Need help to switch between to pictures in stickman game - java

I'm trying to make a simple stickman game where the stickman runs. I've added 2 pictures; 1 where he's standing and 1 where he's running. Have made a JFrame and have tried to switch between the pictures in it by adding the first pic then remove it and add the another.
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
public class Spil extends JFrame {
private static String path_for_image = "index.jpeg";
private static String path2_for_image = "run.jpeg";
#SuppressWarnings("deprecation")
public void run(){
JFrame frame = new JFrame("STICKMAN");
frame.setVisible(true);
frame.setSize(300, 300);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
ImageIcon image = new ImageIcon(path_for_image);
JLabel label = new JLabel(image);
ImageIcon image2 = new ImageIcon(path2_for_image);
JLabel label2 = new JLabel(image2);
while(true){
add(label);
label.move(10, 0);
if(label.isEnabled()){
remove(label);
add(label2);
} else {
remove(label2);
add(label);
}
}
}
}
^^Here I make the JFrame and the code below is my main class:
EDIT:
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
public class Spil extends JFrame {
private static String path_for_image = "index.jpeg";
private static String path2_for_image = "run.jpeg";
#SuppressWarnings("deprecation")
public void run(){
JFrame frame = new JFrame("STICKMAN");
frame.setVisible(true);
frame.setSize(300, 300);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
ImageIcon image = new ImageIcon(path_for_image);
JLabel label = new JLabel(image);
ImageIcon image2 = new ImageIcon(path2_for_image);
JLabel label2 = new JLabel(image2);
while(true){
frame.add(label);
label.move(10, 0);
if(label.isEnabled()){
frame.remove(label);
frame.add(label2);
} else {
frame.remove(label2);
frame.add(label);
}
}
}
}
public class Main {
public static void main(String[] args){
Spil run = new Spil();
run.run();
}
}
The problem is that the JFrame appears but without the pictures

use swing timer
there are bunch of problems in your code
1) add(label); should be frame.add(label); you have extends your class with frame .but you have created frame local varible and used it.so add will add to your class/jframe instead of frame.so your frame don't have a lable.
either you can remove extends keyword or you can use your Spil class as a jframe then you don't need to create a another frame variable.
JFrame frame = new JFrame("STICKMAN");) .see example 2 how to do using extends jframe
2) label.isEnabled() always true so you never execute else block.to isEnable be false it should be disabled.
3) removing and adding jlables is really inefficient you can easily change image icon.
4) infinite loop will block the Edt and freez your gui.swing timer will handle this without blocking EDT
5) animation need a time gap if you do very fast it really doesn't look nice.in this example i have set time gap to 10 millisecond. you can change speed of your animation by changing value 10.
swing timer is easy to use and perfect for your requirement.
example 1 without extends JFrame
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.Timer;
public class Spil {
private static final ImageIcon img1 = new ImageIcon("index.jpeg");
private static final ImageIcon img2 = new ImageIcon("run.jpeg");
boolean bool = false;
public void run() {
JFrame frame = new JFrame("STICKMAN");
frame.setVisible(true);
frame.setSize(300, 300);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JLabel label = new JLabel(img1);
frame.add(label);
Timer t = new Timer(10, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (bool) {
label.setIcon(img1);
} else {
label.setIcon(img2);
}
bool=!bool;
}
});
t.start();
}
public static void main(String[] args) {
Spil run = new Spil();
run.run();
}
}
example 2 / extends Jframe
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.Timer;
public class Spil extends JFrame {
private static final ImageIcon img1 = new ImageIcon("index.jpeg");
private static final ImageIcon img2 = new ImageIcon("run.jpeg");
boolean bool = false;
public void run() {
super.setTitle("STICKMAN");
JLabel label = new JLabel(img1);
add(label);
Timer t = new Timer(10, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (bool) {
label.setIcon(img1);
} else {
label.setIcon(img2);
}
bool = !bool;
}
});
t.start();
}
public static void main(String[] args) {
Spil run = new Spil();
run.setSize(400,300);
run.setVisible(true);
run.run();
}
}

Related

How to call this method into my other file?

