exit on close
setSize(800, 820);
add(new Board());
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new Clicky().setVisible(true);
}
});
}
}
Related
I created a program that makes multiple bouncing balls with random color, speed and radius. When user clicks on the screen a new random ball should appear and move around screen. But i have a multi-thread issue. When i click on the screen a ball appears and doesn't moving at all. When another click comes nothing happens.
BouncingBalls Class
public class BouncingBalls extends JPanel implements MouseListener{
private Ball ball;
protected List<Ball> balls = new ArrayList<Ball>(20);
private Container container;
private DrawCanvas canvas;
private int canvasWidth;
private int canvasHeight;
public static final int UPDATE_RATE = 30;
int x = random(480);
int y = random(480);
int speedX = random(30);
int speedY = random(30);
int radius = random(20);
int red = random(255);
int green = random(255);
int blue = random(255);
int count = 0;
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
public BouncingBalls(int width, int height){
canvasWidth = width;
canvasHeight = height;
ball = new Ball(x, y, speedX, speedY, radius, red, green, blue);
container = new Container();
canvas = new DrawCanvas();
this.setLayout(new BorderLayout());
this.add(canvas, BorderLayout.CENTER);
this.addMouseListener(this);
}
public void start(){
Thread t = new Thread(){
public void run(){
while(true){
update();
repaint();
try {
Thread.sleep(1000 / UPDATE_RATE);
} catch (InterruptedException e) {}
}
}
};
t.start();
}
public void update(){
ball.move(container);
}
class DrawCanvas extends JPanel{
public void paintComponent(Graphics g){
super.paintComponent(g);
container.draw(g);
ball.draw(g);
}
public Dimension getPreferredSize(){
return(new Dimension(canvasWidth, canvasHeight));
}
}
public static void main(String[] args){
javax.swing.SwingUtilities.invokeLater(new Runnable(){
public void run(){
JFrame f = new JFrame("Bouncing Balls");
f.setDefaultCloseOperation(f.EXIT_ON_CLOSE);
f.setContentPane(new BouncingBalls(500, 500));
f.pack();
f.setVisible(true);
}
});
}
#Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mousePressed(MouseEvent e) {
count++;
balls.add(new Ball(x, y, speedX, speedY, radius, red, green, blue));
balls.get(count-1).start();
start();
}
#Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
}
Ball Class
import java.awt.Color;
import java.awt.Graphics;
public class Ball{
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
private BouncingBalls balls;
int x = random(480);
int y = random(480);
int speedX = random(30);
int speedY = random(30);
int radius = random(20);
int red = random(255);
int green = random(255);
int blue = random(255);
int i = 0;
public Ball(int x, int y, int speedX, int speedY, int radius, int red, int green, int blue){
this.x = x;
this.y = y;
this.speedX = speedX;
this.speedY = speedY;
this.radius = radius;
this.red = red;
this.green = green;
this.blue = blue;
}
public void draw(Graphics g){
for(Ball ball : balls){
g.setColor(new Color(red, green, blue));
g.fillOval((int)(x - radius), (int)(y - radius), (int)(2 * radius), (int)(2 * radius));
}
}
public void move(Container container){
x += speedX;
y += speedY;
if(x - radius < 0){
speedX = -speedX;
x = radius;
}
else if(x + radius > 500){
speedX = -speedX;
x = 500 - radius;
}
if(y - radius < 0){
speedY = -speedY;
y = radius;
}
else if(y + radius > 500){
speedY = -speedY;
y = 500 - radius;
}
}
}
Container Class
import java.awt.Color;
import java.awt.Graphics;
public class Container {
private static final int HEIGHT = 500;
private static final int WIDTH = 500;
private static final Color COLOR = Color.WHITE;
public void draw(Graphics g){
g.setColor(COLOR);
g.fillRect(0, 0, WIDTH, HEIGHT);
}
}
You're maintaing two different references to your ball.
You have a reference to a single Ball called ball and a List of balls. Your update and paint methods only reference the single ball
Ball doesn't seem to have a start method (that I can see) so this balls.get(count-1).start(); doesn't make sense...
