Java: Overriding methods from non inherited classes - java

How do/can you override methods from non-inherited class? Secondly is there a better term than "non-inherited classes"?
I have a class that "extends" JFrame and needs to override paintComponent from JPanel. How? Or it can extend JPanel and needs to access methods like setTitle(), setResizable(), and setDefaultCloseOperation();
In response to the latest answer:
i've done this:
public class Chess extends JPanel {
boolean du, dd, dl, dr;
double x, y;
public class AL extends KeyAdapter {
public void keyPressed(KeyEvent e) {
int keyC = e.getKeyCode();
switch(keyC) {
case KeyEvent.VK_LEFT:
dl = true;
break;
case KeyEvent.VK_RIGHT:
dr = true;
break;
case KeyEvent.VK_DOWN:
dd = true;
break;
case KeyEvent.VK_UP:
du = true;
break;
}
}
public void keyReleased(KeyEvent e) {
int keyC = e.getKeyCode();
switch(keyC) {
case KeyEvent.VK_LEFT:
dl = false;
break;
case KeyEvent.VK_RIGHT:
dr = false;
break;
case KeyEvent.VK_DOWN:
dd = false;
break;
case KeyEvent.VK_UP:
du = false;
break;
}
}
}
public void Chess() {
JFrame frame = new JFrame();
frame.addKeyListener(new AL());
frame.setTitle("Chess");
frame.setSize(500, 500);
frame.setResizable(false);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
du = dl = dd = dr = false;
x = y = 150;
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
setBackground(Color.CYAN);
double i = .25;
if (du) {
y -= i;
}
if (dr) {
x += i;
}
if (dd) {
y += i;
}
if (dl) {
x -= i;
}
if (x < 0) {
x = 0;
}
if (x > getWidth() - 25) {
x = getWidth() - 25;
}
if (y < 25) {
y = 25;
}
if (y > getHeight() - 25) {
y = getHeight() - 25;
}
g.drawOval( (int) x, (int) y, 25, 25);
repaint();
}
public static void main(String[] args) {
new Chess();
}
}
It should move the oval around the screen (I'm trying to get the basics down) but when i run it, a box doesn't appear. It worked when was using jFrame and overrode paint and called a non-overridden paintComponent() from paint(). not what i want to do. Why does a box no longer appear?

You're allowed to use more than one class when creating Java programs.
So you can have one class extend JFrame
And another extend JPanel -- and have that class's paintComponent method overridden.
Having said that, note that you may be painting yourself in a corner by having your class extend JFrame, forcing you to create and display JFrames, when often more flexibility is called for. In fact, I would venture that most of the Swing GUI code that I've created and that I've seen does not extend JFrame, and in fact it is rare that you'll ever want to do this. More commonly your GUI classes will be geared towards creating JPanels, which can then be placed into JFrames or JDialogs, or JTabbedPanes, or swapped via CardLayouts, wherever needed. This will greatly increase the flexibility of your GUI coding.
For example, here's a simple class that displays mouse position on mouse click:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.*;
#SuppressWarnings("serial")
public class MousePosition extends JPanel {
private static final int PREF_W = 600;
private static final int PREF_H = PREF_W;
// format String for display String
protected static final String FORMAT = "(%d, %d)";
private int xPos = -40;
private int yPos = -40;
private String displayText = "";
public MousePosition() {
addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
xPos = e.getX();
yPos = e.getY();
// use FORMAT String to create our display text
displayText = String.format(FORMAT, xPos, yPos);
repaint();
}
});
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawString(displayText, xPos, yPos);
}
private static void createAndShowGui() {
MousePosition mainPanel = new MousePosition();
JFrame frame = new JFrame("MousePosition");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
Regarding
I have a class that "extends" JFrame and needs to override paintComponent from JPanel. How?
As noted above. Note that I avoid setting sizes but instead override the JPanel's getPreferredSize() if I want to force it to a certain size. Then the layout managers do the rest when I call pack() on the JFrame.
Or it can extend JPanel and needs to access methods like setTitle(), setResizable(), and setDefaultCloseOperation()...
Those methods can be simply called on the JFrame instance after you've created it as per my example above.

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.

