Why are the paintComponents being called but not seen? - java

I have a GridLayout of Cells that each extends JComponent.
The GridLayout manages a Board class that extends JPanel and the Board object/panel is added to the main panel with two other panels.
Here's the Cell Class:
public class Cell extends JComponent{
private int row;
private int col;
private int rowHeight;
private int colWidth;
private boolean active = false;
private Color color;
public Cell(int row, int col, Color color) {
this.row = row;
this.col = col;
this.color = color;
}
public Cell(int row, int col, int rowHeight, int colWidth, Color color) {
this.row = row;
this.col = col;
this.rowHeight = rowHeight;
this.colWidth = colWidth;
this.color = color;
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
paintSquare(g);
}
private void paintSquare(Graphics g) {
g.setColor(color);
g.fillRoundRect(
(int) (col * colWidth),
(int) (row * rowHeight),
(int) (rowHeight),
(int) (colWidth),
10,
10);
}
public int getCol()
{
return col;
}
public int getRow()
{
return row;
}
public boolean isActive() {
return active;
}
public void setActive(boolean active) {
this.active = active;
}
public Color getColor() {
return color;
}
public void setColor(Color color) {
this.color = color;
}
}
Here's the Board Class:
public class Board extends JPanel {
public Cell[][] gameBoard;
public final int GAME_ROWS;
public final int GAME_COLUMNS;
public int rowHeight;
public int columnWidth;
public Color selectedColor;
public Board(int GAME_ROWS, int GAME_COLUMNS) {
this.GAME_COLUMNS = GAME_COLUMNS;
this.GAME_ROWS = GAME_ROWS;
calculateDimensions();
createGameBoard();
setUpBoardPanel();
}
private void calculateDimensions() {
rowHeight = (int) this.getHeight() / GAME_ROWS;
columnWidth = (int) this.getWidth() / GAME_COLUMNS;
}
private void createGameBoard() {
Random random = new Random();
int cellColor;
gameBoard = new Cell[GAME_ROWS][GAME_COLUMNS];
for (int row = 0; row < GAME_ROWS; row++) {
for (int col = 0; col < GAME_COLUMNS; col++) {
cellColor = random.nextInt(Properties.COLORS.length);
Cell newCell = new Cell(row, col, rowHeight,
columnWidth,Properties.COLORS[cellColor]);
gameBoard[row][col] = newCell;
}
}
}
private void setUpBoardPanel() {
setLayout(new GridLayout(GAME_ROWS, GAME_COLUMNS));
setPreferredSize(Properties.BOARD_TABLE_SIZE);
setBorder(new EmptyBorder(20, 10, 0, 0));
setBackground(Properties.BACKGROUND_COLOR);
addBoardPanelComponents();
}
private void addBoardPanelComponents() {
for(int r = 0; r < GAME_ROWS; r++) {
for(int c = 0; c < GAME_COLUMNS; c++) {
add(gameBoard[r][c]);
}
}
}
}
Everything on the main panel is showing up perfectly, and I can see that the Board panel was added because I when I change its background it shows up as it's set.
I've looked through a bunch of tutorials and am calling super right so I'm not sure how the components could be added and called correctly and just not show up.
To see the full program code you can go to my github, but the relevant code is above. TIA!

The "core" issue is, you don't understand how the coordinate space of a component works.
The x/y position of component is relative to its parent. The top/left corner of any component/container is always 0x0.
So when you do something like this...
g.fillRoundRect(
(int) (col * colWidth),
(int) (row * rowHeight),
(int) (rowHeight),
(int) (colWidth),
10,
10);
You're saying, fill a rect which starts at col * width x row * rowHeight relative to the top left corner of the component itself (which is always 0x0)
What you should be doing is something more like this...
g.fillRoundRect(
0,
0,
getWidth() - 1,
getHeight() - 1,
10,
10);
This will fill the entire visible area of the component.
But why use getWidth and getHeight. Well, in this context, this ensures that the entire visible area of the component is filled, but how do you affect the size of the component?
The preferred way is to override the getPreferredSize method of the component and return the "preferred" size (all things been equal).
#Override
public Dimension getPreferredSize() {
return new Dimension(colWidth, rowHeight);
}
This provides a hint to the parent layout manager about how the component would "like" to be laid out.
Another issue is...
private void calculateDimensions() {
rowHeight = (int) this.getHeight() / GAME_ROWS;
columnWidth = (int) this.getWidth() / GAME_COLUMNS;
}
This is pointless, because until the component has undergone a layout pass, it's size is 0x0, so, basically you're saying the rowHeight and columnWidth should be 0x0 :/
Honestly, best to just rid of it. If you need to, seed a known value to the Cell directly
Runnable example...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.util.Random;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
import javax.swing.border.EmptyBorder;
import javax.swing.border.LineBorder;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new Board(10, 10));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class Board extends JPanel {
public Cell[][] gameBoard;
public final int GAME_ROWS;
public final int GAME_COLUMNS;
public int rowHeight = 50;
public int columnWidth = 50;
public Color selectedColor;
public Board(int GAME_ROWS, int GAME_COLUMNS) {
this.GAME_COLUMNS = GAME_COLUMNS;
this.GAME_ROWS = GAME_ROWS;
createGameBoard();
setUpBoardPanel();
}
private void createGameBoard() {
Random random = new Random();
int cellColor;
Color[] colors = new Color[]{Color.BLUE, Color.CYAN, Color.DARK_GRAY, Color.GRAY, Color.GREEN, Color.LIGHT_GRAY, Color.MAGENTA, Color.ORANGE, Color.PINK, Color.RED, Color.YELLOW};
gameBoard = new Cell[GAME_ROWS][GAME_COLUMNS];
for (int row = 0; row < GAME_ROWS; row++) {
for (int col = 0; col < GAME_COLUMNS; col++) {
cellColor = random.nextInt(colors.length);
Cell newCell = new Cell(row, col, rowHeight,
columnWidth, colors[cellColor]);
gameBoard[row][col] = newCell;
}
}
}
private void setUpBoardPanel() {
setLayout(new GridLayout(GAME_ROWS, GAME_COLUMNS));
setBorder(new EmptyBorder(20, 10, 0, 0));
setBackground(Color.RED);
addBoardPanelComponents();
}
private void addBoardPanelComponents() {
for (int r = 0; r < GAME_ROWS; r++) {
for (int c = 0; c < GAME_COLUMNS; c++) {
add(gameBoard[r][c]);
}
}
}
}
public class Cell extends JComponent {
private int row;
private int col;
private int rowHeight;
private int colWidth;
private boolean active = false;
private Color color;
public Cell(int row, int col, int rowHeight, int colWidth, Color color) {
this.row = row;
this.col = col;
this.rowHeight = rowHeight;
this.colWidth = colWidth;
this.color = color;
setBorder(new LineBorder(Color.BLACK));
}
#Override
public Dimension getPreferredSize() {
return new Dimension(colWidth, rowHeight);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
paintSquare(g);
}
private void paintSquare(Graphics g) {
g.setColor(color);
g.fillRoundRect(
0,
0,
getWidth() - 1,
getHeight() - 1,
10,
10);
}
public int getCol() {
return col;
}
public int getRow() {
return row;
}
public boolean isActive() {
return active;
}
public void setActive(boolean active) {
this.active = active;
}
public Color getColor() {
return color;
}
public void setColor(Color color) {
this.color = color;
}
}
}

Related

How do I show only the HSV box of a JColorChooser?

