I have below code, I need to alter it so that the balls are generated with a mouse click rather than all of them generating at once. I know I need to use a mouse listener but I do not know how I can integrate that into what I have without "breaking" the app.
No changes needed
import javax.swing.JFrame;
import java.awt.Canvas;
import java.awt.Dimension;
import java.awt.Graphics2D;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferStrategy;
public class Display {
public final int width;
public final int height;
private JFrame frame;
private boolean closeRequested;
private long lastFrameTime;
private BufferStrategy bufferStrategy;
private Graphics2D graphics;
public Display(int width, int height){
this.width = width;
this.height = height;
initialize();
}
private void initialize() {
frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.DO_NOTHING_ON_CLOSE);
frame.setAutoRequestFocus(true);
frame.setResizable(false);
frame.addWindowListener(new WindowAdapter(){
#Override
public void windowClosing(WindowEvent e){
closeRequested = true;
}
});
Canvas canvas = new Canvas();
canvas.setIgnoreRepaint(true);
canvas.setPreferredSize(new Dimension(width, height));
frame.getContentPane().add(canvas);
frame.setVisible(true);
frame.pack();
frame.setLocationRelativeTo(null);
canvas.createBufferStrategy(2);
bufferStrategy = canvas.getBufferStrategy();
graphics = (Graphics2D) bufferStrategy.getDrawGraphics();
lastFrameTime = System.currentTimeMillis();
}
public boolean isCloseRequested(){
return closeRequested;
}
public void destroy() {
frame.dispose();
}
public void update(){
if (bufferStrategy.contentsLost()){
graphics.dispose();
graphics = (Graphics2D) bufferStrategy.getDrawGraphics();
}
bufferStrategy.show();
}
public Graphics2D getGraphics() {
return graphics;
}
public void sync(int fps) {
if (fps < 1){
return;
}
long currentFrameTime = System.currentTimeMillis();
long deltaTime = currentFrameTime - lastFrameTime;
long timeToSleep = (1000/fps) - deltaTime;
while (System.currentTimeMillis() - currentFrameTime < timeToSleep){
try{
Thread.sleep(1L);
} catch (InterruptedException e) {
}
}
lastFrameTime = System.currentTimeMillis();
}
}
No changes needed
import java.awt.Color;
public class Ball {
public float x;
public float y;
public float sX;
public float sY;
public int radius;
public Color color;
public Ball(float x, float y, float sX, float sY, int radius, Color color){
this.x = x;
this.y = y;
this.sX = sX;
this.sY = sY;
this.radius = radius;
this.color = color;
}
}
This is where I think the mouse listener would be added in for generating the new balls.
How to change addBalls() logic to generate ball with mouse click?
import java.awt.Color;
import java.awt.Graphics2D;
import java.util.ArrayList;
import java.util.Random;
public class BouncingBallsApp {
private Display display;
private ArrayList<Ball> balls = new ArrayList<>();
public BouncingBallsApp() {
display = new Display(800,600);
addBalls();
mainLoop();
display.destroy();
}
private void mainLoop() {
while (!display.isCloseRequested()){
updatePhysics();
draw(display.getGraphics());
display.update();
display.sync(60);
}
}
//Question????How to change this logic to generate ball with mouse click
private void addBalls() {
int numberOfBalls = 20;
Random random = new Random();
for (int i = 0; i < numberOfBalls; i++){
int radius = random.nextInt(40) + 10;
int x = random.nextInt(display.width - radius * 2) + radius;
int y = random.nextInt(display.height - radius * 2) + radius;
float sX = random.nextFloat() * 10f + 3f;
float sY = random.nextFloat() * 10f + 3f;
Color color;
switch (random.nextInt(4)){
case 0:
color = Color.red;
break;
case 1:
color = Color.green;
break;
case 2:
color = Color.yellow;
break;
default:
color = Color.blue;
break;
}
Ball ball = new Ball(x, y, sX, sY, radius, color);
balls.add(ball);
}
}
private void updatePhysics() {
for (Ball ball : balls){
ball.x += ball.sX;
ball.y += ball.sY;
if (ball.x - ball.radius < 0){
ball.sX = Math.abs(ball.sX);
} else if (ball.x + ball.radius > display.width){
ball.sX = -Math.abs(ball.sX);
}
if (ball.y - ball.radius < 0){
ball.sY = Math.abs(ball.sY);
} else if (ball.y + ball.radius > display.height){
ball.sY = -Math.abs(ball.sY);
}
}
}
private void draw(Graphics2D g) {
g.setBackground(Color.black);
g.clearRect(0,0, display.width, display.height);
for (Ball ball : balls){
g.setColor(ball.color);
int x = (int) (ball.x - ball.radius);
int y = (int) (ball.y - ball.radius);
int size = ball.radius * 2;
g.fillOval(x, y, size, size);
}
}
public static void main(String[] args) {
new BouncingBallsApp();
}
}
In BouncingBallsApp constructor do the following changes:
public BouncingBallsApp() {
display = new Display(800,600);
//instead of calling add balls directly, use a mouse listener
//addBalls();
display.addMouseListener(getListener());
mainLoop();
display.destroy();
}
Add getListener() method to BouncingBallsApp:
private MouseListener getListener() {
return new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
addBalls(1); //call add balls when mouse pressed
}
};
}
And slightly change addBalls() so that numberOfBalls becomes an argument:
private void addBalls(int numberOfBalls) {
//int numberOfBalls = 20;
.....
