I've been working the movement of this cube, however, its movement is pretty ugly and sudden, so is there anyway that I could make it "smooth" and "clean"?
Here is my code:
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class Main extends JPanel implements KeyListener
{
Environment environment = new Environment ();
Cube cube = new Cube ();
JFrame frame = new JFrame ();
int cubeX = cube.cube.x;
int cubeY = cube.cube.y;
// Paint method used to repaint the cube's location
public void paint (Graphics g)
{
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint (RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
environment.createBox (g2d);
cube.createCube (g2d);
}
// Getting pressed keys to move cube
#Override
public void keyPressed (KeyEvent e)
{
if (e.getKeyCode () == KeyEvent.VK_UP)
{
try
{
cube.isCubeMoving = true;
cube.moveCube ();
Thread.sleep (10);
frame.repaint ();
}
catch (InterruptedException ie)
{
ie.printStackTrace ();
}
}
else if (e.getKeyCode () == KeyEvent.VK_DOWN)
{
cube.cube.y = cube.cube.y + 100;
if (cube.cube.y > 620)
{
cube.cube.y = 620;
}
try
{
Thread.sleep (10);
frame.repaint ();
}
catch (InterruptedException e1)
{
e1.printStackTrace ();
}
}
}
#Override
public void keyReleased (KeyEvent arg0)
{
}
#Override
public void keyTyped (KeyEvent arg0)
{
}
// Main method
public static void main (String[] args) throws InterruptedException
{
Main m = new Main ();
m.frame.add (m);
m.frame.addKeyListener (m);
m.frame.setSize (700, 1000);
m.frame.setVisible (true);
m.frame.setTitle ("The Cube");
m.frame.setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE);
m.frame.setResizable (true);
m.frame.setLocationRelativeTo (null);
m.frame.setBackground (new Color (240, 84, 84));
while (true)
{
m.frame.repaint ();
Thread.sleep (3);
}
}
}
Here's the Cube class:
import java.awt.*;
public class Cube extends Thread
{
public int x = 200;
public int y = 620;
public boolean isCubeMoving = true;
int whereCubeStops = 440;
Runnable r = new Runnable ()
{
public void run ()
{
while (isCubeMoving == true)
{
cube.setLocation (x, y -= 10);
System.out.println (y);
if (y == whereCubeStops)
{
try
{
isCubeMoving = false;
cube.setLocation (x, y = 620);
Thread.sleep (100);
}
catch (InterruptedException e)
{
e.printStackTrace ();
}
}
try
{
Thread.sleep (10);
}
catch (InterruptedException e)
{
e.printStackTrace ();
}
}
}
};
Rectangle cube = new Rectangle (x, y, 80, 80);
public void createCube (Graphics2D g2d)
{
g2d.setColor (new Color (148, 235, 148));
g2d.fill (cube);
}
public void moveCube ()
{
new Thread (r).start ();
}
}
Thanks very much for all your help!
:)
Well, for this, we have to write a proper game loop. Let's start one by one:
Here's my GameFrame:
import javax.swing.*;
import java.awt.*;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
public abstract class GameFrame extends JFrame
{
private GamePanel gamePanel;
public GameFrame (String gameTitle, GamePanel gamePanel)
{
super (gameTitle);
this.gamePanel = gamePanel;
setDefaultCloseOperation (WindowConstants.EXIT_ON_CLOSE);
addWindowListener (new FrameListener ());
getContentPane ().setLayout (new GridBagLayout ());
getContentPane ().add (gamePanel);
pack ();
setLocationRelativeTo (null);
setResizable (false);
setVisible (true);
}
public class FrameListener extends WindowAdapter
{
public void windowActivated (WindowEvent event)
{
gamePanel.setWindowPaused (false);
}
public void windowDeactivated (WindowEvent event)
{
gamePanel.setWindowPaused (true);
}
public void windowDeiconified (WindowEvent event)
{
gamePanel.setWindowPaused (false);
}
public void windowIconified (WindowEvent event)
{
gamePanel.setWindowPaused (true);
}
public void windowClosing (WindowEvent event)
{
gamePanel.stopGame ();
}
}
}
Its an abstract class, and all it does is put a GamePanel in it, and make itself visible when initialised.
Here's my GamePanel which implements a game loop:
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
public abstract class GamePanel extends JPanel implements Runnable
{
private int panelWidth;
private int panelHeight;
private Thread animator;
private volatile boolean running = false;
private volatile boolean isUserPaused = false;
private volatile boolean isWindowPaused = false;
private Graphics2D dbg;
private Image dbImage = null;
private static final int NO_DELAYS_PER_YIELD = 16;
private static final int MAX_FRAME_SKIPS = 5;
private Color backgroundColor;
private long period;
public GamePanel (int width, int height, long fps, Color backgroundColor)
{
this.panelWidth = width;
this.panelHeight = height;
this.backgroundColor = backgroundColor;
this.period = 1000000L * (long) 1000.0 / fps;
setBackground (backgroundColor);
setPreferredSize (new Dimension (panelWidth, panelHeight));
setFocusable (true);
requestFocus ();
readyForPause ();
addKeyListener (new KeyAdapter ()
{
public void keyPressed (KeyEvent e)
{
consumeKeyPressed (e.getKeyCode ());
}
});
}
protected abstract void consumeKeyPressed (int keyCode);
protected abstract void renderGame (Graphics2D graphics);
protected abstract void updateGame ();
#Override
public void addNotify ()
{
super.addNotify ();
startGame ();
}
protected void startGame ()
{
if (animator == null || ! running)
{
animator = new Thread (this);
animator.start ();
}
}
protected void stopGame ()
{
running = false;
}
private void readyForPause ()
{
addKeyListener (new KeyAdapter ()
{
public void keyPressed (KeyEvent e)
{
int keyCode = e.getKeyCode ();
if ((keyCode == KeyEvent.VK_ESCAPE) || (keyCode == KeyEvent.VK_Q)
|| (keyCode == KeyEvent.VK_END) || (keyCode == KeyEvent.VK_P)
|| ((keyCode == KeyEvent.VK_C) && e.isControlDown ()))
{
setUserPaused (! isUserPaused);
}
}
});
}
public void run ()
{
long beforeTime, afterTime, timeDiff, sleepTime;
long overSleepTime = 0L;
int noDelays = 0;
long excess = 0L;
beforeTime = System.nanoTime ();
running = true;
while (running)
{
requestFocus ();
gameUpdate ();
gameRender ();
paintScreen ();
afterTime = System.nanoTime ();
timeDiff = afterTime - beforeTime;
sleepTime = (period - timeDiff) - overSleepTime;
if (sleepTime > 0)
{
try
{
Thread.sleep (sleepTime / 1000000L);
}
catch (InterruptedException ignored)
{
}
overSleepTime = (System.nanoTime () - afterTime - sleepTime);
}
else
{
excess -= sleepTime;
overSleepTime = 0L;
if (++ noDelays >= NO_DELAYS_PER_YIELD)
{
Thread.yield ();
noDelays = 0;
}
}
beforeTime = System.nanoTime ();
int skips = 0;
while ((excess > period) && (skips < MAX_FRAME_SKIPS))
{
excess -= period;
gameUpdate ();
skips++;
}
}
System.exit (0);
}
private void gameUpdate ()
{
if (! isUserPaused && ! isWindowPaused)
{
updateGame ();
}
}
private void gameRender ()
{
if (dbImage == null)
{
dbImage = createImage (panelWidth, panelHeight);
if (dbImage == null)
{
System.out.println ("Image is null.");
return;
}
else
{
dbg = (Graphics2D) dbImage.getGraphics ();
}
}
dbg.setColor (backgroundColor);
dbg.fillRect (0, 0, panelWidth, panelHeight);
renderGame (dbg);
}
private void paintScreen ()
{
Graphics2D g;
try
{
g = (Graphics2D) this.getGraphics ();
if ((g != null) && (dbImage != null))
{
g.drawImage (dbImage, 0, 0, null);
}
Toolkit.getDefaultToolkit ().sync ();
if (g != null)
{
g.dispose ();
}
}
catch (Exception e)
{
System.out.println ("Graphics context error : " + e);
}
}
public void setWindowPaused (boolean isPaused)
{
isWindowPaused = isPaused;
}
public void setUserPaused (boolean isPaused)
{
isUserPaused = isPaused;
}
}
This again is an abstract class. Its abstract for reusability purpose. You need not know the exact implementation of my game loop. You can create your own custom game panel that inherits from it, and implement the abstract methods of it, and everything will be good to go.
