Graphics lags when painting to screen - java

I am loosely following this persons code to make a pong game
However, when I run the program, the screen will either, 1. turn plain white, 2. Turn white and then paint to the screen a couple seconds later, or 3. paint to the screen immediately.
I don't have very much code currently. Why is there sometimes a delay when painting to my frame? how can I fix this? is there a better way to do this?
[Main class]
import javax.swing.JFrame;
public class Main extends JFrame {
public static final int FRAME_WIDTH = 900, FRAME_HEIGHT = 500;
GamePanel game;
public Main() {
this.setTitle("Pong");
this.setSize(FRAME_WIDTH, FRAME_HEIGHT);
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
this.setLocationRelativeTo(null);
this.setVisible(true);
game = new GamePanel(this);
add(game);
}
public static void main(String[] args) {
Main main = new Main();
}
public int getWidth() {
return FRAME_WIDTH;
}
public int getHeight() {
return FRAME_HEIGHT;
}
}
[Game Panel]
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import javax.swing.JPanel;
public class GamePanel extends JPanel {
private Main main;
private Player player;
private int playerScore = 0;
private int oppScore = 0;
private int yCenter;
public GamePanel(Main main) {
setBackground(Color.BLACK);
this.main = main;
this.yCenter = (main.getHeight() / 2) - 75;
player = new Player(main, 25, yCenter);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.WHITE);
g.setFont(new Font("Courier", Font.BOLD, 40));
g.drawString(playerScore + " - " + oppScore, (main.getWidth() / 2) - 75, 50);
player.draw(g);
}
}
[Player Class]
import java.awt.Graphics;
public class Player {
private Main main;
private static final int PLAYER_WIDTH = 30, PLAYER_HEIGHT = 125;
private int x, y;
public Player(Main main, int x, int y) {
this.main = main;
this.x = x;
this.y = y;
}
public void draw(Graphics g) {
g.fillRect(x, y, PLAYER_WIDTH, PLAYER_HEIGHT);
}
}

Related

how to draw moving rectangle in java canvas? [duplicate]

I'm currently working on a 2D game in Java for school. We have to use an Abstract Factory design pattern. For the 2D implementation I use a factory as follows:
public class Java2DFact extends AbstractFactory {
public Display display;
private Graphics g;
public Java2DFact() {
display = new Display(2000, 1200);
}
#Override
public PlayerShip getPlayership()
{
return new Java2DPlayership(display.panel);
}
In my display class I create a JFrame and Jpanel
public class Display {
public JFrame frame;
public JPanel panel;
public int width, height;
public Display(int width, int height) {
this.width = width;
this.height = height;
frame = new JFrame();
frame.setTitle("SpaceInvaders");
frame.setSize(1200,800);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
panel = new JPanel(){
#Override
protected void paintComponent(Graphics g){
super.paintComponent(g);
}
};
panel.setFocusable(true);
frame.add(panel);
}
}
Now from my main gameloop I call the visualize method inside the Java2DPLayership class to visualize my Playership
public class Java2DPlayership extends PlayerShip {
private JPanel panel;
private Graphics2D g2d;
private Image image;
private BufferStrategy bs;
public Java2DPlayership(JPanel panel) {
super();
this.panel = panel;
}
public void visualize() {
try {
image = ImageIO.read(new File("src/Bee.gif"));
Graphics2D g = (Graphics2D) bs.getDrawGraphics();
//g.setColor(new Color(0, 0, 0));
//g.fillRect(10, 10, 12, 8);
g.drawImage(image, (int) super.getMovementComponent().x, (int) super.getMovementComponent().y, null);
Toolkit.getDefaultToolkit().sync();
g.dispose();
panel.repaint();
} catch(Exception e){
System.out.println(e.toString());
}
}
}
My goal is to pass around the JPanel to every entity and let it draw its contents onto the panel before showing it. However I can't seem to figure out how to do this. When using this approach by changing the Graphics of the panel I get a lot of flickering.
