I am having problem with the JFrame textfield.
I am trying to make a word game, but the problem is that when I try to create textfield to set an input and then check if it's the right word, I have got the word thing covered.
The problem is that when I try to add Textfield, it disappears when i render things to JFrame.
public teksti() {
setTitle("Hirsipuu");
setSize(leveys,korkeus);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(false);
setVisible(true);
setLocationRelativeTo(null);
setBackground(Color.white);
jp.add(tf); // adding JtextField (JTextField tf = new JTextField(30);)
add(jp);
}
and my render() is like this (just for testing purpose).
private void render() {
BufferStrategy bs = this.getBufferStrategy(); // tehdään uusi bufferi
if (bs == null) {
createBufferStrategy(3);
return;
}
int R = (int) (Math.random( )*256);
int G = (int)(Math.random( )*256);
int B= (int)(Math.random( )*256);
Color randomColor = new Color(R, G, B);
Graphics g = bs.getDrawGraphics();
g.drawString("Arvaa sana", 100 , 100);
g.setColor(Color.white);
g.fillRect(0, 50, leveys, korkeus);
g.setColor(randomColor);
g.setFont(h);
// g.drawLine(0,0,liikey*2-1,liikex);
for(int i = 0; i < salat.size(); i ++) {
g.drawString(salat.get(i),liikex+rand.nextInt(50),liikey+rand.nextInt(50));
}
System.out.println(liikex + " " + liikey);
g.dispose();
bs.show();
g.dispose();
}
I can get the textfield to be displayed on top at the start, but then it disappears.
Anyone knows if there is a better way to do this?
Don't draw directly in a JFrame
Instead, if you need to draw a background image, do so in the paintComponent method of a JPanel. This will likely work much better than using BufferStrategy for your purposes.
Then you can add components, such as your JTextField to this JPanel.
And then add this JPanel to your JFrame.
Always call the super's paintComponent method in your own paintComponent method override.
Be careful to never dispose of a Graphics object given to you from the JVM, such as the one passed into your paintComponent method.
For example:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.GradientPaint;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Paint;
import javax.swing.*;
public class BackgroundPanel extends JPanel {
private static final int PREF_W = 800;
private static final int PREF_H = 600;
private static final Font PROMPT_FONT = new Font(Font.SANS_SERIF, Font.BOLD,
24);
private Paint gradientPaint;
private JTextField textField = new JTextField(20);
public BackgroundPanel() {
int red = (int) (Math.random() * 256);
int green = (int) (Math.random() * 256);
int blue = (int) (Math.random() * 256);
Color color1 = new Color(red, green, blue);
red = (int) (Math.random() * 256);
green = (int) (Math.random() * 256);
blue = (int) (Math.random() * 256);
Color color2 = new Color(red, green, blue);
gradientPaint = new GradientPaint(0, 0, color1, 20, 20, color2, true);
JLabel promptLabel = new JLabel("Input:");
promptLabel.setFont(PROMPT_FONT);
add(promptLabel);
add(textField);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setPaint(gradientPaint);
g.fillRect(0, 0, getWidth(), getHeight());
g.setColor(Color.black);
g.setFont(PROMPT_FONT);
g.drawString("Arvaa sana", 100, 100);
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
private static void createAndShowGui() {
BackgroundPanel mainPanel = new BackgroundPanel();
JFrame frame = new JFrame("BackgroundPanel");
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();
}
});
}
}
this is basically whole thing i got done now.
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
import java.io.BufferedReader;
import java.io.FileReader;
import java.util.ArrayList;
import java.util.Random;
import java.util.Scanner;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JTextField;
public class teksti extends JFrame implements Runnable {
/**
*
*/
private static final long serialVersionUID = 1L;
ArrayList<String> sanat = new ArrayList<String>();
ArrayList<String> salat = new ArrayList<String>();
String dir = System.getProperty("user.dir");
String pathname = dir + "\\src\\kotus_sanat.txt";
Random rand = new Random();
Scanner lukija = new Scanner(System.in);
String syote,salasana,salasana2;
int leveys=500,korkeus=500;
int liikex=300, liikey=300;
Font h = new Font("Helvetica", Font.PLAIN, 18);
JTextField tf = new JTextField(30);
