I'm working in Java and I wanted to create an arrayList of BufferedImages:
ArrayList<BufferedImage> aNoteList = new ArrayList<BufferedImage>();
I then want to populate the arrayList with 197 BufferedImages in the constructor of the DrawPanel class.
public DrawPanel(){
for(int i = 0; i < 197; i++){
try {
aNoteList.add(ImageIO.read(new File("a.png")));
} catch (IOException e) {
e.printStackTrace();
}
}
setPreferredSize(new Dimension(400, 600));
panelSize=getPreferredSize();
height=(int) panelSize.getHeight();
width=(int) panelSize.getWidth();
System.out.printf("%d, %d\n",height,width);
loadImage();
}
Then, in the DrawFrame class, I create an object out of the DrawPanel class called canvas. I then use canvas here.
/*this checks to see if the song is at a specified time and calls the fall method in the DrawPanel class.*/
public void checkIfFall() throws IOException{
if(Song.getTime() / 1000000000 == (jojo.getaArray()[canvas.getaI()] /1000000000)){
//System.out.println("A Fall");
canvas.fall(canvas.getANoteList().get(canvas.getaI() + 1), canvas.getLocA());
canvas.setaI(canvas.getaI()+1);
}
}
I suspect the real issues lie with the fall method, but I don't know why.
public void fall(BufferedImage img, Location loc) throws IOException{
if(img != null){
if(img == ImageIO.read(new File("a.png")))
x = 10;
if(img == ImageIO.read(new File("s.png")))
x = (width-s.getWidth())/2;
if(img == ImageIO.read(new File("d.png")))
x = width-d.getWidth()-20;
if(loc.getY()<=height){
System.out.println(img);
//offgc.drawImage(img, x, loc.getY(), null);
validate();
repaint();
makeMove(movePixel(), loc);
}
}
}
I'm getting a nullPointerException when I pass image into the drawImage method, but I don't know why. The array is populated, it said that the image wasn't null. What's wrong?!
When I print out the image, I got this:
BufferedImage#614c5515: type = 6 ColorModel: #pixelBits = 32 numComponents = 4 color space = java.awt.color.ICC_ColorSpace#1e67b872 transparency = 3 has alpha = true isAlphaPre = false ByteInterleavedRaster: width = 50 height = 50 #numDataElements 4 dataOff[0] = 3
Does that mean anything?
As image is not null, it can only be the Graphics object offgc or the loc object that you call getY() on. Try printing out those two to see if they are null. Also including a full stack trace would be helpful.
Related
i ran into the problem yesterday using the BufferedImage Lib, i get a
java.lang.ArrayIndexOutOfBoundsException: 3
but only for pictures "PNG" i get from the net, but if i make my own in Paint it all works. i have tryed looking up the problem but cant see where im wrong.
package grayandconvert;
import java.io.BufferedWriter;
import java.io.FileWriter;
import java.io.File;
import java.io.IOException;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
public class JavaCodeProject { // remain if needed Kim
private final String PATH = "C:\\New folder\\"; //
private final String graypath = PATH + "oZPX0bbg.png"; // filename for Grayscale pic
private final String imgpath = PATH + "oZPX0bb.png"; // filename for Orginal pic
private final String textpath =PATH + "filename.txt"; // filename for Output textfile
private final String imgtype = "png"; // image file type for Grascale "png" "jpg"
public static void main(String[] args)
{
JavaCodeProject main = new JavaCodeProject(); //new class for use of the metoth
main.grayscale();
main.convert();
}
public void convert()
{
try
{
BufferedImage image =ImageIO.read(new File(graypath)); // called the gray pic for image
int[] pixel; // int array named pixel
System.out.print(image.getHeight());
System.out.print(image.getWidth());
for (int y = 0; y < image.getHeight(); y++) // outer forloop to control Y axel image.getWidth
{
for (int x = 0; x < image.getWidth(); x++) //inner forloop to control X axel
{
pixel = image.getRaster().getPixel(x, y, new int[3]); // gets the RGB data from the buffer
if(pixel[0]< 255 && pixel[1]< 255 && pixel[2]< 255)
{
System.out.print(" Y");
writefile("Y");
}
else
{
System.out.print(" N");
writefile("N");
}
}
System.out.print(" L");
System.out.println("");
writefile("L");
}
System.out.print("S");
writefile("S");
}
catch (IOException e) // never used it but it needs to be here
{
}
}
public void writefile(String value)
{
String array = value; //named it array. i know right :P
File file = new File(textpath); //path for new file.txt
try
{
if (!file.exists()) // if file doesnt exists, then this will create it ;)
{
file.createNewFile();
}
FileWriter fw = new FileWriter(file.getAbsoluteFile(),true);
try (BufferedWriter bw = new BufferedWriter(fw)) {
bw.write(array,0,array.length());
}
}
catch (IOException e) // if IO exceptions happens this outputs Stacktrace
{
}
}
public void grayscale()
{
BufferedImage img = null;