Lets create a Box now:
import java.awt.*;
public class Box extends Rectangle
{
private Color color;
private Direction currentDirection = Direction.None;
private int speed;
public Box (int size, int speed, Color color)
{
super (size, size);
this.speed = speed;
this.color = color;
}
public void update ()
{
switch (currentDirection)
{
case None:
break;
case North:
y -= speed;
break;
case South:
y += speed;
break;
case East:
x += speed;
break;
case West:
x -= speed;
break;
}
}
public void draw (Graphics2D graphics)
{
graphics.setColor (color);
graphics.fill (this);
}
public void setDirection (Direction direction)
{
currentDirection = direction;
}
}
Nothing out of the ordinary here. Its a Rectangle shape, which has update method to update its state based on the Direction it has and a draw method that renders it on screen using the graphics object as context.
The Direction enum used in Box looks as follows:
public enum Direction
{
None,
North,
South,
East,
West
}
So now its time to create our own custom BoxPanel that will inherit from GamePanel. Here's how it looks like:
import java.awt.*;
import java.awt.event.KeyEvent;
public class BoxPanel extends GamePanel
{
private Box box;
public BoxPanel ()
{
super (800, 600, 60, Color.lightGray);
box = new Box (80, 5, Color.darkGray);
}
#Override
protected void consumeKeyPressed (int keyCode)
{
switch (keyCode)
{
case KeyEvent.VK_W:
box.setDirection (Direction.North);
break;
case KeyEvent.VK_S:
box.setDirection (Direction.South);
break;
case KeyEvent.VK_D:
box.setDirection (Direction.East);
break;
case KeyEvent.VK_A:
box.setDirection (Direction.West);
break;
case KeyEvent.VK_SPACE:
box.setDirection (Direction.None);
break;
}
}
#Override
protected void renderGame (Graphics2D graphics)
{
box.draw (graphics);
}
#Override
protected void updateGame ()
{
box.update ();
}
}
It basically creates a box and implements the abstract methods of the GamePanel where all it does is update the box and render the box using appropriate methods present.
The consumeKeyPressed is all about handling key presses, where all I do is set the direction of the box appropriately.
And so finally comes my BoxFrame which wraps everything together into a runnable demonstration:
public class BoxFrame extends GameFrame
{
public BoxFrame ()
{
super ("Box Demo", new BoxPanel ());
}
public static void main (String[] args)
{
new BoxFrame ();
}
}
That's it!
You can use GameFrame and GamePanel in your own projects too. Abstraction really pays off. Doesn't it?
You need not worry if you don't understand part of the game loop or anything. By repeated reading of the code, you'll eventually understand it.
This is a runnable demonstration that shows how you can create smooth movements. I'd suggest you also look into interpolation for creating smooth movements.
You can tweak the FPS value while creating the BoxPanel to vary the smooth factor of the game.
Run the code, read it, re-read it, understand it. Then write it yourself as practice.
FYI, my game loop uses a concept called Double Buffering for rendering the objects smoothly on screen.
You can create other objects too that have update and draw method, and can put their calls in the updateGame and renderGame method of your custom panel, and those objects will appropriately be rendered as well.
Related
I am trying to create a snake clone just as a practice. ive drawn the snake and added the movement patterns but the snake eats on it self when I press any key to move. but its not moving. the array retracts the reactacles on the starting point and does nothing.
here is my snake class I have removed my comments as they where more than the code and the posting system was not allowing me to post
Edit
If you need anything from the other classes please let me know. but I think my error is somewhere in here
EDIT 2
Added the entire code, you can just copy paste in inside a new project and you will reproduce my error.
public class Snake {
List<Point> sPoints;
int xDir,yDir;
boolean isMoving,addTail;
final int sSize = 20, startX = 150 , startY = 150;
public Snake(){
sPoints = new ArrayList<Point>();
xDir = 0;
yDir = 0;
isMoving = false;
addTail = false;
sPoints.add(new Point(startX,startY));
for(int i=1; i<sSize; i++) {
sPoints.add(new Point(startX - i * 4,startY));
}
}
public void draw(Graphics g){
g.setColor(Color.white);
for(Point p : sPoints) {
g.fillRect(p.getX(),p.getY(),4,4);
}
}
public void move(){
if (isMoving) {
Point temp = sPoints.get(0);
Point last = sPoints.get(sPoints.size() - 1);
Point newstart = new Point(temp.getX() + xDir * 4, temp.getY() + yDir * 4);
for (int i = sPoints.size() - 1; i >= 1; i--) {
sPoints.set(i, sPoints.get(i - 1));
}
sPoints.set(0, newstart);
}
}
public int getxDir() {
return xDir;
}
public void setxDir(int x) {
this.xDir = xDir;
}
public int getyDir() {
return yDir;
}
public void setyDir(int y) {
this.yDir = yDir;
}
public int getX(){
return sPoints.get(0).getX();
}
public int getY(){
return sPoints.get(0).getY();
}
public boolean isMoving() {
return isMoving;
}
public void setIsMoving(boolean b) {
isMoving = b;
}
}
The following is the point class. just some getters setters for the points ,for those i used the IntelliJ to auto generate them.. (again i removed comments )
public class Point {
private int x,y;
public Point() {
x = 0;
y = 0;
}
public Point(int x, int y) {
this.x =x;
this.y =y;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
}
and finally my main class called game.
in here what I do is create my applet give it background color. create my threat for the runnable. and also add the movement patterns for up/right/down/left...
and use several classes to update my drawing patterns so it can simulate movement by updating each of state of my rect list.
import java.applet.Applet;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class Game extends Applet implements Runnable, KeyListener {
//setting up double buffering.
Graphics graphics;
Image img;
Thread thread;
Snake snake;
public void init() {
//setting the size of our Applet
this.resize(400,400);
//we gonna create the image just the same size as our applet.
img = createImage(400,400);
//this represents our offscreen image that we will draw
graphics = img.getGraphics();
this.addKeyListener(this);
snake = new Snake();
thread = new Thread(this);
thread.start();
}
public void paint(Graphics g) {
//Setting the background of our applet to black
graphics.setColor(Color.black);
//Fill rectangle 0 , 0 (starts from) for top left corner and then 400,400 to fill our entire background to black
graphics.fillRect(0,0,400,400);
snake.draw(graphics);
//painting the entire image
g.drawImage(img,0,0,null);
}
//Update will call on Paint(g)
public void update(Graphics g){
paint(g);
}
//Repaint will call on Paint(g)
public void repaint(Graphics g){
paint(g);
}
public void run() {
//infinite loop
for(;;) {
snake.move();
//drawing snake
this.repaint();
//Creating a time delay
try {
Thread.sleep(40);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void keyTyped(KeyEvent keyEvent) {
}
public void keyPressed(KeyEvent keyEvent) {
if(!snake.isMoving()){ //this will allow the snake to start moving, but will disable LEFT for just the 1st move
if(keyEvent.getKeyCode() == KeyEvent.VK_UP || keyEvent.getKeyCode() == KeyEvent.VK_RIGHT ||
keyEvent.getKeyCode() == KeyEvent.VK_DOWN ) {
snake.setIsMoving(true);
}
}
//setting up Key mapping so when the user presses UP,RIGHT,DOWN,LEFT. the Snake will move accordingly
if(keyEvent.getKeyCode() == KeyEvent.VK_UP) {
if (snake.getyDir() != 1) {
snake.setyDir(-1);
snake.setxDir(0);
}
}
if(keyEvent.getKeyCode() == KeyEvent.VK_RIGHT) {
if (snake.getxDir() != -1) {
snake.setxDir(1);
snake.setyDir(0);
}
}
if(keyEvent.getKeyCode() == KeyEvent.VK_DOWN) {
if (snake.getyDir() != -1) {
snake.setyDir(1);
snake.setxDir(0);
}
}
if(keyEvent.getKeyCode() == KeyEvent.VK_LEFT) {
if (snake.getxDir() != 1) {
snake.setxDir(-1);
snake.setyDir(0);
}
}
}
public void keyReleased(KeyEvent keyEvent) {
}
}
Here is some opinion I have reading your code.
The reason your snake won't move is because your snake.setyDir() and
snake.setxDir() didn't take the input to overwrite xDir and yDir. They are assigning to itself.
