Trouble with repainting the screen, but not clearing previous shapes - java

I am working on simulation of the chaos game for the sierpinski triangle.
I'm trying to paint a new point, without clearing the last one. As the number of points increases on the GUI to create the sierpinski triangle image, the speed in which points are plotted, decreases because of the for loop. I want to run this program without a for loop, but every time I repaint, the previous point clears.
As of now, I have a working version of this program that I made, but I want it to be more efficient.
Here's my code for the whole program.
import javax.swing.*; //JFrame and JPanel
import java.awt.*; //Color and Container
import javax.swing.JOptionPane;
import java.awt.event.*;
import java.util.Scanner;
import java.io.*;
import java.util.Random;
import java.util.ArrayList;
import java.util.List;
/**
* Write a description of class ChaosGame here.
*
* #author (your name)
* #version (a version number or a date)
*/
public class ChaosGame
{
public static void main(String[] args) {
JFrame theGUI = new JFrame("Chaos Game");
theGUI.setSize(800, 800);
theGUI.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
ColorPanel panel = new ColorPanel(Color.white);
Container pane = theGUI.getContentPane();
pane.add(panel);
theGUI.setVisible(true);
}
}
class ColorPanel extends JPanel implements MouseMotionListener, MouseListener{
private Random random = new Random();
private Seed s;
private Red r;
private Blue b;
private Green gr;
private boolean followMouse = true;
javax.swing.Timer timer;
javax.swing.Timer arraytimer;
private int x, y;
private int newx, newy;
private int redx = 100;
private int redy = 660;
private int bluex = 700;
private int bluey = 660;
private int greenx = 400;
private int greeny = 140;
private int pointx, pointy;
private int seedx, seedy;
private int i;
private int dotcounter;
private Point[] p = new Point[10000];
public ColorPanel(Color backcolor){
setBackground(backcolor);
s = new Seed(400, 400, Color.YELLOW);
r = new Red(100, 660, Color.RED);
b = new Blue(700, 660, Color.BLUE);
gr = new Green(400, 140, Color.GREEN);
i = 0;
dotcounter = 0;
addMouseListener(this);
addMouseMotionListener(this);
this.setFocusable(true);
timer = new javax.swing.Timer(1, new MoveListener());
arraytimer = new javax.swing.Timer(1, new ArrayTimer());
}
public void paintComponent(Graphics g){
//tells ball what to do when it hits the sides
super.paintComponent(g);
r.fill(g);
b.fill(g);
gr.fill(g);
s.fill(g);
Font font = new Font("Courier", Font.PLAIN, 30);
g.setFont(font);
if (followMouse == true){
timer.start();
s.moveto(x, y);
g.drawString("Seed" ,x + 10, y - 10);
}
else if (followMouse == false){
timer.stop();
arraytimer.start();
s.moveto(seedx, seedy);
int n = random.nextInt(3) + 1;
newx = pointx;
newy = pointy;
//1 = red
//2 = green
//3 = blue
if(dotcounter <= 14){
if (n == 1){
pointx = (newx + redx) / 2;
pointy = (newy + redy) / 2;
p[dotcounter] = new Point(pointx, pointy, Color.WHITE);
}
else if (n == 2){
pointx = (newx + greenx) / 2;
pointy = (newy + greeny) / 2;
p[dotcounter] = new Point(pointx, pointy, Color.WHITE);
}
else if (n == 3){
pointx = (newx + bluex) / 2;
pointy = (newy + bluey) / 2;
p[dotcounter] = new Point(pointx, pointy, Color.WHITE);
}
}
else if (dotcounter >= 15 && dotcounter < 10000){
if (n == 1){
pointx = (newx + redx) / 2;