Here is a fully functional, albeit simple example, I wrote some time ago. It just has a bunch of balls bouncing off the sides of the panel. Notice that the render method of the Ball class accepts the graphics context from paintComponent. If I had more classes that needed to be rendered, I could have created a Renderable interface and have each class implement it. Then I could have a list of Renderable objects and just go thru them and call the method. But as I also said, that would need to happen quickly to avoid tying up the EDT.
import java.awt.Color;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Bounce extends JPanel {
private static final int COLOR_BOUND = 256;
private final static double INC = 1;
private final static int DIAMETER = 40;
private final static int NBALLS = 20;
private final static int DELAY = 5;
private final static int PANEL_WIDTH = 800;
private final static int PANEL_HEIGHT = 600;
private final static int LEFT_EDGE = 0;
private final static int TOP_EDGE = 0;
private JFrame frame;
private double rightEdge;
private double bottomEdge;
private List<Ball> balls = new ArrayList<>();
private Random rand = new Random();
private List<Long> times = new ArrayList<>();
private int width;
private int height;
public Bounce(int width, int height) {
this.width = width;
this.height = height;
frame = new JFrame("Bounce");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(this);
addComponentListener(new MyComponentListener());
frame.pack();
frame.setLocationRelativeTo(null);
rightEdge = width - DIAMETER;
bottomEdge = height - DIAMETER;
for (int j = 0; j < NBALLS; j++) {
int r = rand.nextInt(COLOR_BOUND);
int g = rand.nextInt(COLOR_BOUND);
int b = rand.nextInt(COLOR_BOUND);
Ball bb = new Ball(new Color(r, g, b), DIAMETER);
balls.add(bb);
}
frame.setVisible(true);
}
public Dimension getPreferredSize() {
return new Dimension(width, height);
}
public static void main(String[] args) {
new Bounce(PANEL_WIDTH, PANEL_HEIGHT).start();
}
public void start() {
/**
* Note: Using sleep gives a better response time than
* either the Swing timer or the utility timer. For a DELAY
* of 5 msecs between updates, the sleep "wakes up" every 5
* to 6 msecs while the other two options are about every
* 15 to 16 msecs. Not certain why this is happening though
* since the other timers are run on threads.
*
*/
Timer timer = new Timer(0,(ae)-> {repaint();
for (Ball b : balls) {
b.updateDirection();
}} );
timer.setDelay(5); // 5 ms.
timer.start();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
for (Ball ball : balls) {
ball.render(g2d);
}
}
class MyComponentListener extends ComponentAdapter {
public void componentResized(ComponentEvent ce) {
Component comp = ce.getComponent();
rightEdge = comp.getWidth() - DIAMETER;
bottomEdge = comp.getHeight() - DIAMETER;
for (Ball b : balls) {
b.init();
}
}
}
class Ball {
private Color color;
public double x;
private double y;
private double yy;
private int ydir = 1;
private int xdir = 1;
private double slope;
private int diameter;
public Ball(Color color, int diameter) {
this.color = color;
this.diameter = diameter;
init();
}
public void init() {
// Local constants not uses outside of method
// Provides default slope and direction for ball
slope = Math.random() * .25 + .50;
x = (int) (rightEdge * Math.random());
yy = (int) (bottomEdge * Math.random()) + diameter;
xdir = Math.random() > .5 ? -1
: 1;
ydir = Math.random() > .5 ? -1
: 1;
y = yy;
}
public void render(Graphics2D g2d) {
g2d.setColor(color);
g2d.fillOval((int) x, (int) y, diameter, diameter);
}
public void updateDirection() {
x += (xdir * INC);
yy += (ydir * INC);
y = yy * slope;
if (x < LEFT_EDGE || x > rightEdge) {
xdir = -xdir;
}
if (y < TOP_EDGE || y > bottomEdge) {
ydir = -ydir;
}
}
}
}

Painting on a class extending JFrame in Java

i'm kind of new with Java graphics, i'm trying to create a simple crossroad GUI interface with 4 traffic lights on it, when using the following classes that I have created - I get a window with a large grey rectangle on it (I assume that since I didn't allocate a traffic lights in the center it has been filled with the default grey background), how do I control the size of the center of the JFrame?