I want to be able to call the Introduction.Intro() method into my main file code, but it tells me I am unable to call a non-static method intro from a static context. Since I am still fairly new to coding I'm not entirely sure what the problem is. I've added my codes down below. I've tried countless online methods but sadly none have seemed to work.
import java.awt.BorderLayout;
import java.awt.FlowLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.BorderFactory;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class Start extends JFrame implements ActionListener
{
private JFrame Main;
private JPanel PanelA, PanelB, PanelC;
private JLabel Text, ImageL;
private JButton Button;
private ImageIcon Image;
public Start ()
{
//Button
Button = new JButton("Start");
Button.addActionListener(new ButtonListener());
//Text
Text = new JLabel("Welcome To The Game"); //ADD NAME OF THE GAME
//Image
Image = new ImageIcon(getClass().getResource("download.jfif")); //ADD THE IMAGE FOR WELCOME
ImageL = new JLabel(Image);
//Top Panel (PanelA) - Image
PanelA = new JPanel();
PanelA.setBorder(BorderFactory.createEmptyBorder(0,200,150,200));
PanelA.setLayout(new FlowLayout(FlowLayout.CENTER));
PanelA.add(ImageL);
//Middle Panel (PanelB) - Text
PanelB = new JPanel();
PanelB.setBorder(BorderFactory.createEmptyBorder(50,200,10,200));
PanelB.setLayout(new FlowLayout(FlowLayout.CENTER));
PanelB.add(Text);
//Bottom Panel (PanelC) - Buttons
PanelC = new JPanel();
PanelC.setBorder(BorderFactory.createEmptyBorder(0,200,20,200));
PanelC.setLayout(new FlowLayout(FlowLayout.CENTER));
PanelC.add(Button);
//Main Frame
Main = new JFrame ();
Main.add(PanelA, BorderLayout.NORTH);
Main.add(PanelB, BorderLayout.CENTER);
Main.add(PanelC, BorderLayout.SOUTH);
Main.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Main.setTitle("GAME TITLE"); //ADD THIS LATER
Main.pack();
Main.setVisible(true);
}
#Override
public void actionPerformed(ActionEvent ae)
{
}
public class ButtonListener implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
if(e.getSource() == Button)
{
Introduction.Intro1(); //THESE LINE RIGHT HERE
return null; //THESE LINE RIGHT HERE
}
}
}
public static void main(String[] args)
{
new Start();
}
}
import java.awt.BorderLayout;
import java.awt.FlowLayout;
import javax.swing.BorderFactory;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class Introduction
{
private JFrame Main;
private JPanel PanelD;
private JLabel Text, ImageL;
private JButton Button;
private ImageIcon Image;
public void Intro()
{
Image = new ImageIcon(getClass().getResource("guy.jfif"));
ImageL = new JLabel(Image);
PanelD = new JPanel();
PanelD.setBorder(BorderFactory.createEmptyBorder(0,100,10,100));
PanelD.setLayout(new FlowLayout(FlowLayout.CENTER));
PanelD.add(ImageL);
PanelD.setVisible(true);
Main.add(PanelD, BorderLayout.NORTH);
}
}
EDIT: So I made another method in the Introduction class where I added this line of code, it managed to fix the error, however, the panel isn't being saved and my JFrame is outputting blank.
public static JFrame Intro1()
{
Introduction M = new Introduction();
return M;
}
If you are looking to initialize the Introduction class in main method of Start class, You can add belo code in main method after Start()
Introduction M = new Introduction();
You main method becomes :
public static void main(String[] args)
{
new Start();
Introduction M = new Introduction();
m.Intro
}
Looking at this set of code, It looks like there is incompatible issue, as you have declare JFrame as return type, while you are returning instance of Introduction.
public static JFrame Intro1()
{
Introduction M = new Introduction();
return M;
}

Switching between pics (JFrame, JButton)

I'm trying to make a window that switches between pics when the button "change" is pressed. When I'm trying to run the program, the Java logo pops up like the program is about to start, but then it just disappear. I'm kind of stuck now and I'm hoping that someone can give me a hint about what might be wrong.