JPanel jp = new JPanel();
JFrame jf = new JFrame();
public teksti() {
setTitle("Hirsipuu");
setSize(leveys,korkeus);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(false);
setVisible(true);
setLocationRelativeTo(null);
setBackground(Color.white);
jp.add(tf);
add(jp);
}
public static void main(String args[]){
teksti teksti = new teksti();
teksti.start();
}
private void start() {
run();
}
public void run() {
sanat = lataa();
System.out.println(pathname);
System.out.println(sanat.size() + " sanaa ladattu..");
int sanoja=sanat.size();
for (int i = 0; i < 10; i++){
salat.add(sanat.get(rand.nextInt(sanoja)));
}
System.out.println("salasana on " + salasana);
long lastTime = System.nanoTime(); // fps sälää
long timer = System.currentTimeMillis();
final double ns = 1000000000.0 / 60.0;
double delta = 0;
int frames = 0;
int updates = 0;
requestFocus();
boolean running=true;
while (running){
long now = System.nanoTime();
delta += (now-lastTime) / ns;
lastTime = now;
while ( delta >= 1) {
update();
updates++;
delta--;
}
render();
frames++;
if (System.currentTimeMillis() - timer > 1000){
timer += 1000;
setTitle("Hirsipuu"+ " | " + updates + " ups " + frames + " fps" );
updates = 0;
frames = 0;
}
}
}
private void update() {
liikex = liikex + 1;
liikey= liikey - 4;
if (liikey>korkeus)
liikey = 1;
if (liikex>leveys)
liikex= 1;
if (liikey<20)
liikey = korkeus;
}
private void render() {
BufferStrategy bs = this.getBufferStrategy(); // tehdään uusi bufferi
if (bs == null) {
createBufferStrategy(3);
return;
}
int R = (int) (Math.random( )*256);
int G = (int)(Math.random( )*256);
int B= (int)(Math.random( )*256);
Color randomColor = new Color(R, G, B);
Graphics g = bs.getDrawGraphics();
g.drawString("Arvaa sana", 100 , 100);
g.setColor(Color.white);
g.fillRect(0, 50, leveys, korkeus);
g.setColor(randomColor);
g.setFont(h);
// g.drawLine(0,0,liikey*2-1,liikex);
for(int i = 0; i < salat.size(); i ++) {
g.drawString(salat.get(i), liikex+rand.nextInt(50),liikey+rand.nextInt(50));
}
System.out.println(liikex + " " + liikey);
g.dispose();
bs.show();
g.dispose();
}
private void stop() {
}
private void vertaa() {
System.out.println("Anna sana niin tarkastaan onko se oikea suomenkielinen sana: ");
syote = lukija.next();
boolean oikea = false;
int i = 0;
int z = 0;
while (i < sanat.size()) {
if (syote.equals(sanat.get(i))) {
oikea = true;
System.out.println (syote + " on oikea suomalainen sana.");
break;
}
else{
}
}
if (!oikea) {
System.out.println(syote + " ei ole oikea suomalainen sana.");
}
}
public ArrayList<String> lataa() {
String line = null;
try {
BufferedReader reader = new BufferedReader(new FileReader(pathname));
while((line = reader.readLine()) != null){
sanat.add(line);
}
} catch (Exception e) {
e.printStackTrace();
}
return sanat;
}
}
vertaa() is not used.
Related
Im trying to code a simple 2D game. I have a Square that you can move with a/w/d. I got jumping working with a sort of gravity but now I cant get myself to land on a platform. I know how to detect collision between two things but even still idk what to do. My gravity always pulls me down until I reach groundLevel which is part of the problem. Here is my code so far. There's a lot of experimenting happing so its pretty messy.
import javax.swing.Timer;
import java.util.*;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.awt.geom.*;
/**
* Custom Graphics Example: Using key/button to move a line left or right.
*/
public class PlatformingGame extends JFrame implements ActionListener, KeyListener{
// Name-constants for the various dimensions
public static final int CANVAS_WIDTH = 800;
public static final int CANVAS_HEIGHT = 400;
public static final Color LINE_COLOR = Color.BLACK;
public static final Color CANVAS_BACKGROUND = Color.WHITE;
public int GRAVITY = 10;
public int TERMINAL_VELOCITY = 300;
public int vertical_speed = 0;
public int jumpSpeed;
public int groundLevel = CANVAS_HEIGHT;
int Shapes;
private DrawCanvas canvas; // the custom drawing canvas (extends JPanel)
public enum STATE {
PLAYING,
PAUSED,
ONGROUND,
INAIR
};
JButton btnStartRestat, btnExit;
Timer timer;
Rectangle2D.Double guy, platform, platform2;
Shape[] shapeArr = new Shape[10];
int dx, dy;
/** Constructor to set up the GUI */
ArrayList myKeys = new ArrayList<Character>();
public static STATE gameState = STATE.PAUSED;