This is what i'm looking to acheive:
This is what i'm getting:
This is the JFrame class.
import java.awt.*;
import javax.swing.*;
public class CrossroadInterface extends JFrame /*implements IAppInterface*/ {
private static final int WIDTH_OF_WINDOW = 400;
private static final int HEIGHT_OF_WINDOW = 400;
//Panels
TrafficLight tLightW, tLightC, tLightE, tLightS, tLightN;
//Other
public CrossroadInterface() {
super("My Crossroad");
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setSize(WIDTH_OF_WINDOW, HEIGHT_OF_WINDOW);
this.setVisible(true);
createInterface();
}
public void createInterface () {
tLightW = new TrafficLight();
tLightE = new TrafficLight();
tLightS = new TrafficLight();
tLightN = new TrafficLight();
this.add(tLightW, BorderLayout.WEST);
this.add(tLightN, BorderLayout.NORTH);
this.add(tLightE, BorderLayout.EAST);
this.add(tLightS, BorderLayout.SOUTH);
}
}
This is the Jpanel class.
import java.awt.Color;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.GridLayout;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class TrafficLight extends JPanel {
private final Color offRed = new Color(128, 0, 0);
private final Color offGreen = new Color(0, 96, 0);
private static final int CAR_DIAMETER = 50;
private static final int PERSON_HEIGHT = 100;
private static final int PERSON_WIDTH = 50;
private int status;
public TrafficLight() {
super();
this.setSize(CAR_DIAMETER, 120);
this.setBackground(Color.BLACK);
status = 0;
this.setVisible(true);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(offRed);
g.fillOval(this.getX(), this.getY(), CAR_DIAMETER, CAR_DIAMETER);
g.setColor(offGreen);
g.fillOval(this.getX(), this.getY()+CAR_DIAMETER, CAR_DIAMETER, CAR_DIAMETER);
g.setColor(offRed);
g.fillRect(this.getX(), this.getY()+CAR_DIAMETER+PERSON_HEIGHT, PERSON_WIDTH, PERSON_HEIGHT);
g.setColor(offGreen);
g.fillRect(this.getX(), this.getY()+CAR_DIAMETER+2*PERSON_HEIGHT, PERSON_WIDTH, PERSON_HEIGHT);
//drawIlluminatedLights(g);
System.out.println(this.getX()+" "+this.getY());
}
}
EDIT:
Following Hovercraft Full Of Eels' advise, here are my new classes:
import java.awt.*;
import javax.swing.*;
public class CrossroadInterface extends JFrame /*implements IAppInterface*/ {
private static final int WIDTH_OF_WINDOW = 900;
private static final int HEIGHT_OF_WINDOW = 900;
//Panels
TrafficLight tLightW, tLightC, tLightE, tLightS, tLightN;
//Other
public CrossroadInterface() {
super("My Crossroad");
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setSize(WIDTH_OF_WINDOW, HEIGHT_OF_WINDOW);
setLayout(new GridLayout(3,3));
createInterface();
}
public void createInterface () {
tLightW = new TrafficLight();
tLightE = new TrafficLight();
tLightS = new TrafficLight();
tLightN = new TrafficLight();
this.add(new JPanel());
this.add(tLightW);
this.add(new JPanel());
this.add(tLightN);
this.add(new JPanel());
this.add(tLightE);
this.add(new JPanel());
this.add(tLightS);
this.setVisible(true);
}
}
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import javax.swing.JPanel;
public class TrafficLight extends JPanel {
private final Color offRed = new Color(128, 0, 0);
private final Color offGreen = new Color(0, 96, 0);
private static final int CAR_DIAMETER = 50;
private static final int PERSON_HEIGHT = 50;
private static final int PERSON_WIDTH = 50;
private int status;
public TrafficLight() {
super();
status = 0;
this.setPreferredSize(new Dimension(CAR_DIAMETER,2*CAR_DIAMETER+2*PERSON_HEIGHT));
this.setVisible(true);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(offRed);
g.fillOval(100, 50, CAR_DIAMETER, CAR_DIAMETER);
g.setColor(offGreen);
g.fillOval(100, 50+CAR_DIAMETER, CAR_DIAMETER, CAR_DIAMETER);
g.setColor(offRed);
g.fillRect(100, 50+CAR_DIAMETER+PERSON_HEIGHT, PERSON_WIDTH, PERSON_HEIGHT);
g.setColor(offGreen);
g.fillRect(100, 50+CAR_DIAMETER+2*PERSON_HEIGHT, PERSON_WIDTH, PERSON_HEIGHT);
//drawIlluminatedLights(g);
}
}
