When program runs, paintComponent is called inconsistently - java

I am trying to understand why paintComponent is being called inconsistently when the program is ran. In looking over previous posts, I have read all of Painting in AWT and Swing (http://www.oracle.com/technetwork/java/painting-140037.html ) as well as dozens of posts dealing with paintComponent. This program is a simple one to use the MouseListener methods. When I only run this program and do not do anything else (move mouse etc), paintComponent is sometimes called 3, 4 or 5 times. Usually, it runs 3 or 4 times. The inconsistency is crazy to me. It shows how little I know. Does someone know why?
Here is the code:
import java.awt.*; import java.awt.event.*; import javax.swing.*;
public class EnterExit extends JFrame {
public EnterExit(){
super("Enter exit Frame");
setSize( 300, 400);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setLocation(00,0);
EEPanel eep = new EEPanel();
getContentPane().add( eep );
setVisible(true);
}
public static void main (String [] args){
EnterExit ee = new EnterExit();
}
}
public class EEPanel extends JPanel implements MouseListener {
private boolean entered;
private int x, y; // counter used to test why flickering when prog 1st runs;
private int count; // troubleshooting how many times paintComponent is called.
public EEPanel(){
entered = false;
count = x = y = 0;
addMouseListener(this);
}
public void paintComponent(Graphics g){
super.paintComponent(g);
g.setFont(new Font("Serif", Font.BOLD, 50) );
g.setColor(Color.BLACK);
count++; // troubleshooting
if(entered){
setBackground(Color.RED);
g.drawString("entered", 50, 150);
System.out.println("INSIDE if count = "+count);//troubleshooting
}else{
setBackground(Color.GREEN);
g.drawString("exited", 50, 150);
System.out.println("INSIDE else count = " + count );
}
}
public void mouseEntered(MouseEvent e){
entered = true;
repaint(); // all mouse methods seem to work correctly.
System.out.println("mouseEntered"); // all sop lines used for testing
}
public void mouseExited(MouseEvent e){
entered = false;
repaint();
System.out.println("mouseExited");
}
public void mousePressed(MouseEvent evt) {
x = evt.getX();
y = evt.getY();
repaint();
System.out.println("mousePressed: x = " + x +"\t y = " + y);
}
public void mouseClicked(MouseEvent e) {System.out.println("mouseClicked");}
public void mouseReleased(MouseEvent e) {System.out.println("mouseReleased");}
}

Related

Paint method not painting Java

My paint method doesnt seem to paint my 20x20 cells. I have a boolean array for the cells to control their state and that if true, call the cells paint method, a cell is painted however I have two problems;
Only one is painted at a time which is odd because i should have a 40x40 array of booleans meaning i have 40x40 cells
They dont actually paint exactly where I click. I do not know how this is the case as when I get the co-ordinates of my click I immediately place those co-ordinates as my x, and y values in my paint method.