In this image you can see a default Java Swing color chooser, JColorChooser:
What I want is just the color square and vertical slider as outlined in red:
I was able to remove all the tabs (Swatches, HSL, etc) and the preview, but I was unable to remove all the sliders. How can I do this?
OK, just for grins, I decided to create your desired JPanel from scratch, wiring it up in a kind of View-Controller set up, since the model here is trivial -- a Color field within the controller. To use this component you create an instance of the component, add it to your GUI where desired and simply add a PropertyChangeListener to it that listens to its COLOR property:
hsvChooserPanel.addPropertyChangeListener(HsvChooserPanel.COLOR, pce -> {
Color c = (Color) pce.getNewValue();
// do what you want with Color value, c, here
});
The test class:
Version 2: this allows use of any 3 of the HSV panel/bar combinations, either the one with the bar focused on Hue, or Saturation, or Value (here Brightness). It uses an enum, ColorProperty, that has 3 values, ColorProperty.HUE, ColorProperty.SATURATION, and ColorProperty.BRIGHTNESS, and has the calculations within the enum items themselves on how to create the color bar and the color square BufferedImages. Comments welcome:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.GridLayout;
import javax.swing.BorderFactory;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class TestHsvChooser2 {
// ***** choose which color panel / color bar you'd like to test:
// private static final ColorProperty COLOR_PROP = ColorProperty.HUE;
// private static final ColorProperty COLOR_PROP = ColorProperty.BRIGHTNESS;
private static final ColorProperty COLOR_PROP = ColorProperty.SATURATION;
private static void createAndShowGui() {
HsvChooserPanel2 hsvChooserPanel = new HsvChooserPanel2(COLOR_PROP);
JPanel testPanel = new JPanel();
JPanel outerPanel = new JPanel(new BorderLayout());
outerPanel.add(testPanel);
outerPanel.setBorder(BorderFactory.createTitledBorder("Test Panel"));
hsvChooserPanel.addPropertyChangeListener(HsvChooserPanel2.COLOR, pce -> {
Color c = (Color) pce.getNewValue();
testPanel.setBackground(c);
});
JPanel gridPanel = new JPanel(new GridLayout(0, 1, 10, 10));
gridPanel.add(hsvChooserPanel);
gridPanel.add(outerPanel);
JFrame frame = new JFrame("HSV Chooser");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(gridPanel);
frame.setResizable(false);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> createAndShowGui());
}
}
The whole shebang:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.beans.PropertyChangeEvent;
import java.beans.PropertyChangeListener;
import javax.swing.BorderFactory;
import javax.swing.JPanel;
import javax.swing.event.SwingPropertyChangeSupport;
#SuppressWarnings("serial")
public class HsvChooserPanel2 extends JPanel {
public static final String COLOR = "color";
private static final int PREF_W = 180;
private static final int PREF_H = PREF_W;
private static final int PREF_W_CB = 20;
private static final int GAP = 10;
private MyColorPanel2 colorPanel = null;
private MyColorBar2 colorBar = null;
private InnerControl2 innerControl = null;
public HsvChooserPanel2(ColorProperty colorProp) {
colorPanel = new MyColorPanel2(PREF_W, PREF_H, colorProp);
colorBar = new MyColorBar2(PREF_W_CB, PREF_H, colorProp);
innerControl = new InnerControl2(this, colorPanel, colorBar);
colorPanel.setColorPropertyValue(Color.RED); // !! magic value
setLayout(new BorderLayout(GAP, GAP));
setBorder(BorderFactory.createEmptyBorder(GAP, GAP, GAP, GAP));
add(colorPanel, BorderLayout.CENTER);
add(colorBar, BorderLayout.LINE_END);
// propagate COLOR changes in the inner controller
// to this component's property change support
innerControl.addPropertyChangeListener(COLOR, pce -> {
firePropertyChange(COLOR, pce.getOldValue(), pce.getNewValue());
});
}
}
// listens for changes to both the color bar and the color panel
class InnerControl2 {
private SwingPropertyChangeSupport pcSupport = new SwingPropertyChangeSupport(this);
private HsvChooserPanel2 hsvChooser;
private MyColorPanel2 colorPanel;
private MyColorBar2 colorBar;
private Color color; // This is all there is to the model, a "bound"
// property
public InnerControl2(HsvChooserPanel2 hsvChooser, MyColorPanel2 colorPanel, MyColorBar2 colorBar) {
this.hsvChooser = hsvChooser;
this.colorPanel = colorPanel;
this.colorBar = colorBar;
// listen for changes
colorPanel.addPropertyChangeListener(ColorPanelParent.CURSOR, new ColorPanelListener());
colorBar.addPropertyChangeListener(ColorPanelParent.CURSOR, new ColorBarListener());
}
public Color getColor() {
return color;
}
// classic setter method for a "bound" property
public void setColor(Color color) {
Color oldValue = this.color;
Color newValue = color;
this.color = color;
// notify listeners of the change
pcSupport.firePropertyChange(HsvChooserPanel2.COLOR, oldValue, newValue);
}
// allow outside classes the ability to listen
public void addPropertyChangeListener(PropertyChangeListener listener) {
pcSupport.addPropertyChangeListener(listener);
}
public void removePropertyChangeListener(PropertyChangeListener listener) {
pcSupport.removePropertyChangeListener(listener);
}
public void addPropertyChangeListener(String name, PropertyChangeListener listener) {
pcSupport.addPropertyChangeListener(name, listener);
}
public void removePropertyChangeListener(String name, PropertyChangeListener listener) {
pcSupport.removePropertyChangeListener(name, listener);
}
public HsvChooserPanel2 getHsvChooser() {
return hsvChooser;
}
// inner listeners
private class ColorPanelListener implements PropertyChangeListener {
#Override
public void propertyChange(PropertyChangeEvent evt) {
Point p = colorPanel.getCursorP();
Color c = colorPanel.getColor(p);
colorBar.setColorPropertyValue(c);
setColor(c); // this will fire the prop change
// support
}
}
private class ColorBarListener implements PropertyChangeListener {
#Override
public void propertyChange(PropertyChangeEvent evt) {
// get hue from the color bar and use it to set the main hue
// of the color panel
Point p = colorBar.getCursorP();
Color c = colorBar.getColor(p);
colorPanel.setColorPropertyValue(c);
}
}
}