Your problem is not that the center of the JFrame is too large, but rather it's because the size of your surrounding JPanels are too small. Understand that most Swing layout managers respect a components preferred size, and use this to set the size of the component. Your other problems include
using getX() and getY() to place your drawings. These values give the location of the JPanel within its container, but that won't help you place your drawing since when you draw within the JPanel the drawing's location is placed relative to the location of the pixel within the JPanel not its container, so using these methods will mess you up.
Calling the JFrame's setVisible(true) before adding all components. This risks not displaying all components.
Making your TrafficLight class extend JPanel. You're far better off using a single JPanel to do all the drawing and have your TrafficLight class not extend from any Swing component but rather be a logical class. Give it a public void draw(Graphics2D g2) method that you can call within the drawing JPanel's paintComponent method.
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.Shape;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Ellipse2D;
import java.util.ArrayList;
import java.util.EnumMap;
import java.util.List;
import java.util.Map;
import java.util.Random;
import javax.swing.*;
#SuppressWarnings("serial")
public class CrossRoads2 extends JPanel {
private static final int PREF_W = 400;
private static final int PREF_H = PREF_W;
private static final int TIMER_DELAY = 100;
List<TrafficLight2> lights = new ArrayList<>();
public CrossRoads2() {
// create a timer to randomly change traffic light state
// and start it
new Timer(TIMER_DELAY, new TimerListener()).start();
// create 4 TrafficLight2 objects and place them at 4
// compass locations, and add to lights ArrayList
int x = (PREF_W - TrafficLight2.getWidth()) / 2;
int y = 0;
lights.add(new TrafficLight2(x, y));
x = 0;
y = (PREF_H - TrafficLight2.getHeight()) / 2;
lights.add(new TrafficLight2(x, y));
x = (PREF_W - TrafficLight2.getWidth());
lights.add(new TrafficLight2(x, y));
x = (PREF_W - TrafficLight2.getWidth()) / 2;
y = (PREF_H - TrafficLight2.getHeight());
lights.add(new TrafficLight2(x, y));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// cast g into a Graphics2 object
Graphics2D g2 = (Graphics2D) g;
// for smooth rendering
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
// iterate through the ArrayList, calling the draw method on each light
for (TrafficLight2 light : lights) {
light.draw(g2);
}
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
// give our JPanel a decent size
return new Dimension(PREF_W, PREF_H);
}
// ActionListener that randomly changes the LightState of each traffic light
private class TimerListener implements ActionListener {
private Random random = new Random();
#Override
public void actionPerformed(ActionEvent e) {
for (TrafficLight2 light : lights) {
// random number 0 to 2
int randomIndex = random.nextInt(LightState.values().length);
// get one of the LightStates using the index above
LightState lightState = LightState.values()[randomIndex];
// set our light to this state
light.setLightState(lightState);
}
repaint();
}
}
private static void createAndShowGui() {
CrossRoads2 mainPanel = new CrossRoads2();
JFrame frame = new JFrame("Cross Roads");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> createAndShowGui());
}
}
class TrafficLight2 {
private static final int ELLIPSE_W = 40;
private static final int GAP = 4;
private int x;
private int y;
private LightState lightState = LightState.RED; // what color is bright
// map to hold our 3 ellipses, each one corresponding to a LightState
private Map<LightState, Shape> lightMap = new EnumMap<>(LightState.class);
public TrafficLight2(int x, int y) {
// create 3 ellipses, one each for RED, YELLOW, GREEN
// place each one below the previous
// associate each one with one of our RED, YELLOW, or GREEN LightStates
// putting the Ellipse into the map with the light state as key
this.x = x;
this.y = y;