Main
import javax.swing.*;
import java.awt.*;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.image.BufferStrategy;
public class mainApplication extends JFrame implements Runnable, MouseListener {
private static final Dimension windowsize = new Dimension(80, 600);
private BufferStrategy strategy;
private Graphics offscreenGraphics;
private static boolean isGraphicsInitialised = false;
private static int rows = 40;
private static int columns = 40;
private static int height = windowsize.height;
private static int width = windowsize.width;
private static Cells cells = new Cells();
private int xArrayElement,yArrayElement, xPosition, yPosition;
private static boolean gameState[][] = new boolean[rows][columns];
public mainApplication() {
System.out.println(System.getProperty("user.dir"));
setDefaultCloseOperation(EXIT_ON_CLOSE);
Dimension screensize = java.awt.Toolkit.getDefaultToolkit().getScreenSize();
int x = screensize.width / 2 - windowsize.width / 2;
int y = screensize.height / 2 - windowsize.height / 2;
setBounds(x, y, screensize.width, screensize.height);
setVisible(true);
createBufferStrategy(2);
strategy = getBufferStrategy();
offscreenGraphics = strategy.getDrawGraphics();
isGraphicsInitialised = true;
// MouseEvent mouseEvent = new MouseEvent();
addMouseListener(this);
// addMouseMotionListener(MouseEvent);
Thread t = new Thread(this);
t.start();
}
public void mousePressed(MouseEvent e) { }
public void mouseReleased(MouseEvent e) { }
public void mouseEntered(MouseEvent e) { }
public void mouseExited(MouseEvent e) { }
public void mouseClicked(MouseEvent e) {
if(e.getClickCount() == 1){
xPosition = e.getX();
yPosition = e.getY();
cells.setPosition(xPosition,yPosition);
xArrayElement = (xPosition/20);
yArrayElement = (yPosition/20);
if(gameState[xArrayElement][yArrayElement]){
gameState[xArrayElement][yArrayElement] = false;
}
else if (!gameState[xArrayElement][yArrayElement]) {
gameState[xArrayElement][yArrayElement] = true;
}
else(gameState[xArrayElement][yArrayElement]) = true;
}
}
#Override
public void run() {
while (true) {
try { //threads entry point
Thread.sleep(20); //forces us to catch exception
}
catch (InterruptedException e) {
}
this.repaint();
}
}
public void paint(Graphics g) {
if (isGraphicsInitialised) {
g = strategy.getDrawGraphics();
g.setColor(Color.BLACK);
g.fillRect(0, 0, 800, 800);
if (gameState[xArrayElement][yArrayElement]) {
g.setColor(Color.WHITE);
cells.paint(g);
System.out.println(xPosition);
}
else if (!gameState[xArrayElement][yArrayElement]) {
g.setColor(Color.BLACK);
g.fillRect(xPosition, yPosition, 20, 20);
}
strategy.show();
}
}
public static void main(String[]args){
mainApplication test = new mainApplication();
}
}
Cell Class
import java.awt.*;
public class Cells {
int x;
int y;
public Cells(){
}
public void setPosition(int xi, int xj){
x = xi;
y = xi;
}
public boolean cellState(boolean visible){
return visible;
}
public void paint(Graphics g){
g.drawRect(x, y, 20,20);
}
}
You are doing a number of things wrong. My first suggestion would be to forget about offscreen graphics and ensure you are doing what you want. You can always create an image latter. Here are some basic guidelines:
Don't extend JFrame. Use an instance.
Extend JPanel or create a class that extends JPanel and add to frame instance
Then override paintComponent(g) and use that graphics context to draw.
Here is an earlier answer that may help Can't add Graphics into JPanel in Java
More information may be found in the Java Tutorials on painting.
Updated. It took me a few minutes to find this.
public void setPosition(int xi, int xj){
x = xi;
y = xi; // <--- should be xj
}
Regarding (1) above. You must repaint every cell each time you enter paintComponent. This means you will need to iterate across the list and paint them in the correct spot. Right now you are only painting one upon each entry.
A couple more suggestions. Instead of messing with the thread and calling repaint every 20ms in a loop, why not just invoke repaint in the mouseClicked() method.
If you do eventually need to paint every 20ms. I suggest using a swing Timer as follows: (check JavaDoc to ensure I got the syntax correct!!)
Timer timer = new Timer(0, (ev)-> frame.repaint());
timer.setDelay(20);
timer.start();
And you can create your own mouseListener class and extending MouseAdapter. The purpose of these adapter classes is to keep the clutter down so you don't have to have empty methods to satisfy the interface requirements. Put the class inside your main class so it has access to the appropriate data structures. Then just add an instance of it to the mouse listener of the target Component.

Java - simple drawing application

I need to make a simple drawing application which is able to draw a line, a rectangle and a circle between 2 user-given points.