Add mouse listener support to Display:
//add mouse listener to canvas
void addMouseListener(MouseListener listener) {
canvas.addMouseListener(listener); //requiers to make canvas a field
}
All done.
To generate balls, simply click the canvas.
(A link to the full code (you can run it online). )
Related
I'm trying to create Circles in JFrame using JComponent. Here's what I'm trying to achieve:
And here's what's happening with my code:
I have no idea what's causing this problem. Here's my code:
CircleViewer.java
import javax.swing.JFrame;
import java.awt.event.*;
public class CircleViewer
{
public static void main(String[] args)
{
final CirclePanel panel = new CirclePanel();
class MousePressListener implements MouseListener, MouseMotionListener
{
public void mouseClicked(MouseEvent event) { }
public void mouseEntered(MouseEvent event) { }
public void mouseExited(MouseEvent event) { }
public void mouseWheelMoved(MouseWheelEvent event) { }
public void mouseMoved(MouseEvent event) { }
public void mousePressed(MouseEvent event)
{
var x = event.getX();
var y = event.getY();
panel.addCircle(x, y);
}
public void mouseDragged(MouseEvent event)
{
var x = event.getX();
var y = event.getY();
panel.moveTo(x, y);
}
public void mouseReleased(MouseEvent event)
{
panel.finalMove();
}
}
MousePressListener listener = new MousePressListener();
panel.addMouseListener(listener);
panel.addMouseMotionListener(listener);
JFrame frame = new JFrame("Circle Shapes");
frame.setSize(FRAME_WIDTH, FRAME_HEIGHT);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(panel);
frame.setVisible(true);
}
private static final int FRAME_WIDTH = 700;
private static final int FRAME_HEIGHT = 500;
}
CirclePanel.java
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JComponent;
import java.util.ArrayList;
import java.awt.Color;
import java.lang.Math;
import java.awt.BasicStroke;
import java.awt.Stroke;
public class CirclePanel extends JComponent
{
private int lineX;
private int lineY;
private boolean isDraged;
private ArrayList<Circle> circleList;
private BasicStroke dashLine;
public CirclePanel()
{
this.circleList = new ArrayList<Circle>();
this.isDraged = false;
this.lineX = 0;
this.lineY = 0;
this.dashLine = new BasicStroke(1, BasicStroke.CAP_BUTT, BasicStroke.JOIN_BEVEL, 0, new float[]{6}, 0);
}
public void addCircle(int x, int y)
{
lineX = x;
lineY = y;
isDraged = true;
circleList.add(new Circle(x, y, 0, Color.RED));
repaint();
}
public void moveTo(int x, int y)
{
var circleTemp = circleList.get(circleList.size() - 1);
isDraged = true;
var tempR = (int)Math.sqrt(Math.pow(x - circleTemp.get(0), 2) + Math.pow(y - circleTemp.get(1), 2));
System.out.println(tempR);
var tempX = circleTemp.get(0) - (tempR / 2);
var tempY = circleTemp.get(1) - (tempR / 2);
circleList.get(circleList.size() - 1).setCords(tempX, tempY, tempR);
lineX = x;
lineY = y;
repaint();
}
public void finalMove()
{
isDraged = false;
circleList.get(circleList.size() - 1).setColor(Color.BLUE);
repaint();
}
public void paintComponent(Graphics g)
{
Graphics2D g2 = (Graphics2D)g;
Stroke defaultStroke;
defaultStroke = g2.getStroke();
if (!circleList.isEmpty())
{
if (isDraged)
{
g2.setColor(Color.RED);
g2.setStroke(dashLine);
g2.drawLine(circleList.get(circleList.size() - 1).get(0), circleList.get(circleList.size() - 1).get(1), lineX, lineY);
}
for (Circle circle : circleList)
{
g2.setStroke(defaultStroke);
circle.draw(g2);
isDraged = false; //this is prob reduntant
}
}
}
}
And finally, Circle.java
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.geom.Ellipse2D;
public class Circle
{
private int x;