int tempX = x + GAP;
int tempY = y + GAP;
lightMap.put(LightState.RED, new Ellipse2D.Double(tempX, tempY, ELLIPSE_W, ELLIPSE_W));
tempY += ELLIPSE_W + GAP;
lightMap.put(LightState.YELLOW, new Ellipse2D.Double(tempX, tempY, ELLIPSE_W, ELLIPSE_W));
tempY += ELLIPSE_W + GAP;
lightMap.put(LightState.GREEN, new Ellipse2D.Double(tempX, tempY, ELLIPSE_W, ELLIPSE_W));
}
// called by JPanel's paintComponent
public void draw(Graphics2D g2) {
// iterate through the 3 LightStates
for (LightState ltSt : LightState.values()) {
// if the ltSt in the for loop is this traffic light's LightState
// then the display color should be bright
Color c = ltSt == lightState ? ltSt.getColor() :
// other wise the display color should be very dark
ltSt.getColor().darker().darker().darker();
g2.setColor(c);
g2.fill(lightMap.get(ltSt)); // fill the oval with color
g2.setColor(Color.BLACK);
g2.draw(lightMap.get(ltSt)); // draw a black border
}
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public LightState getLightState() {
return lightState;
}
public void setLightState(LightState lightState) {
this.lightState = lightState;
}
// static method for the width of our traffic lights
public static int getWidth() {
return 2 * GAP + ELLIPSE_W;
}
// static method for the height of our traffic lights
public static int getHeight() {
return 4 * GAP + 3 * ELLIPSE_W;
}
}
// enum that encapsulates the 3 possible states of the traffic light
enum LightState {
RED("Red", Color.RED), YELLOW("Yellow", Color.YELLOW), GREEN("Green", Color.GREEN);
private LightState(String text, Color color) {
this.text = text;
this.color = color;
}
private String text;
private Color color;
public String getText() {
return text;
}
public Color getColor() {
return color;
}
}

Java Graphics Are Not Displaying

I am trying to code the game Pong on Java but am having difficulty displaying the graphics. Nothing appears, just a blank gray default screen when I try to run the program. I am using a Mac, and am running this code on Eclipse.
Any help would be much appreciated.
Thank you.
"Pong.java"
package pong;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.Timer;
public class Pong implements ActionListener{
public static Pong pong;
public int width = 700, height = 700;
public Renderer renderer;
public Paddle player1;
public Paddle player2;
public JFrame jframe;
public Pong(){
Timer timer = new Timer(20, this);
jframe = new JFrame("Pong");
renderer = new Renderer();
jframe.setSize(width, height);
jframe.setVisible(true);
jframe.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jframe.add(renderer);
start();
timer.start();
}
public void start(){
player1 = new Paddle(this, 1);
player2 = new Paddle(this, 2);
}
public void update() {
}
public void render(Graphics g) {
g.setColor(Color.BLACK);
g.fillRect(0, 0, width, height);
player1.render(g);
player2.render(g);
}
#Override
public void actionPerformed(ActionEvent e) {
update();
renderer.repaint();
}
public static void main(String[] args){
pong = new Pong();
}
}
"Renderer.java"
package pong;
import java.awt.Graphics;
import javax.swing.JPanel;
public class Renderer extends JPanel {
private static final long serialVersionUID = 1L;
#Override
protected void paintComponent(Graphics g){
super.paintComponent(g);
Pong.pong.render(g);
}
}
"Paddle.java"
package pong;
import java.awt.Color;
import java.awt.Graphics;
public class Paddle {
public int paddleNumber;
public int x, y, width = 100, height = 500;
public int score;
public Paddle(Pong pong, int paddleNumber){
this.paddleNumber = paddleNumber;
if(paddleNumber == 1){
this.x = 0;
}
else if (paddleNumber == 2){
this.x = pong.width - width;
}
this.y = pong.height / 2 - this.height / 2;
}
public void render(Graphics g) {
g.setColor(Color.WHITE);
g.fillRect(x, y, width, height);
}
}

drawImage error when trying to draw a sprite onto a JFrame

I have this really crappy sprite sheet that I made, which is basically just a bunch of circles and ovals so I can grasp Sprite animation.