There is a Point2D class ready for you in JDK
When moving the snake, you just need to remove the tail and add one
more block before the head. You can keep the body tight (according
to my common knowledge to snake).
Consider a L shape snake on the left, the bottom end is the head and it is currently heading right. To move the snake, remove the tail (green block) and add one more to the head according to its direction (red block). It final state become the snake on the right. LinkedList suit the needs.
If using two int (xDir and yDir) to control the snake direction
is confusing, you can help your self by creating a enum. Those -1,
0, 1 with x and y may confuse you.
Declare constant instead of magic number. e.g. the width of block 4,
image size 400
Is Snake.addTail unnecessary?
Attribute should has accessibility modifier
End result:
Game.java
import java.applet.Applet;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.Arrays;
public class Game extends Applet implements Runnable, KeyListener {
private final int GAMEBOARD_WIDTH = 400;
// setting up double buffering.
private Graphics graphics;
private Image img;
private Thread thread;
private Snake snake;
public void init() {
// setting the size of our Applet
this.resize(GAMEBOARD_WIDTH, GAMEBOARD_WIDTH);
// we gonna create the image just the same size as our applet.
img = createImage(GAMEBOARD_WIDTH, GAMEBOARD_WIDTH);
// this represents our offscreen image that we will draw
graphics = img.getGraphics();
this.addKeyListener(this);
snake = new Snake();
thread = new Thread(this);
thread.start();
}
public void paint(Graphics g) {
// Setting the background of our applet to black
graphics.setColor(Color.BLACK);
// Fill rectangle 0 , 0 (starts from) for top left corner and then 400,400 to
// fill our entire background to black
graphics.fillRect(0, 0, GAMEBOARD_WIDTH, GAMEBOARD_WIDTH);
snake.draw(graphics);
// painting the entire image
g.drawImage(img, 0, 0, null);
}
// Update will call on Paint(g)
public void update(Graphics g) {
paint(g);
}
// Repaint will call on Paint(g)
public void repaint(Graphics g) {
paint(g);
}
public void run() {
// infinite loop
for (;;) {
snake.move();
// drawing snake
this.repaint();
// Creating a time delay
try {
Thread.sleep(40);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void keyTyped(KeyEvent keyEvent) {
}
public void keyPressed(KeyEvent keyEvent) {
int keyCode = keyEvent.getKeyCode();
if (!snake.isMoving()) {
// this will allow the snake to start moving, but will disable LEFT for just the
// 1st move
if (matchKey(keyCode, KeyEvent.VK_UP, KeyEvent.VK_RIGHT, KeyEvent.VK_DOWN)) {
snake.setIsMoving(true);
}
}
// setting up Key mapping so when the user presses UP,RIGHT,DOWN,LEFT. the Snake
// will move accordingly
if (matchKey(keyCode, KeyEvent.VK_UP)) {
snake.setDirection(Direction.UP);
}
if (matchKey(keyCode, KeyEvent.VK_RIGHT)) {
snake.setDirection(Direction.RIGHT);
}
if (matchKey(keyCode, KeyEvent.VK_DOWN)) {
snake.setDirection(Direction.DOWN);
}
if (matchKey(keyCode, KeyEvent.VK_LEFT)) {
snake.setDirection(Direction.LEFT);
}
}
// return true if targetKey contains the provided keyCode
private boolean matchKey(int keyCode, int... targetKey) {
return Arrays.stream(targetKey).anyMatch(i -> i == keyCode);
}
public void keyReleased(KeyEvent keyEvent) {
}
}
Snake.java
import java.awt.Color;
import java.awt.Graphics;
import java.awt.geom.Point2D;
import java.util.LinkedList;
public class Snake {
private final int sSize = 20, startX = 150, startY = 150;
private final int BLOCK_WIDTH = 4;
private LinkedList<Point2D.Float> sPoints;
private boolean isMoving;
private Direction direction;
public Snake() {
sPoints = new LinkedList<Point2D.Float>();
isMoving = false;
sPoints.add(new Point2D.Float(startX, startY));
for (int i = 1; i < sSize; i++) {
sPoints.add(new Point2D.Float(startX - i * BLOCK_WIDTH, startY));
}
}
public void draw(Graphics g) {
g.setColor(Color.white);
for (Point2D p : sPoints) {
g.fillRect((int) p.getX(), (int) p.getY(), BLOCK_WIDTH, BLOCK_WIDTH);
}
}
public void move() {
if (isMoving) {
sPoints.removeLast();
steer(sPoints.getFirst());
}
}
private void steer(Point2D head) {
Point2D.Float newHead = new Point2D.Float();
switch (this.getDirection()) {
case UP:
newHead.setLocation(head.getX(), head.getY() - BLOCK_WIDTH);
break;
case DOWN:
newHead.setLocation(head.getX(), head.getY() + BLOCK_WIDTH);
break;
case LEFT:
newHead.setLocation(head.getX() - BLOCK_WIDTH, head.getY());
break;
case RIGHT:
newHead.setLocation(head.getX() + BLOCK_WIDTH, head.getY());
break;
}
this.sPoints.addFirst(newHead);
}
public int getX() {
return (int) sPoints.get(0).getX();
}
public int getY() {
return (int) sPoints.get(0).getY();
}
public boolean isMoving() {
return isMoving;
}
public void setIsMoving(boolean b) {
isMoving = b;
}
public Direction getDirection() {
return direction;
}
public void setDirection(Direction d) {
if (this.getDirection() == null) {
this.direction = d;
} else if (!this.getDirection().isOpposite(d)) {
this.direction = d;
}
}
}
Direction.java
public enum Direction {
UP(-1), DOWN(1), LEFT(-2), RIGHT(2);
int vector;
Direction(int i) {
this.vector = i;
}
public boolean isOpposite(Direction d) {
return this.vector + d.vector == 0;
}
}
Snack.java
import java.awt.EventQueue;
import javax.swing.JFrame;
public class Snake extends JFrame {
public Snake() {
initUI();
}
private void initUI() {
add(new Board());
setResizable(false);
pack();
setTitle("Snake");
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String[] args) {
EventQueue.invokeLater(() -> {
JFrame ex = new Snake();
ex.setVisible(true);
});
}
}
Board.java
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Board extends JPanel implements ActionListener {
private final int B_WIDTH = 300;
private final int B_HEIGHT = 300;
private final int DOT_SIZE = 10;
private final int ALL_DOTS = 900;
private final int RAND_POS = 29;
private final int DELAY = 140;
private final int x\[\] = new int\[ALL_DOTS\];
private final int y\[\] = new int\[ALL_DOTS\];
private int dots;
private int apple_x;
private int apple_y;
private boolean leftDirection = false;
private boolean rightDirection = true;
private boolean upDirection = false;
private boolean downDirection = false;
private boolean inGame = true;
private Timer timer;
private Image ball;
private Image apple;
private Image head;
public Board() {
initBoard();
}
private void initBoard() {
addKeyListener(new TAdapter());
setBackground(Color.black);
setFocusable(true);
setPreferredSize(new Dimension(B_WIDTH, B_HEIGHT));
loadImages();
initGame();
}
private void loadImages() {
ImageIcon iid = new ImageIcon("src/resources/dot.png");
ball = iid.getImage();
ImageIcon iia = new ImageIcon("src/resources/apple.png");
apple = iia.getImage();
ImageIcon iih = new ImageIcon("src/resources/head.png");
head = iih.getImage();
}
private void initGame() {
dots = 3;
for (int z = 0; z < dots; z++) {
x\[z\] = 50 - z * 10;
y\[z\] = 50;
}
locateApple();
timer = new Timer(DELAY, this);
timer.start();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
private void doDrawing(Graphics g) {
if (inGame) {
g.drawImage(apple, apple_x, apple_y, this);
for (int z = 0; z < dots; z++) {
if (z == 0) {
g.drawImage(head, x\[z\], y\[z\], this);
} else {