Updated
You don't need the reference to ball
While not a bad idea, while testing, you should probably call start in the constructor
Your update method in BouncingBalls should looping through the balls list, calling move on each ball in the list...
The paintComponent method of DrawCanvas needs access to and should make use of the balls list. This might be better achievable through a model interface
Do not construct a new Ball with parameters, as it's giving each ball the same properties, especially when you assign random values to it when you construct it any way...
Ball doesn't have (or need) a start method
public class BouncingBalls extends JPanel implements MouseListener {
// private Ball ball;
protected List<Ball> balls = new ArrayList<Ball>(20);
private Container container;
private DrawCanvas canvas;
private int canvasWidth;
private int canvasHeight;
public static final int UPDATE_RATE = 30;
int x = random(480);
int y = random(480);
int speedX = random(30);
int speedY = random(30);
int radius = random(20);
int red = random(255);
int green = random(255);
int blue = random(255);
int count = 0;
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
public BouncingBalls(int width, int height) {
canvasWidth = width;
canvasHeight = height;
// ball = new Ball(x, y, speedX, speedY, radius, red, green, blue);
container = new Container();
canvas = new DrawCanvas();
this.setLayout(new BorderLayout());
this.add(canvas, BorderLayout.CENTER);
this.addMouseListener(this);
start();
}
public void start() {
Thread t = new Thread() {
public void run() {
while (true) {
update();
repaint();
try {
Thread.sleep(1000 / UPDATE_RATE);
} catch (InterruptedException e) {
}
}
}
};
t.start();
}
public void update() {
for (Ball ball : balls) {
ball.move(container);
}
}
class DrawCanvas extends JPanel {
public void paintComponent(Graphics g) {
super.paintComponent(g);
container.draw(g);
for (Ball ball : balls) {
ball.draw(g);
}
// ball.draw(g);
}
public Dimension getPreferredSize() {
return (new Dimension(canvasWidth, canvasHeight));
}
}
public static void main(String[] args) {
javax.swing.SwingUtilities.invokeLater(new Runnable() {
public void run() {
JFrame f = new JFrame("Bouncing Balls");
f.setDefaultCloseOperation(f.EXIT_ON_CLOSE);
f.setContentPane(new BouncingBalls(500, 500));
f.pack();
f.setVisible(true);
}
});
}
#Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mousePressed(MouseEvent e) {
count++;
balls.add(new Ball());
// balls.add(new Ball(x, y, speedX, speedY, radius, red, green, blue));
// balls.get(count - 1).start();
// start();
}
#Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
public static class Ball {
public int random(int maxRange) {
return (int) Math.round(Math.random() * maxRange);
}
int x = random(480);
int y = random(480);
int speedX = random(30);
int speedY = random(30);
int radius = random(20);
int red = random(255);
int green = random(255);
int blue = random(255);
int i = 0;
public Ball() { //int x, int y, int speedX, int speedY, int radius, int red, int green, int blue) {
// this.x = x;
// this.y = y;
// this.speedX = speedX;
// this.speedY = speedY;
// this.radius = radius;
// this.red = red;
// this.green = green;
// this.blue = blue;
}
public void draw(Graphics g) {
g.setColor(new Color(red, green, blue));
g.fillOval((int) (x - radius), (int) (y - radius), (int) (2 * radius), (int) (2 * radius));
}
public void move(Container container) {
x += speedX;
y += speedY;
if (x - radius < 0) {
speedX = -speedX;
x = radius;
} else if (x + radius > 500) {
speedX = -speedX;
x = 500 - radius;
}
if (y - radius < 0) {
speedY = -speedY;
y = radius;
} else if (y + radius > 500) {
speedY = -speedY;
y = 500 - radius;
}
}
}
public static class Container {
private static final int HEIGHT = 500;
private static final int WIDTH = 500;
private static final Color COLOR = Color.WHITE;
public void draw(Graphics g) {
g.setColor(COLOR);
g.fillRect(0, 0, WIDTH, HEIGHT);
}
}
}
Updated
As pointed out by the commentators, ArrayList is not thread safe, it's not a good idea to have multiple threads trying to access it simultaneously. While adding is slightly safer then removing, it is still bad practice.