private int y;
private int radius;
private Color color;
public Circle(int x, int y, int radius, Color color)
{
this.x = x;
this.y = y;
this.radius = radius;
this.color = color;
}
public int get(int option)
{
switch (option)
{
case 0:
return this.x;
case 1:
return this.y;
case 2:
return this.radius;
}
return 0;
}
public Color get()
{
return this.color;
}
public void setCords(int x, int y, int r)
{
this.x = x;
this.y = y;
this.radius = r;
}
public void set(int option, int value)
{
switch (option)
{
case 0: //set x
this.x = value;
break;
case 1:
this.y = value;
break;
case 2:
radius = value;
break;
}
}
public void setColor(Color color)
{
this.color = color;
}
public void draw(Graphics2D g2)
{
g2.setColor(color);
g2.draw(new Ellipse2D.Double(x, y, radius, radius));
}
}
Rather than finding the specific problem in you code, I just decided to make a cleaner implementation. Using this circle class
class Circle {
final int x;
final int y;
int radius;
public Circle(int x, int y, int radius) {
this.x = x;
this.y = y;
this.radius = radius;
}
}
You can implement CirclePanel like this:
public class CirclePanel extends JPanel {
private static final Stroke DASHED = new BasicStroke(1,
BasicStroke.CAP_BUTT,
BasicStroke.JOIN_BEVEL,
0, new float[]{6}, 0);
public Color oldCircleColor = Color.BLUE;
public Color newCircleColor = Color.RED;
public Color backgroundColor = Color.LIGHT_GRAY;
private final List<Circle> oldCircles = new ArrayList<>();
private Circle newCircle = null;
private int mouseX = 0;
private int mouseY = 0;
private class MouseHelper implements MouseListener, MouseMotionListener {
#Override public void mouseMoved(MouseEvent e) {}
#Override public void mouseClicked(MouseEvent e) {}
#Override public void mousePressed(MouseEvent e) {}
#Override public void mouseEntered(MouseEvent e) {}
#Override public void mouseExited(MouseEvent e) {}
#Override
public void mouseDragged(MouseEvent e) {
mouseX = e.getX();
mouseY = e.getY();
if (newCircle == null) {
newCircle = new Circle(mouseX, mouseY, 0);
} else {
int dX = newCircle.x - mouseX;
int dY = newCircle.y - mouseY;
newCircle.radius = (int) Math.sqrt(dX*dX + dY*dY);
}
repaint();
}
#Override
public void mouseReleased(MouseEvent e) {
if (newCircle != null) {
oldCircles.add(newCircle);
newCircle = null;
repaint();
}
}
}
public CirclePanel() {
MouseHelper helper = new MouseHelper();
addMouseListener(helper);
addMouseMotionListener(helper);
setPreferredSize(new Dimension(400, 400));
}
#Override
public void paint(Graphics g) {
g.setColor(backgroundColor);
g.fillRect(0, 0, getWidth(), getHeight());
g.setColor(oldCircleColor);
for (Circle c : oldCircles) {
drawCircle(g, c);
}
Circle c = newCircle;
if (c != null) {
g.setColor(newCircleColor);
drawCircle(g, c);
Graphics2D g2 = (Graphics2D) g.create();
g2.setStroke(DASHED);
g2.drawLine(c.x, c.y, mouseX, mouseY);
g2.dispose();
}
}
private void drawCircle(Graphics g, Circle c) {
// note: drawOval takes top-left corner and diameter, NOT center and radius
g.drawOval(c.x - c.radius, c.y - c.radius, c.radius * 2, c.radius * 2);
}
}
And test to see that it works
public static void main(String[] args) {
JFrame frame = new JFrame();
CirclePanel panel = new CirclePanel();
frame.add(panel);
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
Like #SirLenz0rlot mentioned in the comments there is a bug in your moveTo method. The problem is the call circleList.get(circleList.size() - 1).setCords(tempX, tempY, tempR); which is setting the position of the circle to tempX, tempY, but you probably only want to set the radius of the circle, while the coords are not changed.