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.net.URL;
import javax.imageio.*;
import javax.swing.*;
public class ImageViewer extends JFrame{
private JPanel panel;
private JLabel imageLabel;
private JButton button;
private Icon[] icons = {};
private static final long serialVersionUID = 1L;
public ImageViewer() {
try {
panel = new JPanel();
URL url1 = new URL("http://www.sm.luth.se/csee/courses/d0010e/l/prob/10tj5Ei9o/LTU-Teatern.jpg");
URL url2 = new URL("http://www.sm.luth.se/csee/courses/d0010e/l/prob/10tj5Ei9o/LTU-Vetenskapens-hus.jpg");
Icon image = new ImageIcon(ImageIO.read(url1));
Icon image2 = new ImageIcon(ImageIO.read(url2));
icons[0] = image;
icons[1] = image2;
imageLabel = new JLabel();
panel.add(button);
panel.add(imageLabel);
button = new JButton("Change");
button.addActionListener(new ActionListener() {
private boolean value = false;
{
}
public void actionPerformed(ActionEvent arg0) {
value = value == true ? false : true;
if (value == false) {
imageLabel.setIcon(icons[0]);
}else {
imageLabel.setIcon(icons[1]);
}
}
});
this.setContentPane(panel);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.pack();
this.setVisible(true);
}catch (Exception e) {
}
}
public static void main(String args[]) {
new ImageViewer();
}
}
First, here's what I created to give you some hints.
And here's the code. The hints will follow after the code.
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.MalformedURLException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class ImageViewer implements Runnable {
private boolean isImage1;
private BufferedImage image;
private ImageData imageData;
private JLabel label;
public static void main(String args[]) {
SwingUtilities.invokeLater(new ImageViewer());
}
public ImageViewer() {
this.imageData = new ImageData();
this.image = imageData.getImage1();
this.isImage1 = true;
}
#Override
public void run() {
JFrame frame = new JFrame("Image Viewer");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel();
label = new JLabel(new ImageIcon(image));
panel.add(label);
JButton button = new JButton("Change");
button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
if (isImage1) {
image = imageData.getImage2();
} else {
image = imageData.getImage1();
}
label.setIcon(new ImageIcon(image));
isImage1 = !isImage1;
}
});
panel.add(button);
frame.add(panel);
frame.pack();
frame.setVisible(true);
}
public class ImageData {
private BufferedImage image1;
private BufferedImage image2;
public ImageData() {
URL url1;
URL url2;
try {
url1 = new URL("http://www.sm.luth.se/csee/courses/d0010e/l/prob/10tj5Ei9o/LTU-Teatern.jpg");
url2 = new URL("http://www.sm.luth.se/csee/courses/d0010e/l/prob/10tj5Ei9o/LTU-Vetenskapens-hus.jpg");
this.image1 = readImage(url1);
this.image2 = readImage(url2);
} catch (MalformedURLException e) {
e.printStackTrace();
}
}
private BufferedImage readImage(URL url) {
try {
return ImageIO.read(url);
} catch (IOException e) {
e.printStackTrace();
}
return null;
}
public BufferedImage getImage1() {
return image1;
}
public BufferedImage getImage2() {
return image2;
}
}
}
So here are the hints.
Do not extend JFrame, or any Swing component, unless you intend to override one or more of the class methods.
Always start your Swing project on the Event Dispatch Thread (EDT). I implemented Runnable in the main ImageViewer class for convenience. Your main method should always contain a call to SwingUtilities invokeLater.
I moved the reading of the images to its own data class. Always separate the data from the view. I usually use the model / view / controller architecture to create a Swing project.
I checked for errors in the URLs or the actual image reading. If an error had occurred, it would have printed a stack trace which would have helped me find the error. Never enclose whole methods in a try-catch block.