You can either replace ArrayList with Vector, which would be the simpler solution, or synchronize the access to the list around a common monitor lock. Given your example, I'd use a java.util.Vector
You Can try this alternate Java Programm for bouncing 10 multi-colored balls on a single "START" button.....
import java.awt.*;
import java.awt.event.*;
import java.io.*;
import javax.swing.*;
import javaimage.io.*;
class Thr extends Thread
{
boolean up=false;
Ballbounce parent;
int top,left;
Color c;
Thr(int t,int l,Color cr,ex5 p)
{
top=l;
if(top > 170)
top=170-t/8;
left=t;
c=cr;
parent=p;
}
public void run()
{
try
{
while(true)
{
Thread.sleep(37);
if(top >= 188)
up=true;
if(top <= 0)
up=false;
if(!up)
top=top+2;
else
top=top-2;
parent.p.repaint();
}
}catch(Exception e){}
}
}
class Ballbounce extends JFrame implements ActionListener
{
int top=0,left=0,n=0,radius=50;
Color C[]={Color.black,Color.cyan,Color.orange,Color.red,Color.yellow,Color.pink,Color.gray,Color.blue,Color.green,Color.magenta};
Thr t[]=new Thr[10];
GPanel p;
JButton b;
Panel p1;
Ballbounce()
{
setSize(700,300);
setVisible(true);
setLayout( new BorderLayout());
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
add(p=new GPanel(this),BorderLayout.CENTER);
b= new JButton("Start");
b.addActionListener(this);
add(p1=new Panel(),BorderLayout.SOUTH);
p1.setBackground(Color.lightGray);
p1.add(b);
}
public static void main(String args[])
{
new Ballbounce();
}
public void actionPerformed(ActionEvent e)
{
t[n]=new Thr(left+(radius+13)*n+29,top+n*25,C[n],this);
t[n].start();
n++;
p.repaint();
if(n >9)
b.setEnabled(false);
}
}
class GPanel extends JPanel
{
Ballbounce parent;
GPanel(Ballbounce p)
{
parent=p;
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
setBackground(Color.white);
for(int i=0;i< parent.n;i++)
{
g.setColor(parent.t[i].c);
g.fillOval(parent.t[i].left,parent.t[i].top,parent.radius,parent.radius);
}
}
}
I hope you will like it....
If u are unable to understand the code... You can question it anytime...... :)
Enjoy the code... :)
So I created a simple simple simulation where squares are spawned randomly with random vectors and bounce of the edges of the window.
I wanted it to take into account the window being resized. So that if I change the dimensions of the window from 600x600 to 1200x600 the squares will bounce of the new border rather than 600x600.
I tried doing getWidth() getHeight() but it would return 0.
So I put it in the pain() (since it gets called on window resize) method and saved the return values as local variables. But I cannot call getjpWidth() from the Rect class.
So basically what I need is to get new window dimension into the move() method in the Rect class.