Changing the moveTo method to the code below should help:
public void moveTo(int x, int y)
{
var circleTemp = circleList.get(circleList.size() - 1);
isDraged = true;
var tempR = (int)Math.sqrt(Math.pow(x - circleTemp.get(0), 2) + Math.pow(y - circleTemp.get(1), 2));
System.out.println(tempR);
var tempX = circleTemp.get(0) - (tempR / 2);
var tempY = circleTemp.get(1) - (tempR / 2);
//EDITED HERE
circleList.get(circleList.size() - 1).setCords(circleTemp.get(0), circleTemp.get(1), tempR);//using getX() and getY() on your circle would be easier to understand here, but this should also work...
lineX = x;
lineY = y;
repaint();
}
For some reason your circleTemp.get(0) and (1) doesn't give you the (x,y) coordinates
circleTemp.get(0)
What you should do is save the circle's (x,y) coordinates, and use them in the moveTo method.
Correct Change
And in the end for the draw line, you should again, use the saved (x,y) coordinates and the new coordinated of the mouse. (not the circleList.size() -1).get(0) - Line 67)
(Ex. I added the drawLineX and drawLineY)
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.
I am working on a 2D platformer in Java for an assignment. The assignment specifies I must use an abstract shape class to draw shapes. The problem I am having is getting my collision detection to work with multiple Rectangle Objects which I am using as platforms - I store these in a list. At the moment my collision detection will move my player regardless of which platform I have collided with, so if I collide with a platform from the right it will move me to the top of that platform because it's still checking another platform below me, and will assume I've hit that, therefore moving me to the top of the platform. I was wondering how I can change this so that my collision detection also detects which platform I have collided with and collide relative to that platform (as opposed to every platform).
Here's what is currently happening:
Expected Output:
My player should stop where it is when colliding with platforms.
My App class:
package A2;
import javax.swing.*;
import java.awt.*;
import java.util.ArrayList;
public class App extends JFrame {
public App() {
final Player player = new Player(200, 100);
final ArrayList<Rectangle> platforms = new ArrayList<>();
platforms.add(new Rectangle(100, 500, 400 ,10));
platforms.add(new Rectangle(500, 100, 10 ,400));
JPanel mainPanel = new JPanel() {
public void paintComponent(Graphics g) {
super.paintComponent(g);
player.draw(g);
for(Rectangle r : platforms){
r.draw(g);
}
}
};
mainPanel.addKeyListener(new InputControl(this, player, platforms));
mainPanel.setFocusable(true);
add(mainPanel);
setLayout(new GridLayout());
setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
setSize(600, 600);
}
public static void main(String[] args) {
App app = new App();
app.setVisible(true);
}
}
abstract class Shape {
public void draw(Graphics g) { }
}
My input handling class:
package A2;
import javax.swing.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.geom.Rectangle2D;
import java.util.ArrayList;
import static java.awt.event.KeyEvent.*;
public class InputControl implements ActionListener, KeyListener {
App app;
Player player;
Timer time = new Timer(5, this);
ArrayList<Rectangle> platforms;
ArrayList<Integer> keyList = new ArrayList<>();
boolean keyReleased = false;
boolean keyPressed = false;
boolean[] keyUp = new boolean[256];
boolean[] keyDown = new boolean[256];
boolean topCollision = false;
boolean rightCollision = false;
boolean leftCollision = false;
boolean botCollision = false;
boolean onGround = false;
private static final double GRAVITY = 2;
private static final int MAX_FALL_SPEED = 5;
double Xoverlap = 0;
double Yoverlap = 0;
boolean collision = false;
public InputControl(App app, Player player, ArrayList<Rectangle> platforms) {
this.app = app;
this.player = player;
this.platforms = platforms;
time.start();
}
public void gravity(){
if(player.yVelocity > MAX_FALL_SPEED){
player.yVelocity = MAX_FALL_SPEED;
}
player.yVelocity += GRAVITY;
}
public void momentum(){}
public void actionPerformed(ActionEvent e) {
Rectangle2D offset = player.getOffsetBounds();
for(int i = 0; i < platforms.size(); i++) {
Rectangle r = platforms.get(i);
//If collision
if (offset.intersects(r.obj.getBounds2D())) {
//Collision on Y axis
