I need to spawn multiple shapes with different properties in javafx but when I run the program none of the shapes are being added. Any guidance in the right direction is appreciated. I would create individual objects but I need to continuously remove and recreate the objects with random properties once they go out of bounds.
package game
import java.util.ArrayList;
import javafx.animation.AnimationTimer;
import static javafx.application.Application.launch;
import javafx.scene.shape.Circle;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
public class Game extends Application {
static ArrayList <Circle> circles = new ArrayList();
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) {
Pane root = new Pane();
Scene scene = new Scene(root,800, 600);
AnimationTimer timer = new AnimationTimer() {
#Override
public void handle(long now) {
spawnCircles();
}
};
timer.start();
root.getChildren().addAll(circles);
primaryStage.setScene(scene);
primaryStage.show();
}
void spawnCircles() {
if (circles.size() < 20) {
createCircle();
}
}
void createCircle() {
Circle circle = new Circle(Math.random() * 100, Color.RED);
circle.setCenterX(Math.random()* 800);
circle.setCenterY(Math.random()* 600);
circles.add(circle);
}
}
In your start method you add an empty ArrayList to your root pane and later your AnimationTimer adds circles to your ArrayList. How do you expect them to magically show up in your root pane. Just add them to the root pane instead of the ArrayList or make this a Group instead of an ArrayList.
Related
I made a javafx program using a horizontal SplitPane with a Canvas on one side in which something is drawn. When the SplitPane is resized the Canvas resizes with it.
Everything worked fine until I switched to Java 10. Suddenly the Canvas-side can only be expanded, not reduced.
Anyone has an idea why that is?
(The working Java version was 1.8.0_181)
package test;
import javafx.application.Application;
import javafx.geometry.Orientation;
import javafx.scene.Scene;
import javafx.scene.control.SplitPane;
import javafx.scene.layout.AnchorPane;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
public class Test extends Application {
private static Display display;
#Override
public void start(Stage primaryStage) {
display = new Display();
StackPane stackPaneDisplay = new StackPane();
stackPaneDisplay.getChildren().add(display);
stackPaneDisplay.setStyle("-fx-background-color: white");
AnchorPane anchorPaneDisplay = new AnchorPane();
anchorPaneDisplay.getChildren().add(stackPaneDisplay);
AnchorPane.setBottomAnchor(stackPaneDisplay, Double.MIN_VALUE);
AnchorPane.setTopAnchor(stackPaneDisplay, Double.MIN_VALUE);
AnchorPane.setLeftAnchor(stackPaneDisplay, Double.MIN_VALUE);
AnchorPane.setRightAnchor(stackPaneDisplay, Double.MIN_VALUE);
display.widthProperty().bind(stackPaneDisplay.widthProperty());
display.heightProperty().bind(stackPaneDisplay.heightProperty());
StackPane stackPaneLeft = new StackPane();
SplitPane splitPane = new SplitPane();
splitPane.setOrientation(Orientation.HORIZONTAL);
splitPane.getItems().addAll(stackPaneLeft, anchorPaneDisplay);
BorderPane root = new BorderPane();
root.setCenter(splitPane);
Scene scene = new Scene(root);
primaryStage.setMaximized(true);
primaryStage.setScene(scene);
primaryStage.show();
splitPane.setDividerPositions(0.2);
}
public static void main(String[] args) {
launch(args);
}
}
and the Canvas-Class
package test;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
public class Display extends Canvas {
GraphicsContext gc = this.getGraphicsContext2D();
public Display() {
widthProperty().addListener(e -> {
draw();
});
}
public void draw() {
gc.strokeOval(500, 500, 100, 100);
}
}
Thanks in advance
What I want to do:
Have a slider, from 0 - 10, have it move only by a full tick(1), and show the value of the tick above the tick.
What happens:
It shows all values from 0-10 except for 9 which is mysteriously missing..
I wanted to upload an image here but I lack the reputation it seems ;)
https://pasteboard.co/HdPtzVp.png
Code:
Main Class:
import javafx.application.Application;
import static javafx.application.Application.launch;
import javafx.geometry.Rectangle2D;
import javafx.scene.Scene;
import javafx.scene.layout.HBox;
import javafx.stage.Screen;
import javafx.stage.Stage;
public class StartGui extends Application
{
#Override
public void start(Stage stage)
{
HBox box = new HBox();
PionnenSlider slider = new PionnenSlider();
box.getChildren().add(slider);
Scene scene = new Scene(box, 500, 300);
stage.setScene(scene);
stage.setTitle("SliderMinimalCode");
Rectangle2D primaryScreenBounds = Screen.getPrimary().getVisualBounds();
stage.show();
}
public static void main(String[] args)
{
launch(args);
}
}
Slider class:
import javafx.scene.control.Slider;
public class PionnenSlider extends Slider
{
public PionnenSlider()
{
setMinorTickCount(0);
setBlockIncrement(1);
setMajorTickUnit(1);
setValue(0);
setMax(10);
setShowTickMarks(true);
setShowTickLabels(true);
setSnapToTicks(true);
}
}
apparently it is due to lack of space for the slider, found a workaround to automaticly size it with HBox.setHgrow(sliderPionnen, Priority.ALWAYS);, although that just grows it to fill the entire HBOX.. so I guess I'l have to find a workaround for that
I recently started coding in FXML/JavaFX using Eclipse and one of the projects I'm working on requires me to make a drop down menu with combobox, checkboxes etc.. So my question is would it be possible to make the MenuButton display a VBox/HBox when clicked with those inside?