g.drawImage(ball, x\[z\], y\[z\], this);
}
}
Toolkit.getDefaultToolkit().sync();
} else {
gameOver(g);
}
}
private void gameOver(Graphics g) {
String msg = "Game Over";
Font small = new Font("Helvetica", Font.BOLD, 14);
FontMetrics metr = getFontMetrics(small);
g.setColor(Color.white);
g.setFont(small);
g.drawString(msg, (B_WIDTH - metr.stringWidth(msg)) / 2, B_HEIGHT / 2);
}
private void checkApple() {
if ((x\[0\] == apple_x) && (y\[0\] == apple_y)) {
dots++;
locateApple();
}
}
private void move() {
for (int z = dots; z > 0; z--) {
x\[z\] = x\[(z - 1)\];
y\[z\] = y\[(z - 1)\];
}
if (leftDirection) {
x\[0\] -= DOT_SIZE;
}
if (rightDirection) {
x\[0\] += DOT_SIZE;
}
if (upDirection) {
y\[0\] -= DOT_SIZE;
}
if (downDirection) {
y\[0\] += DOT_SIZE;
}
}
private void checkCollision() {
for (int z = dots; z > 0; z--) {
if ((z > 4) && (x\[0\] == x\[z\]) && (y\[0\] == y\[z\])) {
inGame = false;
}
}
if (y\[0\] >= B_HEIGHT) {
inGame = false;
}
if (y\[0\] < 0) {
inGame = false;
}
if (x\[0\] >= B_WIDTH) {
inGame = false;
}
if (x\[0\] < 0) {
inGame = false;
}
if (!inGame) {
timer.stop();
}
}
private void locateApple() {
int r = (int) (Math.random() * RAND_POS);
apple_x = ((r * DOT_SIZE));
r = (int) (Math.random() * RAND_POS);
apple_y = ((r * DOT_SIZE));
}
#Override
public void actionPerformed(ActionEvent e) {
if (inGame) {
checkApple();
checkCollision();
move();
}
repaint();
}
private class TAdapter extends KeyAdapter {
#Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if ((key == KeyEvent.VK_LEFT) && (!rightDirection)) {
leftDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_RIGHT) && (!leftDirection)) {
rightDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_UP) && (!downDirection)) {
upDirection = true;
rightDirection = false;
leftDirection = false;
}
if ((key == KeyEvent.VK_DOWN) && (!upDirection)) {
downDirection = true;
rightDirection = false;
leftDirection = false;
}
}
}
}
I’m writing a simple graphics editor, thus far I can draw some figures, move and enlarge them. I’m trying to allow user to change color of figure. After I right click in a shape, there appears a popup menu with colors to choose. But no matter what I do - the shape’s color doesn’t change. :/ I hope to get help, I spent a of of time on it but no idea how to solve it. :/
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.Point2D;
import java.util.ArrayList;
public class PaintPanel extends JPanel implements MouseListener, MouseMotionListener, MouseWheelListener
{
public RadioMenu radio = new RadioMenu();
private ArrayList <Point2D.Double> points = new ArrayList<>();
private ArrayList <Shape> figures = new ArrayList<>();
private Color mainColor = Color.blue;
private Color bgColor = Color.white;
private Color special = Color.red;
private double scrollSpeed = 5;
private int pointsize = 4;
private int near = 15;
private int index;
private ColorMenu colorMenu = new ColorMenu();
public PaintPanel()
{
super();
addMouseListener(this);
addMouseMotionListener(this);
addMouseWheelListener(this);
setLayout(new BorderLayout());
setBackground(bgColor);
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
drawGraphics(g2d);
}
private void drawGraphics(Graphics2D g2d)
{
int i = 0;
for (Shape s : figures)
{
g2d.setColor(mainColor);
if (s instanceof MyEllipse2D)
{
g2d.setColor(((MyEllipse2D) s).color);
System.out.println(g2d.getColor());
}
else if (s instanceof MyRectangle2D)
{
g2d.setColor(((MyRectangle2D) s).color);
System.out.println(g2d.getColor());
}
else if (s instanceof MyPolygon2D)
{
g2d.setColor(((MyPolygon2D) s).color);
System.out.println(g2d.getColor());
}
if (g2d.getColor() != bgColor)
{
g2d.setColor(mainColor);
} else
{
g2d.setColor(mainColor);
g2d.draw(s);
}
++i;
}
i = 0;
for (Point2D.Double p : points)
{
if (i == 0)
{
g2d.setColor(special);
g2d.fillOval((int) p.getX(), (int) p.getY(), pointsize, pointsize);
g2d.setColor(mainColor);
} else
{
g2d.fillOval((int) p.getX(), (int) p.getY(), pointsize, pointsize);
}
++i;
}
}
#Override
public void mousePressed(MouseEvent e)
{
if(e.getButton()==MouseEvent.BUTTON1)
switch (radio.getChoice())
{
case "Okrag":
points.clear();
points.add(new Point2D.Double(e.getX(),e.getY()));
repaint();
break;
case "Prostokat":
points.clear();
points.add(new Point2D.Double(e.getX(),e.getY()));
repaint();
break;
case "Edycja":
index = isSelected(e);
break;
}
else if(e.getButton()==MouseEvent.BUTTON3 && radio.getChoice().equals("Edycja"))
{
index = isSelected(e);
if(index >= 0)
{
colorMenu.doPop(e);
}
}
}
#Override
public void mouseReleased(MouseEvent e)
{
if(e.getButton()==MouseEvent.BUTTON1)
switch (radio.getChoice())
{
case "Okrag":
points.add(new Point2D.Double(e.getX(),e.getY()));
figures.add(new MyEllipse2D(points.get(0),points.get(1),bgColor));
points.clear();
break;
case "Prostokat":
points.add(new Point2D.Double(e.getX(),e.getY()));
figures.add(new MyRectangle2D(points.get(0),points.get(1),bgColor));
points.clear();
break;
case "Wielokat":
if(points.size() != 0 && points.get(0).distance(e.getX(),e.getY())<=near)
{
figures.add(new MyPolygon2D(points,bgColor));
points.clear();
}
else
{
points.add(new Point2D.Double(e.getX(),e.getY()));
}
break;
case "Edycja":
points.clear();
}
repaint();
}
#Override
public void mouseDragged(MouseEvent e)
{
if(index>=0 && radio.getChoice().equals("Edycja"))
{
if (figures.get(index) instanceof MyEllipse2D)
{
((MyEllipse2D) figures.get(index)).move(new Point2D.Double(e.getX(),e.getY()));
}
else if (figures.get(index) instanceof MyRectangle2D)
{
((MyRectangle2D) figures.get(index)).move(new Point2D.Double(e.getX(),e.getY()));
}
else if(figures.get(index) instanceof MyPolygon2D)
{
((MyPolygon2D) figures.get(index)).move(new Point2D.Double(e.getX(),e.getY()));
}
repaint();
}
}
#Override
public void mouseWheelMoved(MouseWheelEvent e)
{
index = isSelected(e);
if(radio.getChoice().equals("Edycja"))
{
if (index>=0)
{
if (figures.get(index) instanceof MyEllipse2D)
{
((MyEllipse2D) figures.get(index)).scale(e.getPreciseWheelRotation(), scrollSpeed);
}
else if (figures.get(index) instanceof MyRectangle2D)
{
((MyRectangle2D) figures.get(index)).scale(e.getPreciseWheelRotation(), scrollSpeed);
}
else if(figures.get(index) instanceof MyPolygon2D)
{
((MyPolygon2D) figures.get(index)).scale(e.getPreciseWheelRotation(), scrollSpeed);
}
repaint();
}
}
}
private int isSelected(MouseEvent e)
{
int i;
for(i=figures.size()-1;i>=0;--i)
{
if(figures.get(i).contains(e.getPoint()))
{
return i;
}
}
return -1;
}
#Override
public void mouseClicked(MouseEvent e)
{
index = isSelected(e);
if(index >= 0 )
{
colorMenu.doPop(e);
if(e.getButton()==MouseEvent.BUTTON3 && radio.getChoice().equals("Edycja"))
{
colorMenu.doPop(e);
if(figures.get(index) instanceof MyEllipse2D)
((MyEllipse2D) figures.get(index)).color = colorMenu.color;
else if(figures.get(index) instanceof MyRectangle2D)
((MyRectangle2D) figures.get(index)).color = colorMenu.color;
else if(figures.get(index) instanceof MyPolygon2D)
((MyPolygon2D) figures.get(index)).color = colorMenu.color;
System.out.println(colorMenu.color);
//colorMenu.color = bgColor;
}
repaint();
}
}
#Override
public void mouseEntered(MouseEvent e)
{
}
#Override
public void mouseExited(MouseEvent e)
{
}
#Override
public void mouseMoved(MouseEvent e)
{
}
}
ColorMenu