//public static STATE playerState = STATE.ONGROUND;
public PlatformingGame() {
dx = 3;
dy = 3;
guy = new Rectangle2D.Double( CANVAS_WIDTH/2 - 20, CANVAS_HEIGHT, 30, 20);
platform2 = new Rectangle2D.Double( CANVAS_WIDTH/4, CANVAS_HEIGHT/2+130, 50, 10);
platform = new Rectangle2D.Double( CANVAS_WIDTH/3, CANVAS_HEIGHT/2+50, 50, 10);
timer = new Timer(10, this);
// Set up a panel for the buttons
JPanel btnPanel = new JPanel();
// btnPanel.setPreferredSize(new Dimension(CANVAS_WIDTH/2, CANVAS_HEIGHT));
btnPanel.setLayout(new FlowLayout());
btnStartRestat = new JButton("Start/Restart");
btnExit = new JButton("Exit");
btnPanel.add(btnStartRestat);
btnPanel.add(btnExit);
btnStartRestat.addActionListener(this);
btnExit.addActionListener(this);
// Set up a custom drawing JPanel
canvas = new DrawCanvas();
canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT));
// Add both panels to this JFrame
Container cp = getContentPane();
cp.setLayout(new BorderLayout());
cp.add(canvas, BorderLayout.CENTER);
cp.add(btnPanel, BorderLayout.SOUTH);
// "this" JFrame fires KeyEvent
addKeyListener(this);
requestFocus(); // set the focus to JFrame to receive KeyEvent
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// Handle the CLOSE button
pack(); // pack all the components in the JFrame
setVisible(true); // show it
}
public void generateSpikes(){
Rectangle2D.Double spikes = null;
for (int i = 0; i < 10; i++) {
spikes = new Rectangle2D.Double (CANVAS_WIDTH - 300 + i*20 , CANVAS_HEIGHT - 30 , 20, 30);
shapeArr[i] = spikes;
}
}
public void actionPerformed(ActionEvent e)
{
if (e.getSource()==btnStartRestat)
{
generateSpikes();
dx = 3;
dy = 3;
guy = new Rectangle2D.Double( 100, CANVAS_HEIGHT - guy.height, 15, 30);
platform = new Rectangle2D.Double( CANVAS_WIDTH/3, CANVAS_HEIGHT/2+50, 50, 10);
platform2 = new Rectangle2D.Double( CANVAS_WIDTH/4, CANVAS_HEIGHT/2+130, 50, 10);
gameState = STATE.PLAYING;
}
else if (e.getSource()==btnExit)
{
// requestFocus(); // change the focus to JFrame to receive KeyEvent
}
else if (e.getSource()== timer){
if (isHitDetected(platform2, guy)){
// playerState = STATE.ONGROUND;
guy.y = platform2.y;
}
if (myKeys.contains('a')
&& (guy.x > 0)){
guy.x = guy.x - 5; }
if (myKeys.contains('d')
&& (guy.x < CANVAS_WIDTH - guy.width)){
guy.x = guy.x + 5; }
{
updateGuyPosition();
}
requestFocus();
canvas.repaint();
}
}
public void updateGuyPosition(){
double guyHeight = guy.height;
if (guy.x >= CANVAS_WIDTH - guy.width){
}
if(gameState == STATE.PLAYING) {
guy.y += jumpSpeed;
if (guy.y < groundLevel - guyHeight) {
// if(playerState == STATE.INAIR) {
jumpSpeed += 1;
}
// }
else {
// if(playerState == STATE.INAIR) {
//playerState = STATE.ONGROUND;
jumpSpeed = 0;
guy.y = groundLevel - guyHeight;
}
// }
if (myKeys.contains('w') == true && guy.y == groundLevel - guyHeight) {
jumpSpeed = -15;
// playerState = STATE.INAIR;
}
}
}
public static boolean isHitDetected(Shape shapeA, Shape shapeB) {
Area areaA = new Area(shapeA);
areaA.intersect(new Area(shapeB));
return !areaA.isEmpty();
}
public void keyPressed(KeyEvent evt) {
if (!myKeys.contains(evt.getKeyChar())){
myKeys.add(evt.getKeyChar());
}
}
public void keyReleased(KeyEvent evt) {
myKeys.remove(myKeys.indexOf(evt.getKeyChar()));
}
public void keyTyped(KeyEvent evt) {
}
/** The entry main() method */
public static void main(String[] args) {
PlatformingGame myProg = new PlatformingGame(); // Let the constructor do the job
myProg.timer.start();
}
/**
* DrawCanvas (inner class) is a JPanel used for custom drawing
*/
class DrawCanvas extends JPanel {
public void paintComponent(Graphics g) {
super.paintComponent(g);
setBackground(CANVAS_BACKGROUND);
g.setColor(LINE_COLOR);
Graphics2D g2d = (Graphics2D)g;
if(gameState == STATE.PLAYING) {
g2d.fill(guy);
g.setColor(Color.lightGray);
g2d.fill(platform);
g2d.fill(platform2);
for (int i = 0; i < 10; i++) {
g2d.fill(shapeArr[i]);
}
}
if(gameState == STATE.PAUSED) {
g.drawString("Game Paused", CANVAS_WIDTH/2, CANVAS_HEIGHT/2);
}
}
}
}
I'm new to gui java and I've been trying to recreate the game called" jump it" (http://www.crazygames.com/game/jump-it) and I'm currently on the process of making the randomized rectangles for my character to jump on. However I ran my code and I had no errors, but the rectangles that I made isn't showing up. I attached my code underneath, it's kinda long sorry about that.
