Why does my ball keep flashing? - java

I am still a student. I am trying to learn how to draw a ball and move by myself.
Here is the code :
import javax.swing.*;
import java.awt.*;
public class Ball extends JFrame
{
int x = 50;
int y = 50;
int rad = 30;
Ball(){
setSize(500,500);
setTitle("Ball");
setVisible(true);
}
void move()
{
if (x < getWidth() - rad){
x = x + 1 ;
}
try
{
Thread.sleep(100);
}
catch( Exception e)
{
}
}
public void paint( Graphics g)
{
super.paint(g);
g.fillOval(x,y,rad,rad);
}
public static void main(String args[])
{
Ball b = new Ball();
while(true){
b.move();
b.repaint();
}
}
}
I would say this code work 60% of it because
when i run the program the ball is moving to the right, but it keep flashing for some reason and i dont know why.
it is my computer problem , or the code or some kind of bug?
i am using eclipse luna

This is a very classic problem you see when the screen updates with only parts of the data you want it to show.
In this case, the JFrame's update(Graphics) clears the screen with a fillRect, then calls your paint(Graphics) which draws the ball with a fillOval.
If the screen updates between the fillRect and the fillOval, the ball will briefly disappear, causing the flashing (aka flickering).
The solution is double buffering, where all the graphics operations are drawn to an offscreen image, and then drawn to the window in one operation.
This is something you get for free with JPanel, so just modify your code to inherit from that instead of JFrame (this is good practice in any case). Here it is with minimal code changes:
import javax.swing.*;
import java.awt.*;
public class Ball extends JPanel
{
int x = 50;
int y = 50;
int rad = 30;
void move()
{
if (x < getWidth() - rad){
x = x + 1 ;
}
try
{
Thread.sleep(100);
}
catch( Exception e)
{
}
}
public void paint( Graphics g)
{
super.paint(g);
g.fillOval(x,y,rad,rad);
}
public static void main(String args[])
{
Ball b = new Ball();
JFrame frame = new JFrame();
frame.add(b);
frame.setSize(500,500);
frame.setVisible(true);
while(true){
b.move();
b.repaint();
}
}
}
This should be flicker free, but may still be jerky.
For smoother animation, you'd typically account for inter-frame timing and framedrops instead of just updating every 100ms and hoping it makes it into a timely repaint.