Please feel free to point out any other mistakes and things that can be done better. I'm new to 2D programming (studying Computer Science)
Application
import javax.swing.*;
public class Application {
private Application(){
//create a JFrame window
JFrame frame = new JFrame("Moving Squares");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//add a JPanel
GamePanel gamePanel = new GamePanel();
frame.add(gamePanel);
//pack the window around the content
frame.pack();
//center
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String args[]){
new Application();
}
}
GamePanel
import java.awt.*;
import java.util.ArrayList;
import javax.swing.*;
public class GamePanel extends JPanel implements Runnable{
private int jpWidth=0, jpHeight=0;
//set JPanel size
private static final Dimension DESIRED_SIZE = new Dimension(600,600);
#Override
public Dimension getPreferredSize(){
return DESIRED_SIZE;
}
//constructor
GamePanel(){
Thread t = new Thread(this);
t.start();
}
private ArrayList <Rect> rect=new ArrayList<>();
public void run(){
for(int i=0; i<15; i++){
rect.add(new Rect());
}
while(true){
for(Rect rect:rect){
rect.move();
}
//repaint still image for better frames
//should be 100fps instead it's >144fps
repaint();
try{Thread.sleep(10);}
catch(InterruptedException e){/**/};
repaint();
try{Thread.sleep(10);}
catch(InterruptedException e){/**/};
repaint();
try{Thread.sleep(10);}
catch(InterruptedException e){/**/};
}
}
public void paint(Graphics g){
Graphics2D g2d = (Graphics2D) g.create();
jpWidth=getWidth();
jpHeight=getHeight();
g2d.setColor(Color.white);
g2d.fillRect(0,0,jpWidth,jpHeight);
for(Rect rect:rect) {
g2d.setColor(Color.black);
g2d.fillRect(rect.getXcord()-1, rect.getYcord()-1, rect.getWidth()+2, rect.getHeight()+2);
g2d.setColor(Color.getHSBColor(rect.getR(), rect.getG(), rect.getB()));
g2d.fillRect(rect.getXcord(), rect.getYcord(), rect.getWidth(), rect.getHeight());
}
}
public int getJpWidth() {
return jpWidth;
}
public int getJpHeight() {
return jpHeight;
}
}
Rect
import java.util.Random;
public class Rect {
//properties
private int width=30, height=30;
private int R, G, B;
//movement
private int xCord, yCord;
private int xVector, yVector;
private int xSlope, ySlope;
public Rect(){
Random rand = new Random();
//random color
R=rand.nextInt(255);
G=rand.nextInt(255);
B=rand.nextInt(255);
//random spawn position
xCord=rand.nextInt(600-width);
yCord=rand.nextInt(600-height);
//direction
do{
xVector=rand.nextInt(3) - 1;
yVector=rand.nextInt(3) - 1;
}while(xVector==0 || yVector==0);
//slope
do{
xSlope=rand.nextInt(3);
ySlope=rand.nextInt(3);
}while(xSlope==0 || ySlope==0);
xVector*=xSlope;
yVector*=ySlope;
}
public void move(){
//if(xCord>=//how to get screen width ? ){}
if((xCord>=600-width) || (xCord<=0)){
bounceX();
}
if((yCord>=600-height) || (yCord<=0)) {
bounceY();
}
xCord+=xVector;
yCord+=yVector;
}
public void bounceX(){
xVector*=-1;
}
public void bounceY(){
yVector*=-1;
}
public int getR() {
return R;
}
public int getG() {
return G;
}
public int getB() {
return B;
}
public int getXcord() {
return xCord;
}
public int getYcord() {
return yCord;
}
public int getWidth(){
return width;
}
public int getHeight(){
return height;
}
}
So basically what I need is to get new window dimension into the move() method in the Rect class.
Don't know if it is the best design but I pass the "panel" as a parameter to the "move()" method so its width/height can be used.
Here is some old code I have lying around that shows this approach:
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import java.util.*;
import javax.swing.*;
import javax.swing.Timer;
public class BallAnimation4
{
private static void createAndShowUI()
{
BallPanel panel = new BallPanel();
JFrame frame = new JFrame("BallAnimation4");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add( panel );
frame.pack();