The exact application behavior should look like this:
User clicks on a button to enable certain shape drawing i.e. "Line",
Moves his mouse to a JPanel which makes the cursor change to a
crosshair
User clicks two times which draws two points (small circles) and the
selected shape is drawn between the two points
So far this is what I've came up with:
import java.awt.*;
import java.awt.event.*;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JButton;
import javax.swing.border.LineBorder;
import javax.swing.AbstractAction;
import javax.swing.Action;
public class MainFrame
{
private boolean readyToDraw = false;
private int clickCount = 0;
private JFrame frame;
private JPanel drawPanel;
/**
* Launch the application.
*/
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
try {
MainFrame window = new MainFrame();
window.frame.setVisible(true);
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
/**
* Create the application.
*/
public MainFrame() {
initialize();
}
/**
* Initialize the contents of the frame.
*/
private void initialize() {
frame = new JFrame();
frame.setBounds(100, 100, 800, 600);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().setLayout(null);
JPanel buttonPanel = new JPanel();
buttonPanel.setBackground(Color.WHITE);
buttonPanel.setBorder(new LineBorder(new Color(0, 0, 0), 2, true));
buttonPanel.setBounds(10, 11, 100, 85);
frame.getContentPane().add(buttonPanel);
buttonPanel.setLayout(null);
JButton btnLine = new JButton("Line");
btnLine.setBackground(Color.LIGHT_GRAY);
btnLine.setBounds(4, 4, 92, 25);
btnLine.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
// Execute when button is pressed
if (readyToDraw == true) {
System.out.println("Let's draw!");
}
else {
}
System.out.println("Line");
}
});
JButton btnRectangle = new JButton("Rectangle");
btnRectangle.setBackground(Color.LIGHT_GRAY);
btnRectangle.setBounds(4, 30, 92, 25);
btnRectangle.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
// Execute when button is pressed
if (readyToDraw == true) {
System.out.println("Let's draw!");
}
else {
}
System.out.println("Rectangle");
}
});
JButton btnCircle = new JButton("Circle");
btnCircle.setBackground(Color.LIGHT_GRAY);
btnCircle.setBounds(4, 56, 92, 25);
btnCircle.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
// Execute when button is pressed
if (readyToDraw == true) {
System.out.println("Let's draw!");
}
else {
}
System.out.println("Circle");
}
});
buttonPanel.add(btnLine);
buttonPanel.add(btnRectangle);
buttonPanel.add(btnCircle);
}
#SuppressWarnings("serial")
private class Paint extends JPanel implements MouseListener{
drawPanel = new JPanel();
drawPanel.setBackground(Color.WHITE);
drawPanel.setBounds(120, 11, 664, 550);
frame.getContentPane().add(drawPanel);
this.addMouseListener(new MouseListener());
#Override
public void mouseEntered(MouseEvent arg0) {
Cursor dotCursor = new Cursor(Cursor.CROSSHAIR_CURSOR);
drawPanel.setCursor(dotCursor);
}
#Override
public void mouseExited(MouseEvent arg0) {
// TODO Auto-generated method stub
}
public void mouseClicked(MouseEvent e) {
int x1 = 0;
int y1 = 0;
int x2 = 0;
int y2 = 0;
if (clickCount == 0) {
x1 = e.getX();
y1 = e.getY();
clickCount++;
} else if (clickCount == 1) {
x2 = e.getX();
y2 = e.getY();
clickCount++;
readyToDraw = true;
} else {
clickCount = 0;
readyToDraw = false;
}
System.out.println(x1 + " " + y1 + " " + clickCount + " " + x2 + " "
+ y2 + readyToDraw);
}
public void mousePressed(MouseEvent arg0) {
// TODO Auto-generated method stub
}
public void mouseReleased(MouseEvent arg0) {
// TODO Auto-generated method stub
}
}
}
This contains some errors which I am unable to resolve. What I need is an explanation of how to make my application to be able to at least draw a line.