try
{
File f = new File(imgpath); //org pic
img = ImageIO.read(f);
}
catch(IOException e)
{
System.out.println(e);
}
for(int y = 0; y < img.getHeight(); y++)
{
for(int x = 0; x < img.getWidth(); x++)
{
int p = img.getRGB(x,y);
int a = (p>>24)&0xff;
int r = (p>>16)&0xff;
int g = (p>>8)&0xff;
int b = p&0xff;
//calculate average
int avg = (r+g+b)/3;
//replace RGB value with avg
p = (a<<24) | (avg<<16) | (avg<<8) | avg;
img.setRGB(x, y, p);
}
}
try
{
File f = new File(graypath); //gray pic
ImageIO.write(img,imgtype,f);
}
catch(IOException e)
{
System.out.println(e);
}
}
}
I get the error
Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 3
at java.awt.image.ComponentSampleModel.getPixel(ComponentSampleModel.java:750)
at java.awt.image.Raster.getPixel(Raster.java:1519)
at grayandconvert.JavaCodeProject.convert(JavaCodeProject.java:41)
at grayandconvert.JavaCodeProject.main(JavaCodeProject.java:23)
128128C:\Users\clipcomet\Desktop\JavaApplication10\nbproject\build-impl.xml:1051: The following error occurred while executing this line:
C:\Users\clipcomet\Desktop\JavaApplication10\nbproject\build-impl.xml:805: Java returned: 1
BUILD FAILED (total time: 1 second)
i just started programming a bit ago and i know im using a Lib i dont know fully but needed to use the BufferedImage, ignoring all the bad code i have can someone tell me why i only get that error on some pics
The reason you get the exception in some cases, is that Raster.getPixel(x, y, pixel) tries to copy all the samples for the pixel at x, y into the pixel array. And you have no control over how many samples per pixel your raster has, if you download random pictures from the net, yet you hardcode the pixel array to 3 elements.
From the API doc (emphasis mine):
ArrayIndexOutOfBoundsException - if the coordinates are not in bounds, or if iArray is too small to hold the output.
Most likely, the images where you get the exception, have 4 components and are RGBA (while the ones from Paint have 3 components, RGB). You will probably get rid of the exception by creating a larger array (ie. new int[4]).
However, the best way to fix the problem is to not create the array at all yourself, and instead leave that to the getPixel method, like this:
int[] pixel = null;
for (y...) {
for (x...) {
pixel = raster.getPixel(x, y, pixel);
...
}
}
This also ensures that the allocation happens only once, which is obviously good for performance.
That said, you still need to handle the fact that a random image may not have the expected number of samples per pixel. If your input is gray or uses a color map (IndexColoModel), it will only have one sample (and you'll have an ArrayIndexOutOfBoundsExpcetion for your pixel[1] and pixel[2] array accesses). And for the color map case, the sample values is unrelated to the RGB value you see on screen (it's only an index into a lookup table).
For these reasons, you may find it easier and more intuitive to just use the BufferedImage.getRGB(x, y) method, which always gives you the ARGB values of the pixel as a single packed int sample, in sRGB color space.
Hi every one i am having a bit of trouble with my java game, it is very simply made as i am new to java. and the game works fine well as good as i can achieve. But i am stuck on how i can change the images in real time. I am trying to figure out how to make my Monsters face me "the hero frylark" when they chase me. i have made 2 simple methods in my monster class. left and right How could i apply these methods to make the image change from image = getImage("/Game/images/police-right.png"); to image = getImage("/Game/images/police-left.png");.
Oh and in my project library is golden_0_2_3.jar which contains some game engine stuff.
Please.
Many thanks from edwin.
import com.golden.gamedev.*;
import java.awt.*;
import java.awt.image.BufferedImage;
import java.util.Random;
import java.awt.event.KeyEvent;
public class MyGame extends Game {
// set the values
public Random random;
private Hero frylark;
private Monster[] monsters = new Monster[3];
private Token coin;
private GameBackGround grass;
private BufferedImage image;
public void initResources() {
// set a new random number
random = new Random();
// get the background image.
image = getImage("/Game/images/background.png");
// set the name "grass" to background and given the image from the image set above.
grass = new GameBackGround("grass", image);
// get the monsters image.
image = getImage("/Game/images/police.png");
// give the monsters their names "" and set them their image from the image set above.
monsters[0] = new Monster("Monster", image);
monsters[1] = new Monster("Monster2", image);
monsters[2] = new Monster("Monster3", image);
// get the tokens image.