frame.setLocationRelativeTo( null );
//frame.setExtendedState(JFrame.MAXIMIZED_BOTH);
frame.setVisible( true );
panel.addBalls(5);
panel.startAnimation();
}
public static void main(String[] args)
{
EventQueue.invokeLater(new Runnable()
{
public void run()
{
createAndShowUI();
}
});
}
}
class BallPanel extends JPanel implements ActionListener
{
private ArrayList<Ball> balls = new ArrayList<Ball>();
public BallPanel()
{
setLayout( null );
// setBackground( Color.BLACK );
}
public void addBalls(int ballCount)
{
Random random = new Random();
for (int i = 0; i < ballCount; i++)
{
Ball ball = new Ball();
ball.setRandomColor(true);
ball.setLocation(random.nextInt(getWidth()), random.nextInt(getHeight()));
// ball.setMoveRate(32, 32, 1, 1, true);
ball.setMoveRate(16, 16, 1, 1, true);
// ball.setSize(32, 32);
ball.setSize(64, 64);
balls.add( ball );
}
}
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
for (Ball ball: balls)
{
ball.draw(g);
}
}
#Override
public Dimension getPreferredSize()
{
return new Dimension(800, 600);
}
public void startAnimation()
{
Timer timer = new Timer(1000/60, this);
timer.start();
}
public void actionPerformed(ActionEvent e)
{
move();
repaint();
}
private void move()
{
for (Ball ball : balls)
{
ball.move(this);
}
}
class Ball
{
public Color color = Color.BLACK;
public int x = 0;
public int y = 0;
public int width = 1;
public int height = 1;
private int moveX = 1;
private int moveY = 1;
private int directionX = 1;
private int directionY = 1;
private int xScale = moveX;
private int yScale = moveY;
private boolean randomMove = false;
private boolean randomColor = false;
private Random myRand = null;
public Ball()
{
myRand = new Random();
setRandomColor(randomColor);
}
public void move(JPanel parent)
{
int iRight = parent.getSize().width;
int iBottom = parent.getSize().height;
x += 5 + (xScale * directionX);
y += 5 + (yScale * directionY);
if (x <= 0)
{
x = 0;
directionX *= (-1);
xScale = randomMove ? myRand.nextInt(moveX) : moveX;
if (randomColor) setRandomColor(randomColor);
}
if (x >= iRight - width)
{
x = iRight - width;
directionX *= (-1);
xScale = randomMove ? myRand.nextInt(moveX) : moveX;
if (randomColor) setRandomColor(randomColor);
}
if (y <= 0)
{
y = 0;
directionY *= (-1);
yScale = randomMove ? myRand.nextInt(moveY) : moveY;
if (randomColor) setRandomColor(randomColor);
}
if (y >= iBottom - height)
{
y = iBottom - height;
directionY *= (-1);
yScale = randomMove ? myRand.nextInt(moveY) : moveY;
if (randomColor) setRandomColor(randomColor);
}
}
public void draw(Graphics g)
{
g.setColor(color);
g.fillOval(x, y, width, height);
}
public void setColor(Color c)
{
color = c;
}
public void setLocation(int x, int y)
{
this.x = x;
this.y = y;
}
public void setMoveRate(int xMove, int yMove, int xDir, int yDir, boolean randMove)
{
this.moveX = xMove;
this.moveY = yMove;
directionX = xDir;
directionY = yDir;
randomMove = randMove;
}
public void setRandomColor(boolean randomColor)
{
this.randomColor = randomColor;
switch (myRand.nextInt(3))
{
case 0: color = Color.BLUE;
break;
case 1: color = Color.GREEN;
break;
case 2: color = Color.RED;
break;
default: color = Color.BLACK;
break;
}
}
public void setSize(int width, int height)
{
this.width = width;
this.height = height;
}
}
}
Also, note that for animation you should be using a Swing Timer to schedule the animation. Updates to Swing components should be done on the Event Dispatch Thread (EDT). While not likely to cause a problem with this simple application it is a good habit to make sure this basic rule is followed otherwise you can have random problems and it is never easy to debug a random problem.
Whenever I tell the rectangle to go left, it moves al the way to the left side of the screen when I only want it to move a little bit. And whenever I tell it to move right, it wont move at all. What am I doing wrong?