In your Paint class, you seem to trying to execute functionality outside of the context of a method or constructor...
private class Paint extends JPanel implements MouseListener {
// Undefined variable...
drawPanel = new JPanel();
// Executing functionality outside of a method or constructor
drawPanel.setBackground (Color.WHITE);
drawPanel.setBounds (
120, 11, 664, 550);
frame.getContentPane ()
.add(drawPanel);
this.addMouseListener(
new MouseListener());
So, you could do something like...
private class Paint extends JPanel implements MouseListener {
private JPanel drawPanel = new JPanel();
public Paint() {
drawPanel.setBackground(Color.WHITE);
drawPanel.setBounds(
120, 11, 664, 550);
frame.getContentPane()
.add(drawPanel);
this.addMouseListener(
new MouseListener());
}
But that will end up with an error on the this.addMouseListener call, because MouseListener is an interface and needs to be implemented before it can be used, but guess what, you can just do this.addMouseListener(this);
That takes care of compiler errors, but there are a bunch of logic errors...
You seem to create an instance of a JPanel, within a JPanel class (drawPanel in JPanel) and then add this child panel (drawPanel) to the frame directly!? That seems like a complete waste of time and, generally speaking, is simply bad design...
However, you then add a MouseListener to the Paint panel and then try and use it to update the drawPanel....????
Simply speaking, you don't need drawPanel, just get rid of it and use the Paint panel directly (but don't add it to the frame from within the constructor of Paint, Paint shouldn't care)
Avoid using null layouts, pixel perfect layouts are an illusion within modern ui design. There are too many factors which affect the individual size of components, none of which you can control. Swing was designed to work with layout managers at the core, discarding these will lead to no end of issues and problems that you will spend more and more time trying to rectify

Swing requires createBufferStrategy(2) to properly paint

I have some grids that is painted to screen one by one. I use arrow keys to move grids around as a group. Swing is said to be doubleBuffered by default so I believe frame.createBufferStrategy(2) is a bad practice but the problem is when I don't use manual double buffering, the grids are misaligned and some holes are appearing between them. Using manual double buffering fixes it.
I'm also experiencing some graphical problems(such as a dialog's buttons not displaying properly) in the actual program(not in SSCCE) so I thought it might be caused by the incorrect implementation of the double buffering.
Here is the SSCCE of the program, that causes grids to misalign when not manually double buffered:
package SSCCE;
import java.awt.Color;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.LayoutManager;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferStrategy;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Main {
boolean manuallyDoubleBuffered = false; //change this
static Main main;
public final JFrame frame = new JFrame();
public final Keys keys = new Keys();
private JPanel panel;
private BufferStrategy bufferStrategy;
public static void main(String[] args) {
main = new Main();
main.initiate();
// --START LOOP--
Thread loop = new Thread(main.new Looper());
loop.start();
}
public void initiate() {
frameInit();
keys.start();
}
private void frameInit() {
frame.setSize(1200, 750);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
setUpGUI();
if (manuallyDoubleBuffered)
frame.createBufferStrategy(2); // manual double buffering
bufferStrategy = frame.getBufferStrategy();
}
private void setUpGUI() {
panel = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
Main.main.rendering(g2d);
super.paintComponent(g);
}
};
LayoutManager layout = new FlowLayout();
frame.getContentPane().setBackground(Color.black);
panel.setLayout(layout);
panel.setOpaque(false);//
JButton but1 = new JButton("but1");
panel.add(but1);
frame.add(panel);
}
class Looper implements Runnable {
#Override
public void run() {
Main.main.gameLoop();
}
}
private void gameLoop() {
// variables are declared at start
while (true) {
if (manuallyDoubleBuffered)
paint(); // MANUAL double buffering
else
frame.repaint();// no manual double buffering
update();
try {
Thread.sleep(1000 / 60);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}// loop end
private void update() {
move();
}
private void rendering(Graphics2D g2d) {
// // testing
paintGrids(g2d);
}
private void move() {
x += sx;
y += sy;
}
int sx = 0; //speedX
int sy = 0; //speedY
//top left corner of the grid
int x = 0;
int y = 0;
private void paintGrids(Graphics2D g) {
for (int i = 0; i < 100; i++) {
for (int t = 0; t < 100; t++) {
g.setColor(Color.GRAY);
g.fillRect(i * 50 + x, t * 50 + y, 50, 50);
g.setColor(Color.BLACK);
g.drawString(i + "," + t, i * 50 + x, t * 50 + y + 10);
}
}
}
public void paint() {
// uses double buffering system.