image = getImage("/Game/images/donut.png");
// set the name "coin" for the token, then its x and y position, and set the image from the image set above.
coin = new Token("coin", 400, 300, image);
// get the heros image.
image = getImage("/Game/images/snake.png");
// set the name "frylark" for the hero, then his score "0" and lives "5".
frylark = new Hero("Frylark", 0, 5);
//set the monsters random x and y positions.
monsters[0].setX(random.nextInt(750));
monsters[0].setY(random.nextInt(550));
monsters[1].setX(random.nextInt(750));
monsters[1].setY(random.nextInt(550));
monsters[2].setX(random.nextInt(750));
monsters[2].setY(random.nextInt(550));
}
// update method
public void update(long elapsedTime) {
// Pause the hero "frylark" on hold of the space bar.
if (!keyDown(KeyEvent.VK_SPACE)){
// if dead stop frylark moving on the 5 second game over sequence, being displays details and playing the game over sound.
if (Hero.dead(frylark)){
if(keyDown(KeyEvent.VK_LEFT))
{
// Move left
frylark.moveLeft();
}
if (keyDown(KeyEvent.VK_RIGHT))
{
// Move right
frylark.moveRight();
}
if (keyDown(KeyEvent.VK_UP))
{
// Move up on press of up key
frylark.moveUp();
}
if (keyDown(KeyEvent.VK_DOWN))
{
// Move down on press of down key
frylark.moveDown();
}
}
if (keyDown(KeyEvent.VK_ESCAPE))
{
// Exit game on press of esc key.
System.exit(0);
}
}
if (!keyDown(KeyEvent.VK_SPACE))
{
// Pause the monsters on hold of the space bar
monsters[0].chase(frylark);
monsters[1].chase(frylark);
monsters[2].chase(frylark);
}
// if monster 0 has eaten frylark move to a random position and lose a life, plus play the lose life sound.
if (monsters[0].eaten(frylark)) {
monsters[0].setX(random.nextInt(750));
monsters[0].setY(random.nextInt(550));
frylark.loseLife();
playSound("/Game/sounds/lost_a_life.wav");
}
// if monster 1 has eaten frylark move to a random position and lose a life, plus play the lose life sound.
if (monsters[1].eaten(frylark)) {
monsters[1].setX(random.nextInt(750));
monsters[1].setY(random.nextInt(550));
frylark.loseLife();
playSound("/Game/sounds/lost_a_life.wav");
}
// if monster 2 has eaten frylark move to a random position and lose a life, plus play the lose life sound.
if (monsters[2].eaten(frylark)) {
monsters[2].setX(random.nextInt(750));
monsters[2].setY(random.nextInt(550));
frylark.loseLife();
playSound("/Game/sounds/lost_a_life.wav");
}
// if coin is collected increase score and move to a random position, and play the coin collect sound.
if (coin.collected(frylark)) {
coin.setX (random.nextInt(750));
coin.setY (random.nextInt(550));
frylark.increaseScore();
playSound("/Game/sounds/coin.wav");
}
}
public void render(Graphics2D g) {
// draw all the monsters, hero, and coin and background.
g.drawImage(grass.getImage(),grass.getX(),grass.getY(),null);
g.drawImage(monsters[0].getImage(), monsters[0].GetX(), monsters[0].GetY(), null);
g.drawImage(monsters[1].getImage(), monsters[1].GetX(), monsters[1].GetY(), null);
g.drawImage(monsters[2].getImage(), monsters[2].GetX(), monsters[2].GetY(), null);
g.drawImage(image,frylark.getX(),frylark.getY(),null);
g.drawImage(coin.getImage(),coin.getX(),coin.getY(),null);
// if monster 0 overlaps another monster mover him back
if (monsters[0].overlap(monsters)){
monsters[0].x -=20;
monsters[0].y -=70;
}
// if monster 1 overlaps another monster mover him back
if (monsters[1].overlap(monsters)){
monsters[1].x -=21;
monsters[1].y -=70;
}
// if monster 2 overlaps another monster mover him back
if (monsters[2].overlap(monsters)){
monsters[2].x -=22;
monsters[2].y -=70;
}
// draw the lives bar, and set the font colour and size
g.setColor(Color.RED);
g.setFont(new Font("default", Font.BOLD, 18));
for (int i = 0; i < frylark.getLives(); i++) {
g.fillRect( (i + 1) * 15, 10, 10, 10);
}
// draw the score
g.setColor(Color.GREEN);
g.drawString("Score: " + frylark.getScore(), 10, 50);
// draw the level
g.setColor(Color.YELLOW);
g.drawString("level: " + frylark.getScoreNum(), 10, 80);
// game over sequence, changes the font to size 40 and displays game over, as well as the payers score and level reached plus the game over sound.
if (frylark.getLives() ==0){
g.setColor(Color.RED);
g.setFont(new Font("override", Font.BOLD, 40));
g.drawString("Game over !", 280, 290);
playSound("/Game/sounds/game_over.wav");
g.drawString("You reached Level " + frylark.getScoreNum() + " Your Score: " + frylark.getScore(), 60, 330);
}
}
// main method which after all classes have been read and checked, "Game development environment OK! " will be printed to the console.