// parent of both color bar panel and color panel
#SuppressWarnings("serial")
abstract class ColorPanelParent extends JPanel {
public static final String CURSOR = "cursor";
private int prefW;
private int prefH;
private Point cursorP = new Point(0, 0);
private BufferedImage img = null;
private ColorProperty colorProperty;
private boolean panel;
public ColorPanelParent(int prefW, int prefH, ColorProperty colorProperty, boolean panel) {
this.prefW = prefW;
this.prefH = prefH;
this.colorProperty = colorProperty;
this.panel = panel;
MyMouse myMouse = new MyMouse();
addMouseListener(myMouse);
addMouseMotionListener(myMouse);
setBorder(BorderFactory.createLineBorder(Color.BLACK));
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(prefW, prefH);
}
public int getPrefH() {
return prefH;
}
public int getPrefW() {
return prefW;
}
public ColorProperty getColorProperty() {
return colorProperty;
}
public BufferedImage getImg() {
return img;
}
public Point getCursorP() {
return cursorP;
}
public void setImg(BufferedImage img) {
this.img = img;
repaint();
}
public Color getColor(Point p) {
Color c = null;
if (getImg() != null) {
int rgb = getImg().getRGB(p.x, p.y);
c = new Color(rgb);
}
return c;
}
// when the main hue is changed, we have to create a new
// background image to reflect the new main color
public void setColorPropertyValue(Color color) {
int w = getPrefW();
int h = getPrefH();
BufferedImage img = getColorProperty().createImage(color, w, h, panel);
setImg(img);
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
g.drawImage(img, 0, 0, this);
}
}
// change the cursor point and then
// notify prop change support of changes
private class MyMouse extends MouseAdapter {
#Override
public void mousePressed(MouseEvent e) {
mouseResponse(e);
}
#Override
public void mouseDragged(MouseEvent e) {
mouseResponse(e);
}
private void mouseResponse(MouseEvent e) {
int x = e.getX();
int y = e.getY();
if (!contains(e.getPoint())) {
x = Math.max(0, x);
x = Math.min(prefW - 1, x);
y = Math.max(0, y);
y = Math.min(prefH - 1, y);
}
Point oldValue = cursorP;
cursorP = new Point(x, y);
firePropertyChange(CURSOR, oldValue, cursorP);
repaint();
}
}
}
// color bar on the right side of the HsvChooser JPanel.
// Controller action: Changing selection point on this JPanel
// will change the hue of the color panel
#SuppressWarnings("serial")
class MyColorBar2 extends ColorPanelParent {
public MyColorBar2(int prefW, int prefH, ColorProperty colorProperty) {
super(prefW, prefH, colorProperty, false);
// create and set the background image
setColorPropertyValue(Color.RED); // fix the magic number?
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g); // draws the background image
// this draws a line at the cursor's location
g.setXORMode(Color.WHITE);
int y = getCursorP().y;
g.drawLine(0, y, getPrefW(), y);
}
}
// color panel on the left side of the HsvChooser JPanel.
// Controller action: Changing selection point on this JPanel
// will notify listeners of a new COLOR selection
#SuppressWarnings("serial")
class MyColorPanel2 extends ColorPanelParent {
private static final int CURSOR_RADIUS = 8;
public MyColorPanel2(int prefW, int prefH, ColorProperty colorProperty) {
super(prefW, prefH, colorProperty, true);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g); // draws the background image
// draws the cross hatch indicating color selection point
g.setXORMode(Color.WHITE);
int x = getCursorP().x;
int y = getCursorP().y;
int x1 = x - CURSOR_RADIUS;
int y1 = y - CURSOR_RADIUS;
int x2 = x + CURSOR_RADIUS;
int y2 = y + CURSOR_RADIUS;
g.drawLine(x1, y, x2, y);
g.drawLine(x, y1, x, y2);
}
}
enum ColorProperty {
HUE {
#Override
public BufferedImage createImage(Color color, int w, int h, boolean panel) {
BufferedImage img = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
if (panel) {
int red = color.getRed();
int green = color.getGreen();
int blue = color.getBlue();
// float array is HSB
float hue = Color.RGBtoHSB(red, green, blue, null)[0];
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
float s = ((float) j) / (float) w;
float b = (h - (float) i) / (float) h;
int rgb = Color.getHSBColor(hue, s, b).getRGB();
img.setRGB(j, i, rgb);
}
}
} else {
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
float hue = (h - (float) i) / (float) h;
int rgb = Color.getHSBColor(hue, 1f, 1f).getRGB();
img.setRGB(j, i, rgb);
}
}
}
return img;
}
},
SATURATION {
#Override
public BufferedImage createImage(Color color, int w, int h, boolean panel) {
BufferedImage img = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
int red = color.getRed();
int green = color.getGreen();
int blue = color.getBlue();
// float array is HSB
float[] hsb = Color.RGBtoHSB(red, green, blue, null);
return panel ? createPanelImg(w, h, img, hsb) : createBarImg(w, h, img, hsb);
}
private BufferedImage createBarImg(int w, int h, BufferedImage img, float[] hsb) {
float hue = hsb[0];
// float brightness = hsb[2];
float brightness = 1f;
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
float saturation = (h - (float) i) / (float) h;
int rgb = Color.getHSBColor(hue, saturation, brightness).getRGB();
img.setRGB(j, i, rgb);
}
}
return img;
}
private BufferedImage createPanelImg(int w, int h, BufferedImage img, float[] hsb) {
float saturation = hsb[1];
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
float hue = ((float) j) / (float) w;
float b = (h - (float) i) / (float) h;
int rgb = Color.getHSBColor(hue, saturation, b).getRGB();
img.setRGB(j, i, rgb);
}
}
return img;
}
},
BRIGHTNESS {
#Override
public BufferedImage createImage(Color color, int w, int h, boolean panel) {
BufferedImage img = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
int red = color.getRed();
int green = color.getGreen();
int blue = color.getBlue();
// float array is HSB
float[] hsb = Color.RGBtoHSB(red, green, blue, null);
return panel ? createPanelImg(w, h, img, hsb) : createBarImg(w, h, img, hsb);
}
private BufferedImage createBarImg(int w, int h, BufferedImage img, float[] hsb) {
float hue = hsb[0];
// float saturation = hsb[1];
float saturation = 1f;
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
float brightness = (h - (float) i) / (float) h;