Adding JPanel after removing it from JFrame

I'm developing a Java Game. I'm stuck at a point,where I need to restart the whole game again after GameOver. Here is the skeleton of my program:
package projectflappy;
import java.awt.*;
public final class TheGame extends JFrame implements MouseListener{
JPanel jp;
//declaration of the varibles
int x_width = 500;
int y_height = 500;
int count = 5 ;
Ellipse2D Ball;
int x_ball;
int y_ball;
int cord_xup1,cord_xdown1;
int cord_xup2,cord_xdown2;
int cord_xup3,cord_xdown3;
int cord_xup4,cord_xdown4;
int cord_xup5,cord_xdown5;
Boolean flag = true;
RoundRectangle2D up1,down1,up2,down2,up3,down3,up4,down4;
Font font = new Font("Matura MT Script Capitals",Font.ROMAN_BASELINE,40);
Font font1 = new Font("Matura MT Script Capitals",Font.ROMAN_BASELINE,20);
Font font3 = new Font("Matura MT Script Capitals",Font.ROMAN_BASELINE,20);
float das[] = {10.0f};
BasicStroke color = new BasicStroke(10,BasicStroke.CAP_ROUND,BasicStroke.JOIN_BEVEL,20.0f,das,0.0f);
GradientPaint gp2 = new GradientPaint(20, 0,
Color.DARK_GRAY, 0, 10, Color.GRAY, true);
GradientPaint gp3 = new GradientPaint(30, 0,
Color.BLACK, 0, 20, Color.GREEN, true);
Toolkit kit = Toolkit.getDefaultToolkit();
//Getting the "background.jpg" image we have in the folder
Image background = kit.getImage("D:\\College\\Programs\\ProjectFLAPPY\\src\\projectflappy\\1.png");
JLabel a = new JLabel("Get Ready ! Click to Start.");
JLabel retry = new JLabel(new ImageIcon("D:\\College\\Programs\\ProjectFLAPPY\\src\\projectflappy\\unnamed.png"));
int score = 0;
//constructor
public TheGame() throws IOException
{
super("Simple Drawing");
setSize(x_width, y_height);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setVisible(true);
jp = new DrawingPanel();
add(jp);
addMouseListener(this);
}
ActionListener action = new ActionListener() {
#Override
public void actionPerformed(ActionEvent ae) {
update();
repaint();
}
};
Timer t = new Timer(50,action);
public void init()
{
x_ball = 30;
y_ball = 200;
cord_xup1 = 175; cord_xdown1 = 175;
cord_xup2 = 320; cord_xdown2 = 320;
cord_xup3 = 460; cord_xdown3 = 460;
cord_xup4 = 585; cord_xdown4 = 585;
cord_xup5 = 700; cord_xdown5 = 700;
retry.setVisible(false);
retry.setBounds(175,260,46,46);
a.setForeground(Color.YELLOW);
a.setFont(font1);
a.setVisible(true);
a.setBounds(105,200,300,100);
}
#Override
public void mouseClicked(MouseEvent e) {
//throw new UnsupportedOperationException("Not supported yet."); //To change body of generated methods, choose Tools | Templates.
a.setVisible(false);
if( flag == false)
{
t.stop();
}
else
{
t.start();
}
y_ball = y_ball - 40;
count--;
}
#Override
public void mousePressed(MouseEvent e) {
//throw new UnsupportedOperationException("Not supported yet."); //To change body of generated methods, choose Tools | Templates.
}
#Override
public void mouseReleased(MouseEvent e) {
//throw new UnsupportedOperationException("Not supported yet."); //To change body of generated methods, choose Tools | Templates.
}
#Override
public void mouseEntered(MouseEvent e) {
//throw new UnsupportedOperationException("Not supported yet."); //To change body of generated methods, choose Tools | Templates.
}
#Override
public void mouseExited(MouseEvent e) {
//throw new UnsupportedOperationException("Not supported yet."); //To change body of generated methods, choose Tools | Templates.
}
// for drawing on the panel
class DrawingPanel extends JPanel{
private static final long serialVersionUID = 1L;
public DrawingPanel() {
setPreferredSize(new Dimension(300, 300));
setLayout(null);
init();
add(a);
add(retry);
// addMouseListener(this);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D d = (Graphics2D)g;
d.drawImage(background, -270,-30, this);
Ball = new Ellipse2D.Double(x_ball,y_ball,30,30);
d.setColor(Color.green);
d.setFont(font3);
up1 = new RoundRectangle2D.Double(cord_xup1,-5,30,175,20,20);
down1 = new RoundRectangle2D.Double(cord_xdown1,310,30,155,20,20);
up2 = new RoundRectangle2D.Double(cord_xup2,-5,30,200,20,20);
down2 = new RoundRectangle2D.Double(cord_xdown2,310,30,175,20,20);
up3 = new RoundRectangle2D.Double(cord_xup3,-5,30,230,20,20);
down3 = new RoundRectangle2D.Double(cord_xdown3,350,30,135,20,20);
up4 = new RoundRectangle2D.Double(cord_xup4,-5,30,115,20,20);
down4 = new RoundRectangle2D.Double(cord_xdown4,240,30,115,20,20);
d.setPaint(gp2);
d.setStroke(color);
d.fill(up1);
d.fill(down1);
d.fill(up2);
d.fill(down2);
d.fill(up3);
d.fill(down3);
d.fill(up4);
d.fill(down4);
d.setPaint(gp3);
d.setStroke(color);
d.fill(Ball);
d.setColor(Color.BLACK);
d.setFont(font1);
d.drawString(""+score ,200,50);
if( Ball.intersects(up1.getBounds()) || Ball.intersects(down1.getBounds()) || Ball.intersects(up2.getBounds()) || Ball.intersects(down2.getBounds()) || Ball.intersects(up3.getBounds()) || Ball.intersects(down3.getBounds()) || Ball.intersects(up4.getBounds()) || Ball.intersects(down4.getBounds()))
{
t.stop();
flag = false;
d.setColor(Color.red);
d.setFont(font);
d.drawString("Game Over : "+score ,100,250);
retry.setVisible(true);
}
retry.addMouseListener(new MouseListener() {
#Override
public void mouseClicked(MouseEvent event) {
init(); //reset properties
}
//...
#Override
public void mousePressed(MouseEvent e) {
// throw new UnsupportedOperationException("Not supported yet."); //To change body of generated methods, choose Tools | Templates.
}
#Override
public void mouseReleased(MouseEvent e) {
// throw new UnsupportedOperationException("Not supported yet."); //To change body of generated methods, choose Tools | Templates.