Related

Java Applet - Stop other threads from changing Graphics color

as part of a school project we have to create a little game using Applets. I'm working on some tests right now but there's one thing I can't quite figure out:
I want to have multiple objects flying on my screen at the same time on my Applet screen. The animation effect is created by drawing the object, deleting it then moving it after a while.
Here's my code:
Robotworld class
package core;
import items.Obstacle;
import java.applet.Applet;
import java.awt.*;
import java.util.ArrayList;
public class Roboterwelt extends Applet {
private ArrayList<Obstacle> obstacles = new ArrayList<>();
#Override
public void init() {
setSize(600, 600);
Graphics g = getGraphics();
g.setColor(Color.BLACK);
for(int x = 0; x < 5; x++) {
Obstacle h = new Obstacle((x+1)*100, 100, g, this);
obstacles.add(h);
Thread t = new Thread(h);
t.start();
}
}
#Override
public void paint(Graphics g) {
for(Obstacle o : obstacles) {
o.draw();
}
}
}
Obstacle class
package items;
import java.applet.Applet;
import java.awt.*;
public class Obstacle implements Runnable {
private int x;
private int y;
private Graphics g;
public Hindernis(int x, int y, Graphics g) {
this.x = x;
this.y = y;
this.g = g;
}
public void draw() {
g.drawOval(x, y, 50, 50); //Draw obstacle
}
//Deleting the obstacle by covering it with a white circle
public void delete() {
g.setColor(Color.WHITE); //Change the color to white
g.fillOval(x-5,y-5,60,60); //Making it a bit bigger than the obstacle to fully cover it
g.setColor(Color.BLACK); //Reset the color to black
}
#Override
public void run() {
try {
while(y < 600) {
delete();
y += 10;
draw();
Thread.sleep(1000);
}
} catch(InterruptedException e) {
e.printStackTrace();
}
}
}
The problem is the part where I change the color of the Graphics object to cover the circle in white. When I have multiple threads running to represent the multiple obstacles on my screen and redrawing AND deleting happens concurrently, a thread gets interrupted after changing the color to white and draws a filled oval with the Graphics object which color was set to black by another thread that ran the delete() method to the end.
How can I force the program to not interrupt the delete() method between the color change to white and the drawing of the filled oval shape?
Disclaimer
Applet is deprecated, it is no longer supported by browsers, Oracle or the community. It would be unprofessional of me to try and encourage you to keep using them.
I appreciate that this is a "school" assignment, but perhaps it's time your instructor caught up with the rest of the world and started using something which doesn't actual cause more issues then it solves (hint JavaFX) - IMHO
Answer...
Don't use getGraphics, this is not how custom painting should be done. Painting should be done within the confines of the paint methods. Take a look at Painting in AWT and Swing for details. Apart from solving your immediate issue, your current approach risks been "wiped" clean when the applet repaints itself.
Overriding paint of the top level containers like Applet is a bad idea. Apart from locking you into a single use case, they aren't double buffered, which will cause flickering when painting occurs. The simplest solution is to start with a JPanel, which is double buffered and which can be added to what ever container you want to use.
You don't need multiple threads. Thread is a bit of an art form. More threads doesn't always mean more work gets done and can actually degrade the performance of the system. In your case you want to "update" the state in a single pass and then schedule a paint pass, so that the operations are synchronised in a single step and you don't end up with "dirty" updates
The following example simple makes use of Swing, which is based on AWT. It uses a JFrame instead of an Applet, but the concept is easily transferable, because the core functionality is based on a JPanel, so you can add it to what ever you want.
It makes use of a Swing Timer, which basically schedules a callback on a regular bases, but does it in away which makes it safe to update the state of the UI from (this replaces your Thread).
By using paintComponent to paint the Obstacles, we get two things for free.
Double buffering, so no more flickering
The Graphics context is automatically prepared for us, we don't need to "delete" the objects first, we simply paint the current state
The example also removes the Obstacle once it passes the edge of the panel, so you don't waste time trying to move/paint it when it's no longer visible.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.Iterator;
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 Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private List<Obstacle> obstacles;
public TestPane() {
Color[] colors = new Color[]{Color.RED, Color.GREEN, Color.BLUE, Color.MAGENTA, Color.YELLOW};
obstacles = new ArrayList<>(10);
int y = 0;
for (int index = 0; index < 5; index++) {
y += 55;
Obstacle obstacle = new Obstacle(y, 0, colors[index]);
obstacles.add(obstacle);
}
Timer timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
Iterator<Obstacle> it = obstacles.iterator();
while (it.hasNext()) {
Obstacle ob = it.next();
if (ob.move(getSize())) {
it.remove();
}
}
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
Iterator<Obstacle> it = obstacles.iterator();
while (it.hasNext()) {
Obstacle ob = it.next();
ob.paint(g2d);
}
g2d.dispose();
}
}
public class Obstacle {
private int x, y;
private Color color;
public Obstacle(int x, int y, Color color) {
this.x = x;
this.y = y;
this.color = color;
}
public void paint(Graphics2D g2d) {
g2d.setColor(color);
g2d.fillRect(x, y, 50, 50);
}
public boolean move(Dimension size) {
y += 1;
return y > size.height;
}
}
}
But all the Obstacles move at the same rate!
Yeah, that's because you used a single delta. If you want the Obstacles to move at different rates, then change the deltas, for example...
public static class Obstacle {
private static Random RND = new Random();
private int x, y;
private Color color;
private int yDelta;
public Obstacle(int x, int y, Color color) {
this.x = x;
this.y = y;
this.color = color;
yDelta = RND.nextInt(5) + 1;
}
public void paint(Graphics2D g2d) {
g2d.setColor(color);
g2d.fillRect(x, y, 50, 50);
}
public boolean move(Dimension size) {
y += yDelta;
return y > size.height;
}
}

Why does this attempt to animate my moving sprite work?