int rgb = Color.getHSBColor(hue, saturation, brightness).getRGB();
img.setRGB(j, i, rgb);
}
}
return img;
}
private BufferedImage createPanelImg(int w, int h, BufferedImage img, float[] hsb) {
float brightness = hsb[2];
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
float hue = ((float) j) / (float) w;
float saturation = (h - (float) i) / (float) h;
int rgb = Color.getHSBColor(hue, saturation, brightness).getRGB();
img.setRGB(j, i, rgb);
}
}
return img;
}
};
public abstract BufferedImage createImage(Color color, int w, int h, boolean panel);
}
My solution:
colorChooser.setPreviewPanel(new JPanel());
AbstractColorChooserPanel[] panels = colorChooser.getChooserPanels();
for (AbstractColorChooserPanel accp : panels) {
if(!accp.getDisplayName().equals("HSV")) {
colorChooser.removeChooserPanel(accp);
}
}
JComponent current = (JComponent) colorChooser.getComponents()[0];
while( !current.getClass().toString().equals( "class javax.swing.colorchooser.ColorChooserPanel" ) ){
current = (JComponent) current.getComponents()[0];
}
for(Component jc : current.getComponents()){
if(!jc.getClass().toString().equals( "class javax.swing.colorchooser.DiagramComponent" )){
current.remove(jc);
}
}
This removes everything that I don't want, but I think making a custom one would be a better solution.
I am going to try trashgod's to see if it works better.
You can use the Swing Utils class to search for components of a given type on the panel.
In the example below you can find all the sliders and then make them invisible:
import java.awt.*;
import java.util.List;
import javax.swing.*;
import javax.swing.colorchooser.*;
public class ColorChooserPanel extends JPanel
{
ColorChooserPanel()
{
JColorChooser chooser = new JColorChooser();
AbstractColorChooserPanel[] panels = chooser.getChooserPanels();
for (AbstractColorChooserPanel panel: panels)
{
if ("HSL".equals(panel.getDisplayName()))
{
add( panel );
List<JSlider> sliders = SwingUtils.getDescendantsOfType(JSlider.class, panel, true);
for (JSlider slider: sliders)
{
slider.setVisible( false );
}
}
}
}
private static void createAndShowGUI()
{
JFrame frame = new JFrame("ColorChooserPanel");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new ColorChooserPanel());
frame.pack();
frame.setLocationByPlatform( true );
frame.setVisible( true );
}
public static void main(String[] args)
{
EventQueue.invokeLater( () -> createAndShowGUI() );
/*
EventQueue.invokeLater(new Runnable()
{
public void run()
{
createAndShowGUI();
}
});
*/
}
}
A look at the javax.swing.colorchooser internals reveals that ColorChooserComponentFactory creates subclasses of AbstractColorChooserPanel using ColorChooserPanel and a suitable subclass of ColorModel. ColorChooserPanel holds the parts you want as two instances of DiagramComponent: the left is named diagram and the right is named slider.
Instead of removing components from an existing ColorChooserPanel, consider Creating a Custom Chooser Panel that contains just the desired elements.
class MyChooserPanel extends AbstractColorChooserPanel implements PropertyChangeListener {
private final ColorModel model;
private final DiagramComponent diagram;
private final DiagramComponent slider;
MyChooserPanel(ColorModel model) {
this.model = model;
this.diagram = new DiagramComponent(this.panel, true);
this.slider = new DiagramComponent(this.panel, false);
}
…
}
Naturally, you'll have to recapitulate some of the (package-)private code, but the result will be less fragile.

How to paint over a JPanel?

I (A novice programmer) am trying to paint an oval over a JPanel. I am trying to use the method paint. However, it requires a Graphics argument. I get a NullPointerException when I include my Graphics as a argument because it is null, but I do not know how else to paint the oval. I tried repaint instead but nothing happened. Any help would be appreciated. Here is my main class:
public class Checkers extends JPanel{
public static final int BOARDSQUARES = 8;
public static final int BOARDSIZE = 75;
private JPanel[][] board;
private final Point point1;
private final LineBorder border1;
public JFrame frame;
checkerPiece piece = new checkerPiece(this);
Graphics g;
public Checkers(){
board = new JPanel[BOARDSQUARES][BOARDSQUARES];
point1 = new Point (BOARDSIZE,BOARDSIZE);
border1=new LineBorder(Color.BLACK, 1);
}
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
Checkers checkers = new Checkers();
checkers.frame=checkers.createJFrame();
checkers.board =checkers.createBoard(checkers.board, checkers.point1, checkers.border1);
for (int y=0;y<BOARDSQUARES;y++){
for (int x = 0;x<BOARDSQUARES;x++){
checkers.frame.getContentPane().add(checkers.board[y][x]);
}
}
checkers.paint(checkers.g);
}
private JPanel[][] createBoard (JPanel[][] board, Point point, LineBorder border1){
for (int row = 0; row<BOARDSQUARES;row++){
point.y=BOARDSIZE;
for (int col = 0; col <BOARDSQUARES;col++){
board[row][col] = new JPanel();
board[row][col].setLocation(point);
board[row][col].setVisible(true);
board[row][col].setSize(BOARDSIZE,BOARDSIZE);
board[row][col].setOpaque(true);
if ((row%2==0&&col%2==0)||(row%2==1&&col%2==1)){
board[row][col].setBackground(new Color (230,200,150));
} else if ((row%2==0&&col%2==1)||(row%2==1&&col%2==0)) {
board[row][col].setBackground(new Color (165, 42,42) );
}
board[row][col].setBorder(border1);
point.y = point.y+BOARDSIZE;
}
point.x=point.x+BOARDSIZE;
}
return board;
}
private JFrame createJFrame (){
JFrame mainFrame = new JFrame("Checkers");
mainFrame.setSize(1000,1000);
mainFrame.setVisible(true);
mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
mainFrame.add(new Checkers());
return mainFrame;
}
#Override
public void paint (Graphics g){
System.out.println("hi");
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
piece.paint(g2d,board[0][0].getLocation().x,board[0][0].getLocation().y,Color.BLACK);
}
}
A necessary snippet from my other class (cherkerPiece piece):
public void paint (Graphics2D g, int x, int y, Color color){
g.setColor(color);
g.fillOval(x, y, DIAMETER, DIAMETER);
}
Thank you for your help
To create something as complex as a checkers game, you should follow the model / view / controller pattern when creating your Java Swing GUI.