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
public class ColorMenu extends JPopupMenu implements ActionListener
{
private ArrayList<JMenuItem> items = new ArrayList<JMenuItem>();
private ArrayList<Color> colors = new ArrayList<Color>();
public Color color;
public ColorMenu()
{
super();
colors.add(Color.black);
colors.add(Color.blue);
colors.add(Color.cyan);
colors.add(Color.gray);
colors.add(Color.green);
colors.add(Color.magenta);
colors.add(Color.orange);
colors.add(Color.red);
colors.add(Color.yellow);
colors.add(Color.white);
for (Color c : colors)
{
items.add(new JMenuItem(c.toString()));
}
for(JMenuItem i: items)
{
i.addActionListener(this);
add(i);
}
}
public void doPop(MouseEvent e)
{
show(e.getComponent(), e.getX(), e.getY());
}
#Override
public void actionPerformed(ActionEvent e)
{
Object source = e.getSource();
int j=0;
for(JMenuItem i: items)
{
if(i == source)
{
break;
}
++j;
}
this.color = colors.get(j);
}
}
MyRectangle2D
import java.awt.*;
import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;
public class MyRectangle2D extends Rectangle2D.Double implements Shape
{
private Point2D.Double center;
private double width,hight;
public Color color;
public MyRectangle2D()
{}
public MyRectangle2D(Point2D.Double p1, Point2D.Double p2, Color color)
{
super();
this.color = color;
double x1 = p1.getX();
double y1 = p1.getY();
double x2 = p2.getX();
double y2 = p2.getY();
if(x1<=x2 && y1>=y2)
{
width=x2-x1;
hight=y1-y2;
setRect(x1,y2,width,hight);
}
else if(x1<=x2 && y1<=y2)
{
width=x2-x1;
hight=y2-y1;
setRect(x1,y1,width,hight);
}
else if (x1>=x2 && y1<=y2)
{
width=x1-x2;
hight=y2-y1;
setRect(x2,y1,width,hight);
}
else if(x1>=x2 && y1>=y2)
{
width=x1-x2;
hight=y1-y2;
setRect(x2,y2,width,hight);
}
center = new Point2D.Double(x1 + (x2-x1)/2,y1+(y2-y1)/2);
}
public void scale(double amount, double scale)
{
double change = -1*amount*scale;
width += change;
hight += change;
setRect(center.getX()-width/2,center.getY()-hight/2,width,hight);
}
public void move (Point2D.Double p)
{
center = p;
setRect();
}
private void setRect()
{
setRect(center.getX()-width/2,center.getY()-hight/2,width,hight);
}
}
MyPolygon2D
import java.awt.*;
import java.awt.geom.Point2D;
import java.util.ArrayList;
public class MyPolygon2D extends Polygon implements Shape
{
private ArrayList<MyVector> vectors = new ArrayList<>();
private Point2D.Double center;
private int size;
public Color color;
public MyPolygon2D()
{}
public MyPolygon2D(ArrayList<Point2D.Double> points, Color color)
{
super();
this.color = color;
size = points.size();
for(int i=0; i<size;++i)
{
addPoint((int)points.get(i).getX(),(int)points.get(i).getY());
}
center();
setVectors();
}
public void scale(double amount, double scale)
{
double change = -1*amount*scale;
for (int i=0;i<size;++i)
{
vectors.get(i).x *= (100.0+change)/100.0;
vectors.get(i).y *= (100.0+change)/100.0;
Point2D.Double curr = new Point2D.Double(center.getX()+vectors.get(i).x,center.getY()+vectors.get(i).y);
xpoints[i] = (int)curr.getX();
ypoints[i] = (int)curr.getY();
}
invalidate();
}
public void move (Point2D.Double p)
{
MyVector change = new MyVector(center,p);
center = p;
for(int i=0;i<size;++i)
{
xpoints[i] += (int)change.x;
ypoints[i] += (int)change.y;
}
invalidate();
}
public void setColor(Color color)
{
this.color = color;
}
public Color getColor()
{
return this.color;
}
#Override
public boolean contains(Point p)
{
int maxx=0, maxy=0, minx=Integer.MAX_VALUE, miny=Integer.MAX_VALUE;
for (int i=0;i<size;++i)
{
if(xpoints[i]>=maxx)
maxx = xpoints[i];
if(xpoints[i]<=minx)
minx = xpoints[i];
if(ypoints[i]>=maxy)
maxy = ypoints[i];
if(ypoints[i]<=miny)
miny = ypoints[i];
}
if(p.getX() <= maxx && p.getX() >= minx && p.getY() <= maxy && p.getY() >=miny)
return true;
else
return false;
}
private void setVectors()
{
for(int i=0; i<size;++i)
{
vectors.add(new MyVector(center,new Point2D.Double(xpoints[i],ypoints[i])));
}
}
private void center()
{
center = new Point2D.Double(getBounds2D().getX()+getBounds2D().getWidth()/2,getBounds2D().getY()+getBounds2D().getHeight()/2);
}
private class MyVector
{
public double x, y;
public MyVector(Point2D.Double p1, Point2D.Double p2)
{
x=p2.getX()-p1.getX();
y=p2.getY() - p1.getY();
}
}
}
MyEllipse2D
import java.awt.*;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Point2D;
public class MyEllipse2D extends Ellipse2D.Double implements Shape
{
private double radius;
private Point2D.Double center;
public Color color;
public MyEllipse2D(Point2D.Double p1, Point2D.Double p2, Color color)
{
super();
this.color = color;
center = p1;
radius = (p1.distance(p2));
setFrame();
}
public void scale(double amount, double scale)
{
double change = -1*amount*scale;
radius += change;
setFrame();
}
public void move (Point2D.Double p)
{
center = p;
setFrame();
}
public void setColor(Color color)
{
this.color = color;
System.out.println(this.color);
}
public Color getColor()
{
return this.color;
}
private void setFrame()
{
setFrame(center.getX()-radius,center.getY()-radius,2*radius,2*radius);
}
}
RadioMenu
import javax.swing.*;
import java.awt.*;
public class RadioMenu extends JPanel
{
private int amount = 4;
private JRadioButton[] options = new JRadioButton[amount];
private ButtonGroup group = new ButtonGroup();
private String[] names = {"Okrag","Prostokat","Wielokat","Edycja"};
private Font font = new Font("Times New Roman",Font.BOLD,16);
public RadioMenu()
{
super();
setLayout(new GridLayout(1,amount));
for(int i=0;i<amount;++i)
{
if(i!=0)
options[i] = new JRadioButton(names[i],false);
else
options[i] = new JRadioButton(names[i],true);
group.add(options[i]);
add(options[i]);
options[i].setFont(font);
}
}
public String getChoice()
{
for(int i=0; i<amount; ++i)
{
if(options[i].isSelected())
return options[i].getText();
}
return "";
}
}
Frame
import javax.swing.*;
import java.awt.*;
public class Frame extends JFrame
{
private Dimension prefsize = new Dimension(800,600);
private Dimension minSize = new Dimension(400,200);
private Menu menu = new Menu();
private PaintPanel panel = new PaintPanel();
public Frame()
{
super();
setVisible(true);
setPreferredSize(prefsize);
setMinimumSize(minSize);
setLayout(new BorderLayout());
setDefaultCloseOperation(EXIT_ON_CLOSE);
add(panel,BorderLayout.CENTER);
JPanel upper = new JPanel();
upper.setLayout(new GridLayout(2,1));
upper.add(menu);
upper.add(panel.radio);
add(upper,BorderLayout.NORTH);
pack();
}
}
MyAplet
import javax.swing.*;
public class MyAplet extends JApplet
{
public void init()
{
Frame main = new Frame();
}
}
Menu
import javax.swing.*;
public class Menu extends JMenuBar
{
private JMenu info;
//private JMenuItem x;
public Menu()
{
super();
info = new JMenu("info");
//info.add(x);
add(info);
}
}
First, you should be displaying a JPopupMenu in response to only one type of event. You are currently calling colorMenu.doPop(e) in the mousePressed method and twice in the mouseClicked method.
To make sure you only display a JPopupMenu when you’re supposed to, you should use the JPopupMenu.isPopupTrigger method. This way, the menu will be displayed on mousePress or mouseClick, but never both. You do not want to display a JPopupMenu more than once in response to a single mouse action!
private int selectedIndex = -1;
// ...