import javax.imageio.ImageIO;
import javax.swing.*;
import javax.swing.Timer;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.*;
public class CircleSprite extends JFrame implements ActionListener, Runnable{
BufferedImage circles;
BufferedImage[] test;
Timer timer;
int cycle = 0;
Graphics g = getGraphics();
public void asd(){
setSize(500,500);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
try {
circles = ImageIO.read(new File("CircleTest.png"));
} catch (IOException e) {
e.printStackTrace();
}
final int width = 206;
final int height = 206;
final int rows= 2;
final int columns = 3;
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
test = new BufferedImage[rows * columns];
try{
for(int i = 0; i < rows; i++)
for(int j = 0;j<columns;j++)
{
test[i*columns + j] = circles.getSubimage(j * width, i * height, width, height);
}
}catch(Exception e){
e.printStackTrace();
}
timer = new Timer(500, this);
setVisible(true);
}
public void actionPerformed(ActionEvent e){
//0, 1, 2, 3, 4, 5, 4, 3, 2, 1, 0, 1, 2, etc.
repaint();
g.drawImage(test[cycle], 25, 25, null);
if(cycle >= 5){
cycle--;
}
if(cycle <=0){
cycle++;
}
}
public void run(){
asd();
while(timer.isRunning() == false && this.isVisible() == true){
timer.start();
try {
CircleSpriteRun.t1.sleep(500);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
The error occurs here: g.drawImage(test[cycle], 25, 25, null);
At first I though it had to do with the ImageObserver being null, and looking further into it, I was wrong. Now, I think it might be because of the timer, but I don't really know too much about Timers, let alone the swing one.
This all runs on a Thread being executed in another class, and it could also have to do with the while statement in the run method, since that also involves the timer.
Since you didn't provide a runnable example, I created one to show how to properly code a Swing application.
First, you must start a Swing application with the SwingUtilities.invokeLater method. Here's how I started the CircleSprite class.
public static void main(String[] args) {
SwingUtilities.invokeLater(new CircleSprite());
}
Second, you should use a JPanel for drawing, not a JFrame. Here's the DrawingPanel I created. My version of CircleSprite draws a circle in a random location every 2 seconds.
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = -4603711384104715819L;
private int x;
private int y;
private BufferedImage image;
public DrawingPanel(BufferedImage image) {
this.image = image;
this.x = 0;
this.y = 0;
setPreferredSize(new Dimension(500, 500));
}
public void setPoint(int x, int y) {
this.x = x;
this.y = y;
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, x, y, null);
}
}
Third, you create the Swing GUI before you do anything with the Swing GUI. Here's the run method from the CircleSprite class. I create the GUI, then I start the thread that does the random drawing.
public void run() {
circle = createCircle();
frame = new JFrame("Circle Sprite");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
drawingPanel = new DrawingPanel(circle);
frame.add(drawingPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
new Thread(new RandomDraw(drawingPanel)).start();
}
Fourth, you only extend a Swing component when you want to override a method, like I did in the DraawingPanel class. You use Swing Components otherwise.