I'm trying to animate the sprite in my game when a button is pressed, but when I press the button, it skips the animation. Its supposed to go one pixel, change sprites, and then go one more pixel and change back. Here is the code
//for all
import java.nio.file.*;
import javax.imageio.ImageIO;
import java.io.IOException;
import java.awt.image.*;
import java.net.*;
import java.awt.*;
import javax.swing.*;
import static java.lang.invoke.MethodHandles.*;
import java.awt.event.*;
//my Mario class (cut down a lot)
class Mario {
// all numbers multiplied by 2 from OG game
protected Direction dir;
protected int x, y;
protected BufferedImage sprite;
protected String currentSpriteName;
public Mario() {
this.x = 54;
this.y = 808;
dir = Direction.RIGHT;
setSprite(MVCE.SMALLSTANDFACERIGHT);
currentSpriteName = MVCE.SMALLSTANDFACERIGHT;
}
public void moveRight(){
if(this.dir == Direction.LEFT){
this.dir = Direction.RIGHT;
}
else if(this.dir == Direction.RIGHT){
this.x+=1;
}
}
public void animateMoveRight(){
if (currentSpriteName.equals(MVCE.SMALLSTANDFACERIGHT)){
setSprite(MVCE.SMALLWALKFACERIGHT);
}
else if (currentSpriteName.equals(MVCE.SMALLWALKFACERIGHT)){
setSprite(MVCE.SMALLSTANDFACERIGHT);
}
}
public void jump() {
this.y -= 46;
}
public void setSprite(String spriteName) {
URL spriteAtLoc = MVCE.urlGenerator(spriteName);
this.sprite = MVCE.generateAndFilter(sprite, spriteAtLoc);
}
public void getSprite(){
System.out.println(this.currentSpriteName);
}
public void paint(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
g2.drawImage(sprite, 0, 0, null); // DO NOT SET x and y TO ANYTHING,
// this sets 0,0 to top left!!
}
}
// my MarioRender class:
class MarioRender extends JLabel {
protected Mario marioSprite;
public MarioRender() {
marioSprite = new Mario();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
marioSprite.paint(g2);
setBounds(marioSprite.x, marioSprite.y, marioSprite.sprite.getWidth(), marioSprite.sprite.getHeight());
}
public void moveMarioRight(){
marioSprite.moveRight();
marioSprite.animateMoveRight();
setLocation(this.marioSprite.getX(), this.marioSprite.getY());
repaint();
//this is my attempt to make it animate
marioSprite.moveRight();
marioSprite.animateMoveRight();
setLocation(this.marioSprite.getX(), this.marioSprite.getY());
repaint();
}
public void jumpMario() {
marioSprite.jump();
setLocation(this.marioSprite.x, this.marioSprite.y);
repaint();
}
}
// direction class, solely for moving
enum Direction {
LEFT, RIGHT
}
// my calling class, which I called MVCE where I make the frame
public class MVCE extends JFrame {
MarioRender m = new MarioRender();
JLabel bg;
public MVCE() {
bg = new JLabel();
this.setSize(868, 915);
this.setVisible(true);
this.add(bg, BorderLayout.CENTER);
bg.setLayout(null);
bg.add(m);
m.setBounds(m.marioSprite.x, m.marioSprite.y, m.marioSprite.sprite.getWidth(),
m.marioSprite.sprite.getHeight());
KeyListener kl = new MoveListener();
this.addKeyListener(kl);
this.setFocusable(true);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static final String SMALLSTANDFACERIGHT = "SmallStandFaceRight.bmp"; // 30
// x
// 32
public static final String SMALLJUMPFACERIGHT = "SmallJumpFaceRight.bmp"; // 32
// x
// 32
// generate URL
public static URL urlGenerator(String name) {
URL u = lookup().lookupClass().getResource(name);
return u;
}
// return image with filtered color
public static BufferedImage generateAndFilter(BufferedImage b, URL u) {
try {
b = ImageIO.read(u);
int width = b.getWidth();
int height = b.getHeight();
int[] pixels = new int[width * height];
b.getRGB(0, 0, width, height, pixels, 0, width);
for (int i = 0; i < pixels.length; i++) {
// System.out.println(pixels[i]);
if (pixels[i] == 0xFFff00fe) {
pixels[i] = 0x00ff00fe;
}
}
BufferedImage newSprite = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
newSprite.setRGB(0, 0, width, height, pixels, 0, width);
b = newSprite;
} catch (IOException e) {
System.out.println("sprite not found");
e.printStackTrace();
}
return b;
}
// key listener
class MoveListener implements KeyListener {
public void keyPressed(KeyEvent k) {
if ((k.getKeyCode() == 39)) {
m.moveMarioRight();
///THIS IS SUPPOSED TO MOVE HIM 1, change sprite, and automatically move him back, it moves 2 pixels but no animation
}
if (k.getKeyCode() == 83) { // S key
m.marioSprite.setSprite(SMALLJUMPFACERIGHT);
m.jumpMario();
}
}
public void keyReleased(KeyEvent k) {
}
public void keyTyped(KeyEvent k) {
}
}
public static void main(String[] args) {
MVCE m = new MVCE();
}
}
I tried putting this between the calls to marioMoveRight():
try {
Thread.sleep(200);
} catch(InterruptedException ex) {
Thread.currentThread().interrupt();
}
but it just delays the whole thing. I had also tried using an ActionListener, but I don't know how to make it react only when the key is pushed. as I had it,
I had this class inside of MVCE:
class TickListener implements ActionListener{
public void actionPerformed(ActionEvent a){
m.marioSprite.setSprite(Constants.SMALLWALKFACERIGHT);
repaint();
}
}
and this at the end of the MVCE constructor:
ActionListener ac = new TickListener();
final int DELAY = 1000;
Timer t = new Timer(DELAY, ac);
t.start();
but then, the Mario just moves automatically. I do not want to use a sprite sheet for this project, I am trying to do it as this guy did for SMB1.
Many problems, don't know which one or if any will fix the problem:
Don't use a KeyListener. If a component doesn't have focus the component won't receive the event. Instead use Key Bindings.
Don't use "==" to compare Objects. Instead you should be using the equals(...) method.
Don't override paintComponent. A painting method is for painting only. You should not be changing the bounds of the component in the painting method.
Do basic debugging (problem solving) before asking a question. A simple System.out.println(...) added to various methods will determine if the code is executing as you expect. Then when you ask a question you can ask a specific question telling us which block of code does not execute as you expect.
You never actually call the method animateMoveRight(), and if I understand correcly, that's what's changing the sprite. Also, I doubt that you see the sprite change when calling the same method twice in a row without any delay.
Try putting the animateMoveRight() method into the moveRight() or the moveMarioRight() method and, if neccessary because the animation is too fast, add your delay code back where you had it. Be careful not to let the main thread sleep, as this causes everything to freeze, so start another one or use a timer etc.
EDIT: Good timers
I'm not too familiar with the Timer class, so I end up using the Thread variant. There are many tutorials for that out there, just search for "java threads" or "java multithreading". This is IMO a solid tutorial you can check out.