The only Swing component that needed to be a class variable was the JLabel component. Only make the class variables that you need for the whole class. My habit is to make all the class variables private, as well as the class methods. Only expose the methods that need to be exposed.
Once I did all these things, writing the action listener was trivial.

Smooth motion for JPanel and update JLabel at same time

How to move with smooth motion for JPanel and update JLabel at same time?
I want to show current time on a JFrame so I created a new java.util.Timer and update to label every one second.
I created another Java thread to as well, move the panel component.
But while moving the panel and showing (updating) time on the frame, panel refreshing to form original position.
So I search that problem in Google and can't find the solution.
//Code to move jPanel smoothly
Thread t = new Thread(){
int i = 0 ;
public void run(){
while(i<150){
i++;
jPanel2.setLocation(i, jPanel2.getY());
try {
Thread.sleep(100);
} catch (InterruptedException ex) {
}
}
}
};
t.start();
// Code to show Time
Timer t = new javax.swing.Timer(1, new ActionListener() {
public void actionPerformed(ActionEvent evt) {
jLabel1.setText(new Date()+"");
}
});
t.start();
Here is a small example, how to provide animation and update for a component.
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.time.LocalTime;
import java.time.format.DateTimeFormatter;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
import javax.swing.WindowConstants;
/**
* <code>MovedClock</code>.
*/
public class MovedClock {
private final JLabel clock = new JLabel();
private final DateTimeFormatter format = DateTimeFormatter.ofPattern("HH:mm:ss");
private void startUI() {
JFrame frame = new JFrame("Moved clock");
frame.setLayout(null); // usually it's a bad idea, but for animation we need this.
clock.setBounds(0, 50, 50, 20);
frame.add(clock);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setSize(500, 200);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
updateClock();
Timer clockTimer = new Timer(1000, e -> updateClock());
clockTimer.start();
// 15 milliseconds for about 60fps
Timer moveTimer = new Timer(15, new ActionListener() {
private int count = 1;
private int increment = 1;
#Override
public void actionPerformed(ActionEvent e) {
if (count == 435 || count == 0) {
increment = -increment;
}
Point loc = clock.getLocation();
loc.x += increment;
clock.setLocation(loc);
count += increment;
}
});
moveTimer.start();
}
private void updateClock() {
clock.setText(LocalTime.now().format(format));
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new MovedClock()::startUI);
}
}

JFrame doesn't appear unless method invoked in main

I have a class which create a JFrame with an image but everytime I create the class and run the method to instantiate it, it doesn't appear. However, I have noticed that if I was to create the exact same class and run the same method in the main then the frame appears.
This is most of the code from the class with the JFrame that I am trying to create:
JFrame myFrame= new JFrame();
public void CreateFrame()
{
JLabel background=new JLabel(new ImageIcon("image.jpg"));
myFrame.add(background);
background.setLayout(new FlowLayout());
myFrame.setLayout(new GridLayout(1,1));
myFrame.setSize(360,250);
myFrame.setUndecorated(true);
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Dimension dim = Toolkit.getDefaultToolkit().getScreenSize();
myFrame.setLocation((dim.width/2-170), dim.height/2-125);
myFrame.pack();
myFrame.setVisible(true);
}
If I run the code
MyClass mc = new MyClass();
mc.CreateFrame();
in a method in another class it doesn't come up. However, if I run the exact same code in a main method, it works.
For example, this doesn't work:
Example 1
public class otherClass extends JFrame
{
public void MethodA()
{
MyClass mc = new MyClass();
mc.CreateFrame();
}
public static void main(String[] args)
{
otherClass oc = new otherClass();
oc.MethodA();
}
}
but this does work
Example 2
public class otherClass extends JFrame
{
public void MethodA()
{
//CODE
}
public static void main(String[] args)
{
otherClass oc = new otherClass();
oc.MethodA();
MyClass mc = new MyClass();
mc.CreateFrame();
}
}
Can anyone see where I'm going wrong? Sorry if a stupid mistake, I'm still getting to grips with Java.