I created a model class for a checker board square and another model class for a checker piece. I created a model class for the checker board and another model class to hold all of the checker pieces.
I created a view class to draw the checker board. I created another view class to create the main window.
I did not create any controller classes. This code just shows you how to draw a checker board. I put all of the classes together to make it easier to paste the code. You should separate the classes into separate Java files.
package com.ggl.testing;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.Rectangle;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class CheckerBoard implements Runnable {
private Board board;
private CheckerBoardPanel checkerBoardPanel;
private JFrame frame;
private Pieces pieces;
public static void main(String[] args) {
SwingUtilities.invokeLater(new CheckerBoard());
}
public CheckerBoard() {
this.board = new Board();
this.pieces = new Pieces();
}
#Override
public void run() {
frame = new JFrame("Checker Board");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
checkerBoardPanel = new CheckerBoardPanel(board, pieces);
frame.add(checkerBoardPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public class CheckerBoardPanel extends JPanel {
private static final long serialVersionUID = 3770663347384271771L;
private Board board;
private Pieces pieces;
public CheckerBoardPanel(Board board, Pieces pieces) {
this.board = board;
this.pieces = pieces;
this.setPreferredSize(board.getPreferredSize());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Square[][] checkerBoard = board.getBoard();
for (int row = 0; row < checkerBoard.length; row++) {
for (int column = 0; column < checkerBoard[row].length; column++) {
Square square = checkerBoard[row][column];
Rectangle drawingRectangle = square.getDrawingRectangle();
g.setColor(square.getColor());
g.fillRect(drawingRectangle.x, drawingRectangle.y,
drawingRectangle.width, drawingRectangle.height);
}
}
List<Piece> checkerPieces = pieces.getPieces();
for (Piece checkerPiece : checkerPieces) {
Point coordinate = checkerPiece.getCoordinate();
Rectangle drawingRectangle = checkerBoard[coordinate.x][coordinate.y]
.getDrawingRectangle();
int x = drawingRectangle.x + drawingRectangle.width / 2;
int y = drawingRectangle.y + drawingRectangle.height / 2;
int radius = board.getSquareWidth() * 2 / 6;
g.setColor(checkerPiece.getColor());
g.fillOval(x - radius, y - radius, radius + radius, radius
+ radius);
}
}
}
public class Board {
private static final int BOARD_WIDTH = 8;
private static final int SQUARE_WIDTH = 64;
private Square[][] board;
public Board() {
this.board = initalizeBoard(BOARD_WIDTH, SQUARE_WIDTH);
}
private Square[][] initalizeBoard(int boardWidth, int squareWidth) {
Square[][] board = new Square[boardWidth][boardWidth];
int x = 0;
int y = 0;
for (int row = 0; row < boardWidth; row++) {
for (int column = 0; column < boardWidth; column++) {
Square square = new Square();
if (isLightSquare(row, column)) {
square.setColor(Color.WHITE);
} else {
square.setColor(Color.LIGHT_GRAY);
}
square.setCoordinate(new Point(row, column));
square.setDrawingRectangle(new Rectangle(x, y, squareWidth,
squareWidth));
board[row][column] = square;
x += squareWidth;
}
x = 0;
y += squareWidth;
}
return board;
}
public boolean isLightSquare(int row, int column) {
if (row % 2 == 0) {
if (column % 2 == 0) {
return true;
} else {
return false;
}
} else {
if (column % 2 == 0) {
return false;
} else {
return true;
}
}
}
public Dimension getPreferredSize() {
int width = SQUARE_WIDTH * 8 + 1;
return new Dimension(width, width);
}
public Square[][] getBoard() {
return board;
}
public int getSquareWidth() {
return SQUARE_WIDTH;
}
}
public class Square {
private Color color;
private Point coordinate;
private Rectangle drawingRectangle;
public Point getCoordinate() {
return coordinate;
}
public void setCoordinate(Point coordinate) {
this.coordinate = coordinate;
}
public Rectangle getDrawingRectangle() {
return drawingRectangle;
}
public void setDrawingRectangle(Rectangle drawingRectangle) {
this.drawingRectangle = drawingRectangle;
}
public Color getColor() {
return color;
}
public void setColor(Color color) {
this.color = color;
}
}
public class Pieces {
private List<Piece> pieces;
public Pieces() {
this.pieces = addPieces();
}
private List<Piece> addPieces() {
List<Piece> pieces = new ArrayList<Piece>();
Piece piece = new Piece();
piece.setColor(Color.RED);
piece.setCoordinate(new Point(2, 1));
pieces.add(piece);
piece = new Piece();
piece.setColor(Color.BLACK);
piece.setCoordinate(new Point(5, 0));
pieces.add(piece);
// Add the rest of the red and black pieces here
return pieces;
}
public List<Piece> getPieces() {
return pieces;
}
public void addPiece(Piece piece) {
this.pieces.add(piece);
}
}
public class Piece {
private Color color;
private Point coordinate;
public Color getColor() {
return color;
}
public void setColor(Color color) {
this.color = color;
}
public Point getCoordinate() {
return coordinate;
}
public void setCoordinate(Point coordinate) {
this.coordinate = coordinate;
}
}
}
you need to add a class that extends Canvas and do all your painting in that class. like this
public class FirstWindow extends JFrame
{
/**
*
*/
private static final long serialVersionUID = 1L;
public FirstWindow()
{
super("Kayte does not go to water parks");
setSize(500, 500);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setResizable(false);
}
}
public class Start extends Canvas implements Runnable
public class Main
{
public static void main(String arg[])
{
FirstWindow fw = new FirstWindow();
Start game = new Start(500, 500);
fw.add(game);
fw.setVisible(true);
new Thread(game).start();
}
}

How to Draw an BufferedImage to a JPanel

I am trying to use some sort of draw method to draw a sprite image to my subclass of JPanel called AnimationPanel. I have created a Spritesheet class which can generate a BufferedImage[] that contains all of the sprites in the sheet. In my AnimationPanel class, which implements Runnable, I am getting that BufferedImage[] from the spritesheet instantiated in the AnimationPanel constructor. I want to be able to loop through this array and display each sprite to the screen. How would I do this? Here are my AnimationPanel and Spritesheet classes.