}
#Override
public void mouseEntered(MouseEvent e) {
// throw new UnsupportedOperationException("Not supported yet."); //To change body of generated methods, choose Tools | Templates.
}
#Override
public void mouseExited(MouseEvent e) {
// throw new UnsupportedOperationException("Not supported yet."); //To change body of generated methods, choose Tools | Templates.
}
});
}
}
public void update()
{
cord_xdown1 -= 5;
cord_xup1 -= 5;
cord_xdown2 -= 5;
cord_xup2 -= 5;
cord_xdown3 -= 5;
cord_xup3 -= 5;
cord_xdown4 -= 5;
cord_xup4 -= 5;
cord_xdown5 -= 5;
cord_xup5 -= 5;
if( cord_xup1 <=-20)
{
cord_xup1 = 500;
cord_xdown1 = 500;
}
if( cord_xup2 <=-20)
{
cord_xup2 = 500;
cord_xdown2 = 500;
}
if( cord_xup3 <=-20)
{
cord_xup3 = 500;
cord_xdown3 = 500;
}
if( cord_xup4 <=-20)
{
cord_xup4 = 500;
cord_xdown4 = 500;
}
if( cord_xup5 <=-20)
{
cord_xup5 = 500;
cord_xdown5 = 500;
}
if(count >= 0)
{
y_ball = y_ball - 7;
count--;
if( y_ball == y_height)
{
t.stop();
}
}
else
{
y_ball = y_ball + 7;
if( y_ball == y_height-70)
{
t.stop();
}
}
if(cord_xdown1 == x_ball || cord_xdown2 == x_ball || cord_xdown3 == x_ball || cord_xdown4 == x_ball)
{
score = score+1;
}
}
public static void main(String[] args) throws IOException {
new TheGame();
}
}
here retry is a JLabel in which I'm using a MouseListener to do things.
When I run,the JPanel gets completely removed from the JFrame but the new JPanel really doesn't seem to work. But only one component i.e, a.setVisble(true) works.
This is the frame when the Players gets out.
This Frames when the Player clicks on the retry button.
The reason your new panel is not showing is due to the component hierarchy being invalid. You attempt to revalidate, but you did it before adding the panel. You need to do it AFTER you add a component to an already visible container. Check out invalidate():
This method is called automatically when any layout-related information changes (e.g. setting the bounds of the component, or adding the component to a container).
So you must validate after adding the component, not before. revalidate() invalidates then revalidates the component hierarchy.
The proper way to handle this would be to revert your game back to it's original form; just change everything back to how it was. No need to create a new panel.
You could create a method, init(), which sets your game to how it should be:
//Contains the properties that will change during gameplay
void init() {
retry.setVisible(false);
a.setForeground(Color.YELLOW);
//...
}
Which you can then call when you create the board (in the constructor) and when you press retry (in the listener):
public DrawingPanel() {
setPreferredSize(new Dimension(300, 300));
setPreferredSize(new Dimension(300, 300));
setLayout(null);
init(); //sets properties
a.setFont(font1);
a.setVisible(true);
a.setBounds(105,200,300,100);
add(a);
retry.setBounds(175,260,46,46);
retry.addMouseListener(new MouseListener() {
public void mouseClicked(MouseEvent event) {
init(); //reset properties
}
//...
});
add(retry);
}
You shouldn't add a listener to a component in your update() method, since update() will be called multiple times. Add it in your constructor.
If retry is a JButton, you should use an ActionListener. I wasn't sure, so I kept it as a mouse listener.
You should avoid using null layout (absolute positioning). Layout Managers position and size components using specific calculations to ensure your resulting GUI looks the same on all platforms. There are a few uses where absolute positioning is a viable option, as mentioned in the tutorials, but it's always best to prefer a Layout Manager. IMO, null layout is bad practice, and the only reason one would use it is if they didn't understand layout managers, which is a problem in itself.
To learn more about layout managers, check out the Visual Guide to Layout Managers trail. Not only does the JDK come bundled with layouts, but you can also create your own or use a third party layout, like MigLayout
EDIT:
Post Swing code to the Event Dispatch Thread. Swing event handlers (painting, listeners) are executed on the Event Dispatch Thread. To ensure the Swing code you write is in sync with the EDT, post any Swing code that isn't already being executed on the EDT to the EDT by using invokeLater or invokeAndWait.
Do not size your frame directly. Allow your frame to size based off the contents inside of it. Your DrawingPanel (the game canvas) should determine the size of the frame.
TheGame should not extend JFrame, since it's not a frame itself, rather than something contained within a frame. Having it extend JPanel would be a little easier on you (you won't be forced to create a new class to override the paint method). Although, TheGame shouldn't extend anything, it should HAVE these things (has-a relationship, not is-a). But since you're still a beginner, I don't wanna overwhelm you with a completely new design, so I considered TheGame to be the actual game canvas (where things will be draw; TheGame will extend JPanel), so you'll no longer need DrawingBoard.
As mentioned before, you should NOT add listeners (or do any task that is only needed once) in the paint method. Keep in mind that the paint method is for painting, not initializing or setting values. You should attempt to keep logic out of that method if possible.
Stay consistent. You use a JLabel for "Click to start!", yet you use drawString for "Game Over". Pick one or the other. This choice is really up to you. For this example, I chose to use drawString, since it's consistent with the rest of your rendering methods (how you paint the background, ball and obstacles)
DO NOT CREATE NEW OBJECTS IN YOUR PAINT METHOD. You're creating a ton of new objects every 50 milliseconds. This is NOT needed, and will harm performance critically. When you use the new keyword, you create a new object. Instead of creating a new object to change it (or revert it back), just change it's state.