public class Balls {
private static final int MOVE_SPEED_X = 2;
private int x, y, width, height, velX, velY;
private Rectangle rect;
public Balls(int x, int y, int height, int width) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
velX = 0;
}
public void update() {
y += 3;
}
public void reset() {
y = 0;
}
public void accelLeft() {
x = -MOVE_SPEED_X;
}
public void accelRight() {
x = +MOVE_SPEED_X;
}
}
Second Block of relevant code
public class PlayState extends State {
private Paddle paddleRight, paddleLeft;
private static final int PADDLE_WIDTH = 30;
private static final int PADDLE_HEIGHT = 60;
private Ball ball;
private Balls balls;
// bDiam stands for ball diameter
private static int bDiam = 30;
private int playerScore = 0;
private Font scoreFont;
#Override
public void init() {
paddleLeft = new Paddle(0, 195, PADDLE_WIDTH, PADDLE_HEIGHT);
paddleRight = new Paddle(785, 195, PADDLE_WIDTH, PADDLE_HEIGHT);
scoreFont = new Font("SansSerif", Font.BOLD, 25);
//ball = new Ball(300, 200, bDiam, bDiam);
balls = new Balls(500, 0, bDiam, bDiam);
}
#Override
public void onClick(MouseEvent e) {
// bDiam = bDiam + 20;
}
#Override
public void update() {
balls.update();
if (balls.getY() > GameMain.GAME_HEIGHT) {
balls.reset();
}
}
#Override
public void onKeyPress (KeyEvent e){
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
balls.accelRight();
}
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
balls.accelLeft();
}
}
}
In accelLeft it should be x = x - MOVE_SPEED_X (and similar in accelRight)
I want to add 2 buttons to the following code that will let me "FREEZE" and "START" the ball move as it bounces on the window. I've been trying to do this for the last hour but I cant figure this out. I did some work but it mostly crap, if anyone wants please let me know to post it(avoided it in order not to extend my coding). Anyone can help me with this?
Open to any suggestions.
Thanks
import java.awt.*;
import javax.swing.*;
public class BallMoves extends JPanel implements Runnable {
Color color = Color.red;
int dia = 30;
long delay = 40;
private int x = 1;
private int y = 1;
private int dx = 3;
private int dy = 7;
protected void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g.setColor(color);
g.fillOval(x,y,30,30); // adds color to circle
g.setColor(Color.red);
g2.drawOval(x,y,30,30); // draws circle
}
public void run() {
while(isVisible()) {
try {
Thread.sleep(delay);
} catch(InterruptedException e) {
System.out.println("interrupted");
}
move();
repaint();
}
}
public void move() {
if(x + dx < 0 || x + dia + dx > getWidth()) {
dx *= -1;
color = getColor();
}
if(y + dy < 0 || y + dia + dy > getHeight()) {
dy *= -1;
color = getColor();
}
x += dx;
y += dy;
}
private Color getColor() {
int rval = (int)Math.floor(255);
int gval = (int)Math.floor(0);
int bval = (int)Math.floor(0);
return new Color(rval, gval, bval);
}
private void start() {
while(!isVisible()) {
try {
Thread.sleep(25);
} catch(InterruptedException e) {
System.exit(1);
}
}
Thread thread = new Thread(this);
thread.setPriority(Thread.NORM_PRIORITY);
thread.start();
}
public static void main(String[] args) {
BallMoves test = new BallMoves();
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.getContentPane().add(test);
f.setSize(400,400);
f.setLocation(200,200);
f.setVisible(true);
test.start();
}
}
Update version
import java.awt.*;
import java.awt.event.ActionEvent;
import javax.swing.*;
public class BallMoves extends JPanel implements Runnable {
Color color = Color.red;
int dia = 30;
long delay = 40;
private int x = 1;
private int y = 1;
private int dx = 3;
private int dy = 7;
private boolean isRunning;
protected void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g.setColor(color);
g.fillOval(x,y,30,30); // adds color to circle
g.setColor(Color.red);
g2.drawOval(x,y,30,30); // draws circle
}
public void run() {
while(isVisible()) {
try {
Thread.sleep(delay);
} catch(InterruptedException e) {
System.out.println("interrupted");
}
move();
repaint();
}
}
public void move() {
if (isRunning) {
if(x + dx < 0 || x + dia + dx > getWidth()) {
dx *= -1;
color = getColor();
}
if(y + dy < 0 || y + dia + dy > getHeight()) {
dy *= -1;
color = getColor();
}
x += dx;
y += dy;
}
}
private Color getColor() {
int rval = (int)Math.floor(255);
int gval = (int)Math.floor(0);
int bval = (int)Math.floor(0);
return new Color(rval, gval, bval);
}
private void start() {
while(!isVisible()) {
try {
Thread.sleep(25);
} catch(InterruptedException e) {
System.exit(1);
}
}
Thread thread = new Thread(this);
thread.setPriority(Thread.NORM_PRIORITY);
thread.start();
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
final BallMoves test = new BallMoves();
JFrame f = new JFrame();
JButton start = new JButton("start");
start.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
test.isRunning = true;
}
});
JButton stop = new JButton("stop");
stop.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
test.isRunning = false;
}
});
JPanel panel = new JPanel();
panel.add(start);
panel.add(stop);
f.add(panel, java.awt.BorderLayout.NORTH);
f.getContentPane().add(test);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setSize(new Dimension(400, 400));
f.setLocationRelativeTo(null);
f.setVisible(true);
test.start();
}
});
}
}
Create a flag and switch it on button click.