// then a new game is created and given dimensions and launched.
public static void main(String args[]) {
System.out.println("Game development environment OK! ");
GameLoader gameLoader = new GameLoader();
MyGame myGame = new MyGame();
gameLoader.setup(myGame,new Dimension(800,600),false);
gameLoader.start();
}
}
and my Monster class
import java.util.Random;
import java.awt.image.BufferedImage;
public class Monster {
private String name;
int x;
int y;
private BufferedImage image;
Random rand;
public Monster (String nameIn, BufferedImage imageIn)
{
name = nameIn;
x = 0;
y = 0;
image = imageIn;
}
public void chase(Hero hero) {
if (hero.getX() < x) { // if hero is to the left
x--;
}
if (hero.getX() > x) { // if hero is to the right
x++ ;
}
if (hero.getY() < y) { // if hero is to the above
y--;
}
if (hero.getY() > y) { // if hero is to the below
y++;
}
}
public boolean overlap(Monster monsters[]){
if (monsters[0].x == monsters[1].x && monsters[0].y == monsters[1].y || monsters[0].x == monsters[2].x && monsters[0].y == monsters[2].y ||
monsters[1].x == monsters[0].x && monsters[1].y == monsters[0].y || monsters[1].x == monsters[2].x && monsters[1].y == monsters[2].y ||
monsters[2].x == monsters[0].x && monsters[2].y == monsters[0].y || monsters[2].x == monsters[1].x && monsters[2].y == monsters[1].y) {
return true;
}
else{
return false;
}
}
public boolean eaten(Hero hero) {
if (hero.getX() == x && hero.getY() == y) {
return true;
}
else {
return false;
}
}
public BufferedImage getImage() {
return image;
}
public int GetX(){
return x;
}
public int GetY(){
return y;
}
public String getName()
{
return this.name;
}
public void setX(int xIn) {
x = xIn;
}
public void setY(int yIn) {
y = yIn;
}
public boolean left(Hero hero) {
if (hero.getX() < x) {
return true;
}
else {
return false;
}
}
public boolean right(Hero hero) {
if (hero.getX() > x) {
return true;
}
else {
return false;
}
}
}
I would modify your Monster constructor to accept both images. Then modify Monster.getImage() to call left() and return the correct one based on the result. You probably don't need to call right() as well, since if the monster is not facing left then you know it needs to face right. Unless you want to get more sophisticated and also add a view facing straight forward or backward.
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So I am making a simple tic tac toe game and ran into a problem at the last minute
I am trying to draw a line at the win location but on the final win location(index), the line gets hidden behind the JButton not entirly sure why it is doing this.
I know alot of people say do not use getGraphics(), and I am wondering if that is the source of my issues they say to override the paintComponent method but that is not working for me either
I have attached a pic of what the result is looking like and code snips of how I am trying to perform these actions
PS I am using a JFrame, if any more code is needed I will be glad to show it
if(win[i] == 264){ // if one of the the combinations equal 'X','X','X' which equals 264, then there is a winner
System.out.println("X is the winner!!!");
System.out.println("Game Over!");
number = i;
draw(); }// call draw method
private void draw(){ // drawing a line at winning location
Graphics2D g1 = (Graphics2D) GUI.getFrame().getGraphics(); // declaring graphics on our Jframe
Stroke stroke3 = new BasicStroke(12f, BasicStroke.CAP_ROUND, BasicStroke.JOIN_MITER); // make our strokes cap off round
if(number == 0){ // statements will determine the win location, so at win0, XXX,
g1.setStroke(stroke3); // we will add stroke to our line
g1.drawLine(0,104,500,104); // draw the line starting at the 0,104 and end it at coordinates 500,104
}
here is a more runnable code, it is alot though
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics2D;
import java.awt.GridLayout;
import java.awt.Stroke;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ButtonModel;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
import javax.swing.SwingUtilities;
import javax.swing.UIManager;
import javax.swing.border.Border;
import javax.swing.border.LineBorder;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
public class tic implements Runnable {
final static int row = 3; // our rows
final static int col = 3; // our col
final static int sizeOfBoard = row * col;
// the size of our board is not going to change so we make it final
static JButton[] clickButton;
char[] templateOfBoard; // our board, TicTacToe field, static
char userTurn; // users turn , only one letter, tracks whether it is a X or O
int count; // keeps track of user moves
static JFrame frame; // our JFrame
int number;
public tic(JFrame frame) {
tic.frame = new JFrame("TicTacToe GAME");
clickButton = new JButton[9];
count = 0; // number of turns starts at 0;
number = 0;
setUserTurn('X'); // first turn will always be X