#Override
public void mousePressed(MouseEvent e)
{
selectedIndex = isSelected(e);
if (colorMenu.isPopupTrigger(e)) {
colorMenu.doPop(e);
} else if (e.getButton() == MouseEvent.BUTTON1) {
// ...
#Override
public void mouseClicked(MouseEvent e)
{
if (selectedIndex >= 0 && colorMenu.isPopupTrigger(e) && radio.getChoice().equals("Edycja"))
{
colorMenu.doPop(e);
The next problem is that you’re trying to read colorMenu.color before the user has made a color selection. When you call colorMenu.doPopup(e), the menu is displayed and the method returns immediately. It does not wait for the user to make a selection and dismiss the menu. Your code is trying to immediately make use of colorMenu.color, but it hasn’t been set yet.
The only way to know when the user has selected a color is with an ActionListener. Your ColorMenu class has an ActionListener, but currently there is no way for the PaintPanel class to know when the ActionListener has been triggered.
You can give your ColorMenu class the capability of notifying listeners in other classes, using the inherited listenerList object:
public void addChangeListener(ChangeListener listener) {
listenerList.add(ChangeListener.class, listener);
}
public void removeChangeListener(ChangeListener listener) {
listenerList.remove(ChangeListener.class, listener);
}
public ChangeListener[] getChangeListeners() {
return listenerList.getListeners(ChangeListener.class);
}
protected void fireChangeListeners() {
ChangeEvent event = new ChangeEvent(this);
for (ChangeListener listener : getChangeListeners()) {
listener.stateChanged(event);
}
}
(ChangeListener and ChangeEvent are in the javax.swing.event package.)
This allows other classes to listen for a user selection. You want to change ColorMenu to actually notify those listeners:
#Override
public void actionPerformed(ActionEvent e)
{
// (other code) ...
this.color = colors.get(j);
fireChangeListeners();
}
Now, you can make PaintPanel listen for a user selection:
public PaintPanel()
{
super();
addMouseListener(this);
addMouseMotionListener(this);
addMouseWheelListener(this);
setLayout(new BorderLayout());
setBackground(bgColor);
colorMenu.addChangeListener(new ChangeListener() {
#Override
public void stateChanged(ChangeEvent event) {
if (selectedIndex >= 0)
{
Shape figure = figures.get(selectedIndex);
if (figure instanceof MyEllipse2D)
((MyEllipse2D) figure).color = colorMenu.color;
else if (figure instanceof MyRectangle2D)
((MyRectangle2D) figure).color = colorMenu.color;
else if (figure instanceof MyPolygon2D)
((MyPolygon2D) figure).color = colorMenu.color;
}
}
});
}
You should remove that color changing code from mouseClicked, as it will never be valid to call it there, since the user hasn’t selected a color yet:
#Override
public void mouseClicked(MouseEvent e)
{
if (selectedIndex >= 0 && colorMenu.isPopupTrigger(e) && radio.getChoice().equals("Edycja"))
{
colorMenu.doPop(e);
// Nothing else to do here, since the user has not selected a color yet.
}
}
The basic problem is, you need to know when the color is selected from the menu. The solution to the problem can be achieved in a number of different ways.
You could continue to use a MouseListener to monitor the mousePressed, mouseReleased and mouseClicked events, but you should be making using of the MouseEvent#isPopupTrigger property to determine when the popup should be displayed, as the triggers are different for different platforms.
Another solution would be to use JComponent#setComponentPopupMenu all the component to take care of the action itself. This, however, would require a slight change in design.
This approach places the onus back onto the component, rather then been separated into a different class, like you have the ColorMenu right now.
To start with, we need to know the selected shape, so, to the PaintPanel, we need to add a new property
private Shape selectedShape;
All this does is determines which shape was selected by the user.
Next we need someway to update the shape color. This can be achieved by simply adding a new method to the paintPanel method, which is called when the color is to be changed.
public void setShapeColor(Color color) {
//...
}
Next, we take advantage of the Action API and create a simple ColorAction.
This is self contained unit of work, which contains the information need to display it on a menu (or button) and which determines the actions to take when triggered.
public class ColorAction extends AbstractAction {
private Color color;
public ColorAction(String name, Color color) {
super(name);
this.color = color;
}
public Color getColor() {
return color;
}
#Override
public boolean isEnabled() {
return getSelectedShape() != null;
}
#Override
public void actionPerformed(ActionEvent e) {
setShapeColor(color);
}
}
In this case, this simple inner class to PaintPanel will call setShapeColor when triggered.
"But wait", I hear you call, "The colors can only be selected when a shape is selected!" Ah, we can control the Action through the isEnabled method, which will only return true when a shape is actually selected.
This might seem somewhat counterintuitive, but by not displaying a popup menu when nothing is displayed, it causes the user to think that no popup menu will be displayed ever, at least this way, we can display a popup menu with it's options disabled.
The next trick is trying to determine what is selected. Unfortunately, during my testing, the OS consumed the mousePressed event, which would have been most useful to make this determination, however, not all is lost.
The JComponent will call getPopupLocation just before the popup is made visible, passing in the MouseEvent which triggered it, we can take advantage of this to determine which shape would be selected
#Override
public Point getPopupLocation(MouseEvent event) {
selectedShape = null;
for (int i = figures.size() - 1; i >= 0; --i) {
if (figures.get(i).contains(event.getPoint())) {
selectedShape = figures.get(i);
}
}
return super.getPopupLocation(event);
}
For a more complete example...
public class PaintPanel extends JPanel implements MouseListener, MouseMotionListener, MouseWheelListener {
private ArrayList<Point2D.Double> points = new ArrayList<>();
private ArrayList<Shape> figures = new ArrayList<>();
private Shape selectedShape;
private Color mainColor = Color.blue;
private Color bgColor = Color.white;
private Color special = Color.red;
private double scrollSpeed = 5;
private int pointsize = 4;
private int near = 15;
private int index;
public PaintPanel() {
super();
addMouseListener(this);
addMouseMotionListener(this);
addMouseWheelListener(this);
setLayout(new BorderLayout());
setBackground(bgColor);
setComponentPopupMenu(makePopupMenu());
}
protected JPopupMenu makePopupMenu() {
JPopupMenu menu = new JPopupMenu();
menu.add(new ColorAction("Black", Color.black));
menu.add(new ColorAction("Blue", Color.blue));
menu.add(new ColorAction("Cyan", Color.cyan));
menu.add(new ColorAction("Grey", Color.gray));
menu.add(new ColorAction("Green", Color.green));
menu.add(new ColorAction("Megenta", Color.magenta));
menu.add(new ColorAction("Orange", Color.orange));
menu.add(new ColorAction("Red", Color.red));
menu.add(new ColorAction("Yellow", Color.yellow));
menu.add(new ColorAction("White", Color.white));
return menu;
}
public Shape getSelectedShape() {
return selectedShape;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
public Point getPopupLocation(MouseEvent event) {
selectedShape = null;
for (int i = figures.size() - 1; i >= 0; --i) {
if (figures.get(i).contains(event.getPoint())) {
selectedShape = figures.get(i);
}
}
return super.getPopupLocation(event);
}
#Override
public void mouseClicked(MouseEvent e) {
//...
}
#Override
public void mousePressed(MouseEvent e) {
//...
}
#Override
public void mouseReleased(MouseEvent e) {
//...
}
#Override
public void mouseEntered(MouseEvent e) {
//...
}
#Override
public void mouseExited(MouseEvent e) {
//...
}
#Override
public void mouseDragged(MouseEvent e) {
//...
}
#Override
public void mouseMoved(MouseEvent e) {
//...
}
#Override
public void mouseWheelMoved(MouseWheelEvent e) {
//...
}
public void setShapeColor(Color color) {
//...
}
public class ColorAction extends AbstractAction {
private Color color;
public ColorAction(String name, Color color) {
super(name);
this.color = color;
}
public Color getColor() {
return color;
}
#Override
public boolean isEnabled() {
return getSelectedShape() != null;
}
#Override
public void actionPerformed(ActionEvent e) {
setShapeColor(color);
}
}
}
There are a couple of other ways you might achieve this, but I'd be using these basic principles are the cornerstone of the design.