AnimationPanel
package com.kahl.animation;
import javax.swing.JPanel;
public class AnimationPanel extends JPanel implements Runnable {
//Instance Variables
private Spritesheet sheet;
private int currentFrame;
private Thread animationThread;
private BufferedImage image;
public AnimationPanel(Spritesheet aSheet) {
super();
sheet = aSheet;
setPreferredSize(new Dimension(128,128));
setFocusable(true);
requestFocus();
}
public void run() {
BufferedImage[] frames = sheet.getAllSprites();
currentFrame = 0;
while (true) {
frames[currentFrame].draw(); //some implementation still necessary here
currentFrame++;
if (currentFrame >= frames.length) {
currentFrame = 0;
}
}
}
public void addNotify() {
super.addNotify();
if (animationThread == null) {
animationThread = new Thread(this);
animationThread.start();
}
}
}
Spritesheet
package com.kahl.animation;
import java.awt.image.BufferedImage;
import java.imageio.ImageIO;
import java.io.IOException;
import java.io.File;
public class Spritesheet {
//Instance Variables
private String path;
private int frameWidth;
private int frameHeight;
private int framesPerRow;
private int frames;
private BufferedImage sheet = null;
//Constructors
public Spritesheet(String aPath,int width,int height,int fpr, int numOfFrames) {
path = aPath;
frameWidth = width;
frameHeight = height;
framesPerRow = fpr;
frames = numOfFrames;
try {
sheet = ImageIO.read(getClass().getResourceAsStream());
} catch (IOException e) {
e.printStackTrace();
}
}
//Methods
public int getHeight() {
return frameWidth;
}
public int getWidth() {
return frameWidth;
}
public int getFramesPerRow() {
return framesPerRow;
}
private BufferedImage getSprite(int x, int y, int h, int w) {
BufferedImage sprite = sheet.getSubimage(x,y,h,w);
}
public BufferedImage[] getAllSprites() {
BufferedImage[] sprites = new BufferedImage[frames];
int y = 0;
for (int i = 0; i < frames; i++) {
x = i * frameWidth;
currentSprite = sheet.getSprite(x,y,frameHeight,frameWidth);
sprites.add(currentSprite);
}
return sprites;
}
}
I'd encourage the use of a javax.swing.Timer to control the frame rate, rather than an uncontrolled loop
Once the timer "ticks", you need to increment the current frame, get the current image to be rendered and call repaint on the JPanel
Use Graphics#drawImage to render the image.
See...
Painting in AWT and Swing
Performing Custom Painting
How to use Swing Timers
Graphics#drawImage(Image, int, int, ImageObserver)
for more details
There is a cascading series of issues with your Spritesheet class, apart from the fact that it won't actually compile, there are issues with you returning the wrong values from some methods and relying on values which are better calculated...
I had to modify your code so much, I can't remember most of them
public int getHeight() {
return frameWidth;
}
and
public BufferedImage[] getAllSprites() {
BufferedImage[] sprites = new BufferedImage[frames];
int y = 0;
for (int i = 0; i < frames; i++) {
x = i * frameWidth;
currentSprite = sheet.getSprite(x,y,frameHeight,frameWidth);
sprites.add(currentSprite);
}
return sprites;
}
Stand out as two main examples...
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.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TestSpriteSheet {
public static void main(String[] args) {
new TestSpriteSheet();
}
public TestSpriteSheet() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private Spritesheet spritesheet;
private BufferedImage currentFrame;
private int frame;
public TestPane() {
spritesheet = new Spritesheet("/Sheet02.gif", 240, 220);
Timer timer = new Timer(100, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
currentFrame = spritesheet.getSprite(frame % spritesheet.getFrameCount());
repaint();
frame++;
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(240, 220);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (currentFrame != null) {
Graphics2D g2d = (Graphics2D) g.create();
int x = (getWidth() - currentFrame.getWidth()) / 2;
int y = (getHeight() - currentFrame.getHeight()) / 2;
g2d.drawImage(currentFrame, x, y, this);
g2d.dispose();
}
}
}
public class Spritesheet {
//Instance Variables
private String path;
private int frameWidth;
private int frameHeight;
private BufferedImage sheet = null;
private BufferedImage[] frameImages;
//Constructors
public Spritesheet(String aPath, int width, int height) {
path = aPath;
frameWidth = width;
frameHeight = height;
try {
sheet = ImageIO.read(getClass().getResourceAsStream(path));
frameImages = getAllSprites();
} catch (IOException e) {
e.printStackTrace();
}
}
public BufferedImage getSprite(int frame) {
return frameImages[frame];
}
//Methods
public int getHeight() {
return frameHeight;
}
public int getWidth() {
return frameWidth;
}
public int getColumnCount() {
return sheet.getWidth() / getWidth();
}
public int getRowCount() {
return sheet.getHeight() / getHeight();
}
public int getFrameCount() {
int cols = getColumnCount();
int rows = getRowCount();
return cols * rows;
}
private BufferedImage getSprite(int x, int y, int h, int w) {
BufferedImage sprite = sheet.getSubimage(x, y, h, w);
return sprite;
}
public BufferedImage[] getAllSprites() {
int cols = getColumnCount();
int rows = getRowCount();
int frameCount = getFrameCount();
BufferedImage[] sprites = new BufferedImage[frameCount];
int index = 0;
System.out.println("cols = " + cols);
System.out.println("rows = " + rows);
System.out.println("frameCount = " + frameCount);
for (int row = 0; row < getRowCount(); row++) {
for (int col = 0; col < getColumnCount(); col++) {
int x = col * getWidth();
int y = row * getHeight();
System.out.println(index + " " + x + "x" + y);
BufferedImage currentSprite = getSprite(x, y, getWidth(), getHeight());
sprites[index] = currentSprite;
index++;
}
}
return sprites;
}
}
}
Remember, animation is the illusion of change over time. You need to provide a delay between each frame of the animation, long enough for the user to recognise it, but short enough to make the animation look smooth.