setTemplateOfBoard(new char[sizeOfBoard]); // size of the board we are going to make it
try{
for(int spaces=0; spaces<sizeOfBoard; spaces++){ // size of Board is in the GUI class
getTemplateOfBoard()[spaces] = ' '; // the board is being created, looping through all rows and col
//every index of the board not has a char value equal to a space
//determine if everything came out correctly
//should equal of a total of 9
// 3x3
}
System.out.println("Board template created"); // means the board now has all spaces
}
catch(Exception e){
System.out.println("Could not initalize the board to empty char");
e.printStackTrace();
}
}
public static void main(String[] args){
try{
SwingUtilities.invokeLater(new tic(frame)); // run
}
catch(Exception e){ // wanted to test to ensure that Runnable could be invoked
System.out.println("Could not excute Runnable application");
e.printStackTrace();
}
}
public void run() {
setup(); // going to run out setup method, what our game is made out of
}
public void setup() {
// setting up the Board
// board is composed of JButton
// and a 3x3 frame
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // when the user closes the window JFrame will exit
//going to design the board now
//the dimensations of the board = sizeOfBoard
getFrame().setLayout(new GridLayout(row, col)); // this is the outline rows * col
// sizes out row * col based on what we define those numbers as
//i.e 3x3
getFrame().setBounds(0,0,500,500); // location at 0,0, size 500 x 500
Border border = new LineBorder(Color.DARK_GRAY, 2); // color of JButton border
System.out.println("Your board game is being created!");
try{
getFrame().setVisible(true); // shows the board,
// this is going to display everything to the screen
System.out.println("Board is now visable");
}
catch(Exception e){
System.out.println("Board was not displayed");
}
// 9 different buttons, for every index there will be a button
for(int i =0; i<sizeOfBoard;i++){ // going to fill the board with clickableButtons by looping through every index and placing a button there
final int move = i;
clickButton[i] = new JButton(); // at a certain index there is a new button
clickButton[i].setSize(250,250); // size of each button
clickButton[i].setBackground(Color.WHITE); // color of the JButton
getFrame().add(clickButton[i]); // we are going to add the actual the button at that index on the frame
clickButton[i].setFont(new Font("Arial", Font.BOLD, 70)); // size of the text
clickButton[i].setBorder(border); // adding border
clickButton[i].getModel().addChangeListener(new ChangeListener() { //going to overRide what happens when we rollover and press a Butotn
public void stateChanged(ChangeEvent e) {
ButtonModel button = (ButtonModel) e.getSource(); // manages the state of the button, i.e lets me control what happens to the button
if(clickButton[move] != null){ // if we do not include this argument
// the buttons are not made yet on the new game, meaning clickButton[i] = null
//so boolean(!button.isRollover()) will return true, since on the new game you can not have your mouse hovered over
// but when it returns true, it will return a null value, giving a null pointer exception
// so best thing to do, is to only run these cases below when the buttons are not null
if (button.isRollover()) { // when the mouse hovers over the index
clickButton[move].setBackground(Color.BLACK); // color will equal black
}
else if(!button.isRollover()){ // when the button is not hovered over
clickButton[move].setBackground(Color.WHITE); // color will be whte, just like our background
}
}
}
});
clickButton[i].addActionListener(new ActionListener() {
//our click events, going to override to let it know what we want to happen
//once we click on the button
public void actionPerformed(ActionEvent e) {
clickButton[move].setEnabled(false); //going to disable the button after it is clicked
//ORDER: button gets clicked first, then the test is added
mouseListener(e, move); // our mouseListenerEvent in game class
//
}
});
}
}
public static void playAgain() {
try{
System.out.println("NEW GAME");
SwingUtilities.invokeLater(new tic(frame)); // run the run(class) again
}
catch(Exception e){ // wanted to test to ensure that Runnable could be invoked
System.out.println("Could not excute Runnable application");
e.printStackTrace();
}
}
public static JFrame getFrame() {
return frame;
}
public tic userMove(int moveMade){
getTemplateOfBoard()[moveMade] = getUserTurn();
// index of the board, or in simpler terms, where the user
// inserts there turn i.e X or O, 0-8
//System.out.println(userMove);
//boolean statement to determine the turns
// So user X starts first
//if the turn is X, the nextTurn is now O,
if(getUserTurn() == 'X'){
setUserTurn('O');
}
else {
setUserTurn('X');
}
count++;
return this; // going to return the userTurn