import javax.swing.*;
import java.awt.event.*;
import java.awt.*;
import java.util.Random;
import java.util.TimerTask;
class GuiGame{
public static void main(String args[]) {
JFrame f = new JFrame("RUN - Christine & Esther"); //title of frame
Container cont = f.getContentPane(); // get container - top of the frame
cont.setLayout(new BorderLayout());
BtnActPanel bp = new BtnActPanel(); // create an object of our game panel
cont.add(bp, BorderLayout.CENTER );
f.setVisible(true);
f.setSize(975,613); //size of frame
}
}
class Rectangle{
static Random r = new Random();
static int upperX = 100;
static int lowerX = 20;
static int upperY = 550;
static int lowerY = 450;
static int minWidth = 200;
static int maxWidth = 600;
static int minHeight = 40;
static int maxHeight = 140;
static int x = 0, y = 0, w = 0, h = 0, check = 0;
public Rectangle(){
check++;
int x = 650 + 50*check;
int y = r.nextInt(upperY-lowerY + 1) + lowerY; // from 450 to 550
int w = r.nextInt(maxWidth-minWidth + 1) + minWidth; // from 200 to 600
int h = r.nextInt(maxHeight - minHeight + 1) + minHeight; // from 40 to 140
}
public int getx(){
return x;
}
public int gety(){
return y;
}
public int getw(){
return w;
}
public int geth(){
return h;
}
}
class BtnActPanel extends JPanel implements ActionListener{
//variables
private JButton b1, b2, b3;
private JPanel background;
private JPanel game;
private Timer t, timer;
private int x = 0, check1 = 0, index = 0, x1 = 650, count2 = 0,
y2 = (int)(Math.random()*100)+40, y1 = (int)(Math.random()*100)+450,
x2 = (int)(Math.random()*600)+200, xaxis = 0, yaxis = 0, w = 0, h = 0, count = 0;
private ImageIcon []arrImage;
private boolean check2;
private static ImageIcon icon, exitButton, startButton, questionButton, b, instruct, c ;
public BtnActPanel(){
c = new ImageIcon("character.png"); // constructor
t = new Timer (100,this);
arrImage = new ImageIcon[2];
arrImage[0] = new ImageIcon("character.png");
arrImage[1] = new ImageIcon("character2.png");
startButton = new ImageIcon("startButton.png");//start button image
questionButton = new ImageIcon("QuestionButton.png"); //question button image
exitButton = new ImageIcon("exitButton.png"); //exit button image
icon = new ImageIcon("Title.jpg");//title image
b1 = new JButton(questionButton); // creates first button
//only shows button image with borders
b1.setOpaque(false);
b1.setContentAreaFilled(false);
b1.setBorderPainted(false);
b1.setFocusPainted(false);
b2 = new JButton(startButton);// creates second button
//only shows button image with borders
b2.setOpaque(false);
b2.setContentAreaFilled(false);
b2.setBorderPainted(false);
b2.setFocusPainted(false);
b3 = new JButton(exitButton);// creates third button
//only shows button image with borders
b3.setOpaque(false);
b3.setContentAreaFilled(false);
b3.setBorderPainted(false);
b3.setFocusPainted(false);
//adds buttons to code
this.add(b1);
this.add(b2);
this.add(b3);
b1.addActionListener(this);
b2.addActionListener(this);
b3.addActionListener(this);
}// end of constructor
public void actionPerformed(ActionEvent e) { //checks which button the user presses and performs actions based off choice
if(e.getSource() == b1){
check1 = 2;
this.remove(b1);
this.remove(b3);
repaint();
instruct = new ImageIcon("Instructions.jpg");
}
else if (e.getSource() == b2){
t.start();
check1 = 1;
this.remove(b1);
this.remove(b2);
this.remove(b3);
repaint();
b = new ImageIcon("toskyline.png");
}
else if (e.getSource() == b3){
JOptionPane.showMessageDialog(null, "This is an exit button, hope you enjoyed the game! :)", "Exit message",JOptionPane.WARNING_MESSAGE ); //shows exit message
System.exit(0);//exits program
}
else if (e.getSource() == t){
if (index == 0){
index = 1;
c = arrImage[1];
}
else{
index = 0;
c = arrImage[0];
}
if(count%50 == 0 && count >= 50){
Rectangle obstacle = new Rectangle();
int xaxis = obstacle.getx();
int yaxis = obstacle.gety();
int w = obstacle.getw();
int h = obstacle.geth();
xaxis = xaxis - 10;
count2 = 1;
}
x = x - 10;
x1 = x1 - 10;
repaint();
}
}
public void paintComponent(Graphics g){//this method draws and paints images and icons based on the user decisions
super.paintComponent(g);
if(check1 == 0)[enter image description here][1]
g.drawImage(icon.getImage(),0,0,null);
if(check1 == 1){
g.drawImage(b.getImage(),0,0,null);
g.setColor(Color.black);
g.fillRect(x,495, 500, 35);
g.fillRect(x1, y1, x2, y2);
count++;
System.out.println(count);
if(count2 == 1){
g.fillRect(xaxis, yaxis, w, h);
count2 = 0;
}
g.drawImage(c.getImage(), 100, 460, null);
}
if(check1 == 2)
g.drawImage(instruct.getImage(),0,0,null);
b1.setBounds(320, 350, 100, 100);
b2.setBounds(420, 350, 100, 100);
b3.setBounds(520, 350, 100, 100);
}
}//end of class
Using your ranges I made a demo.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class Demo extends JPanel implements ActionListener {
final static int height = 800;
final static int width = 800;
final static String title = "title";
JFrame frame = new JFrame("default title");
Timer timer;
static Random r = new Random();
static int upperX = 100;
static int lowerX = 20;
static int upperY = 550;
static int lowerY = 450;
static int minWidth = 200;
static int maxWidth = 600;
static int minHeight = 40;
static int maxHeight = 140;
List<MyRectangle> rectangles = new ArrayList<>();
public static void main(String[] args) {
SwingUtilities
.invokeLater(() -> new Demo().start());
}
public Demo() {
frame.setDefaultCloseOperation(
JFrame.EXIT_ON_CLOSE);
frame.add(this);
frame.setPreferredSize(
new Dimension(width, height));
setBackground(Color.WHITE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public void start() {
timer = new Timer(0, this);
timer.setDelay(1000);
timer.start();
}
public void actionPerformed(ActionEvent ae) {
rectangles.add(createRectangle());
repaint();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setRenderingHint(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
for (MyRectangle r : rectangles) {
g2d.setColor(Color.black);
g2d.drawRect(r.x, r.y, r.width, r.height);
g2d.setColor(r.color);
g2d.fillRect(r.x+1, r.y+1, r.width-1,r.height-1);
}
g2d.dispose();
}
Color[] colors = {Color.RED, Color.BLUE, Color.GREEN, Color.ORANGE, Color.GRAY};
int color = 0;
public MyRectangle createRectangle() {
int y = r.nextInt(upperY - lowerY + 1) + lowerY; // from 450 to 550
int w = r.nextInt(maxWidth - minWidth + 1)
+ minWidth; // from 200 to 600
int h = r.nextInt(maxHeight - minHeight + 1)
+ minHeight; // from 40 to 140
int x = r.nextInt(upperX - lowerX + 1) + lowerX;
Color c = colors[color++ % colors.length];
return new MyRectangle(c, x, y, w, h);
}
class MyRectangle extends Rectangle {
Color color;
MyRectangle(Color c, int x, int y, int w, int h) {
super(x, y, w, h);
this.color = c;
}
}
}
This extends the JDK class Rectangle and adds a color field to the subclass. It displays a new rectangle very second.