Here is a one of the simplest example of menu:
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.control.Menu;
import javafx.scene.control.MenuBar;
import javafx.scene.control.MenuItem;
import javafx.stage.Stage;
public class MenuFX extends Application {
#Override
public void start(Stage primaryStage) throws Exception {
Group group = new Group();
Scene scene = new Scene(group, 800, 600);
MenuBar menuBar = new MenuBar();
Menu someValues = new Menu("Values");
for (int i = 0; i < 60; i++) {
MenuItem item = new MenuItem("Value " + i);
someValues.getItems().add(item);
}
menuBar.getMenus().add(someValues);
group.getChildren().addAll(menuBar);
primaryStage.setScene(scene);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
More expanding example here.
I want to extend a Class from Pane and then use the setContent() method from a tab from TabPane to display the Pane inside this Tab. It worked in Swing when I extended from JPanel but if I try something similar in JavaFX it only displays the tab itself and stays empty below.
I want to handle the content of the tabs in separate classes, am I doing something completely wrong here?
Swing version:
import java.awt.*;
import javax.swing.*;
import java.util.*;
public class Home extends JFrame{
private JTabbedPane jTabbedPane1 = new JTabbedPane();
private Example ex = new Example();
public static void main(String[] args) {
Home h1 = new Home();
h1.ex= new Example();
h1.jTabbedPane1.add("test",h1.ex);
} // end of main
public Home() {
// Frame-Initialisierung
super();
setDefaultCloseOperation(WindowConstants.DISPOSE_ON_CLOSE);
setSize(200,200);
Dimension d = Toolkit.getDefaultToolkit().getScreenSize();
int x = (d.width - getSize().width) / 2;
int y = (d.height - getSize().height) / 2;
setLocation(x, y);
setResizable(false);
Container cp = getContentPane();
cp.setLayout(null);
// Anfang Komponenten
jTabbedPane1.setBounds(0, 0, 100, 100);
cp.add(jTabbedPane1);
setVisible(true);
} // end of public home
} // end of class Home
import java.awt.*;
import javax.swing.*;
import java.util.*;
public class Example extends JPanel {
private JList jList1 = new JList();
private DefaultListModel jList1Model = new DefaultListModel();
private JScrollPane jList1ScrollPane = new JScrollPane(jList1);
public Example(){
super();
setLayout(null);
jList1.setModel(jList1Model);
jList1ScrollPane.setBounds(0, 0, 100, 100);
add(jList1ScrollPane);
}
} // end of class Example
Not working in JavaFX version:
import javafx.application.Application;
import static javafx.application.Application.launch;
import javafx.scene.Scene;
import javafx.scene.control.Tab;
import javafx.scene.control.TabPane;
import javafx.scene.control.TabPane.TabClosingPolicy;
import javafx.scene.layout.Pane;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
public class Home extends Application {
private TabPane tabpane = new TabPane();
private Example ex;
#Override
public void start(Stage primaryStage) {
primaryStage.setTitle("TEST");
Pane layout = new Pane();
tabpane.setLayoutX(-8);
tabpane.setLayoutY(24);
tabpane.setTabClosingPolicy(TabClosingPolicy.UNAVAILABLE);
Tab tab = new Tab();
tab.setText("new tab");
tab.setContent(new Rectangle(200,200));
this.ex = new Example();
tab.setContent(ex);
tabpane.getTabs().add(tab);
layout.getChildren().add(tabpane);
Scene scene = new Scene(layout, 500, 500);
scene.getStylesheets().clear();
scene.getStylesheets().add(Home.class.getResource("style.css").toExternalForm());
primaryStage.setScene(scene);
primaryStage.setResizable(false);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
import java.util.ArrayList;
import javafx.collections.FXCollections;
import javafx.collections.ObservableList;
import javafx.scene.control.ListView;
import javafx.scene.layout.Pane;
import javafx.stage.Stage;
public class Example extends Pane{
ListView<String> list = new ListView<String>();
public void start(Stage primaryStage) {
ArrayList<String> arraytest = new ArrayList<String>();
arraytest.add("test1");
arraytest.add("test2");
ObservableList<String> test = FXCollections.observableArrayList(arraytest);
list.setItems(test);
list.setLayoutX(10);
list.setLayoutY(10);
list.setPrefWidth(270);
list.setPrefHeight(270);
getChildren().add(list);
}
}
Your Swing example is incorrectly synchronized and suffers from an inflexible layout having absolute positioning. The example should be discarded except to observe that Pane "may be used directly in cases where absolute positioning of children is required." In this case, your JavaFX example does not.