// issue actually entering the userTurn is not giving right value, but using 'this' does
}
// for some odd reason the toString is causing some issues, keep getting #hash code
//saw online to override it like this
// will make the board out of emepty strings
// going to return a string representation of an object
public String toString(){
return new String(getTemplateOfBoard());
}
public void mouseListener(ActionEvent e, int moveMade){
// mouse click events
// what happens after a button is clicked
if(getTemplateOfBoard()[moveMade] == ' '){ // the user can only space a click, so an letter on the field if it is empty
((JButton)e.getSource()).setText(Character.toString(getUserTurn())); // when the button is clicked, we want an X placed there
if (getUserTurn() == 'X'){
UIManager.getDefaults().put("Button.disabledText",Color.RED); // when the but gets disabled the test will turn red
}
else{
UIManager.getDefaults().put("Button.disabledText",Color.BLUE);
}
//calling the method userTurn to determine who goes next
//problem is that is expects a String
//going to override the toString method
userMove(moveMade); // calling userMove in moveMade, moveMade is the index at which the user put either an X or a O
winner(); // we want to check each time to ensure there was/was not a winner
}
}
public tic winner() { // determines who is the winner
//list below defines all the possible win combinations
// the index of where a X or O can be place
// placed the locations to a int value
int win1 = templateOfBoard[0] + templateOfBoard[1] + templateOfBoard[2];
int win2 = templateOfBoard[3] + templateOfBoard[4] + templateOfBoard[5];
int win3 = templateOfBoard[6] + templateOfBoard[7] + templateOfBoard[8];
int win4 = templateOfBoard[0] + templateOfBoard[3] + templateOfBoard[6];
int win5 = templateOfBoard[1] + templateOfBoard[4] + templateOfBoard[7];
int win6 = templateOfBoard[2] + templateOfBoard[5] + templateOfBoard[8];
int win7 = templateOfBoard[0] + templateOfBoard[4] + templateOfBoard[8];
int win8 = templateOfBoard[2] + templateOfBoard[4] + templateOfBoard[6];
int[] win = new int[]{win1,win2,win3,win4,win5,win6,win7,win8};
// making a array to go through all the possibile wins
//possible total of wins is 8
for(int i = 0;i<win.length;i++){
// looping through the win possibilities
if(win[i] == 264){ // if one of the the combinations equal 'X','X','X' which equals 264, then there is a winner
System.out.println("X is the winner!!!");
System.out.println("Game Over!");
number = i;
draw(); // call draw method
return this; // if statement is true, it will return this(gameOver)
}
else if(win[i] == 237 ){ // if one of the the combinations equal 'O','O','O' which equals 234, then there is a winner
System.out.println("O is the winner!!!");
System.out.println("Game Over!");
number = i;
//draw(); // call draw method
return this;
}
if (count == 9) {
// if none of the statements above are true, it automatically comes done to here
//so if there is nine moves and no win, it is a draw
}
}
return this;
// going to return this method ;
}
private void draw(){ // drawing a line at winning location
Graphics2D g1 = (Graphics2D) getFrame().getGraphics(); // declaring graphics on our Jframe
Stroke stroke3 = new BasicStroke(12f, BasicStroke.CAP_ROUND, BasicStroke.JOIN_MITER); // make our strokes cap off round
if(number == 0){ // statements will determine the win location, so at win0, XXX,
g1.setStroke(stroke3); // we will add stroke to our line
g1.drawLine(0,104,500,104); // draw the line starting at the 0,104 and end it at coordinates 500,104
}
else if(number == 1){
g1.setStroke(stroke3);
g1.drawLine(0,257,500,257);
}
else if(number == 2){
g1.setStroke(stroke3);
g1.drawLine(0,411,500,411);
}
else if(number == 3){
g1.setStroke(stroke3);
g1.drawLine(88,0,88,500);
}
else if(number == 4){
g1.setStroke(stroke3);
g1.drawLine(250,0,250,500);
}
else if(number == 5){
g1.setStroke(stroke3);
g1.drawLine(411,0,411,500);
}
else if(number == 6){
g1.setStroke(stroke3);
g1.drawLine(-22,0,500,500);
}
else if(number == 7){
g1.setStroke(stroke3);
g1.drawLine(520,0,0,500);
}
}
// want to be able to access the private variables
//so we will make getter and setter methods for the ones that we need
public char getUserTurn() { // getter method for userTurn
return userTurn;
}
public void setUserTurn(char userTurn) { // setter method
this.userTurn = userTurn;
}
public char[] getTemplateOfBoard() { //getter method
return templateOfBoard;
}
public void setTemplateOfBoard(char[] templateOfBoard) { // setter method
this.templateOfBoard = templateOfBoard;
}
}
Painting over the top of components can be troublesome, you can't override the paintComponent method of the container which contains the components, because this paints in the background, you can't override the paint method of the container, as child components can be painted without the parent container been notified...