Right now I just wanted to get my game window shown on the screen and I thought all would be well, except for the fact that the color red isn't shown on the whole window. Not sure why, I've gone over my code a few times and can't figure anything out. This is my code:
package game;
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import javax.swing.JFrame;
public class Game extends Canvas implements Runnable {
private final String GAME_NAME;
private final int GAME_WIDTH;
private final int GAME_HEIGHT;
private final int SCALE;
private boolean isRunning;
private JFrame frame;
private BufferedImage image;
private int[] pixels;
public Game(String name, int width, int aspectRatio[], int scale) {
// Variabe Initialization
this.GAME_NAME = name;
this.GAME_WIDTH = width;
this.GAME_HEIGHT = width / aspectRatio[0] * aspectRatio[1];
this.SCALE = scale;
this.image = new BufferedImage(GAME_WIDTH, GAME_WIDTH, BufferedImage.TYPE_INT_RGB);
this.pixels = ((DataBufferInt)image.getRaster().getDataBuffer()).getData();
this.frame = new JFrame(GAME_NAME);
Init();
}
private void Init() {
// Frame Setup
setMinimumSize(new Dimension(GAME_WIDTH * SCALE, GAME_HEIGHT * SCALE));
setMaximumSize(new Dimension(GAME_WIDTH * SCALE, GAME_HEIGHT * SCALE));
setPreferredSize(new Dimension(GAME_WIDTH * SCALE, GAME_HEIGHT * SCALE));
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(this, BorderLayout.CENTER);
frame.pack();
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
private void Start() {
isRunning = true;
new Thread(this).start();
}
private void Stop() {
isRunning = false;
}
#Override
public void run() {
long lastTime = System.nanoTime();
long timer = System.currentTimeMillis();
final double ns = 1000000000d / 60d;
double delta = 0d;
int frames = 0;
int updates = 0;
while (isRunning) {
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
while (delta >= 1) {
updates++;
Update();
delta--;
}
Render();
frames++;
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
frame.setTitle(GAME_NAME + " | " + updates + " ups, " + frames + " fps");
updates = 0;
frames = 0;
}
}
}
public void Update() {
for (int y = 0; y < GAME_HEIGHT; y++) {
for (int x = 0; x < GAME_WIDTH; x++) {
pixels[x + y * GAME_WIDTH] = 0xffff0000;
}
}
}
public void Render() {
BufferStrategy bs = getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
requestFocus();
return;
}
Graphics g = bs.getDrawGraphics();
{
g.drawImage(image, 0, 0, getWidth(), getHeight(), null);
}
g.dispose();
bs.show();
}
public static void main(String[] args) {
new Game("Game", 160, new int[]{12, 9}, 1).Start();
}
}
You've accidentally passed GAME_WIDTH as the height argument of the BufferedImage constructor call:
public Game(String name, int width, int aspectRatio[], int scale) {
// Variabe Initialization
this.GAME_NAME = name;
this.GAME_WIDTH = width;
this.GAME_HEIGHT = width / aspectRatio[0] * aspectRatio[1];
this.SCALE = scale;
this.image = new BufferedImage(GAME_WIDTH, GAME_WIDTH, BufferedImage.TYPE_INT_RGB);
// ^^^^^^^^^^
this.pixels = ((DataBufferInt)image.getRaster().getDataBuffer()).getData();
this.frame = new JFrame(GAME_NAME);
Init();
}
You probably meant to use GAME_HEIGHT:
this.image = new BufferedImage(GAME_WIDTH, GAME_HEIGHT, BufferedImage.TYPE_INT_RGB);
hello im new in programming and we have a project.We created a simple racing game with a moving background but I'm stuck on my code and i don't know how to do it. i need a moving background when the game starts please somebody help me. I'm begging T_T
here is my code:
public class Game extends JFrame implements KeyListener, ActionListener {
Random s = new Random();
int x = 0, y = 50, a = 0, b = 250, f = 900, a1 = 0, b2 = 350, a2 = 0, b3 = 150;
int Move;
int value;
JLabel spriteLabel1 = new JLabel(new ImageIcon("ss.gif"));
JLabel spriteLabel2 = new JLabel(new ImageIcon("ss.gif"));
JLabel spriteLabel3 = new JLabel(new ImageIcon("ss.gif"));
JLabel spriteLabel4 = new JLabel(new ImageIcon("ss.gif"));
JLabel background = new JLabel(new ImageIcon("geren.png"));
Timer T1 = new Timer(5000, this);
Timer T = new Timer(5, this);
public static void main(String args[]) {
new Game();
}
public Game() {
Container c = getContentPane();
c.setLayout(null);
c.add(spriteLabel1);
c.add(spriteLabel2);
c.add(spriteLabel3);
c.add(spriteLabel4);
c.add(background);
background.setBounds(0, 0, 1024, 768);
addKeyListener(this);
setSize(1000, 750);
setVisible(true);
}
public void paint(Graphics g) {
super.paint(g);
spriteLabel1.setBounds(x, y, 60, 1000);
spriteLabel2.setBounds(a, b, 60, 800);
spriteLabel3.setBounds(a1, b2, 60, 500);
spriteLabel4.setBounds(a2, b3, 60, 650);
}
public void keyPressed(KeyEvent e) {
String k = e.getKeyText(e.getKeyCode());
if (k.equals("D")) {
if (a != f) {
x = x + 15;
spriteLabel1.setIcon(new ImageIcon("ss.gif"));
repaint();
if (x > f) {
x = f;
spriteLabel1.setIcon(new ImageIcon("ss.gif"));
//JOptionPane.showMessageDialog(null,"Congratulations!!