Take advantage of Object Orientation. It'll help keep you organized, and allow you to easily manage and scale up your application. Don't shove a bunch of variables into one class to represent a ton of different things (cordx_up1, cordx_up2... it's definitely not scalable).
Look into some of the Adapter classes like MouseAdapter and KeyAdapter; they allow you to handle events without needing to declare methods you might not use.
Use access modifiers. If you aren't familiar with them, get to know them. It makes managing code a lot easier if you know where it can be used ahead of time.
Your paths point to a specific drive with a specific name. This should not be the case, since not everyone uses that drive and/or folder name. Package your images with your project, then refer to them locally.
With that said, you have a lot of studying to do.
What I did was create a Ball class and an Obstacle class, to get a little more organized. ball_x and ball_y are now inside the Ball class, as well as the gradient for it. The objects we create from this class will now have these properties (states). I create 1 ball object for your game.
Instead of creating new variables for each pole (cordx_up1), the Obstacle class has 2 RoundRectangle2D, top and bottom, which are the poles your ball is supposed to avoid. Each obstacle also has a gradient, which is used for both top and bottom. Now I can create 1 obstacle object for 2 aligned poles. You can change the starting x position of the obstacle (although I don't recommend allowing this; x should be set dynamically based on other obstacles' positions), as well as the size for top and bottom. I create 5 obstacle objects.
To keep your game labels organized (by color, message, location, font) while using drawString instead of JLabel, I created a GameLabel class.
I separated the main method into it's own class, named Launcher, which creates a JFrame and adds your game to it; all on the Event Dispatch Thread:
public class Launcher {
public static void main(String[] args) throws IOException {
EventQueue.invokeLater(new Runnable() {
public void run() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.add(new TheGame());
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
});
}
}
Your Game class now extends JPanel, so you can override the paint method to render the game. I created 1 Ball and a LinkedList for your obstacles. I chose a LinkedList since inserting/removing from front/end is guaranteed constant time, meaning it'll take the same amount of time to remove/insert no matter how many obstacles are in the list. When the ball passes an obstacle, I remove it from the front of the list and add it to the back. The first obstacle in the list is always the next obstacle.
I saw how some Strings were being re-used, so I created final variables for them, which you can easily change. There's also the currentlyPlaying and isAlive booleans. currentlyPlaying is set to true when the user first clicks (to start the game), and set to false once the user has clicked to restart the game (after he lost).
readyToJump is the flag I use to forward mouse events to your update() method (technically your updatePlayerPostion() method, but it's still "centeralized" within your update() method). It's best to keep all your logic in one place. readyToJump = true would have been the only statement in your listener's method if you weren't relying on calling timer.start() in it. Since update() can't be called unless the timer has started, and mouseEvent starts the timer, we must still handle starting the game in your listener's method.
#SuppressWarnings("serial")
public final class TheGame extends JPanel implements MouseListener, ActionListener {
public static final int WIDTH = 500, HEIGHT = 500;
private final String START_SCORE = "0",
START_MESSAGE = "Get Ready ! Click to Start.",
BACKGROUND_URL = "/res/flappy.png";
private boolean currentlyPlaying, readyToJump, isAlive = true;
private int score;
private Timer timer;
private Image background;
private GameLabel messageLabel, scoreLabel;
private Collection<Obstacle> obstaclesInOrder;
private LinkedList<Obstacle> obstacles;
private Ball ball;
public TheGame() {
setPreferredSize(new Dimension(WIDTH, HEIGHT));
addMouseListener(this);
timer = new Timer(50, this);
background = loadBackgroundImage();
messageLabel = new GameLabel(START_MESSAGE, 150, 240);
scoreLabel = new GameLabel(START_SCORE, 250, 60);
obstacles = new LinkedList<>();
obstacles.removeAll(obstacles);
obstaclesInOrder = Arrays.asList(new Obstacle(175, 20, 45), new Obstacle(320), new Obstacle(460), new Obstacle(585), new Obstacle(700));
obstacles.addAll(obstaclesInOrder);
ball = new Ball(30, 100);
}
#Override
public void mouseClicked(MouseEvent e) {
if (!currentlyPlaying) {
startGame();
} else if (!isAlive) {
reset();
}
readyToJump = true;
}
private void startGame() {
currentlyPlaying = true;
messageLabel.update("");
timer.start();
}