In the JavaFX variation below, Example constructs the desired ListView and makes it available via the getContent() method. Home then uses that content for the tab. Resize the enclosing stage to see the effect.
tab.setContent(example.getContent());
As an aside, the private static class Example is semantically equivalent to a class having package-private access, making it easy to test in situ and later refactor into a separate class.
import javafx.application.Application;
import static javafx.application.Application.launch;
import javafx.collections.FXCollections;
import javafx.collections.ObservableList;
import javafx.scene.Scene;
import javafx.scene.control.ListView;
import javafx.scene.control.Tab;
import javafx.scene.control.TabPane;
import javafx.scene.control.TabPane.TabClosingPolicy;
import javafx.stage.Stage;
/** #see https://stackoverflow.com/a/44102580/230513 */
public class Home extends Application {
private TabPane tabpane = new TabPane();
private Example example = new Example();
#Override
public void start(Stage primaryStage) {
primaryStage.setTitle("Test");
tabpane.setTabClosingPolicy(TabClosingPolicy.UNAVAILABLE);
Tab tab = new Tab();
tab.setText("Tab One");
tab.setContent(example.getContent());
tabpane.getTabs().add(tab);
Scene scene = new Scene(tabpane);
primaryStage.setScene(scene);
primaryStage.show();
}
private static class Example {
ListView<String> view = new ListView<>();
public Example() {
ObservableList<String> list = FXCollections.observableArrayList(
"Test 1", "Test 2", "Test 3");
view.setItems(list);
}
public ListView getContent() {
return view;
}
}
public static void main(String[] args) {
launch(args);
}
}
I am making a game of snake, but whenever I try to update my canvas in the draw() method, the new snake won't draw. It draws in the run thread. I have tried a bunch of different things, but I can't seem to get it working.
Imports:
import javafx.application.Application;
import javafx.event.*;
import javafx.scene.*;
import javafx.stage.*;
import javafx.scene.control.*;
import javafx.scene.layout.*;
import javafx.geometry.*;
import java.io.*;
import java.util.*;
import javafx.scene.input.KeyEvent;
import javafx.event.EventHandler;
import javafx.scene.text.Text;
import javafx.scene.text.Font;
import javafx.scene.text.*;
import javafx.scene.paint.*;
import javafx.scene.canvas.*;
Actual class:
public class Snake extends Application implements Runnable
{
//Snake parts and locations
boolean dead;
int headX=0;
int headY=0;
// for the game
Group root = new Group();
Scene snakeG = new Scene(root, 550, 550,Color.BLACK);
final Canvas canvas = new Canvas(550,550);
GraphicsContext gc = canvas.getGraphicsContext2D();
//Start Game
VBox newGame = new VBox(3);
Scene startC = new Scene(newGame, 200, 200);
Label info = new Label("Snake Game \nCreated by: Austin");
Label rules = new Label("Rules\n1.) If you hit the edge you die\n2.) If you touch your snake you die\n3.)Collect fruit to increase your snakes size");
Button startBut = new Button("Start Game");
Stage startS;
public static void main ( String[] args )
{
launch(args);
}
#Override
public void start ( Stage primaryStage )throws Exception
{
startS=primaryStage;
startS.setTitle("Snake");
newGame.getChildren().addAll(info,rules,startBut);
newGame.setAlignment(Pos.CENTER);
startS.setScene(startC);
startS.show();
startBut.setOnAction(e ->
{
startGame();
});
}
public void startGame()
{
System.out.println("Success");
headX=275;
headY=275;
dead = false;
gc.clearRect(0,0,800,800);
startS.setScene(snakeG);
gc.setFill(Color.GREEN);
gc.fillRect(headX,headY,10,10);
root.getChildren().add(canvas);
(new Thread ( new Snake())).start();
}
public void run()
{
draw();
}
// draws the snake
public void draw()
{
System.out.println("DRAW STARTED");
gc.setFill(Color.GREEN);
gc.fillRect(50,50,10,10);
}
}
If you know of a better way to draw graphics in JavaFX, please tell me. This is the only way I could find for what I am doing.
There are some problems with your approach.
You don't need your own thread.
You can only modify the active scene graph (including a canvas) using the JavaFX Thread. Read the JavaFX concurrency documentation:
The JavaFX scene graph, which represents the graphical user interface of a JavaFX application, is not thread-safe and can only be accessed and modified from the UI thread also known as the JavaFX Application thread.
Your main application class should not implement Runnable.
Some suggestions:
You may find it easier to use SceneGraph nodes for your game objects rather than a Canvas, but either should work.
You can implement your game loop using an AnimationTimer as demoed here.
Here is a sample of using an AnimationTimer for display.