if (offset.getX() + offset.getWidth() > r.obj.getX() &&
offset.getX() < r.obj.getX() + r.obj.getWidth() &&
offset.getY() + offset.getHeight() > r.obj.getY() &&
offset.getY() + player.yVelocity < r.obj.getY() + r.obj.getHeight()) {
player.y -= (offset.getY() + offset.getHeight()) - r.obj.getY();
}
//Collision on X axis
if (offset.getX() + offset.getWidth() + player.xVelocity > r.obj.getX() &&
offset.getX() + player.xVelocity < r.obj.getX() + r.obj.getWidth() &&
offset.getY() + offset.getHeight() > r.obj.getY() &&
offset.getY() < r.obj.getY() + r.obj.getHeight()) {
player.x -= (offset.getX() + offset.getHeight()) - r.obj.getX();
}
}
else {
player.x += player.xVelocity;
player.y += player.yVelocity;
}
}
player.x += player.xVelocity;
player.y += player.yVelocity;
app.repaint();
}
public void keyPressed(KeyEvent e) {
if(e.getKeyCode() >= 0 && e.getKeyCode() < 256) {
keyDown[e.getKeyCode()] = true;
keyUp[e.getKeyCode()] = false;
keyPressed = true;
keyReleased = false;
}
if (keyDown[VK_UP]) {
player.yVelocity = -1;
}
if (keyDown[VK_RIGHT]){
player.xVelocity = 1;
}
if (keyDown[VK_LEFT]) {
player.xVelocity = -1;
}
if (keyDown[VK_DOWN]) {
player.yVelocity = 1;
}
}
public void keyReleased(KeyEvent e) {
if(e.getKeyCode() >= 0 && e.getKeyCode() < 256) {
keyDown[e.getKeyCode()] = false;
keyUp[e.getKeyCode()] = true;
keyPressed = false;
keyReleased = true;
}
if(keyUp[VK_RIGHT] || keyUp[VK_LEFT]){
player.xVelocity = 0;
}
if(keyUp[VK_UP]){
player.yVelocity = 0;
}
}
public void keyTyped(KeyEvent e) { }
}
My Player class:
package A2;
import java.awt.*;
import java.awt.geom.Rectangle2D;
public class Player extends Shape {
public double xVelocity;
public double yVelocity;
public double x;
public double y;
public double width = 60;
public double height = 60;
public double weight = 5;
public Rectangle2D obj;
public Player(double x, double y) {
this.x = x;
this.y = y;
obj = new Rectangle2D.Double(x, y, width, height);
}
public Rectangle2D getOffsetBounds(){
return new Rectangle2D.Double( x, y, width, height);
}
public void draw(Graphics g) {
Color c =new Color(1f,0f,0f,0.2f );
obj = new Rectangle2D.Double(x, y, width, height);
g.setColor(Color.BLACK);
Graphics2D g2 = (Graphics2D)g;
g2.fill(obj);
g.drawString("(" + String.valueOf(x) + ", " + String.valueOf(y) + ")", 10, 20);
g.drawString("X Speed: " + String.valueOf(xVelocity) + " Y Speed: " + String.valueOf(yVelocity) + ")", 10, 35);
g.setColor(c);
}
}
My Rectangle class:
package A2;
import java.awt.*;
import java.awt.geom.Rectangle2D;
public class Rectangle extends Shape {
public double width;
public double height;
public double x;
public double y;
boolean hasCollided = false;
public Rectangle2D obj;
public Rectangle(double x, double y, double width, double height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
obj = new Rectangle2D.Double(x, y, width, height);
}
public void draw(Graphics g) {
g.setColor(Color.ORANGE);
Graphics2D g2 = (Graphics2D)g;
g2.fill(obj);
}
}
First, define ColorRectangle class that extends Shape and provide logic for drawing:
// extends java.awt.Shape
abstract class ColorRectangle extends Rectangle {
private static final long serialVersionUID = -3626687047605407698L;
private final Color color;
protected ColorRectangle(int x, int y, int width, int height, Color color) {
super(x, y, width, height);
this.color = color;
}
public void draw(Graphics2D g) {
g.setColor(color);
g.fillRect(x, y, width, height);
}
}
Second, define separate class for represent Player and Platform:
public final class Player extends ColorRectangle {
private static final long serialVersionUID = -3909362955417024742L;
public Player(int width, int height, Color color) {
super(0, 0, width, height, color);
}
}
public final class Platform extends ColorRectangle {
private static final long serialVersionUID = 6602359551348037628L;
public Platform(int x, int y, int width, int height, Color color) {
super(x, y, width, height, color);
}
public boolean intersects(Player player, int offsX, int offsY) {
return intersects(player.x + offsX, player.y + offsY, player.width, player.height);
}
}
Third, define class that contains logic of demo application. Actually, you could split logic for demo and logic for board (including actiona and key listeners), but these classes are very simple, so in given case, no need to split it.