pointy = (newy + redy) / 2;
p[dotcounter] = new Point(pointx, pointy, Color.RED);
}
else if (n == 2){
pointx = (newx + greenx) / 2;
pointy = (newy + greeny) / 2;
p[dotcounter] = new Point(pointx, pointy, Color.GREEN);
}
else if (n == 3){
pointx = (newx + bluex) / 2;
pointy = (newy + bluey) / 2;
p[dotcounter] = new Point(pointx, pointy, Color.BLUE);
}
}
else{
arraytimer.stop();
}
for (i = 0; i < dotcounter; i++)
{
p[i].fill(g);
}
}
g.drawString(""+dotcounter, 600, 60);
}
#Override
public void mouseDragged(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseMoved(MouseEvent e) {
x = e.getX();
y = e.getY();
}
#Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mousePressed(MouseEvent e){
if (followMouse == true){
seedx = x;
seedy = y;
pointx = seedx;
pointy = seedy;
followMouse = false;
}
else{}
}
#Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
private class MoveListener implements ActionListener{
public void actionPerformed(ActionEvent e){
repaint();
}
}
private class ArrayTimer implements ActionListener{
public void actionPerformed(ActionEvent e){
dotcounter++;
repaint();
}
}
}
class Seed{
private int centerX, centerY, radius;
private Color color;
public Seed(int x, int y, Color thecolor){
centerX = x;
centerY = y;
radius = 4;
color = thecolor;
}
public void fill(Graphics g){
//fills circle
Color oldColor = g.getColor();
g.setColor(color);
g.fillOval(centerX-radius, centerY-radius, radius*2, radius*2);
g.setColor(oldColor);
}
public void moveto(int xAmount, int yAmount){
//Moves ball
centerX = xAmount;
centerY = yAmount;
}
}
class Red{
private int centerX, centerY, radius;
private Color color;
public Red(int x, int y, Color thecolor){
centerX = x;
centerY = y;
radius = 4;
color = thecolor;
}
public void fill(Graphics g){
//fills circle
Color oldColor = g.getColor();
g.setColor(color);
g.fillOval(centerX-radius, centerY-radius, radius*2, radius*2);
g.setColor(oldColor);
}
public void moveto(int xAmount, int yAmount){
//Moves ball
centerX = xAmount;
centerY = yAmount;
}
}
class Blue{
private int centerX, centerY, radius;
private Color color;
public Blue(int x, int y, Color thecolor){
centerX = x;
centerY = y;
radius = 4;
color = thecolor;
}
public void fill(Graphics g){
//fills circle
Color oldColor = g.getColor();
g.setColor(color);
g.fillOval(centerX-radius, centerY-radius, radius*2, radius*2);
g.setColor(oldColor);
}
public void moveto(int xAmount, int yAmount){
//Moves ball
centerX = xAmount;
centerY = yAmount;
}
}
class Green{
private int centerX, centerY, radius;
private Color color;
public Green(int x, int y, Color thecolor){
centerX = x;
centerY = y;
radius = 4;
color = thecolor;
}
public void fill(Graphics g){
//fills circle
Color oldColor = g.getColor();
g.setColor(color);
g.fillOval(centerX-radius, centerY-radius, radius*2, radius*2);
g.setColor(oldColor);
}
public void moveto(int xAmount, int yAmount){
//Moves ball
centerX = xAmount;
centerY = yAmount;
}
}
class Point{
private int centerX, centerY, radius;
private Color color;
public Point(int x, int y, Color thecolor){
centerX = x;
centerY = y;
radius = 1;
color = thecolor;
}
public void fill(Graphics g){
//fills circle
Color oldColor = g.getColor();
g.setColor(color);
g.fillRect(centerX-radius, centerY-radius, radius, radius);
g.setColor(oldColor);
}
public void moveto(int xAmount, int yAmount){
//Moves ball
centerX = xAmount;
centerY = yAmount;
}
}