Thanks
EDIT
import javax.swing.ImageIcon;
import javax.swing.JWindow;
import javax.swing.JLabel;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.io.*;
import javax.imageio.ImageIO;
import java.util.Timer;
import java.util.Date;
import javax.swing.JFrame;
public class MyClass
{
JFrame homeFrame = new JFrame();
public void createFrame()
{
JLabel background=new JLabel(new ImageIcon("images.jpg"));
myFrame.add(background);
background.setLayout(new FlowLayout());
myFrame.setLayout(new GridLayout(1,1));
myFrame.setSize(360,250);
myFrame.setUndecorated(true);
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Dimension dim = Toolkit.getDefaultToolkit().getScreenSize();
myFrame.setLocation((dim.width/2-170), dim.height/2-125);
myFrame.setAlwaysOnTop(true);
myFrame.pack();
myFrame.setVisible(true);
durationOfTime();
}
public void durationOfTime()
{
MainProgram mp = new MainProgram();
long startTime = System.currentTimeMillis();
long elapsedTime = 0L;
int count =0;
while (elapsedTime < 2*1000)
{
if(count==0)
{
mp.launchInitiation();
}
count+=1;
elapsedTime = (new Date()).getTime() - startTime;
}
myFrame.setVisible(false);
mp.homeFrame.setVisible(true);
}
public static void main(String[] args)
{
MyClass mc = new MyClass();
mc.createFrame();
}
}
Full code from class with JFrame trying to make. I am trying to use this JFrame as a splash screen but whatever class I call
MyClass mc = new MyClass();
mc.createFrame();
from, it just doesn't appear. Two seconds do pass by before my main GUI appears up but this method is supposed to be called in a login type frame. However, I have tested it with a blank JFrame / GUI to appear upon button click also and it still doesn't appear.
EDIT2
I also previously tried this SplashScreen example by # http://examples.oreilly.com/jswing2/code/ch08/SplashScreen.java but I couldn't get it to work (same problem, appears when called from main but not when called from action listener)
import java.awt.*;
import javax.swing.*;
public class SplashScreen extends JWindow {
private int duration;
public SplashScreen(int d) {
duration = d;
}
// A simple little method to show a title screen in the center
// of the screen for the amount of time given in the constructor
public void showSplash() {
JPanel content = (JPanel)getContentPane();
content.setBackground(Color.white);
// Set the window's bounds, centering the window
int width = 450;
int height =115;
Dimension screen = Toolkit.getDefaultToolkit().getScreenSize();
int x = (screen.width-width)/2;
int y = (screen.height-height)/2;
setBounds(x,y,width,height);
// Build the splash screen
JLabel label = new JLabel(new ImageIcon("oreilly.gif"));
JLabel copyrt = new JLabel
("Copyright 2002, O'Reilly & Associates", JLabel.CENTER);
copyrt.setFont(new Font("Sans-Serif", Font.BOLD, 12));
content.add(label, BorderLayout.CENTER);
content.add(copyrt, BorderLayout.SOUTH);
Color oraRed = new Color(156, 20, 20, 255);
content.setBorder(BorderFactory.createLineBorder(oraRed, 10));
// Display it
setVisible(true);
// Wait a little while, maybe while loading resources
ClassToLoad ctl = new ClassToLoad();
try {
Thread.sleep(duration);
ctl.initiate();
} catch (Exception e) {}
setVisible(false);
}
public void showSplashAndExit() {
showSplash();
System.exit(0);
}
public static void main(String[] args) {
// Throw a nice little title page up on the screen first
SplashScreen splash = new SplashScreen(10000);
// Normally, we'd call splash.showSplash() and get on with the program.