do {
do {
Graphics2D g2d = (Graphics2D) bufferStrategy.getDrawGraphics();
g2d.fillRect(0, 0, frame.getWidth(), frame.getHeight());
try {
frame.paint(g2d);
} catch (NullPointerException e) {
e.printStackTrace();
}
g2d.dispose();
} while (bufferStrategy.contentsRestored());
bufferStrategy.show();
} while (bufferStrategy.contentsLost());
}
}
class Keys implements KeyListener {// Trimmed down to shorten SSCCE
private final int leftKey = 37; // left b.
private final int rightKey = 39; // Right b.
private final int upKey = 38;// up k.
private final int downKey = 40;// down k.
public void start() {
Main.main.frame.addKeyListener(this);
Main.main.frame.setFocusable(true);
}
private void left() {
Main.main.sx -= 10;
}
private void right() {
Main.main.sx += 10;
}
private void up() {
Main.main.sy -= 10;
}
private void down() {
Main.main.sy += 10;
}
#Override
public void keyPressed(KeyEvent e) {
// TODO Auto-generated method stub
System.out.println(e.getKeyCode());
switch (e.getKeyCode()) {
case leftKey:
left();
break;
case rightKey:
right();
break;
case downKey:
down();
break;
case upKey:
up();
break;
}
}
#Override
public void keyReleased(KeyEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void keyTyped(KeyEvent arg0) {
// TODO Auto-generated method stub
}
}// END OF THE KEYS CLASS
Oracle tutorials of swing does not explain the usage with a game loop. What is the best way to do it? Am I doing anything wrong?
In case the visual error is not reproduced on other computers, I'm uploading a screenshot:
Black lines are caused by the misalinging of the rectangles. They don't exist when manual double buffering is set to true.
Thanks in advance.
Edit: I've forgot to mention that the black lines occur when grids are moving.
I' have also found out, manual double buffering drastically reduces performance.
Edit 2 : I've fixed the problem and posted it as an answer but feel free to comment on my code. Main class(except the gameLoop) is similar to the actual main class I use in my program.
I couldn't see any change in the background. Here's the code change I made.
public static void main(String[] args) {
main = new Main();
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
main.initiate();
}
});
// --START LOOP--
Thread loop = new Thread(main.new Looper());
loop.start();
}
You must always start a Swing application with a call to SwingUtilities.invokeLater.
I've found the problem and writing here in case something like that ever happens to anyone else.
The problem was caused due to program being multi-threaded. Top left coordinates of the grids(x and y) were updated by the other thread in the middle of the paintGrids() method. Manual double buffering was slowing the program down (by hundreds of times) and that was allowing the paintGrids method to finish painting before x and y was updated by the keys.
To fix it I've added the following to the start of the paintGrids method:
int x = this.x;
int y = this.y;

How do I double buffer a Java animation with many threads painting simultaneously?

I was working on a simple "Bouncing Ball"-Animation in Java. The idea is that it initally spawns a single ball moving in a straight line until hitting the panel border, which causes it to bounce off as you would expect. You can then spawn additional balls at position x,y with mouseclicks. So far so good.