Here's the entire, runnable, CircleSprite class. You can use this as a model for future Swing applications.
package com.ggl.testing;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class CircleSprite implements Runnable {
private BufferedImage circle;
private DrawingPanel drawingPanel;
private JFrame frame;
#Override
public void run() {
circle = createCircle();
frame = new JFrame("Circle Sprite");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
drawingPanel = new DrawingPanel(circle);
frame.add(drawingPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
new Thread(new RandomDraw(drawingPanel)).start();
}
private BufferedImage createCircle() {
BufferedImage image = new BufferedImage(100, 100,
BufferedImage.TYPE_INT_RGB);
Graphics g = image.getGraphics();
g.setColor(Color.WHITE);
g.fillRect(0, 0, 100, 100);
g.setColor(Color.BLUE);
g.fillOval(10, 10, 80, 80);
g.dispose();
return image;
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new CircleSprite());
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = -4603711384104715819L;
private int x;
private int y;
private BufferedImage image;
public DrawingPanel(BufferedImage image) {
this.image = image;
this.x = 0;
this.y = 0;
setPreferredSize(new Dimension(500, 500));
}
public void setPoint(int x, int y) {
this.x = x;
this.y = y;
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, x, y, null);
}
}
public class RandomDraw implements Runnable {
private DrawingPanel drawingPanel;
private Random random;
public RandomDraw(DrawingPanel drawingPanel) {
this.drawingPanel = drawingPanel;
this.random = new Random();
}
#Override
public void run() {
while (true) {
sleep();
int x = random.nextInt(400);
int y = random.nextInt(400);
drawingPanel.setPoint(x, y);
}
}
private void sleep() {
try {
Thread.sleep(2000L);
} catch (InterruptedException e) {
}
}
}
}

How to make animation move its legs while moving?

So right now when you press go it just moves across the screen, but I also want it to move its legs so its doing something and not just standing still. Any tips on how to do that? I know it would be moving the 2nd leg pointers back and forth but I'm not sure how to do that
Class Stick2 :
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Stick2 extends JFrame implements ActionListener {
// Declares constants
public static final int FRAME_WIDTH = 500;
private static final int FRAME_HEIGHT = 500;
private static final int FRAME_X_ORIGIN = 150;
private static final int FRAME_Y_ORIGIN = 200;
private static final int BUTTON_WIDTH =80;
private static final int BUTTON_HEIGHT = 30;
JPanel buttonPanel, panel;
MovingBanner2 myBanner;
JButton startButton, stopButton;
Thread thrd;
public static void main(String[] args)
{
Stick2 frame = new Stick2();
frame.setVisible(true);
}
public Stick2(){
Container contentPane= getContentPane();
// Sets Frame
setSize(FRAME_WIDTH,FRAME_HEIGHT);
setResizable(false);
setTitle("Animation");
setLocation(FRAME_X_ORIGIN, FRAME_Y_ORIGIN);
// Sets layout manager
contentPane.setLayout(new BorderLayout(10,0));
buttonPanel = new JPanel();
JButton startButton = new JButton("Start");
startButton.setSize(BUTTON_WIDTH, BUTTON_HEIGHT);
buttonPanel.add(startButton);
startButton.addActionListener(this);
JButton stopButton = new JButton("Stop");
stopButton.setSize(BUTTON_WIDTH,BUTTON_HEIGHT);
buttonPanel.add(stopButton);
stopButton.addActionListener(this);
contentPane.add (buttonPanel, BorderLayout.SOUTH);
// Creates a balloon
myBanner = new MovingBanner2();
panel = myBanner;
panel.setBorder(BorderFactory.createLineBorder(Color.BLUE));
contentPane.add(panel, BorderLayout.CENTER);
}
public void actionPerformed (ActionEvent event){
JButton clickedButton = (JButton) event.getSource();
String buttonText = clickedButton.getText();
if (buttonText.equals("Stop")) {
myBanner.stopAnimation();
thrd = null;
}
else {
myBanner.startAnimation();
thrd = new Thread (myBanner);
thrd.start();
}
}
}
Class MovingBanner2:
class MovingBanner2 extends JPanel implements Runnable {
private int x;
private Boolean animate;
int bodyX = 250;
int bodyY1 = 160;
int bodyY2 = 210;