// But, since this is only a test...
splash.showSplashAndExit();
}
}
I added the code in the lines with ClassToLoad and this SplashScreen is called on an action listener, what happens is the program waits the 2 seconds that I tell it to, no frame appears, and then the main class that I wanted to load while the splash screen is visible loads. I tried this method first but this didn't work which lead to me using the code listed above this edit
EDIT 3
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class TestFrame extends JFrame implements ActionListener
{
JPanel thePanel = new JPanel(null); //layout
JButton button = new JButton();
public void startGUI()
{
this.setLayout(new GridLayout(1,1));
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
CREATEMYPANEL();
this.add(thePanel);
this.setTitle("NO_TITLE_SET");
this.setSize(400,400);
this.setVisible(true);
this.setResizable(true);
}
public void CREATEMYPANEL()
{
button.setLocation(242,151);
button.setSize(100,50);
button.addActionListener(this);
button.setText("button");
thePanel.add(button);
}
public void actionPerformed(ActionEvent e)
{
if(e.getSource()==button)
{
System.out.println("button has been pressed ");
SplashScreen splash = new SplashScreen(1000);
splash.showSplash();
}
}
public static void main(String[] args )
{
TestFrame tf = new TestFrame();
tf.startGUI();
}
}
An example of where I call splash screen from. Still doesn't work. Also, just a note that the image I am loading is a local image
Apologies for bad question formatting
Your code works for me except for some details I noticed:
You're calling setSize(...) and then calling pack(). Probably your image isn't being loaded and thus your JFrame has a size of 0, 0. (And thus it looks like it never appears). .pack() and .setSize(...) are mutually exclusive.
You're setting the JLabel's layout manager to FlowLayout but never adding anything to it. (You can safely remove it)
I see you're importing java.util.Timer if you want to dispose the JFrame after 2 seconds, then you should be using a javax.swing.Timer instead. Otherwise you could get problems related to threading.
Also don't forget to place your program on the Event Dispatch Thread (EDT) as Swing is not thread safe
Following above recommendations you can have this code:
import java.awt.Dimension;
import java.awt.GridLayout;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.net.MalformedURLException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class SplashscreenSample {
private JFrame myFrame;
private JLabel background;
private Timer timer;
public void createFrame() {
timer = new Timer(2000, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
myFrame.dispose();
#SuppressWarnings("serial")
JFrame frame = new JFrame(getClass().getSimpleName()) {
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
};
frame.pack();
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
timer.stop();
}
});
myFrame = new JFrame(getClass().getSimpleName());
try {
background = new JLabel(new ImageIcon(new URL("http://cdn.bulbagarden.net/upload/thumb/6/6b/175Togepi.png/250px-175Togepi.png")));
} catch (MalformedURLException e) {
e.printStackTrace();
}
myFrame.add(background);
timer.setInitialDelay(2000);
timer.start();
myFrame.setLayout(new GridLayout(1, 1));
myFrame.setUndecorated(true);
myFrame.setAlwaysOnTop(true);
myFrame.pack();
Dimension dim = Toolkit.getDefaultToolkit().getScreenSize();
myFrame.setLocation((dim.width/2-170), dim.height/2-125);
myFrame.setVisible(true);
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> new SplashscreenSample().createFrame());
}
}
Or you can use the Splashscreen class...
For example:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Toolkit;
import java.net.MalformedURLException;
import java.net.URL;
import javax.swing.BorderFactory;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JWindow;
public class SplashScreen extends JWindow {
private int duration;
public SplashScreen(int d) {
duration = d;
}
// A simple little method to show a title screen in the center
// of the screen for the amount of time given in the constructor
public void showSplash() {
ImageIcon icon = null;
try {
icon = new ImageIcon(new URL("http://www.cqsisu.com/data/wallpapers/5/718448.gif"));
} catch (MalformedURLException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
}
JPanel content = (JPanel) getContentPane();
content.setBackground(Color.white);
// Set the window's bounds, centering the window
int width = icon.getIconWidth();
int height = icon.getIconHeight();
Dimension screen = Toolkit.getDefaultToolkit().getScreenSize();
int x = (screen.width - width) / 2;
int y = (screen.height - height) / 2;
setBounds(x, y, width, height);
// Build the splash screen
JLabel label = new JLabel(icon);
JLabel copyrt = new JLabel("Copyright 2002, O'Reilly & Associates", JLabel.CENTER);
copyrt.setFont(new Font("Sans-Serif", Font.BOLD, 12));
content.add(label, BorderLayout.CENTER);
content.add(copyrt, BorderLayout.SOUTH);
Color oraRed = new Color(156, 20, 20, 255);
content.setBorder(BorderFactory.createLineBorder(oraRed, 10));
// Display it
setVisible(true);
// Wait a little while, maybe while loading resources
loadResources();
setVisible(false);
}
public void loadResources() {
TestFrame tf = new TestFrame();
try {
Thread.sleep(duration);
tf.startGUI();
} catch (Exception e) {
}
}
public static void main(String[] args) {
SplashScreen splash = new SplashScreen(10000);
splash.showSplash();
}
}
Try creating and setting the frame visible in a constructor of the class.