In the above example, I've used 100 milliseconds, simply as an arbitrary value. It could be possible to use something more like 1000 / spritesheet.getFrameCount(), which will allow a full second for the entire animation (all the frames within one second).
You might need to use different values, for longer or short animations, depending on your needs
Here's some generic code for drawing an image to a JPanel. This method is called to paint your JPanel component.
public void paintComponent (Graphics g)
{
super.paintComponent(g);
//I would have image be a class variable that gets updated in your run() method
g.drawImage(image, 0, 0, this);
}
I may also modify run() to look something like this:
public void run() {
BufferedImage[] frames = sheet.getAllSprites();
currentFrame = 0;
while (true) {
image = frames[currentFrame];
this.repaint(); //explicitly added "this" for clarity, not necessary.
currentFrame++;
if (currentFrame >= frames.length) {
currentFrame = 0;
}
}
}
In regards to only repainting part of the component, it gets a little more complicated
public void run() {
BufferedImage[] frames = sheet.getAllSprites();
currentFrame = 0;
while (true) {
image = frames[currentFrame];
Rectangle r = this.getDirtyRect();
this.repaint(r);
currentFrame++;
if (currentFrame >= frames.length) {
currentFrame = 0;
}
}
}
public Rectangle getDirtyRect() {
int minX=0; //calculate smallest x value affected
int maxX=0; //calculate largest x value affected
int minY=0; //calculate smallest y value affected
int maxY=0; //calculate largest y value affected
return new Rectangle(minX,minY,maxX,maxY);
}

How can I paint to my 8x8 reversi(othello) gameboard?

I am creating a reversi game. I decided to create my board using JLabels. The problem I am having is getting the four starting pieces onto the board. This is only a 2 player game, and it is 1v1. At the beginning of the game each player starts off with 2 pieces in the very middle of the board. In my program I go to create 2 blue and 2 red pieces for the 2 players but no matter what I do I can't get the pieces to show up on the game board. When I ran my debugger it looked like i was never giving each BoardSquare the correct x and y values. I am not sure how to get the x and y values of the BoardSquares. Any and all help/criticism is welcome. I have been stuck trying to fix this for hours. Thanks.
public class ReversiRemake {
public static void main(String[] args) {
PlayGame game = new PlayGame();
}
}
class BoardSquare extends JLabel {
private int x;
private int y;
private int row;
private int column;
private MyShape circle;
private Border b = BorderFactory.createLineBorder(Color.BLACK, 2);
BoardSquare(int row, int column) {
addMouseListener(new MouseAdapter() {
public void mouseClicked(MouseEvent e) {
if (e.getButton() == 1) {
}
}
});
this.row = row;
this.column = column;
setBorder(b);
}
public void setShape(Player p){
if(p instanceof HumanPlayer){
circle = new MyShape(x, y, Color.blue);
}
if(p instanceof aiPlayer){
circle = new MyShape(x, y, Color.red);
}
}
public void setX(int x){
this.x = x;
}
public void setY(int y){
this.y = y;
}
public MyShape getShape() {
return circle;
}
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
circle.drawShape(g2);
}
}
class MyShape {
private Color color;
private int x;
private int y;
MyShape(int x, int y, Color color) {
this.x = x;
this.y = y;
this.color = color;
}
MyShape(Color color) {
this.color = color;
}
public void drawShape(Graphics2D g) {
g.setPaint(color);
g.drawOval(x + 5, y + 2, 50, 50);
g.fillOval(x + 5, y + 2, 50, 50);
}
public void setColor(Player p) {
if (p instanceof HumanPlayer) {
color = Color.BLUE;
}
if (p instanceof aiPlayer) {
color = Color.red;
}
}
}
class GameBoard extends JPanel {
BoardSquare[][] BoardSquares = new BoardSquare[8][8];
private BoardSquare bs;
GameBoard() {
for (int row = 0; row < 8; row++) {
for (int column = 0; column < 8; column++) {
BoardSquares[row][column] = new BoardSquare(row, column);
add(BoardSquares[row][column]);
}
}
}
public void StartingPieces(HumanPlayer p1, aiPlayer p2) {
for (int row = 0; row < 8; row++) {
for (int column = 0; column < 8; column++) {
BoardSquares[row][column] = bs;
if (row == 3 && column == 3) {
bs.setShape(p1);
}
if (row == 3 && column == 4) {
bs.setShape(p2);
}
if (row == 4 && column == 3) {
bs.setShape(p2);
}
if (row == 4 && column == 4) {
bs.setShape(p1);
}
}
}
}
}
abstract class Player {
int playerType;
Color color;
int score;
Player(int playerType, Color color, int score) {
this.playerType = playerType;
this.color = color;
this.score = score;
}
}
class HumanPlayer extends Player {
HumanPlayer() {
super(1, Color.BLUE, 0);
}
}
class aiPlayer extends Player {
aiPlayer() {
super(2, Color.RED, 0);
}
}
class PlayGame {
private HumanPlayer p1 = new HumanPlayer();
private aiPlayer p2 = new aiPlayer();
private GameBoard gameBoard = new GameBoard();
private boolean p1Turn;
private boolean p2Turn;
PlayGame() {
setStartingPieces();
}
public void setStartingPieces() {
gameBoard.StartingPieces(p1, p2);
}
}
I couldn't run your code as it is posted, but I believe upon visual inspection the line
BoardSquares[row][column] = bs;
should be
bs = BoardSquares[row][column];
As it is written above, a NullPointerException would occur and bs is never actually getting set. The revision I have offered would allow the shape to be set in the GameBoard class.

The following code will not render

I believe the code will speak for itself, but in general the point of the code is the have a Map class that will take in an array of BufferedImages, x values, and y values, to compose a map of many layers (first layer being the BufferedImage array at 0, starting at the x value at 0 and the y value at 0, and so on). The main job of the map class, is to take each pixel of each image and convert them to Block Objects, which are just simply rectangles with a color (Includes a BufferedImage, because after it works, I will replace the color with the Image. Also includes an integer to specify which layer (1 being index 0) its allowed on with 0 meaning it can exist among all layers). In the end, when I call Render() on a Map object, the map object should do all the work in rendering the blocks into the correct positions. The largest problem with all of this is that I get no sytax or compiler errors, so my logic is what is messed up and I can not figure it out!