private void endGame() {
isAlive = false;
scoreLabel.update("");
messageLabel.update("Game Over. Your score was " + Integer.toString(score));
timer.stop();
}
private void reset() {
ball.reset();
for (Obstacle obstacle : obstacles)
obstacle.reset();
messageLabel.update(START_MESSAGE, 150, 240);
scoreLabel.update(START_SCORE, 250, 60);
obstacles.removeAll(obstacles);
obstacles.addAll(obstaclesInOrder);
score = 0;
isAlive = true;
currentlyPlaying = false;
repaint();
}
#Override
public void actionPerformed(ActionEvent ae) {
update();
repaint();
}
private void update() {
if (isAlive) {
updateBallPosition();
updateObstaclePositions();
if(ballOutOfBounds() || playerCollidedWithObstacle()) {
endGame();
} else if(ballPassedObstacle()) {
addToScore();
setupNextObstacle();
}
}
}
private void updateBallPosition() {
if (readyToJump) {
readyToJump = false;
ball.jump();
} else {
ball.fall();
}
}
private void updateObstaclePositions() {
for (Obstacle obstacle : obstacles) {
if (obstacle.getX() <= -obstacle.getWidth()) {
obstacle.moveToBack();
continue;
}
obstacle.moveForward();
}
}
private void addToScore() {
scoreLabel.update(Integer.toString(++score));
}
private void setupNextObstacle() {
obstacles.addLast(obstacles.removeFirst());
}
private boolean ballOutOfBounds() {
return ball.getY() >= HEIGHT || ball.getY() <= 0;
}
private boolean ballAtObstacle() {
Obstacle currentObstacle = obstacles.getFirst();
return ball.getX() + ball.getWidth() >= currentObstacle.getX() && ball.getX() <= currentObstacle.getX() + currentObstacle.getWidth();
}
private boolean ballPassedObstacle() {
Obstacle currentObstacle = obstacles.getFirst();
return ball.getX() >= (currentObstacle.getX() + currentObstacle.getWidth());
}
private boolean playerCollidedWithObstacle() {
boolean collided = false;
if(ballAtObstacle()) {
for (Obstacle obstacle : obstacles) {
RoundRectangle2D top = obstacle.getTop();
RoundRectangle2D bottom = obstacle.getBottom();
if (ball.intersects(top.getX(), top.getY(), top.getWidth(), top.getHeight()) || ball.intersects(bottom.getX(), bottom.getY(), bottom.getWidth(), bottom.getHeight())) {
collided = true;
}
}
}
return collided;
}
private Image loadBackgroundImage() {
Image background = null;
URL backgroundPath = getClass().getResource(BACKGROUND_URL);
if(backgroundPath == null) {
background = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
} else {
try {
background = ImageIO.read(backgroundPath);
} catch (IOException e) {
e.printStackTrace();
}
}
return background;
}
#Override
public void paintComponent(Graphics graphics) {
super.paintComponent(graphics);
Graphics2D g = (Graphics2D) graphics;
g.drawImage(background, 0, 0, null);
ball.paint(g);
for (Obstacle obstacle : obstacles)
obstacle.paint(g);
scoreLabel.paint(g);
messageLabel.paint(g);
}
//...
}
loadBackgroundImage() loads and returns an image. If a problem occurs (image probably isn't there), it returns a black image.
(Most of) The game logic is in the update() method. Although it should all be in there, we can't due to a design flaw (from you using Timer which manages update(), and you start the timer in a listener, therefore we needed some logic in the listener). Your logic should be easy to read, and every execution step should be monitored and set by highest priority to lowest.
First, I check to make sure the ball hasn't collided with anything or gone out of bounds. If one of those things occur, I end the game.
If not, I check to see if the player has passed an obstacle. If the player passes an obstacle, I add to the score:
private void update() {
if (ballOutOfBounds() || playerCollidedWithObstacle()) {
endGame();
} else if (ballPassedObstacle()) {
addToScore();
setupNextObstacle();
}
updateBallPosition();
updateObstaclePositions();
}
I then finally update the positions.
To avoid constantly comparing the player's position and the obstacle's position (to see if the player has passed it), I created a boolean ballAtObstacle() method, which checks if the player is at an obstacle. Only then do I compare positions:
private boolean playerCollidedWithObstacle() {
boolean collided = false;
if (ballAtObstacle()) {
for (Obstacle obstacle : obstacles) {
RoundRectangle2D top = obstacle.getTop();
RoundRectangle2D bottom = obstacle.getBottom();
if (ball.intersects(top.getX(), top.getY(), top.getWidth(), top.getHeight()) || ball.intersects(bottom.getX(), bottom.getY(), bottom.getWidth(), bottom.getHeight())) {
collided = true;
}
}
}
return collided;
}
The ball.intersects method call is a bit messy. I did this so the shape didn't have to be specific, although you could declare the intersects method as boolean intersects(Shape shape).
Finally, I gave it a more flappy bird feel by increasing the fall speed as you fall. When you jump again, it goes back to normal. The longer it takes you to jump, the faster you'll fall. If you don't like this feature, and don't know how to remove it, let me know and I'll show you how.