You could add a transparent component over the whole lot, but this just introduces more complexity, especially when a component already already exists ...
public class ConnectTheDots {
public static void main(String[] args) {
new ConnectTheDots();
}
public ConnectTheDots() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (Exception ex) {
}
PaintPane pp = new PaintPane();
JFrame frame = new JFrame("Test");
frame.setGlassPane(pp);
pp.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new DotsPane(pp));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class PaintPane extends JPanel {
private List<JButton[]> connections;
private JButton lastSelected;
public PaintPane() {
setOpaque(false);
connections = new ArrayList<>(25);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (lastSelected != null) {
g2d.setColor(Color.RED);
int x = lastSelected.getX() + ((lastSelected.getWidth() - 8) / 2);
int y = lastSelected.getY() + ((lastSelected.getHeight() - 8) / 2);
g2d.fillOval(x, y, 8, 8);
}
for (JButton[] group : connections) {
g2d.setColor(Color.BLUE);
Point startPoint = group[0].getLocation();
Point endPoint = group[1].getLocation();
startPoint.x += (group[0].getWidth() / 2);
startPoint.y += (group[1].getHeight()/ 2);
endPoint.x += (group[0].getWidth() / 2);
endPoint.y += (group[1].getHeight()/ 2);
g2d.draw(new Line2D.Float(startPoint, endPoint));
}
g2d.dispose();
}
protected void buttonClicked(JButton btn) {
if (lastSelected == null) {
lastSelected = btn;
} else {
connections.add(new JButton[]{lastSelected, btn});
lastSelected = null;
}
revalidate();
repaint();
}
}
public class DotsPane extends JPanel {
private PaintPane paintPane;
public DotsPane(final PaintPane pp) {
paintPane = pp;
ActionListener al = new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
JButton btn = (JButton) e.getSource();
paintPane.buttonClicked(btn);
}
};
setLayout(new GridLayout(6, 6));
for (int index = 0; index < 6 * 6; index++) {
JButton btn = new JButton(".");
add(btn);
btn.addActionListener(al);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
}
}
Take a look at How to Use Root Panes for more details
So heres some code to begin. I first created a class called Bullet. This is where the image should be loaded.
package gameLibrary;
import java.awt.*;
import javax.swing.ImageIcon;
public class Bullet {
int x,y;
Image img;
boolean visible;
public Bullet(int startX, int startY) {
x = startX;
y = startY;
ImageIcon newBullet = new ImageIcon("/resources/bullet.png");
img = newBullet.getImage();
System.out.println("constructor Bullet is called");
visible = true;
}
public void move(){
x = x + 1;
if(x > 854){
System.out.println("Bullet is moving at X = " + x);
visible = false;
}
}
public int getX(){
return x;
}
public int getY() {
return y;
}
public boolean getVisible(){
return visible;
}
public Image getImage(){
return img;
}
}
when the space bar is pressed it calls a method called fire() where a new Bullet(X, Y); is called and then stores it in an ArrayList.
public void fire(){
if(ammo > 0) {
Bullet z = new Bullet(left + 60, y + 70);
bullets.add(z);
ammo--;
}
}
public static ArrayList getBullets(){
return bullets;
}
This code moves the bullet across the screen.
ArrayList bullets = Character.getBullets();
for(int i = 0; i < bullets.size(); i++){
Bullet m = (Bullet) bullets.get(i);
if(m.getVisible() == true){
m.move();
}if(m.getVisible() == false) {
bullets.remove(i);
}
}
And Finally code for the print method.
ArrayList bullets = Character.getBullets();
for(int i = 0; i < bullets.size(); i++){
Bullet m = (Bullet) bullets.get(0);
g2d.drawImage(m.getImage(),m.getX(),m.getY(), null);
}
I cant find where I went wrong. the functioning of the bullet is all working as far as I can tell its just the printing of the image on the screenAny suggestions is much appreciated.
Normally resources are loaded with Class.getResource
ImageIcon newBullet = new ImageIcon(Bullet.class.getResource("resources/bullet.png"));
Of course the resources folder should be in the same package (i.e. in the same folder) as your Bullet class.
That code should always work whether your game is in a jar or not.
I think your resource path is not in the good format.
ImageIcon icon = new ImageIcon("gameLibrary.resources.bullet.png");
if this doesn't work try this code to get your png path:
import java.io.File;
public class GetPath
{
public static void main(String[] args)
{
System.out.println("The user directory: " + System.getProperty("user.dir"));
File fubar = new File("Fubar.txt");
System.out.println("Where Java thinks file is located: " + fubar.getAbsolutePath());
}
}
Tell me what happens.