Thanks in advance, and if the question is confusing please tell me!
The Map Class:
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
public class Map {
private int width;
private int height;
public int getWidth() { return width; }
public int getHeight() { return height; }
private int xPos;
private int yPos;
public int getX(int i)
{
return xPos;
}
public int getY(int i)
{
return yPos;
}
public void setPosition(int x, int y) { xPos = x; yPos = y; }
private int[] xStarts;
private int[] yStarts;
private ArrayList<BufferedImage> layersList = new ArrayList<BufferedImage>();
public void addLayer(BufferedImage image) { layersList.add(image); }
public void setLayer(int i, BufferedImage image) { layersList.set(i, image); }
private Block[][][] blocksArray;
private boolean beenInitialized = false;
public Map(BufferedImage[] images, int[] x, int[] y){
for (BufferedImage image : images){
layersList.add(image);
xStarts = x;
yStarts = y;
}
}
public void initialize(){
int widthMax = 0;
int heightMax = 0;
for (BufferedImage image : layersList){
if (image.getHeight() > heightMax) { heightMax = image.getHeight(); }
if (image.getWidth() > widthMax) { widthMax = image.getWidth(); }
}
width = widthMax;
height = heightMax;
blocksArray = new Block[layersList.size()][width][height];
for (int i = 0; i < layersList.size(); i++){
int currentLayer = i;
for (int y = 0; y < layersList.get(i).getHeight(); y++){
for (int x = 0; x < layersList.get(i).getWidth(); x++){
int colorCode = layersList.get(i).getRGB(x, y);
boolean error = true;
Block b = null;
for (int c = 0; c < Block.BLOCKS.size(); c++){
if (Block.BLOCKS.get(i).getColorCode() == colorCode && (Block.BLOCKS.get(i).getLayerCode() == currentLayer || Block.BLOCKS.get(i).getLayerCode() == 0)){
b = Block.BLOCKS.get(c);
error = false;
}
}
if (!error){
blocksArray[currentLayer][x][y] = b;
} else {
Block bb = new Block(false, colorCode);
bb.initialize();
blocksArray[currentLayer][x][y] = bb;
}
}
}
}
beenInitialized = true;
}
public void render(Graphics2D g2d){
if (beenInitialized){
for (int i = 0; i < layersList.size(); i++){
for (int y = yStarts[i]; y < layersList.get(i).getHeight() + yStarts[i]; y += Block.SIZE){
int currentY = 0;
for (int x = xStarts[i]; x < layersList.get(i).getWidth() + xStarts[i]; x += Block.SIZE){
int currentX = 0;
blocksArray[i][currentX][currentY].setPosition(x, y);
blocksArray[i][currentX][currentY].render(g2d);
currentX ++;
}
currentY++;
}
}
}
}
public void updatePosition(int x, int y){
xPos += x;
yPos += y;
}
}
The Block Class:
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
public class Block {
public static final int SIZE = 32;
public static final boolean DEBUG = true;
public static ArrayList<Block> BLOCKS = new ArrayList<Block>();
private Color debugColor;
public Color getColor() { return debugColor; }
public void setColor(Color color) { debugColor = color; }
private BufferedImage blockIcon;
public BufferedImage getIcon() { return blockIcon; }
public void setIcon(BufferedImage icon) { blockIcon = icon; }
private int xPos;
private int yPos;
public int getX() { return xPos; }
public int getY() { return yPos; }
public void setPosition(int x, int y) { xPos = x; yPos = y; }
private Rectangle blockShape;
public Rectangle getShape() { return blockShape; }
private int colorCode;
public int getColorCode() { return colorCode; }
private boolean colides;
public boolean doesColide() { return colides; }
private int layerCode;
public int getLayerCode() { return layerCode; }
private boolean beenInitialized = false;
public Block(boolean colides, int layerCode){
this.colides = colides;
this.layerCode = layerCode;
}
public void initialize(){
blockShape = new Rectangle(xPos, yPos, SIZE, SIZE);
int r = (colorCode >> 16) & 0x000000FF;
int g = (colorCode >> 8) & 0x000000FF;
int b = (colorCode) & 0x000000FF;
debugColor = new Color(r, g, b);
BLOCKS.add(this);
beenInitialized = true;
}
public void render(Graphics2D g2d){
if (beenInitialized){
if (DEBUG){
g2d.setColor(debugColor);
if (colides){
g2d.fill(blockShape);
} else {
g2d.draw(blockShape);
}
} else{
}
}
}
}
And finally the Game Class (I threw this together JUST to show a window for testing):
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Game extends JFrame{
public Game(){
super("Test");
try{
layer1 = ImageIO.read(getClass().getResourceAsStream("/layer1.png"));
layer2 = ImageIO.read(getClass().getResourceAsStream("/layer2.png"));
} catch (Exception ex) { ex.printStackTrace(); }
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(false);
setLayout(new BorderLayout());
add(new panel(), BorderLayout.CENTER);
pack();
setLocationRelativeTo(null);
setVisible(true);
}
public static void main(String[] args){
new Game();
}
private int[] xStartPositions = {0, 0};
private int[] yStartPositions = {0, 0};
private BufferedImage layer1;
private BufferedImage layer2;
private BufferedImage[] imageArray = {layer1, layer2};
private Map map;
public class panel extends JPanel{
public panel(){
setMinimumSize( new Dimension(1200, 675));
setMaximumSize( new Dimension(1200, 675));
setPreferredSize( new Dimension(1200, 675));
setVisible(true);
map = new Map(imageArray, xStartPositions, yStartPositions);
}
public void paint(Graphics g){
Graphics2D g2d = (Graphics2D) g;
map.render(g2d);
}
}
}
The initialize method of Map is never called, therefore Map will never render...
Some feedback...
Don't ever override paint, use paintComponent instead (it's very rare that you would need to override paint...
Make sure you are calling super.paintXxx - there's a lot of important working going on in the background that you don't want to miss or replicate...
Instead of extending from a top level container like JFrame, start by extending from JPanel and add this to a frame you create instead
Beware of static variables, this might cause you more problems ;)
You may also want to have a read through Initial Threads

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