The other classes involved:
GameLabel.java
public class GameLabel {
private String message;
private Font font;
private Color color;
private int x, y;
public GameLabel(String message, int x, int y, Color color, Font font) {
update(message, x, y, color, font);
}
public GameLabel(String message, int x, int y) {
this(message, x, y, Color.BLACK, new Font("Matura MT Script Capitals", Font.ROMAN_BASELINE, 20));
}
public GameLabel() {
this("", 0, 0);
}
public void setMessage(String message) {
this.message = message;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public void setColor(Color color) {
this.color = color;
}
public void setFont(Font font) {
this.font = font;
}
public final void update(String message, int x, int y, Color color, Font font) {
this.message = message;
this.x = x;
this.y = y;
this.color = color;
this.font = font;
}
public void update(String message, int x, int y) {
update(message, x, y, color, font);
}
public void update(String message) {
update(message, x, y);
}
public void paint(Graphics2D g) {
g.setFont(font);
g.setColor(color);
g.drawString(message, x, y);
}
public Font getFont() {
return font;
}
public Color getColor() {
return color;
}
public String getMessage() {
return message;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
}
Obstacle.java
public class Obstacle {
public static final int DEFAULT_TOP_HEIGHT = 175;
public static final int DEFAULT_BOTTOM_HEIGHT = 175;
public static final int DEFAULT_WIDTH = 30;
public static final int DEFAULT_ARCH_WIDTH = 20;
public static final int DEFAULT_ARCH_HEIGHT = 20;
public static final int DEFAULT_TOP_INSET = -5;
public static final int DEFAULT_BOTTOM_INSET = TheGame.HEIGHT + 5;
private RoundRectangle2D top, bottom;
private BasicStroke stroke;
private GradientPaint gradient;
private int initialX, x, width;
public Obstacle(int x, int width, int topHeight, int bottomHeight) {
this.x = initialX = x;
this.width = width;
top = new RoundRectangle2D.Double(x, DEFAULT_TOP_INSET, width, topHeight, DEFAULT_ARCH_WIDTH, DEFAULT_ARCH_HEIGHT);
bottom = new RoundRectangle2D.Double(x, DEFAULT_BOTTOM_INSET-bottomHeight, width, bottomHeight, DEFAULT_ARCH_WIDTH, DEFAULT_ARCH_HEIGHT);
stroke = new BasicStroke(10, BasicStroke.CAP_ROUND, BasicStroke.JOIN_BEVEL, 20.0f, new float[] { 10.0f }, 0.0f);
gradient = new GradientPaint(20, 0, Color.DARK_GRAY, 0, 10, Color.GRAY, true);
}
public Obstacle(int x, int topHeight, int bottomHeight) {
this(x, DEFAULT_WIDTH, topHeight, bottomHeight);
}
public void reset() {
x = initialX;
top.setRoundRect(initialX, top.getY(), top.getWidth(), top.getHeight(), top.getArcWidth(), top.getArcHeight());
bottom.setRoundRect(initialX, bottom.getY(), bottom.getWidth(), bottom.getHeight(), bottom.getArcWidth(), bottom.getArcHeight());
}
public Obstacle(int x, int width) {
this(x, width, DEFAULT_TOP_HEIGHT, DEFAULT_BOTTOM_HEIGHT);
}
public Obstacle(int x) {
this(x, DEFAULT_WIDTH);
}
public void moveToBack() {
x = 600;
}
public void moveForward() {
x -= 5;
top.setRoundRect(x, top.getY(), top.getWidth(), top.getHeight(), top.getArcWidth(), top.getArcHeight());
bottom.setRoundRect(x, bottom.getY(), bottom.getWidth(), bottom.getHeight(), bottom.getArcWidth(), bottom.getArcHeight());
}
public RoundRectangle2D getTop() {
return top;
}
public RoundRectangle2D getBottom() {
return bottom;
}
public int getX() {
return x;
}
public int getWidth() {
return width;
}
public void paint(Graphics2D g) {
g.setPaint(gradient);
g.setStroke(stroke);
g.fill(top);
g.fill(bottom);
}
}
Ball.java
public class Ball {
public static final int DEFAULT_DROP_SPEED = 7;
private Ellipse2D ball;
private GradientPaint gradient;
private int initialY, x, y, width = 30, height = 30, dropSpeed = DEFAULT_DROP_SPEED;
public Ball(int x, int y) {
this.x = x;
this.y = initialY = y;
width = height = 30;
ball = new Ellipse2D.Double(x, y, width, height);
gradient = new GradientPaint(30, 0, Color.BLACK, 0, 20, Color.GREEN, true);
}
public void reset() {
y = initialY;
updateBall();
}
public void jump() {
dropSpeed = DEFAULT_DROP_SPEED;
y -= 40;
updateBall();
}
public void fall() {
y += dropSpeed++;
updateBall();
}
private void updateBall() {
ball.setFrame(x, y, width, height);
}
public boolean intersects(double x, double y, double w, double h) {
return ball.intersects(x, y, w, h);
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getWidth() {
return width;
}
public int getHeight() {
return width;
}
public void paint(Graphics2D g) {
g.setPaint(gradient);
g.fill(ball);
}
public void moveForward() {
x += 7;
}
}
Reinitialize all the components by adding the initialization code to one method(resetAll) and call that method when u want to reinitailize
Below is an example:
import java.awt.*;
import java.awt.event.*;
public class ResetTest extends Frame{
Button b;
TextField tf;
Frame f;
Panel p;
public ResetTest(){
f=this; //intialize frame f to this to have access to our frame in event handler methods
resetAll(); //first time call to resetAll will initialize all the parameters of the frame
f.pack();
addWindowListener(new WindowAdapter(){
public void windowClosing(WindowEvent we){
System.exit(0);
}
});
this.setLayout(new FlowLayout(FlowLayout.CENTER,20,20));
this.setVisible(true);
}
/**
This method will be called on click of button to
reset all the parameters of the frame so that we
get fresh new frame, everything as it was before.
**/
public void resetAll(){
b=new Button("Reset");
p=new Panel(new FlowLayout(FlowLayout.CENTER,20,20));
p.add(b);
tf = new TextField("Edit And Reset");
p.add(tf);
b.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent ae){
remove(p); //remove the panel that contains all our components
resetAll(); // reset all the components
f.pack(); //refreshes the view of frame when everything is reset.
}
});
add(p);
}
}
class NewClass{
public static void main(String[] args) {
ResetTest fReset = new ResetTest();
}
}

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;
}
}

Switch imageIcon in java?