My problem is that each ball starts its own thread, and each thread individually draws into the panel at their own intervals, causing the panel to flicker like crazy. I know that such problems can be solved by implementing double buffering, which I've read about, but never quite used myself.
I was wondering about how one would go about using double buffering here and if having many threads painting at the same time can be an issue (or conversely, even the norm)?
Thanks a lot in advance!
Here's the code:
import java.awt.*;
import java.awt.event.*;
import java.util.*;
import javax.swing.*;
class MyCanvas extends JPanel
{
MyCanvas()
{
setBackground(Color.white);
setForeground(Color.black);
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
}
public Dimension getMinimumSize()
{
return new Dimension(300,300);
}
public Dimension getPreferredSize()
{
return getMinimumSize();
}
}
public class BouncingBalls extends JFrame // main class
{
MyCanvas m_gamefield;
public BouncingBalls()
{
setLayout(new BorderLayout());
m_gamefield = new MyCanvas();
add("Center",m_gamefield);
m_gamefield.addMouseListener(new MeinMausAdapter());
setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
}
public void letsgo()
{
Ball first = new Ball(m_gamefield,200,50);
first.start();
}
class MeinMausAdapter extends MouseAdapter
{
public void mousePressed(MouseEvent e)
{
Ball next = new Ball(m_gamefield,e.getX(),e.getY());
next.start();
}
}
public static void main(String[] args)
{
BouncingBalls test = new BouncingBalls();
test.setVisible(true);
test.pack();
test.letsgo();
}
}
class Ball extends Thread
{
JPanel m_display;
int m_xPos,m_yPos;
int m_dx = 2; // Steps into direction x or y
int m_dy = 2;
Ball(JPanel c,int x,int y)
{
m_display = c;
m_xPos = x;
m_yPos = y;
}
public void run()
{
paintBall(); // Paint at starting position
while(isInterrupted() == false)
{
moveBall();
try
{
sleep(20);
}
catch(InterruptedException e)
{
return;
}
}
}
void paintBall()
{
Graphics g = m_display.getGraphics();
g.fillOval(m_xPos, m_yPos, 20, 20);
g.dispose();
}
void moveBall()
{
int xNew, yNew;
Dimension m;
Graphics g;
g = m_display.getGraphics();
m = m_display.getSize();
xNew = m_xPos + m_dx;
yNew = m_yPos + m_dy;
// Collision detection with borders, "bouncing off":
if(xNew < 0)
{
xNew = 0;
m_dx = -m_dx;
}
if(xNew + 20 >= m.width)
{
xNew = m.width - 20;
m_dx = -m_dx;
}
if(yNew < 0)
{
yNew = 0;
m_dy = -m_dy;
}
if(yNew + 20 >= m.height)
{
yNew = m.height - 20;
m_dy = -m_dy;
}
g.setColor(m_display.getBackground()); // Erases last position by
g.fillRect(m_xPos-2, m_yPos-2, m_xPos+22, m_yPos+22); // painting over it in white
m_xPos = xNew;
m_yPos = yNew;
paintBall(); // paint new position of Ball
g.dispose();
}
}
Don't worry about double buffering when painting with Swing JComponents. They're double buffered by default.
You should, instead of creating each Ball on a different Thread, implement a Swing Timer for the animation. See more at How to Use Swing timers. You can see a good example here where Ball objects are added to a List of Balls and presents at different intervals.
Other Notes
Never use getGraphics of your components. All painting should be done within the Graphics context passed to the paintComponent method. I see you have the method in place. Use it. You can have a draw method in your Ball class that take a Graphics argument, and call that method from within the paintComponent method, passing to it the Graphics context. Example can also be seen in the link above.
You can see more examples here and here and here and here and here and here.
Thanks to peeskillet's excellent references, I've changed the code around a bit by using Swing timers. It's a lot shorter now and forfeits the use of multithreading completely. Also, due to calculating all of the ball positions before actually drawing them (in a single sweeping repaint() as opposed to many smaller ones), the flickering has stopped.