//Sanji wins!","Result",JOptionPane.PLAIN_MESSAGE,
//new ImageIcon("evolve sanji.gif"));
//System.exit(0);
}
repaint();
}
}
T.stop();
}
if(k.equals (
"D"))
{
if (x != f) {
T.start();
Move = 3;
}
}
public void keyReleased(KeyEvent e) {
}
public void keyTyped(KeyEvent e) {
}
public void actionPerformed(ActionEvent e) {
if (Move == 3) {
a = a + (s.nextInt(3));
a = a + value;
if (a > f) {
a = f;
}
spriteLabel2.setIcon(new ImageIcon("ss.gif"));
spriteLabel2.setBounds(a, b, 100, 800);
}
if (a == f) {
if (Move == 3) {
a1 = a1 + (s.nextInt(3));
a1 = a1 + value;
if (a1 > f) {
a1 = f;
}
spriteLabel3.setIcon(new ImageIcon("ss.gif"));
spriteLabel3.setBounds(a1, b2, 100, 500);
}
if (Move == 3) {
a2 = a2 + (s.nextInt(5));
a2 = a2 + value;
if (a2 > f) {
a2 = f;
}
spriteLabel4.setIcon(new ImageIcon("ss.gif"));
spriteLabel4.setBounds(a2, b3, 100, 650);
}
}
}
}
Here's the spoiler
Here's the meat
There a a few things I see you doing wrong:
Constantly creating new Images. Just use the same image.
I would, instead of using label, just paint an Image/BufferedImage onto the painting surface.
Forget two timers. You can make due with one. It's just how you manage your state.
Don't do any logic in the paint method. In your current case, since are not even painting anything, you don't even need it. In my example though I do paint the image.
Don't Paint on JFrame and override paint. Override paintComponent instead in a JPanel and add that panel to the frame.
Finally, the key ingredient, use the method (from Graphics) -
public abstract boolean drawImage(Image img,
int dx1,
int dy1,
int dx2,
int dy2,
int sx1,
int sy1,
int sx2,
int sy2,
ImageObserver observer)
You can get a better explanation about it in this post. Basically, the s points are the source image, so you can just move the sx1 and sx2 during the animation, and it will move the part of the image to be drawn at the d points of the painting surface.
If you don't know how to really do custom painting, I suggest you run through Performing Custom Painting
Here's the full example
(Note the image I used for the background was 2000x350)
import java.awt.Color;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class MovingBackgroundDemo {
public MovingBackgroundDemo() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new AnimatingPanel());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
private class AnimatingPanel extends JPanel {
private static final int DIM_W = 350;
private static final int DIM_H = 350;
private static final int INCREMENT = 10;
private BufferedImage backgroundImage;
private Image runnerImage;
private int dx1, dy1, dx2, dy2;
private int srcx1, srcy1, srcx2, srcy2;
private int IMAGE_WIDTH;
public AnimatingPanel() {
initImages();
initImagePoints();
Timer timer = new Timer(40, new ActionListener() {
public void actionPerformed(ActionEvent e) {
moveBackground();
repaint();
}
});
timer.start();
FlowLayout layout = (FlowLayout)getLayout();
layout.setHgap(0);
layout.setVgap(0);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.WHITE);
g.fillRect(0, 0, getWidth(), getHeight());
g.drawImage(backgroundImage, dx1, dy1, dx2, dy2, srcx1, srcy1,
srcx2, srcy2, this);
g.drawImage(runnerImage, 0, 0, getWidth(), getHeight(), this);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(350, 350);
}
private void initImagePoints() {
dx1 = 0;
dy1 = 0;
dx2 = DIM_W;
dy2 = DIM_H;
srcx1 = 0;
srcy1 = 0;
srcx2 = DIM_W;
srcy2 = DIM_H;
}
private void initImages() {
try {
runnerImage = new ImageIcon(getClass().getResource("runner.gif")).getImage();
backgroundImage = ImageIO.read(getClass().getResource(
"background.png"));
IMAGE_WIDTH = backgroundImage.getWidth();
System.out.println(IMAGE_WIDTH);
} catch (Exception ex) {
ex.printStackTrace();
}
}
private void moveBackground() {
if (srcx1 > IMAGE_WIDTH) {
srcx1 = 0 - DIM_W;
srcx2 = 0;
} else {
srcx1 += INCREMENT;
srcx2 += INCREMENT;
}
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new MovingBackgroundDemo();
}
});
}
}
I have displayed an image(ball) inside the JApplet, now I want the image to move in a vertical way (up and down). The problem is I don't know how to do it.