Could it be that while your program is counting
while (elapsedTime < 2*1000)
{
if(count==0)
{
mp.launchInitiation();
}
count+=1;
elapsedTime = (new Date()).getTime() - startTime;
}
it is blocking for said 2 seconds and waiting for this method to finish, return back to the create method and then just finish that one?
it seems this could be a better comment, but i need 50 rep for some reason to comment.

Java GUI: Image will be overwritten, Path the same -> show it in the frame (image still the same)

I want to show a changing image on my frame. The imagepath is always the same, but the image will be getting overwritten every 10 seconds from another program.
The problem is that the image is not changing when I overwrite it with another image with the same name. So in my understanding: Compiler looks every look in the path and gets the image -> when the image changed it will be changed on the frame!
I hope you understand my problem and somebody could help me.
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.io.File;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class GUI extends JFrame{
public ImageIcon imageBar;
public JLabel labelimage1;
private JLabel labelimage2;
private JLabel bar1 = new JLabel();
private JLabel bar2 = new JLabel();
private JLabel bar3 = new JLabel();
private JLabel bar4 = new JLabel();
private JLabel bar5 = new JLabel();
private JButton buttonBar1 = new JButton("1");
private JButton buttonBar2 = new JButton("2");
private JButton buttonBar3 = new JButton("3");
private JButton buttonBar4 = new JButton("4");
private JButton buttonBar5 = new JButton("5");
private JPanel panel1 = new JPanel();
private JPanel panel2 = new JPanel();
private JPanel panel3 = new JPanel();
private JFrame window = new JFrame("Interface");
public GUI(){
//set the layouts
panel1.setLayout(new GridLayout(1, 2));
panel2.setLayout(new GridLayout(2, 1));
panel3.setLayout(new GridLayout(2, 5));
//place Panel2 and Panel3 in the window
panel1.add(panel2);
panel1.add(panel3);
//----Panel2
//refreshImage();
//----Panel3
panel3.add(buttonBar1); //add the bars 1-5 on panel3
panel3.add(buttonBar2);
panel3.add(buttonBar3);
panel3.add(buttonBar4);
panel3.add(buttonBar5);
//configure the frame
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setVisible(true);
window.setSize(800, 400);
window.getContentPane().add(panel1);
}
public void refreshImage() {
panel2.removeAll(); //delete the old panel
//panel2.repaint();
//panel2.revalidate()
DrawImage pan = new DrawImage();
panel2.add(pan);
panel2.add(labelimage2);
}
}
import javax.swing.ImageIcon;
import javax.swing.JPanel;
public class DrawImage extends JPanel implements ActionListener{
private ImageIcon image;
public DrawImage(){
image = new ImageIcon("C:\\Users\\usuario\\Desktop\\image.png");
}
protected void paintComponent(Graphics g){
super.paintComponent(g);
image.paintIcon(this, g, 50, 50);
repaint();
}
#Override
public void actionPerformed(ActionEvent e) {
repaint();
}
}
import java.io.File;
public class Main {
public static void main(String[] args) {
GUI Interface = new GUI();
while(true)
{
Interface.refreshImage();
try {
Thread.sleep(5000); //wait for 5000ms
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
Thank you very much!