I am trying to accomplish the above functionality, and am having little success.
I am using GridLayout with 2 columns and 2 rows to show the user a puzzle-like game, where there are 4 (200x200 pixel) JPanels (3 colored, 1 default bgColor) which fill the whole contentPane. Clicking on a colored panel resolves in an assessment if the panel is next to the gray panel. If so, they should swap. I have accomplished every step to the last one, where they swap. Here's the code:
public class MainClass extends JFrame {
//Generated
private static final long serialVersionUID = 4710628273679698058L;
private SpecialPanel redPanel;
private SpecialPanel greenPanel;
private SpecialPanel yellowPanel;
private SpecialPanel grayPanel;
public MainClass() {
super("Puzzle");
initPanels();
setSize(410, 410);
setLayout(new GridLayout(2, 2));
this.add(redPanel);
this.add(greenPanel);
this.add(grayPanel);
this.add(yellowPanel);
}
private void initPanels() {
redPanel = new SpecialPanel();
greenPanel = new SpecialPanel();
yellowPanel = new SpecialPanel();
grayPanel = new SpecialPanel();
grayPanel.setGreyPanel(true);
redPanel.setBackground(Color.RED);
greenPanel.setBackground(Color.GREEN);
yellowPanel.setBackground(Color.YELLOW);
grayPanel.setBackground(this.getBackground());
redPanel.setSize(200, 200);
greenPanel.setSize(200, 200);
yellowPanel.setSize(200, 200);
grayPanel.setSize(200, 200);
MouseAdapter ma = new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent arg0) {
super.mouseClicked(arg0);
SpecialPanel sp = (SpecialPanel) arg0.getComponent();
if (sp.getIsGray()) {
//Do nothing
} else if (checkIfNeighbourToGray(sp, grayPanel)) {
//Swap them
System.out.println("Swap notification");
swap(sp, grayPanel);
//Update UI
} else {
//Again, do nothing for the clicked panel is diagonal to the gray panel
}
}
private boolean checkIfNeighbourToGray(SpecialPanel sp, SpecialPanel grayPanel) {
Point startPointSp = sp.getLocation();
double x = startPointSp.getX();
double y = startPointSp.getY();
double width = sp.getWidth();
double height = sp.getHeight();
Point grayPoint = grayPanel.getLocation();
double xG = grayPanel.getX();
double yG = grayPanel.getY();
double widthG = grayPanel.getWidth();
double heightG = grayPanel.getHeight();
//Gray panel is RIGHT of clicked one
if (x + width == xG && y + height == yG + heightG) {
return true;
}
//Gray panel is LEFT of clicked one
else if (x - width == xG && y + height == yG + heightG) {
return true;
}
//Gray panel is ABOVE of clicked one
else if (x == xG && x + width == xG + widthG) {
return true;
}
//Gray panel is UNDER of clicked one
else if (xG == x && yG + widthG == x + width) {
return true;
}
return false;
}
private void swap(SpecialPanel sp, SpecialPanel grayPanel) {
//Swap logic
}
};
redPanel.addMouseListener(ma);
greenPanel.addMouseListener(ma);
yellowPanel.addMouseListener(ma);
grayPanel.addMouseListener(ma);
}
public static void main(String[] args) {
MainClass mc = new MainClass();
mc.setVisible(true);
}
}
The class SpecialPanel is extending JPanel with just a new Boolean property IsGrayPanel initially set to false + getter and setter.
NOTE: This is being done in a "I have basic Swing skills" manner, although I have learned more in the meantime about java swing, I was just limited back then with basic swing functionality, so I should keep it that way.
Therefore my question is how to properly swap the two panels which are next to each other, including UI update?
there wouldn't need to move with JPanels into container, otherwise you woud need to use bunch of quite useless code to remove two JPanels from from contianer with two indexes then to layout back to container with swaping indexes,
(if is about Color only) only to swap setBackground(Color.Xxx) betweens two JPanels
puzzle-like game is about Images, puzzle or minesweaper is about, (not clear from your ...)
put Images as Icon/ImageIcons to JLabel instead of JPanel and on Mouse Events to switch (setIcon()) with Icons betweens JLabels, load Icons to local variables
(easiest of ways) JToggleButton and Icon, there is logic similair as for JLabel, but about showing Icon on setPressedIcon()
I'm not sure if this works. It looks too easy.
JPanel tempPanel = sp;
sp = grayPanel;
grayPanel = tempPanel;
this.setVisible(false);
this.setVisible(true);
this.validate(); //try this first
this.repaint(); // if it doesnt work, add this function.