private volatile boolean isRunning;
public void move() {
if (isRunning) {
// your existing code
...
}
}
on start button click
isRunning = true;
on stop button click
isRunning = false;
I am trying to draw 7 random circles across a JPanel using an array. I managed to get the array to work but now I am having trouble spacing out the circles. When i run the program i see multiple circles being drawn but they are all on the same spot. All the circles are of different size and color. The other problem i have is making the circles move towards the bottom of the screen.
public class keyExample extends JPanel implements ActionListener, KeyListener{
private Circle[] circles = new Circle[7];
Timer t = new Timer(5,this);
//current x and y
double x = 150, y = 200;
double changeX = 0, changeY = 0;
private int circlex = 0,circley = 0; // makes initial starting point of circles 0
private javax.swing.Timer timer2;
public keyExample(){
t.start();
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
NewCircle();
timer2 = new javax.swing.Timer(33,new MoveListener());
timer2.start();
}
public void NewCircle(){
Random colors = new Random();
Color color = new Color(colors.nextInt(256),colors.nextInt(256),colors.nextInt(256));
Random num= new Random();
int radius = num.nextInt(45);
for (int i = 0; i < circles.length; i++)
circles[i] = new Circle(circlex,circley,radius,color);
}
}
public void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.BLUE);
g2.fill(new Rectangle2D.Double(x,y,40,40));
for (int i = 0; i < circles.length; i++)
circles[i].fill(g);
}
public void actionPerformed(ActionEvent e){
repaint();
x += changeX;
y += changeY;
changeX = 0;
changeY = 0;
}
public void up() {
if (y != 0){
changeY = -3.5;
changeX = 0;
}
}
public void down() {
if (y <= 350){
changeY = 3.5;
changeX = 0;
}
}
public void left() {
if (x >= 0) {
changeX = -3.5;
changeY = 0;
}
}
public void right() {
if (x <= 550) {
changeX = 3.5;
changeY = 0;
}
}
private class MoveListener implements ActionListener{
public void actionPerformed(ActionEvent e){
repaint();
Random speed = new Random();
int s = speed.nextInt(8);
}
}
public void keyPressed(KeyEvent e){
int code = e.getKeyCode();
if (code == KeyEvent.VK_UP){
up();
}
if (code == KeyEvent.VK_DOWN){
down();
}
if (code == KeyEvent.VK_RIGHT){
right();
}
if (code == KeyEvent.VK_LEFT){
left();
}
}
public void keyTyped(KeyEvent e) { }
public void keyReleased(KeyEvent e) { }
}
Circle class
import java.awt.*;
public class Circle{
private int centerX, centerY, radius, coord;
private Color color;
public Circle(int x, int y, int r, Color c){
centerX = x;
centerY = y;
radius = r;
color = c;
}
public void draw(Graphics g){
Color oldColor = g.getColor();
g.setColor(color);
g.drawOval(centerX - radius, centerY - radius, radius * 2, radius * 2);
g.setColor(oldColor);
}
public void fill(Graphics g){
Color oldColor = g.getColor();
g.setColor(color);
g.fillOval(centerX - radius, centerY - radius, radius *2, radius * 2);
g.setColor(oldColor);
}
public boolean containsPoint(int x, int y){
int xSquared = (x - centerX) * (x - centerX);
int ySquared = (y - centerY) * (y - centerY);
int RadiusSquared = radius * radius;
return xSquared + ySquared - RadiusSquared <=0;
}
public void move(int xAmount, int yAmount){
centerX = centerX + xAmount;
centerY = centerY + yAmount;
}
}
This is one of the problems with relying on borrowed code that you don't understand...