I have many planes(threads) that move in window, and I want switch the ImageIcon according to the direction of the plane.
For example: if a plane goes to the right, the imageIcon of the plane is right and then plane goes to the left, exchange the imageIcon for the plane is left.
How can I do that in method paintComponent?
Sorry for my bad english.
If you're talking about swapping the ImageIcon displayed by a JLabel, then you should not switch ImageIcons in paintComponent but rather should do this in the non-paintComponent region of code, perhaps in a Swing Timer. Even if you're not talking about a JLabel, the paintComponent method should not be used for changing the state of an object.
Your question however leaves too much unsaid to allow us to be able to answer it completely and well. Consider telling and showing more.
If you are looking for a logic thingy, then a small example is here, though you might have to modify it for your needs.
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.util.Random;
import javax.swing.*;
public class FlyingAeroplane
{
private Animation animation;
private Timer timer;
private ActionListener timerAction = new ActionListener()
{
#Override
public void actionPerformed(ActionEvent ae)
{
animation.setValues();
}
};
private void displayGUI()
{
JFrame frame = new JFrame("Aeroplane Flying");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
animation = new Animation();
frame.setContentPane(animation);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
timer = new Timer(100, timerAction);
timer.start();
}
public static void main(String... args)
{
SwingUtilities.invokeLater(new Runnable()
{
#Override
public void run()
{
new FlyingAeroplane().displayGUI();
}
});
}
}
class Animation extends JPanel
{
private final int HEIGHT = 150;
private final int WIDTH = 200;
private int x;
private int y;
private ImageIcon image;
private boolean flag;
private Random random;
public Animation()
{
x = 0;
y = 0;
image = new ImageIcon(getClass().getResource("/image/aeroplaneright.jpeg"));
flag = true;
random = new Random();
}
public void setValues()
{
x = getXOfImage();
y = random.nextInt(70);
repaint();
}
private int getXOfImage()
{
if (flag)
{
if ((x + image.getIconWidth()) == WIDTH)
{
flag = false;
x--;
return x;
}
x++;
image = new ImageIcon(getClass().getResource("/image/aeroplaneright.jpeg"));
}
else if (!flag)
{
if (x == 0)
{
flag = true;
x++;
return x;
}
x--;
image = new ImageIcon(getClass().getResource("/image/aeroplaneleft.jpeg"));
}
return x;
}
#Override
public Dimension getPreferredSize()
{
return (new Dimension(WIDTH, HEIGHT));
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
g.drawImage(image.getImage(), x, y, this);
}
}
IMAGES USED :
On setting the direction you should set the image icon too, or have a getImageIcon(direction).
In the paintComponent no heavy logic should happen; it should be as fast as possible. You have no (total) control when and how often paintComponent is called.

How to set a "current" window with JFrames?

I am not sure how to really word this, but I have a game that is arrow key based.
Anyways there is an options menu but after I select options when I try to hit arrow keys and move nothing happens...
I am assuming it is because I am "active" in another JFrame that is now hidden (the options menu) rather than the game screen.
Is there a way I can have the program know that I want the keyboard actions to refer back to the original JFrame when I close the options menu?
And while I am at it, I am trying to figure out how to make the game window full-screened. Right now I have it setUndecorated so no border is up and I tried the code: setExtendedState(JFrame.MAXIMIZED_BOTH); But the game is shifted way off to the bottom right of the screen.
I am an external monitor right now, would that matter?
I also have non-resizable checked (I'm on netbeans), and I have "set" sizes for the Jframe and Jpanels, should I remove those?
I hope that makes sense,
Thanks,
-Austin
*All in netbeans too.
I am assuming that you're using a KeyListener to capture key strokes, and if so, KeyListeners only work if the component being listened to has focus. Your problem is that on swapping your views, your listened to component does not have focus. One way to solve this is to call requestFocusInWindow() on the listened component after the swap.
But there's a bigger issue afoot, and that's in your use of KeyListeners to begin with, something that in general should be avoided with Swing applications. Instead use Key Bindings, a much higher level concept and thus one that should be used in favor of the low level KeyListeners.
Also, to maximize a JFrame, you'll want to call it's setExtendedState(...) method passing in Frame.MAXIMIZED_BOTH as the parameter as it appears you are doing. Are you calling pack()? Also, you're not calling setLocation(...), setBounds(...) or setSize(...) on the JFrame, right?
Edit: I see you have in fact called setSize(...) on the JFrame. Yes, remove this as it makes no sense if you're maximizing the JFrame.