public class CollisionDetectionDemo extends JFrame {
public CollisionDetectionDemo() {
setLayout(new GridLayout());
add(new MainPanel());
setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
setSize(600, 600);
}
private static class MainPanel extends JPanel implements ActionListener, KeyListener {
private static final long serialVersionUID = 8771401446680969350L;
private static final int OFFS = 5;
private final Player player = new Player(60, 60, Color.BLACK);
private final List<Platform> platforms = Arrays.asList(
new Platform(100, 500, 400, 10, Color.ORANGE),
new Platform(500, 100, 10, 410, Color.RED),
new Platform(150, 300, 100, 10, Color.BLUE),
new Platform(150, 100, 100, 10, Color.GREEN));
private MainPanel() {
player.x = 200;
player.y = 200;
new Timer(5, this).start();
setFocusable(true);
addKeyListener(this);
}
private void drawPlayerPosition(Graphics g) {
g.setColor(Color.BLACK);
g.drawString(String.format("(%d, %d)", player.x, player.y), 10, 20);
}
private void movePlayer(int offsX, int offsY) {
if (!intersects(player, offsX, offsY)) {
player.x += offsX;
player.y += offsY;
}
}
private boolean intersects(Player player, int offsX, int offsY) {
for (Platform platform : platforms)
if (platform.intersects(player, offsX, offsY))
return true;
return false;
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Color color = g.getColor();
drawPlayerPosition(g);
player.draw((Graphics2D)g);
platforms.forEach(platform -> platform.draw((Graphics2D)g));
g.setColor(color);
}
#Override
public void actionPerformed(ActionEvent event) {
repaint();
}
#Override
public void keyTyped(KeyEvent event) {
}
#Override
public void keyPressed(KeyEvent event) {
if (event.getKeyCode() == VK_UP)
movePlayer(0, -OFFS);
else if (event.getKeyCode() == VK_DOWN)
movePlayer(0, OFFS);
else if (event.getKeyCode() == VK_LEFT)
movePlayer(-OFFS, 0);
else if (event.getKeyCode() == VK_RIGHT)
movePlayer(OFFS, 0);
}
#Override
public void keyReleased(KeyEvent event) {
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> new CollisionDetectionDemo().setVisible(true));
}
}
I want to create a method that creates 5 balls on a panel. Can somebody please help me get around this using the paint component method or creating my own draw method. As you can see bellow, i have a paint component method with a for loop that will loop 5 and create a ball in a random location, but unfortunately only one ball is being created.
import java.awt.*;
import java.util.Random;
import javax.swing.*;
public class AllBalls extends JPanel {
int Number_Ball=5;
int x,y;
Graphics g;
AllBalls(){
Random r = new Random();
x=r.nextInt(320);
y=r.nextInt(550);
}
public static JFrame frame;
public static void main(String[] args) {
AllBalls a= new AllBalls();
frame= new JFrame("Bouncing Balls");
frame.setSize(400,600);
frame.setDefaultCloseOperation(frame.EXIT_ON_CLOSE);
frame.setVisible(true);
frame.add(a);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for(int i=0;i<Number_Ball;i++){
g.fillOval(x, y, 30, 30);
}
repaint();
}
}
In my paintComponent method, i created a for loop in which i wanted 5 ball to be created, but only one is being created on the screen.
Recommendations as per my comments:
Get rid of the Graphics g variable as that will only hurt you.