For example, you could have a "color model" which get's passed to the popup menu class, which would be updated when a color is selected
For some reason, my KeyListener works just fine and fires off the Booleans to make down and up true and false and the y value changes according to those Booleans exactly how I want it to. My problem is that for some reason, the red rectangle appears to grow in size rather than move, and I'm pretty sure that it's because the previous frame is not cleared. I tried to use super.paintComponent(g); to clear the frame but this accomplishes nothing. Here's the code:
JFrame:
import java.awt.*;
import javax.swing.*;
public class H extends JFrame
{
public H()
{
super("Atlas Blade");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(false);
pack();
P p = new P();
Insets frameInsets = getInsets();
int frameWidth = p.getWidth() +
(frameInsets.left + frameInsets.right);
int frameHeight = p.getHeight() + (
frameInsets.top + frameInsets.bottom);
setPreferredSize(new Dimension(frameWidth, frameHeight));
setLayout(null);
add(p);
pack();
setVisible(true);
}
}
JPanel:
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyListener;
import java.awt.event.KeyEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseEvent;
import java.awt.image.*;
public class P extends JPanel implements KeyListener, Runnable
{
private long updateCount=0;
private long paintCount=0;
private int updatesPerSecond = 50;
private boolean aLeft,aRight,aDown,aUp=false;
private boolean up,down,left,right=false;
int x = 20;
int y=20;
Hb box = new Hb(x,y);
Rectangle rect = new Rectangle(0,300,300,50);
BufferedImage buffer;
public P()
{
super();
setSize(600,350);
//setSize(50,50);
buffer = new BufferedImage (600,350,BufferedImage.TYPE_4BYTE_ABGR);
addKeyListener(this);
Thread jim = new Thread(this);
jim.start();
}
public void run()
{
int waitToUpdate = 1000/updatesPerSecond;
long startTime = System.nanoTime();
while(true)
{
boolean shouldRepaint = false;
long currentTime = System.nanoTime();
long updatesNeeded = (((currentTime-startTime) / 1000000))/ waitToUpdate;
for(long x = updateCount; x< updatesNeeded; x++)
{
updateGame();
shouldRepaint=true;
updateCount++;
}
if(shouldRepaint)
{
paintCount++;
repaint();
}
try
{
Thread.sleep(5);
}
catch(Exception e)
{
e.printStackTrace();
}
}
}
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics bg = buffer.getGraphics();
bg.setColor(Color.BLACK);
bg.drawRect(0,300,300,50);
bg.setColor(Color.RED);
bg.fillRect(x,y,35,35);
g.drawImage(buffer,0,0,null);
}
public void updateGame()
{
box.updateHitbox(x,y);
if(down)
{
if(!box.center.intersects(rect))
{
y++;
//y=y+40;
}
}
else if(up)
{
if(!box.center.intersects(rect))
{
y--;
}
}
}
public void keyPressed(KeyEvent e)
{
int code = e.getKeyCode();
if(code==KeyEvent.VK_A)
{
left=true;
right=false;
aLeft=true;
aRight=false;
aDown=false;
aUp=false;
}
if(code==KeyEvent.VK_D)
{
left=false;
right=true;
aLeft=false;
aRight=true;
aDown=false;
aUp=false;
}
if(code==KeyEvent.VK_S)
{
System.out.println(y);
down=true;
up=false;
aLeft=false;
aRight=false;
aDown=true;
aUp=false;
}
if(code==KeyEvent.VK_W)
{
down=false;
up=true;
aLeft=false;
aRight=false;
aDown=false;
aUp=true;
}
repaint();
}
public void keyTyped(KeyEvent e)
{
}
public void keyReleased(KeyEvent e)
{
int code = e.getKeyCode();
if(code==e.VK_A)
{
left=false;
aLeft=false;
}
if(code==e.VK_D)
{
right=false;
aRight=false;
}
if(code==e.VK_S)
{
down=false;
aDown=false;
}
if(code==e.VK_W)
{
up=false;
aUp=false;
}
}
public void addNotify()
{
// call super so the method still does what it was built to do
super.addNotify();
// requests focus so that key inputs are sent to this screen
requestFocus();
}
}
And the Hb class:
import java.awt.Rectangle;
public class Hb
{
public Rectangle center,left,right,up,down;
public Hb(int x, int y)
{
center = new Rectangle(x,y,50,50);
left = new Rectangle(x-1,y+1,1,48);
right = new Rectangle(x+50,y+1,1,48);
up = new Rectangle(x+1,y-1,48,1);
down = new Rectangle(x+1,y+50,48,1);
}
public void updateHitbox(int x, int y)
{
center = new Rectangle(x,y,50,50);
left = new Rectangle(x-1,y+1,1,48);
right = new Rectangle(x+50,y+1,1,48);
up = new Rectangle(x+1,y-1,48,1);
down = new Rectangle(x+1,y+50,48,1);
}
}
Your problem is that you're doing all your drawing in the BufferedImage, and that doesn't allow erasure of "dirty" pixels. Instead, only draw in the BufferedImage that which should be a static and unchanging part of the image, usually the background. The foreground image that moves should be painted directly in paintComponent using the Graphcis object given to the method by the JVM.
public P() {
super();
setSize(600, 350); // not recommended
buffer = new BufferedImage(600, 350, BufferedImage.TYPE_4BYTE_ABGR);
Graphics bg = buffer.getGraphics();
bg.setColor(Color.BLACK);
bg.drawRect(0, 300, 300, 50);
bg.dispose();
// ....
}
and
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(buffer, 0, 0, null);
g.setColor(Color.RED);
g.fillRect(x, y, 35, 35);
}
I am learning Java game development and I am having an issue understanding why the "Robot" is not moving.
I know the issue is with the repaint but I can not figure it out.
please help
Thank
Game Class
public class GameMain extends Applet implements KeyListener {
private Image image, character;
private Graphics gpx;
private Droid droid;
private URL base;
private static Background bg1, bg2;
#Override
public void init() {
setSize(800, 480);
setBackground(Color.BLACK);
setFocusable(true);
addKeyListener(this);
Frame frame = (Frame) this.getParent().getParent();
frame.setTitle("My First Game");
droid = new Droid();
base = getDocumentBase();
character = getImage(base, "data/char.png");
}
#Override
public void start() {
GameThread thread = new GameThread();
thread.start();
System.out.println("Thread Started");
}
#Override
public void stop() {
}
#Override
public void destroy() {
}
#Override
public void update(Graphics g) {
if(image == null){
image = createImage(this.getWidth(), this.getHeight());
gpx = image.getGraphics();
}
gpx.setColor(getBackground());
gpx.fillRect(0, 0, getWidth(), getHeight());
gpx.setColor(getForeground());
paint(gpx);
g.drawImage(image, 0, 0, this);
}
#Override
public void paint(Graphics g) {
g.drawImage(character, droid.getPositionX() - 61, droid.getPositionY()- 63, this);
}
#Override
public void keyPressed(KeyEvent key) {
switch(key.getKeyCode() ){
case KeyEvent.VK_UP:
break;
case KeyEvent.VK_DOWN:
break;
case KeyEvent.VK_LEFT:
droid.moveLeft();
break;
case KeyEvent.VK_RIGHT:
droid.moveRight();
break;
case KeyEvent.VK_SPACE:
droid.jump();
break;
}
}
#Override
public void keyReleased(KeyEvent key) {
switch(key.getKeyCode() ){
case KeyEvent.VK_UP:
break;
case KeyEvent.VK_DOWN:
break;
case KeyEvent.VK_LEFT:
droid.stop();
break;
case KeyEvent.VK_RIGHT:
droid.stop();
break;
case KeyEvent.VK_SPACE:
break;
}
}
#Override
public void keyTyped(KeyEvent key) {
// TODO Auto-generated method stub
}
}
Thread Class
public class GameThread extends Thread {
GameMain game;
Droid droid;
private static Background bg1, bg2;
public GameThread(){
bg1 = new Background(0,0);
bg2 = new Background(2160, 0);
}
#Override
public void run() {
game = new GameMain();
droid = new Droid();
//Game while loop
while(true){
droid.update();
game.repaint();
//bg1.update();
//bg2.update();
try {
Thread.sleep(17);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
}
Droid Class
public class Droid {
private int positionX = 100;
private int positionY = 382;
private int speedX = 0;
private int speedY = 1;
private boolean jump = false;
public void update(){
//Update X Position
if(speedX < 0){
positionX += speedX;
}else if(speedX == 0){
System.out.println("Do not scroll the background.");
}else{
if(positionX <= 150){
positionX += speedX;
}else{
System.out.println("Scroll Background Here");
}
}
//Update Y Position
if(positionY + speedY >= 382){
positionY = 382;
}else{
positionY += speedY;
}
//update Jump
if(jump == true){
speedY += 1;
if(positionY + speedY >= 382){
positionY = 382;
speedY = 0;
jump = false;
}
}
}
public void moveRight(){
speedX = 6;
System.out.println(speedX);
}
public void moveLeft(){
speedX = -6;
System.out.println(speedX);
}
public void stop(){
speedX = 0;
}
public void jump(){
if(jump == false){
speedY = -15;
jump = true;
}
}
public void setPositionX(int positionX){
this.positionX = positionX;
}
public int getPositionX(){
return positionX;
}
public void setPositionY(int positionY){
this.positionY = positionY;
}
public int getPositionY(){
return positionY;
}
public void setSpeedX(int speedX){
this.speedX = speedX;
}
public int getSpeedX(){
return speedX;
}
public void setSpeedY(int speedY){
this.speedY = speedY;
}
public int getSpeedY(){
return speedY;
}
}
The problem is, the droid you're updating isn't the droid you're painting...in fact, the GameMain you're repainting isn't the one that is one the screen...