Basically, all you need to do is change the creation of the circles, for example...
for (int i = 0; i < circles.length; i++) {
circles[i] = new Circle(circlex, circley, radius, color);
circlex += radius;
}
You may wish to re-consider the use of KeyListener, in favour of Key Bindings before you discover that KeyListener doesn't work the way you expect it to...
For some strange reason, you're calling NewCirlces from within the MoveListener's actionPerfomed method, meaning that the circles are simply being re-created on each trigger of the Timer...instead, call it first in the constructor
You're also calling within your paintComponent method...this should mean that the circles never move and instead, random change size...
Updated with runnable example...
I modified your paint code NewCircle and the MoveListener a little...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Rectangle2D;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class CircleExample extends JPanel implements ActionListener, KeyListener {
public static void main(String[] args) {
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 CircleExample());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
private Circle[] circles = new Circle[7];
Timer t = new Timer(5, this);
//current x and y
double x = 150, y = 200;
double changeX = 0, changeY = 0;
private int circlex = 0, circley = 0; // makes initial starting point of circles 0
private javax.swing.Timer timer2;
public CircleExample() {
NewCircle();
t.start();
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
timer2 = new javax.swing.Timer(33, new MoveListener());
timer2.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
public void NewCircle() {
for (int i = 0; i < circles.length; i++) {
Random colors = new Random();
Color color = new Color(colors.nextInt(256), colors.nextInt(256), colors.nextInt(256));
Random num = new Random();
int radius = num.nextInt(90);
circles[i] = new Circle(circlex, circley, radius, color);
circlex += radius;
}
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.BLUE);
g2.fill(new Rectangle2D.Double(x, y, 40, 40));
for (int i = 0; i < circles.length; i++) {
circles[i].fill(g);
}
}
#Override
public void actionPerformed(ActionEvent e) {
repaint();
x += changeX;
y += changeY;
changeX = 0;
changeY = 0;
}
public void up() {
if (y != 0) {
changeY = -3.5;
changeX = 0;
}
}
public void down() {
if (y <= 350) {
changeY = 3.5;
changeX = 0;
}
}
public void left() {
if (x >= 0) {
changeX = -3.5;
changeY = 0;
}
}
public void right() {
if (x <= 550) {
changeX = 3.5;
changeY = 0;
}
}
private class MoveListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
Random speed = new Random();
for (Circle circle : circles) {
int s = speed.nextInt(8);
circle.move(0, s);
}
repaint();
}
}
public void keyPressed(KeyEvent e) {
int code = e.getKeyCode();
if (code == KeyEvent.VK_UP) {
up();
}
if (code == KeyEvent.VK_DOWN) {
down();
}
if (code == KeyEvent.VK_RIGHT) {
right();
}
if (code == KeyEvent.VK_LEFT) {
left();
}
}
public void keyTyped(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
public class Circle {
private int centerX, centerY, radius, coord;
private Color color;
public Circle(int x, int y, int r, Color c) {
centerX = x;
centerY = y;
radius = r;
color = c;
}
public void draw(Graphics g) {
Color oldColor = g.getColor();
g.setColor(color);
g.drawOval(centerX, centerY, radius, radius);
g.setColor(oldColor);
}
public void fill(Graphics g) {
Color oldColor = g.getColor();
g.setColor(color);
g.fillOval(centerX, centerY, radius, radius);
g.setColor(oldColor);
}
public boolean containsPoint(int x, int y) {
int xSquared = (x - centerX) * (x - centerX);
int ySquared = (y - centerY) * (y - centerY);
int RadiusSquared = radius * radius;
return xSquared + ySquared - RadiusSquared <= 0;
}
public void move(int xAmount, int yAmount) {
centerX = centerX + xAmount;
centerY = centerY + yAmount;
}
}
}