Consider creating a non-GUI Ball class, one that does not extend any Swing component and has its own paint(Graphics) method.
If you need 5 balls, create an array of Ball objects in your AllBalls class.
In paintComponent, iterate through the Balls painting each one by calling its paint or draw method (whatever you name the method).
If you need to move the balls, do so in a Swing Timer that moves the balls and then calls repaint(). Whatever you do, do not call repaint() within the paintComponent method as this results in a bastardization of the method, and results in a completely uncontrolled animation. This method should be for painting and painting only and not for animation or code logic. Use the Swing Timer instead.
Also don't randomize your ball locations within paintComponent, another recommendation made in a now-deleted answer. Again, paintComponent should be for painting and painting only and not for program logic or to change the state of your class. The randomization should be within your Swing Timer or game loop.
For example:
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.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.swing.*;
#SuppressWarnings({"serial", "unused"})
public class BallImages extends JPanel {
private static final int PREF_W = 800;
private static final int PREF_H = PREF_W;
private static final int BALL_COUNT = 15;
private static final Color[] COLORS = { Color.RED, Color.BLACK, Color.BLUE,
Color.CYAN, Color.GREEN, Color.ORANGE, Color.PINK, Color.WHITE,
Color.MAGENTA, Color.YELLOW };
private static final int MIN_SPEED = 2;
private static final int MAX_SPEED = 10;
private static final int MIN_WIDTH = 10;
private static final int MAX_WIDTH = 30;
private static final int TIMER_DELAY = 15;
private List<Ball> balls = new ArrayList<>();
private Random random = new Random();
public BallImages() {
for (int i = 0; i < BALL_COUNT; i++) {
int ballWidth = MIN_WIDTH + random.nextInt(MAX_WIDTH - MIN_WIDTH);
Color ballColor = COLORS[random.nextInt(COLORS.length)];
int ballX = ballWidth / 2 + random.nextInt(PREF_W - ballWidth / 2);
int ballY = ballWidth / 2 + random.nextInt(PREF_H - ballWidth / 2);
double direction = 2 * Math.PI * Math.random();
double speed = MIN_SPEED + random.nextInt(MAX_SPEED - MIN_SPEED);
Ball ball = new Ball(ballWidth, ballColor, ballX, ballY, direction,
speed);
balls.add(ball);
}
new Timer(TIMER_DELAY, new TimerListener()).start();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
for (Ball ball : balls) {
ball.draw(g2);
}
}
#Override
// set the component's size in a safe way
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
private class TimerListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
if (!BallImages.this.isDisplayable()) {
((Timer) e.getSource()).stop();
}
for (Ball ball : balls) {
ball.move(PREF_W, PREF_H);
}
repaint();
}
}
private class Ball {
private int width;
private Color color;
private double x;
private double y;
private double direction;
private double speed;
private double deltaX;
private double deltaY;
public Ball(int width, Color color, int x, int y, double direction,
double speed) {
this.width = width;
this.color = color;
this.x = x;
this.y = y;
this.direction = direction;
this.speed = speed;
deltaX = speed * Math.cos(direction);
deltaY = speed * Math.sin(direction);
}
public int getWidth() {
return width;
}
public Color getColor() {
return color;
}
public double getX() {
return x;
}
public double getY() {
return y;
}
public double getDirection() {
return direction;
}
public double getSpeed() {
return speed;
}
public void draw(Graphics2D g2) {
g2.setColor(color);
int x2 = (int) (x - width / 2);
int y2 = (int) (y - width / 2);
g2.fillOval(x2, y2, width, width);
}
public void move(int containerWidth, int containerHeight) {
double newX = x + deltaX;
double newY = y + deltaY;
if (newX - width / 2 < 0) {
deltaX = Math.abs(deltaX);
newX = x + deltaX;
}
if (newY - width / 2 < 0) {
deltaY = Math.abs(deltaY);
newY = y + deltaY;
}
if (newX + width / 2 > containerWidth) {
deltaX = -Math.abs(deltaX);
newX = x + deltaX;
}
if (newY + width / 2 > containerHeight) {
deltaY = -Math.abs(deltaY);
newY = y + deltaY;
}
x = newX;
y = newY;
}
}
private static void createAndShowGui() {
BallImages mainPanel = new BallImages();
JFrame frame = new JFrame("BallImages");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.setResizable(false);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
i have looked all over the internet and in my school books but I can't seem to slove my problem.