public class GameMain extends Applet implements KeyListener {
//...
private Droid droid;
//...
#Override
public void init() {
//...
droid = new Droid();
//...
}
#Override
public void paint(Graphics g) {
g.drawImage(character, droid.getPositionX() - 61, droid.getPositionY()- 63, this);
}
And then in you GameThread;
public class GameThread extends Thread {
GameMain game;
Droid droid;
//...
#Override
public void run() {
// Created a new GameMain
game = new GameMain();
// Created a new Droid...
droid = new Droid();
//Game while loop
while (true) {
droid.update();
game.repaint();
//...
You create new instances of GameMain and Droid, these have no connection what so ever to the screen.
Instead, you should be passing a reference of GameMain to the GameThread and GameThread should be telling GameMain to update the game state...
For example...
Add the method updateGameState
public class GameMain extends Applet implements KeyListener {
//...
public void updateGameState() {
droid.update();
repaint();
}
//...
Then in GameMain's start method, pass a reference of GameMain to GameThread...
GameThread thread = new GameThread(this);
thread.start();
Then in GameMain, store the reference you are passed and remove any reference to Droid
public class GameThread extends Thread {
//...
private GameMain gameMain;
public GameThread(GameMain gameMain) {
this.gameMain = gameMain;
//...
Then in GameTread#run, call gameMain.updateGameState();...
public void run() {
while (true) {
gameMain.updateGameState();
try {
Thread.sleep(17);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
As a side note...
Applet is outdated, you should be using JApplet
I'd be very careful using this.getParent().getParent(), you may not like the results if you deployed this in a browser..
And when you start using JApplet, move you game rendering to something like JPanel, overriding it's paintComponent method, this will give you automatic double buffering and use the Key binding API over KeyListener. It's more easily, programmatically, updatable and doesn't suffer from the same focus related issues as KeyListener
I'm developing a very simple version of R-Type as work for the university, but despite it works, the craft velocity is a lot of slow, so the movement is ugly and clumsy.
I use the method repaint for refresh the screen, there are others methods or ways best than it?
Video of Movement
Paint method at main Panel
#Override
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.drawImage(fondo, 0, 0,1200,600,this);
pj.paint(g2);
g2D=g2;
}
PJ's paint method
public void paint(Graphics2D g) {
g.drawImage(imagen,x,y,this);
}
PJ's move method
public void move (KeyEvent e) {
int dx = 0; int dy = 0;
int code = e.getKeyCode();
switch (code) {
case KeyEvent.VK_Q: dy-=1; break;
case KeyEvent.VK_A: dy+=1; break;
case KeyEvent.VK_P: dx+=1; break;
case KeyEvent.VK_O: dx-=1; break;
}
int x = (getX()<maxX&&getX()!=0) ? getX()+dx : getX();
int y = (getY()<maxY&&getY()!=0) ? getY()+dy : getY();
if (getY()>=maxY||getY()==0) {
if (dy==+1) y=y+1;
}
setPosicion(x, y);
}
The image fondo should already be scaled to 1200x600.
I am not sure, but is super.paint(g) needed? You might also use paintComponent.
The event handling (you seem to be moving by 1 pixel on key down), must be done correctly. I would have set the direction and speed (1px), and leave it to a swing timer to do the continuous moving.
Repainting best is done resilient/flexible: repaint(20L) (50 frames per second);
events like key-down maybe with EventQueue.invokeLater(new Runnable() { ... });.
Especially you might use repaint with the changed area.
You can find a great example of a similar program here. The example demonstrates creating a new thread and having that thread sleep every iteration through the main loop.
Here is another question about loading images for games in Java.
It looks like swing itself is pretty crummy for using images in games. You may want to consider using a more suitable library.
Below is simple example using a background as simple game loop. It updates the state of the game objects and calculates the required delay in order to maintain the required fps.
The game object (Ship) has the ability to accelerate/decelerate over a short period of time
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.awt.geom.Path2D;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class AnimationTest {
public static void main(String[] args) {
new AnimationTest();
}
public AnimationTest() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new GamePane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class GamePane extends JPanel {
private Ship ship;
public GamePane() {
ship = new Ship();
Thread thread = new Thread(new MainLoop(this));
thread.setDaemon(true);
thread.start();
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
// Key controls...
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "upPressed");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "downPressed");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true), "upReleased");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true), "downReleased");
am.put("upPressed", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent e) {
// Change the direction...
ship.setDirection(-1);
// Accelerate by 1 per frame
ship.setVelocity(1);
}
});
am.put("downPressed", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent e) {
// Change direction
ship.setDirection(1);
// Accelerate by 1 per frame
ship.setVelocity(1);
}
});
am.put("upReleased", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent e) {
// Deccelerate by 1 per frame
ship.setVelocity(-1);
}
});
am.put("downReleased", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent e) {
// Deccelerate by 1 per frame
ship.setVelocity(-1);
}
});
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
public void updateState() {
// Update the state of the game objects.
// This would typically be better done in
// some kind of model
ship.update(getWidth(), getHeight());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// Paint the game state...
Graphics2D g2d = (Graphics2D) g.create();
ship.paint(g2d);
g2d.dispose();
}
}
public class MainLoop implements Runnable {
private GamePane pane;
private int fps = 25;
public MainLoop(GamePane pane) {
this.pane = pane;
}
#Override
public void run() {
// Wait until the screen is ready
while (pane.getHeight() <= 0) {
try {
Thread.sleep(125);
} catch (InterruptedException ex) {
}
}
// Main loop
while (true) {
// Start time loop
long startTime = System.currentTimeMillis();
// Update the game state
pane.updateState();
// Calculate the amount of time it took to update
long elasped = System.currentTimeMillis() - startTime;
// Calculate the number of milliseconds we need to sleep
long sleep = Math.round((1000f / fps) - elasped);
pane.repaint();
if (sleep > 0) {
try {
Thread.sleep(sleep);
} catch (InterruptedException ex) {
}
}
}
}
}
public static class Ship {
public static int MAX_SPEED = 8;
private int direction = 0;
private int velocity = 0;
private int x;
private int y;
private int speed = 0;
private Path2D shape;
private boolean initState;
public Ship() {
shape = new Path2D.Float();
shape.moveTo(0, 0);
shape.lineTo(5, 5);
shape.lineTo(0, 10);
shape.lineTo(0, 0);
shape.closePath();
initState = true;
}
public void setDirection(int direction) {
this.direction = direction;
}
public void setVelocity(int velocity) {
this.velocity = velocity;
}
public void update(int width, int height) {
if (initState) {
y = (height - 10) / 2;
initState = false;
} else {
// Add the velocity to the speed
speed += velocity;
// Don't over accelerate
if (speed > MAX_SPEED) {
speed = MAX_SPEED;
} else if (speed < 0) {
speed = 0;
}
// Adjust out position if we're moving
if (speed > 0) {
y += (direction * speed);
}
// Bounds check...
if (y - 5 < 0) {
y = 5;
} else if (y + 5 > height) {
y = height - 5;
}
}
}
public void paint(Graphics2D g2d) {
int yPos = y - 5;
g2d.translate(10, yPos);
g2d.fill(shape);
g2d.translate(-10, -yPos);
}
}
}