Transparent Panels

I am making a game where a user has to draw lines so as to make a ball bounce into a target. I'm having trouble getting both the ball and the line to show up concurrently, and I can get only one or the other to appear. It seems to me that the panels block each other out, even though I made them transparent. I would like for them both to appear on the same frame. As of this post, the line panel covers the ball panel.
import javax.swing.Timer;
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
import java.awt.Graphics;
import java.awt.Color;
import javax.swing.JPanel;
import javax.swing.JFrame;
public class Game
{
public static void main(String args[]) throws Exception
{
JFrame f = new JFrame("Let's Play");
f.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
f.setSize(1280, 720);
f.setLocation(300, 300);
f.setResizable(false);
//this part draws a ball that bounces around the screen
BallPanel ballPanel = new BallPanel()
{
// draw rectangles and arcs
public void paintComponent(Graphics g)
{
super.paintComponent(g); // call superclass's paintComponent
g.setColor(Color.red);
// check for boundaries
if (x < radius) dx = Math.abs(dx);
if (x > getWidth() - radius) dx = -Math.abs(dx);
if (y < radius) dy = Math.abs(dy);
if (y > getHeight() - radius) dy = -Math.abs(dy);
// adjust ball position
x += dx;
y += dy;
g.fillOval(x - radius, y - radius, radius*2, radius*2);
}
};
ballPanel.setOpaque(false);
f.add(ballPanel);
//this part allows you to draw lines on the frame with your mouse
JPanel lineP = new JPanel()
{
Point pointStart = null;
Point pointEnd = null;
{
addMouseListener(new MouseAdapter()
{
public void mousePressed(MouseEvent me)
{
pointStart = me.getPoint();
}
public void mouseReleased(MouseEvent me)
{
pointStart = null;
}
});
addMouseMotionListener(new MouseMotionAdapter()
{
public void mouseMoved(MouseEvent me)
{
pointEnd = me.getPoint();
}
public void mouseDragged(MouseEvent me)
{
pointEnd = me.getPoint();
repaint();
}
});
}
public void paint(Graphics dline)
{
super.paint(dline);
if (pointStart != null)
{
dline.setColor(Color.RED);
dline.drawLine(pointStart.x, pointStart.y, pointEnd.x, pointEnd.y);
}
}
};
lineP.setOpaque(false); //attempted to enable to see ball panel here
f.add(lineP);
f.setVisible(true);
}
}
class BallPanel extends JPanel implements ActionListener
{
private int delay = 10;
protected Timer timer;
public int x = 30; // x position
public int y = 30; // y position
public int radius = 15; // ball radius
public int dx = 10; // increment amount (x coord)
public int dy = 10; // increment amount (y coord)
public BallPanel()
{
timer = new Timer(delay, this);
timer.start(); // start the timer
}
public void actionPerformed(ActionEvent e)
// will run when the timer fires
{
repaint();
}
}
You've got several issues, but the main one is that you're over-using GUI components. You should have just one single component JPanel that does the drawing, a DrawingPanel, and not a ball panel and a line panel. Rather Ball and Line should be logical classes, not GUI classes, and their display should be in the same single DrawingPanel.
Other issues include:
A main method that has way too much code. Most of that code should be off-loaded into the OOP world where it belongs.
GUI component classes that also implement listener interfaces. This is giving the class too much responsibility making debugging and upgrading difficult. Separate these concerns.
One of your classes overrides the paint method, and this should be avoided. Override paintComponent.
The other class that overrides paintComponent has program logic within paintComponent, and this should be avoided since you have limited control over when or if this method gets called. Get the logic out of that class and into either the mouse listener code or the game loop code (Swing Timer).