In my program "bouncing ball" (got the code from our teacher) i need to change the size of the ball from small to bigger and reverse. I understand that i need a boolean to do that and maybe alsow an if statment. This is what I have in the Ball class rigth now regarding the size change:
private boolean changeSize = true;
int maxSize = 10;
int minSize = 1;
public void changeSize(boolean size ){
if(size == maxSize ){
return minSize;
}
else return maxSize;
}
public void changeBallSize(int d, int f){
diameter = d*f;
This is the whole code for the class Ball:
class Ball {
static int defaultDiameter = 10;
static Color defaultColor = Color.yellow;
static Rectangle defaultBox = new Rectangle(0,0,100,100);
// Position
private int x, y;
// Speen and angel
private int dx, dy;
// Size
private int diameter;
// Color
private Color color;
// Bouncing area
private Rectangle box;
// New Ball
public Ball( int x0, int y0, int dx0, int dy0 ) {
x = x0;
y = y0;
dx = dx0;
dy = dy0;
color = defaultColor;
diameter = defaultDiameter;
}
// New color
public void setColor( Color c ) {
color = c;
}
public void setBoundingBox( Rectangle r ) {
box = r;
}
// ball
public void paint( Graphics g ) {
// Byt till bollens färg
g.setColor( color );
g.fillOval( x, y, diameter, diameter );
}
void constrain() {
// Ge absoluta koordinater för det rektangulära området
int x0 = box.x;
int y0 = box.y;
int x1 = x0 + box.width - diameter;
int y1 = y0 + box.height - diameter;
// Setting speed and angels
if (x < x0)
dx = Math.abs(dx);
if (x > x1)
dx = -Math.abs(dx);
if (y < y0)
dy = Math.abs(dy);
if (y > y1)
dy = -Math.abs(dy);
}
// movingt the ball
x = x + dx;
y = y + dy;
constrain();
}
}
I am a total rookie of java! Thanks for the help!
Add the following into your Ball class:
private int changeFlag=-1;
In your constrain() function, just before the last line, after moving the ball:
if(diameter==maxSize) {
changeFlag=-1;
}
else if (diameter==minSize) {
changeFlag=1;
}
diameter=diameter+changeFlag;
Add this code to your Ball Class
private minSize = 1;
private maxSize = 10;
public void setDiameter(int newDiameter) {
this.diameter = newDiameter;
}
public int getMinSize() {
return minSize;
}
public int getMinSize() {
return maxSize;
}
Use this when you use the ball
Ball ball = new Ball(1,1,1,1);
int newDiameter = 10;
if(newDiameter == ball.getMinSize()) {
ball.setDiameter(ball.getMaxSize());
}
id(newDiameter == ball.getMaxSize()) {
ball.setDiameter (ball.getMinSize());
}
I've edited it, is this what you mean?
Main Class:
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JFrame;
public class Main extends JFrame {
public static void main(String[] args) {
new Main();
}
public Main() {
// configure JFrame
setSize(640, 360);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// create ball
Ball ball = new Ball(this.getWidth()/2, this.getHeight()/2, 50, 100);
add(ball);
Thread t = new Thread(ball);
t.start();
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2 = (Graphics2D) g;
}
}
Ball Class:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import javax.swing.JComponent;
public class Ball extends JComponent implements Runnable {
private int x, y, minDiameter, maxDiameter, currentDiameter, growRate = -1;
private Color color = Color.BLUE;
public Ball(int x, int y, int minDiameter, int maxDiameter) {
this.x = x;
this.y = y;
this.minDiameter = minDiameter;
this.maxDiameter = maxDiameter;
this.currentDiameter = minDiameter;
setVisible(true);
}
#Override
public void run() {
while (true) {
// coerce max and min size
if (this.currentDiameter + growRate > maxDiameter) {
this.currentDiameter = maxDiameter;
this.growRate = -1;
}
if (this.currentDiameter + growRate < minDiameter) {
this.currentDiameter = minDiameter;
this.growRate = 1;
}
this.currentDiameter += this.growRate;
repaint();
try {
Thread.sleep(10);
}
catch(Exception e) {
System.out.println(e.toString());
}
}
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHints(new RenderingHints(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON));
g2.setColor(this.color);
g2.fillOval(this.x, this.y, this.currentDiameter, this.currentDiameter);
}
}