Edit
Code example of what I am suggesting:
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import javax.swing.*;
import javax.swing.border.TitledBorder;
public class AnimationWithKeyBinding {
#SuppressWarnings("serial")
private static void createAndShowUI() {
final JPanel cardPanel = new JPanel(new CardLayout());
MenuPanel menuPanel = new MenuPanel();
AnimationPanel animationPanel = new AnimationPanel();
cardPanel.add(menuPanel, "Menu");
cardPanel.add(animationPanel, "Animation");
menuPanel.setNextBtnAction(new AbstractAction("Next") {
{
putValue(NAME, "Next");
putValue(MNEMONIC_KEY, KeyEvent.VK_N);
}
#Override
public void actionPerformed(ActionEvent arg0) {
((CardLayout)cardPanel.getLayout()).next(cardPanel);
}
});
JFrame frame = new JFrame("Animation With Key Binding");
frame.getContentPane().add(cardPanel);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
createAndShowUI();
}
});
}
}
#SuppressWarnings("serial")
class MenuPanel extends JPanel {
private JButton nextBtn = new JButton();
public MenuPanel() {
TitledBorder titledBorder = BorderFactory.createTitledBorder("Menu Panel");
titledBorder.setTitleFont(titledBorder.getTitleFont().deriveFont(Font.BOLD, 24));
setBorder(titledBorder);
setLayout(new GridBagLayout());
add(nextBtn);
}
public void setNextBtnAction(Action action) {
nextBtn.setAction(action);
}
}
#SuppressWarnings("serial")
class AnimationPanel extends JPanel {
public static final int SPRITE_WIDTH = 20;
public static final int PANEL_WIDTH = 400;
public static final int PANEL_HEIGHT = 400;
private static final int MAX_MSTATE = 25;
private static final int SPIN_TIMER_PERIOD = 16;
private static final int SPRITE_STEP = 3;
private int mState = 0;
private int mX = (PANEL_WIDTH - SPRITE_WIDTH) / 2;
private int mY = (PANEL_HEIGHT - SPRITE_WIDTH) / 2;
private int oldMX = mX;
private int oldMY = mY;
private boolean moved = false;
// an array of sprite images that are drawn sequentially
private BufferedImage[] spriteImages = new BufferedImage[MAX_MSTATE];
public AnimationPanel() {
// create and start the main animation timer
new Timer(SPIN_TIMER_PERIOD, new SpinTimerListener()).start();
setPreferredSize(new Dimension(PANEL_WIDTH, PANEL_HEIGHT));
setBackground(Color.white);
createSprites(); // create the images
setupKeyBinding();
}
private void setupKeyBinding() {
int condition = JComponent.WHEN_IN_FOCUSED_WINDOW;
InputMap inMap = getInputMap(condition);
ActionMap actMap = getActionMap();
// this uses an enum of Direction that holds ints for the arrow keys
for (Direction direction : Direction.values()) {
int key = direction.getKey();
String name = direction.name();
// add the key bindings for arrow key and shift-arrow key
inMap.put(KeyStroke.getKeyStroke(key, 0), name);
inMap.put(KeyStroke.getKeyStroke(key, InputEvent.SHIFT_DOWN_MASK),
name);
actMap.put(name, new MyKeyAction(this, direction));
}
}
// create a bunch of buffered images and place into an array,
// to be displayed sequentially
private void createSprites() {
for (int i = 0; i < spriteImages.length; i++) {
spriteImages[i] = new BufferedImage(SPRITE_WIDTH, SPRITE_WIDTH,
BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = spriteImages[i].createGraphics();
g2.setColor(Color.red);
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
double theta = i * Math.PI / (2 * spriteImages.length);
double x = SPRITE_WIDTH * Math.abs(Math.cos(theta)) / 2.0;
double y = SPRITE_WIDTH * Math.abs(Math.sin(theta)) / 2.0;
int x1 = (int) ((SPRITE_WIDTH / 2.0) - x);
int y1 = (int) ((SPRITE_WIDTH / 2.0) - y);
int x2 = (int) ((SPRITE_WIDTH / 2.0) + x);
int y2 = (int) ((SPRITE_WIDTH / 2.0) + y);
g2.drawLine(x1, y1, x2, y2);
g2.drawLine(y1, x2, y2, x1);
g2.dispose();
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(spriteImages[mState], mX, mY, null);
}
public void incrementX(boolean right) {
oldMX = mX;
if (right) {
mX = Math.min(getWidth() - SPRITE_WIDTH, mX + SPRITE_STEP);
} else {
mX = Math.max(0, mX - SPRITE_STEP);
}
moved = true;
}
public void incrementY(boolean down) {
oldMY = mY;
if (down) {
mY = Math.min(getHeight() - SPRITE_WIDTH, mY + SPRITE_STEP);
} else {
mY = Math.max(0, mY - SPRITE_STEP);
}
moved = true;
}
public void tick() {
mState = (mState + 1) % MAX_MSTATE;
}
private class SpinTimerListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
tick();
int delta = 20;
int width = SPRITE_WIDTH + 2 * delta;
int height = width;
// make sure to erase the old image
if (moved) {
int x = oldMX - delta;
int y = oldMY - delta;
repaint(x, y, width, height);
}
int x = mX - delta;
int y = mY - delta;
// draw the new image
repaint(x, y, width, height);
moved = false;
}
}
}
enum Direction {
UP(KeyEvent.VK_UP), DOWN(KeyEvent.VK_DOWN), LEFT(KeyEvent.VK_LEFT), RIGHT(
KeyEvent.VK_RIGHT);
private int key;
private Direction(int key) {
this.key = key;
}
public int getKey() {
return key;
}
}
// Actions for the key binding
#SuppressWarnings("serial")
class MyKeyAction extends AbstractAction {
private AnimationPanel draw;
private Direction direction;
public MyKeyAction(AnimationPanel draw, Direction direction) {
this.draw = draw;
this.direction = direction;
}
#Override
public void actionPerformed(ActionEvent e) {
switch (direction) {
case UP:
draw.incrementY(false);
break;
case DOWN:
draw.incrementY(true);
break;
case LEFT:
draw.incrementX(false);
break;
case RIGHT:
draw.incrementX(true);
break;
default:
break;
}
}
}

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