The likely cause is Java is caching the image in memory, associated with the source name. So rather then trying to reload the image again, Java simply returns the cached version.
You could use ImageIcon#getImage#flush to force Java to reconstruct the image
Problems
You are calling refreshImage from a Thread other then the Event Dispatching Thread, this could cause issues with the updating of the components and cause rendering artifacts
You are forcefully removing the DrawImage pane and adding a new instance, rather the trying to reload the image
You're calling repaint within the paintComponent method, don't do this...
You should consider using a Swing Timer, which will allow you to schedule a regular update and be notified within the context of the Event Dispatching Thread.
You could provide a simple refresh method which flushes the current ImageIcon and schedule a repaint of the panel...or you could just use a JLabel and save your self the time
An example of Image#flush
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class SlideShow {
public ImageIcon imageBar;
public static void main(String[] args) {
new SlideShow();
}
public SlideShow() {
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 DrawImage());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class DrawImage extends JPanel {
private ImageIcon image;
public DrawImage() {
image = new ImageIcon("D:\\thumbs\\image.png");
Timer timer = new Timer(5000, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
refresh();
}
});
timer.start();
}
public void refresh() {
image.getImage().flush();
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image.getImage(), 0, 0, this);
}
}
}
The problem with this, is because the image data is loaded in a background thread, it won't may no be available when the component is first repainted, which could make the component appear to flicker.
A better approach would be to use ImageIO.read, which will ensure that the image is fully loaded before the method returns, the draw back here is that could cause the application to "pause" momentary as the image is loaded, personally, I'd use the refresh method to stop the the Timer (or set the Timer to non-repeating), start a background Thread to load the image (using ImageIO.read) call repaint (which is thread safe) and restart the Timer...
Your while (true) loop risks typing up the Swing event thread locking your program. If it doesn't do that, then you risk unpredictable threading issues by making Swing calls off of the event Thread. These problems can be solved easily by your using a Swing Timer not a while true loop to do your swapping.
Rather than removing and adding components, why not simply display images as ImageIcons within a single non-swapped JLabel.
To swap images here, simply call setIcon(...) on the JLabel.
For an example of using a Swing Timer to swap images, please check out my answer to a similar question here.
For example:
import java.awt.Component;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.*;
public class TimerImageSwapper {
public static final String[] IMAGE_URLS = {
"http://imaging.nikon.com/lineup/dslr/d7000/img/sample/img_01.png",
"http://imaging.nikon.com/lineup/dslr/d7000/img/sample/img_02.png",
"http://imaging.nikon.com/lineup/dslr/d7000/img/sample/img_04.png",
"http://imaging.nikon.com/lineup/dslr/d3200/img/sample/img_08.png",
"http://imaging.nikon.com/lineup/dslr/d3200/img/sample/img_05.png",
"http://imaging.nikon.com/lineup/dslr/d3200/img/sample/img_01.png",
"http://imaging.nikon.com/lineup/dslr/d3200/img/sample/img_06.png" };
private ImageIcon[] icons = new ImageIcon[IMAGE_URLS.length];
private JLabel mainLabel = new JLabel();
private int iconIndex = 0;;
public TimerImageSwapper(int timerDelay) throws IOException {
for (int i = 0; i < icons.length; i++) {
URL imgUrl = new URL(IMAGE_URLS[i]);
BufferedImage image = ImageIO.read(imgUrl);
icons[i] = new ImageIcon(image);
}
mainLabel.setIcon(icons[iconIndex]);
new Timer(timerDelay, new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
iconIndex++;
iconIndex %= IMAGE_URLS.length;
mainLabel.setIcon(icons[iconIndex]);
}
}).start();
}
public Component getMainComponent() {
return mainLabel;
}
private static void createAndShowGui() {
TimerImageSwapper timerImageSwapper;
try {
timerImageSwapper = new TimerImageSwapper(5 * 1000);
JFrame frame = new JFrame("Timer Image Swapper");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(timerImageSwapper.getMainComponent());
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}

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