I'm still a bit curious why it is considered bad form to use getGraphics(), though. Does it always lead to flickering (which I had imagined could be removed with an additional layer of of double buffering)? And doesn't paintComponent() become rather bloated in more complex animations if it directs every single act of painting? I'm still fairly new to this, if anybody is wondering.
Here's the new code for those interested:
import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
public class BouncingBalls extends JFrame // main class
{
MyCanvas m_gamefield;
public ArrayList<Ball> balls;
public Timer timer = null;
public BouncingBalls()
{
setLayout(new BorderLayout());
m_gamefield = new MyCanvas();
add("Center",m_gamefield);
balls = new ArrayList<Ball>();
timer = new Timer(30, new ActionListener()
{
public void actionPerformed(ActionEvent e)
{
for (Ball b : balls)
{
b.move();
}
repaint();
}
});
m_gamefield.addMouseListener(new MeinMausAdapter());
setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
}
class MeinMausAdapter extends MouseAdapter
{
public void mousePressed(MouseEvent e)
{
balls.add(new Ball(m_gamefield,e.getX(),e.getY()));
}
}
class MyCanvas extends JPanel
{
MyCanvas()
{
setBackground(Color.white);
setForeground(Color.black);
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
for (Ball b : balls)
{
b.draw(g);
}
}
public Dimension getMinimumSize()
{
return new Dimension(300,300);
}
public Dimension getPreferredSize()
{
return getMinimumSize();
}
}
public void letsgo()
{
balls.add(new Ball(m_gamefield,200,50));
timer.start();
}
public static void main(String[] args)
{
BouncingBalls test = new BouncingBalls();
test.setVisible(true);
test.pack();
test.letsgo();
}
}
class Ball
{
JPanel m_display;
int m_xPos,m_yPos;
int m_dx = 2; // Steps into direction x or y
int m_dy = 2;
Ball(JPanel c,int x,int y)
{
m_display = c;
m_xPos = x;
m_yPos = y;
}
void draw(Graphics g)
{
g.fillOval(m_xPos, m_yPos, 20, 20);
}
void move()
{
int xNeu, yNeu;
Dimension m;
m = m_display.getSize();
xNeu = m_xPos + m_dx;
yNeu = m_yPos + m_dy;
// Collision detection with borders, "bouncing off":
if(xNeu < 0)
{
xNeu = 0;
m_dx = -m_dx;
}
if(xNeu + 20 >= m.width)
{
xNeu = m.width - 20;
m_dx = -m_dx;
}
if(yNeu < 0)
{
yNeu = 0;
m_dy = -m_dy;
}
if(yNeu + 20 >= m.height)
{
yNeu = m.height - 20;
m_dy = -m_dy;
}
m_xPos = xNeu;
m_yPos = yNeu;
}
}

Issues with adding images to JFrames

I have been trying to load imageicons into a jframe. I have no idea why this code doesn't work. I have tried using jpanels and jlabels, and also other ways of loading images, but those don't work either. I think because of this it has something to do with my JFrame that I set up . I would like to stay away from jpanels and jlabels, because at least as far as my knowledge goes, they cannot be scaled. If anyone has a solution to adding the images, please tell me. here is the code:
import java.awt.Canvas;
import javax.swing.JFrame;
import java.awt.*;
import javax.swing.ImageIcon;
import java.awt.event.KeyEvent;
import java.awt.Graphics;
public class Base extends Canvas implements Runnable {
private static final long serialVersionUID = 001;
private Image rock1;
private Image rock2;
private Image wood1;
private Thread thread;
private boolean running = (false);
private boolean paused = (false);
int x = 0;
int y = 0;
int z = 512;
private void start() {
if (running)
return;
running = true;
thread = new Thread(this);
}
public void run(){}
public Base(){}
public static void main(String[] Args) {
Base game = new Base();
JFrame frame = new JFrame();
frame.add(game);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(800, 600);
frame.setLocationRelativeTo(null);
frame.setResizable(false);