Could someone has an idea about this matter?
You need to set the position of that image to some calculated value (means you caculate the vertical position using time, speed and maybe other restrictions).
How you'd set that position depends on how you draw the image.
Example, based on drawing in the applet's (or a nested component's) paint(Graphics g) method:
//first calculate the y-position
int yPos += timeSinceLastPaint * speed; //increment the position
if( (speed > 0 && yPos > someMaxY) || (speed < 0 && yPos <0 ) ) {
speed *= -1; //if the position has reached the bottom (max y) or the top invert the direction
}
//in your paint(Graphics g) method:
g.drawImage(image, yPos, x, null);
Then you'd have to constantly repaint the applet.
More information on animations in applets can be found here: http://download.oracle.com/javase/tutorial/uiswing/components/applet.html
another example for javax.swing.Timer with moving Ojbects created by paintComponent(Graphics g), and I have lots of Start, not some blurred Mikado :-)
import java.awt.*;
import java.awt.event.*;
import java.util.*;
import javax.swing.*;
import javax.swing.Timer;
public class AnimationBackground {
private Random random = new Random();
private JFrame frame = new JFrame("Animation Background");
private final MyJPanel panel = new MyJPanel();
private JLabel label = new JLabel("This is a Starry background.", JLabel.CENTER);
private JPanel stopPanel = new JPanel();
private JPanel startPanel = new JPanel();
public AnimationBackground() {
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
panel.setBackground(Color.BLACK);
for (int i = 0; i < 50; i++) {
Star star = new Star(new Point(random.nextInt(490), random.nextInt(490)));
star.setColor(new Color(100 + random.nextInt(155), 100 + random.nextInt(155), 100 + random.nextInt(155)));
star.setxIncr(-3 + random.nextInt(7));
star.setyIncr(-3 + random.nextInt(7));
panel.add(star);
}
panel.setLayout(new GridLayout(10, 1));
label.setForeground(Color.WHITE);
panel.add(label);
stopPanel.setOpaque(false);
stopPanel.add(new JButton(new AbstractAction("Stop this madness!!") {
private static final long serialVersionUID = 1L;
#Override
public void actionPerformed(ActionEvent e) {
panel.stopAnimation();
}
}));
panel.add(stopPanel);
startPanel.setOpaque(false);
startPanel.add(new JButton(new AbstractAction("Start moving...") {
private static final long serialVersionUID = 1L;
#Override
public void actionPerformed(ActionEvent e) {
panel.startAnimation();
}
}));
panel.add(startPanel);
frame.add(panel);
frame.pack();
frame.setLocation(150, 150);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
AnimationBackground aBg = new AnimationBackground();
}
});
}
private class Star extends Polygon {
private static final long serialVersionUID = 1L;
private Point location = null;
private Color color = Color.YELLOW;
private int xIncr, yIncr;
static final int WIDTH = 500, HEIGHT = 500;
Star(Point location) {
int x = location.x;
int y = location.y;
this.location = location;
this.addPoint(x, y + 8);
this.addPoint(x + 8, y + 8);
this.addPoint(x + 11, y);
this.addPoint(x + 14, y + 8);
this.addPoint(x + 22, y + 8);
this.addPoint(x + 17, y + 12);
this.addPoint(x + 21, y + 20);
this.addPoint(x + 11, y + 14);
this.addPoint(x + 3, y + 20);
this.addPoint(x + 6, y + 12);
}
public void setColor(Color color) {
this.color = color;
}
public void move() {
if (location.x < 0 || location.x > WIDTH) {
xIncr = -xIncr;
}
if (location.y < 0 || location.y > WIDTH) {
yIncr = -yIncr;
}
translate(xIncr, yIncr);
location.setLocation(location.x + xIncr, location.y + yIncr);
}
public void setxIncr(int xIncr) {
this.xIncr = xIncr;
}
public void setyIncr(int yIncr) {
this.yIncr = yIncr;
}
public Color getColor() {
return color;
}
}
private class MyJPanel extends JPanel {
private static final long serialVersionUID = 1L;
private ArrayList<Star> stars = new ArrayList<Star>();
private Timer timer = new Timer(20, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
for (Star star : stars) {
star.move();
}
repaint();
}
});
public void stopAnimation() {
if (timer.isRunning()) {
timer.stop();
}
}
public void startAnimation() {
if (!timer.isRunning()) {
timer.start();
}
}
#Override
public void addNotify() {
super.addNotify();
timer.start();
}
#Override
public void removeNotify() {
super.removeNotify();
timer.stop();
}
MyJPanel() {
this.setPreferredSize(new Dimension(512, 512));
}
public void add(Star star) {
stars.add(star);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
for (Star star : stars) {
g.setColor(star.getColor());
g.fillPolygon(star);
}
}
}
}
How to move the image inside the JApplet ..?
Pretty much exactly the same way you might do it in a JFrame, JComponent or JPanel or...