int armHeight = 190;
int armLength = bodyX + 30;
int armLength1 = bodyX - 30;
int legY = 340;
public MovingBanner2() {
x=10;
animate = true;
}
// Draws the String
public void paintComponent (Graphics g) {
super.paintComponent(g);
g.setColor(Color.RED);
//g.drawString("I love Java", x,50);
g.drawLine(bodyX + x, bodyY1, bodyX + x, bodyY2); //body
g.drawOval(bodyX + x - 15, bodyY1 - 40, 40, 40); //head
g.drawLine(armLength + x,armHeight, armLength1 + x, armHeight); //arms
g.drawLine(bodyX + x, bodyY2, bodyX + 20 + x,legY); //leg
g.drawLine(bodyX + x, bodyY2, bodyX - 20 + x, legY); //leg
}
public void run() {
while (animate) {
changeX();
repaint();
try {Thread.sleep(100); } catch(Exception e){};
}
}
public void changeX() {
if (x <= Stick2.FRAME_WIDTH - 240)
x++;
else x = 10;
}
public void stopAnimation() {
animate = false;
}
public void startAnimation() {
animate = true;
}
}
There are probably many answers to the question. The best I can come up with is basically to devise some kind of "cycle".
A cycle is a known period of time over which animation can run. In this example, it's 1 second.
You then need to provide a series of Animatable objects that are notified of a change to the cycle over time, which allows them to make changes accordingly. You can also ignore the cycle for those elements that don't need to cycle.
The intention is provide a single animation engine that can be responsible for updating the entire state in one go, rather then trying to use multiple threads/timers which may reduce the systems performance.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Container;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.text.NumberFormat;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TestAnimation06 {
public static void main(String[] args) {
new TestAnimation06();
}
public TestAnimation06() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public interface Animatable {
public void update(float progress);
}
public class AnimationEngine {
private List<Animatable> animations;
private int cycleTime = 1000;
private long startTime = -1;
public AnimationEngine() {
animations = new ArrayList<>(25);
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (startTime < 0) {
startTime = System.currentTimeMillis();
}
long duration = System.currentTimeMillis() - startTime;
float progress = (float)duration / (float)cycleTime;
if (duration >= cycleTime) {
progress = 1f;
startTime = System.currentTimeMillis();
}
for (Animatable animatable : animations) {
animatable.update(progress);
}
}
});
timer.setRepeats(true);
timer.setCoalesce(true);
timer.start();
}
public void add(Animatable animatable) {
animations.add(animatable);
}
}
public class TestPane extends JPanel {
private AnimationEngine engine;
public TestPane() {
setLayout(null);
engine = new AnimationEngine();
Legs legs = new Legs();
Walker walker = new Walker(legs);
engine.add(legs);
engine.add(walker);
walker.setSize(walker.getPreferredSize());
add(walker);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.dispose();
}
}
public class Walker extends JPanel implements Animatable {
private int speed = 2;
public Walker(Legs legs) {
setLayout(new GridBagLayout());
add(legs);
}
#Override
public void update(float progress) {
Container parent = getParent();
int width = parent.getWidth();
int xPos = getX() + speed;
if (xPos <= 0) {
speed *= -1;
xPos = 0;
} else if (xPos + getWidth() >= width) {
speed *= -1;
xPos = width - getWidth();
}
System.out.println(xPos);
setLocation(xPos, (parent.getHeight() - getHeight()) / 2);
repaint();
}
}
public class Legs extends JPanel implements Animatable {
private float frameProgress;
public Legs() {
setOpaque(false);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(25, 50);
}
#Override
public void update(float progress) {
frameProgress = progress;
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
int width = getWidth();
int height = getHeight();
g.setColor(Color.BLACK);
g.drawLine(width / 2, 0, (int)(width * frameProgress), height);
g.drawLine(width / 2, 0, width - (int)(width * frameProgress), height);
}
}
}

Categories

Resources