frame.setVisible(true);
frame.setTitle("Game");
System.out.println("Running...");
game.start();
game.loadPics();
}
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_A) {
x = x - 5;
}
if (e.getKeyCode() == KeyEvent.VK_D) {
x = x + 5;
}
if (e.getKeyCode() == KeyEvent.VK_SPACE) {
y = y - 5;
}
if (e.getKeyCode() == KeyEvent.VK_SHIFT) {
y = y + 5;
}
if (e.getKeyCode() == KeyEvent.VK_W) {
z = z + 5;
}
if (e.getKeyCode() == KeyEvent.VK_S) {
z = z - 5;
}
if (e.getKeyCode() == KeyEvent.VK_ESCAPE) {
paused = (true);
}
}
public void loadPics(){
rock1 = new ImageIcon("C\\...\\rock1.png").getImage();
rock2 = new ImageIcon("C\\...\\rock2.png").getImage();
wood1 = new ImageIcon("C\\....\\wood1.png").getImage();
repaint();
}
public void paint(Graphics g){
while(paused = false){
g.drawImage(rock1, x, y, z, z, this);
g.drawImage(rock2, x + 512, y, z, z, this);
g.drawImage(wood1, x, y + 512, z, z, this);
try{
Thread.sleep(16);
}catch(Exception e){}
g.dispose();
}
}
}
Again, I think the problem lies with my JFrame, but I can't be too sure since I am not the most experienced java programmer. Anyway, if you know a solution or what to change, please help.
This statement
while (paused = false){
will always evaluate to false as you're using an assignment expression, so the subsequent calls to drawImage won't occur. You probably meant to use the == operator to compare the primitive boolean value:
while (paused == false){
Don't use paint, Use paintComponent from a subclassed JComponent
Don't call Thread.sleep in any paint method. Swing has its own concurrency mechanisms. Instead of calling Thread.sleep here, you could use a Swing Timer to periodically perform graphical updates.
Aside from that, AWT are heavyweight components are don't render well with lightweight Swing components. Use Key Bindings rather than Key Listeners for Swing applications.
I have had many recurring problems like this and have developed a way to solve this.
First of all, your public class Base needs to be double buffered. Change method paint(Graphics g) to paintComponent(Graphics g). Add a new paint(Graphics g) method and add this code:
public void paint(Graphics g) {
// TODO Auto-generated method stub (IGNORE!!!)
dbi = createImage (getWidth(),getHeight());
dbg = dbi.getGraphics();
paintComponent(dbg);
g.drawImage(dbi , 0 , 0 , this);
}
And at the top of public class Base, add these variables:
private Image dbi;
private Graphics dbg;
This automatically calls paintComponent(Graphics g) and has completed the first step.
Next, remove the try statement in paintComponent() and write this in run()
#Override
public void run() {
try {
while (true) {
Thread.sleep(5); // we want this so the computer doesn't go too fast
}
} catch (Exception e) { // Never have an empty catch statement
System.out.println ("Error! stacktrace: ");
e.printStackTrace();
}
}
The #Override annotation has to be there or it will not repaint.
The next part is crititcal:
before anything else, put super.paint(g); at the top of paintComponent(Graphics g)
and repaint(); at the bottom.
This should have solved it, but there are some potential problems I found;
JFrame initialization
public Base(){
add(game);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(800, 600);
setLocationRelativeTo(null);
setResizable(false);
setVisible(true);
setTitle("Game");
start();
loadPics();
}
public static void main(String[] Args) { // Makes game smoother
Base base = new Base ();
Thread t = new Thread (base);
t.start();
}
Remove private void start() as this does not affect game play.
Check the file directories, as they may be incorrect. Hint: C\ doesn't cut it. It's C:\
Hope it works out and happy coding!

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