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;
}
}

Thread won't start

I am attempting to move an star image diagonally across. I am using a Thread to try and achieve this. The program compiles and the image is displayed, however the star won't move at all. I dont think the thread started properly.
Help would be greatly appreciated
drawing class (Board):
//define host package
package star;
//import awt and swing drawing packages
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Toolkit;
//jpanel and other javax classes
import javax.swing.JPanel;
import javax.swing.ImageIcon;
//main board class
public class Board extends JPanel implements Runnable
{
//constructor
Image star; //star image to hold image returned from directory
int x, y; //co ordinates for translation of star image
//delay constant
private final int DELAY = 50;
private Thread animator;
public Board()
{
//set the background colour to black
setBackground(Color.black);
//image directory
ImageIcon ii = new ImageIcon(this.getClass().getResource("star.png"));
//retrieve image from directory
star = ii.getImage();
//paint in memory then screen to improve
setDoubleBuffered(true);
//set star co ords variables
x = y = 10;
}
//initialize thread
void AddNotify()
{
super.addNotify();
//run method in this class
animator = new Thread(this);
animator.start();
}
//jpanel paintComponent() with abstract graphics object
#Override public void paintComponent(Graphics comp)
{
//repaint screen due to animation
super.paintComponent(comp);
Graphics2D comp2d = (Graphics2D) comp;
//draw the star
//class should be notified of drawing
comp2d.drawImage(star, x, y, this);
//sync for linux systems
Toolkit.getDefaultToolkit().sync();
comp.dispose();
}
//set the coordinates for the star image
public void cycle()
{
//move star
x += 1;
y += 1;
//if top corner goes out of range
if (y > 240)
{
x = -45;
y = -45;
}
System.out.println("x: " + x + "y: " + y);
}
//action performed method. Event parameter from the timer
public void run()
{
//beforeTime, timeDiff and sleep variables
//long = 2 x integer
long beforeTime, timeDiff, sleep;
beforeTime = System.currentTimeMillis();
//infinite loop
while (true)
{
//cycle and add notify methods
cycle();
//call the paintComponent method
repaint();
//compute system time
timeDiff = System.currentTimeMillis() - beforeTime;
/*subtracting from delay keeps lag from cycle() & AddNotify()
methods unoticable.
timeDiff will change with each loop cycle
*/
sleep = DELAY - timeDiff;
//compensate for a timeDiff > 50
if (sleep < 0)
{
sleep = 2;
}
//sleep thread in exception
try
{
Thread.sleep(sleep);
}
catch (InterruptedException ie)
{
System.out.println("Thread could not sleep: " + ie.getMessage());
}
//reset beforeTime time
beforeTime = System.currentTimeMillis();
}
}
}
main java frame class:
//import jframe
import javax.swing.JFrame;
//main class
public class Star extends JFrame
{
//constructor
public Star()
{
//title, resize, size, location etc.
add(new Board2());
setTitle("Star animation");
setSize(240, 280);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLocationRelativeTo(null);
setResizable(false);
setVisible(true);
}
//class instance
public static void main(String[] arguements)
{
new Star();
}
}
Happy to clarify on request.
You're never calling AddNotify method, which is where you start your thread. I'm guessing you have a typo, and you meant addNotify instead (notice the lower case).
When overriding methods, it's useful to add #Override tag, as compiler will complain if the method you're overriding does not exists.
#Override
void addNotify() {
super.addNotify();
//run method in this class
animator = new Thread(this);
animator.start();
}
It seems your Thread start call is not invoked anywhere in your code execution. You are starting the thread in AddNotify method but that method is not called.
Also your code has a compilation problem on this line:
add(new Board2());
there is no class Board2, rather your class name is Board. I expect it is just an error while pasting the code here.

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