Or to put that another way, nothing to do with applets and everything to do with Graphics2D. For more details, see the 2D Graphics Trail of the Java Tutorial.
When you've figured how to move an image and paint it to a Graphics2D, implement that logic in a JComponent or JPanel's paintComponent(Graphics) method and drop the component with moving image into a JApplet or JFrame (or a JPanel etc.).
For the animation side of it, use a javax.swing.Timer as seen in this example. This example does not extend any component. Instead, it creates a BufferedImage and adds it to a JLabel that is displayed to the user. When the timer fires, the code grabs the Graphics object of the image, and proceeds from there to draw the bouncing lines.
import java.awt.image.BufferedImage;
import java.awt.event.*;
import java.awt.geom.*;
import java.awt.*;
import javax.swing.*;
import java.util.Random;
class LineAnimator {
public static void main(String[] args) {
final int w = 640;
final int h = 480;
final RenderingHints hints = new RenderingHints(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON
);
hints.put(
RenderingHints.KEY_ALPHA_INTERPOLATION,
RenderingHints.VALUE_ALPHA_INTERPOLATION_QUALITY
);
final BufferedImage bi = new BufferedImage(w,h, BufferedImage.TYPE_INT_ARGB);
final JLabel l = new JLabel(new ImageIcon(bi));
final BouncingLine[] lines = new BouncingLine[100];
int factor = 1;
for (int ii=0; ii<lines.length; ii++) {
lines[ii] = new BouncingLine(w*factor,h*factor);
}
final Font font = new Font("Arial", Font.BOLD, 30);
ActionListener al = new ActionListener() {
int count = 0;
long lastTime;
String fps = "";
private final BasicStroke stroke = new BasicStroke(6);
public void actionPerformed(ActionEvent ae) {
count++;
Graphics2D g = bi.createGraphics();
g.setRenderingHints(hints);
g.setColor(new Color(55,12,59));
g.fillRect(0,0,w,h);
g.setStroke(stroke);
for (int ii=0; ii<lines.length; ii++) {
lines[ii].move();
lines[ii].paint(g);
}
if ( System.currentTimeMillis()-lastTime>1000 ) {
lastTime = System.currentTimeMillis();
fps = count + " FPS";
count = 0;
}
g.setColor(Color.YELLOW);
g.setFont(font);
g.drawString(fps,5,h-5);
l.repaint();
g.dispose();
}
};
Timer timer = new Timer(25,al);
timer.start();
JOptionPane.showMessageDialog(null, l);
//System.exit(0);
timer.stop();
}
}
class BouncingLine {
private final Color color;
private static final Random random = new Random();
Line2D line;
int w;
int h;
int x1;
int y1;
int x2;
int y2;
BouncingLine(int w, int h) {
line = new Line2D.Double(random.nextInt(w),random.nextInt(h),random.nextInt(w),random.nextInt(h));
this.w = w;
this.h = h;
this.color = new Color(
random.nextInt(255)
,random.nextInt(255)
,random.nextInt(255)
,64+random.nextInt(128)
);
x1 = (random.nextBoolean() ? 1 : -1);
y1 = (random.nextBoolean() ? 1 : -1);
x2 = -x1;
y2 = -y1;
}
public void move() {
int tx1 = 0;
if (line.getX1()+x1>0 && line.getX1()+x1<w) {
tx1 = (int)line.getX1()+x1;
} else {
x1 = -x1;
tx1 = (int)line.getX1()+x1;
}
int ty1 = 0;
if (line.getY1()+y1>0 && line.getY1()+y1<h) {
ty1 = (int)line.getY1()+y1;
} else {
y1 = -y1;
ty1 = (int)line.getY1()+y1;
}
int tx2 = 0;
if (line.getX2()+x2>0 && line.getX2()+x2<w) {
tx2 = (int)line.getX2()+x2;
} else {
x2 = -x2;
tx2 = (int)line.getX2()+x2;
}
int ty2 = 0;
if (line.getY2()+y2>0 && line.getY2()+y2<h) {
ty2 = (int)line.getY2()+y2;
} else {
y2 = -y2;
ty2 = (int)line.getY2()+y2;
}
line.setLine(tx1,ty1,tx2,ty2);
}
public void paint(Graphics g) {
Graphics2D g2 = (Graphics2D)g;
g2.setColor(color);
//line.set
g2.draw(line);
}
}
Update 1
I want to do it in JApplet(1) using the image(2), is it possible(3)?
The examples by mKorbel and myself feature either an image in a JLabel or custom rendering in a JPanel. In our case, we added the components to a JOptionPane & a JFrame. Either example could be just as easily added to a JApplet, or a JDialog, or as part of another panel, or.. See the Laying Out Components Within a Container lesson & Using Top-Level Containers in the Java Tutorial for more details.
Instead of the stars or lines in our examples, ..paint your image. My example goes so far as to demonstrate how to get the position to bounce around within the bounds of the container.
Sure it is possible, but "Batteries not included". Our intention is to give you some ideas that you can then adapt to your bouncing ball applet. I doubt anyone is going to create an example for you, using balls, in an applet. Though if you post an SSCCE that shows your intent and what you tried, I (and others) would often run with that source. If you want more specific answers, ask a more specific SSCCE. ;)
I want to do it in JApplet.
Why not both? You can have a hybrid application/applet as shown in this animation.