Check out Custom Painting Approaches for the two common ways to do this:
Keep a List of Object to paint and iterate through this list every time the component needs to be repainted
Draw onto a BufferedImage and then just repaint the image.
Sounds like the second approach is what you need if you have a performance problem with the first approach.

Related

Painting multiple moving components to JFrame [duplicate]

I created a program that makes multiple bouncing balls with random color, speed and radius. When user clicks on the screen a new random ball should appear and move around screen. But i have a multi-thread issue. When i click on the screen a ball appears and doesn't moving at all. When another click comes nothing happens.
BouncingBalls Class
public class BouncingBalls extends JPanel implements MouseListener{
private Ball ball;
protected List<Ball> balls = new ArrayList<Ball>(20);
private Container container;
private DrawCanvas canvas;
private int canvasWidth;
private int canvasHeight;
public static final int UPDATE_RATE = 30;
int x = random(480);
int y = random(480);
int speedX = random(30);
int speedY = random(30);
int radius = random(20);
int red = random(255);
int green = random(255);
int blue = random(255);
int count = 0;
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
public BouncingBalls(int width, int height){
canvasWidth = width;
canvasHeight = height;
ball = new Ball(x, y, speedX, speedY, radius, red, green, blue);
container = new Container();
canvas = new DrawCanvas();
this.setLayout(new BorderLayout());
this.add(canvas, BorderLayout.CENTER);
this.addMouseListener(this);
}
public void start(){
Thread t = new Thread(){
public void run(){
while(true){
update();
repaint();
try {
Thread.sleep(1000 / UPDATE_RATE);
} catch (InterruptedException e) {}
}
}
};
t.start();
}
public void update(){
ball.move(container);
}
class DrawCanvas extends JPanel{
public void paintComponent(Graphics g){
super.paintComponent(g);
container.draw(g);
ball.draw(g);
}
public Dimension getPreferredSize(){
return(new Dimension(canvasWidth, canvasHeight));
}
}
public static void main(String[] args){
javax.swing.SwingUtilities.invokeLater(new Runnable(){
public void run(){
JFrame f = new JFrame("Bouncing Balls");
f.setDefaultCloseOperation(f.EXIT_ON_CLOSE);
f.setContentPane(new BouncingBalls(500, 500));
f.pack();
f.setVisible(true);
}
});
}
#Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mousePressed(MouseEvent e) {
count++;
balls.add(new Ball(x, y, speedX, speedY, radius, red, green, blue));
balls.get(count-1).start();
start();
}
#Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
}
Ball Class
import java.awt.Color;
import java.awt.Graphics;
public class Ball{
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
private BouncingBalls balls;
int x = random(480);
int y = random(480);
int speedX = random(30);
int speedY = random(30);
int radius = random(20);
int red = random(255);
int green = random(255);
int blue = random(255);
int i = 0;
public Ball(int x, int y, int speedX, int speedY, int radius, int red, int green, int blue){
this.x = x;
this.y = y;
this.speedX = speedX;
this.speedY = speedY;
this.radius = radius;
this.red = red;
this.green = green;
this.blue = blue;
}
public void draw(Graphics g){
for(Ball ball : balls){
g.setColor(new Color(red, green, blue));
g.fillOval((int)(x - radius), (int)(y - radius), (int)(2 * radius), (int)(2 * radius));
}
}
public void move(Container container){
x += speedX;
y += speedY;
if(x - radius < 0){
speedX = -speedX;
x = radius;
}
else if(x + radius > 500){
speedX = -speedX;
x = 500 - radius;
}
if(y - radius < 0){
speedY = -speedY;
y = radius;
}
else if(y + radius > 500){
speedY = -speedY;
y = 500 - radius;
}
}
}
Container Class
import java.awt.Color;
import java.awt.Graphics;
public class Container {
private static final int HEIGHT = 500;
private static final int WIDTH = 500;
private static final Color COLOR = Color.WHITE;
public void draw(Graphics g){
g.setColor(COLOR);
g.fillRect(0, 0, WIDTH, HEIGHT);
}
}
You're maintaing two different references to your ball.
You have a reference to a single Ball called ball and a List of balls. Your update and paint methods only reference the single ball
Ball doesn't seem to have a start method (that I can see) so this balls.get(count-1).start(); doesn't make sense...
Updated
You don't need the reference to ball
While not a bad idea, while testing, you should probably call start in the constructor
Your update method in BouncingBalls should looping through the balls list, calling move on each ball in the list...
The paintComponent method of DrawCanvas needs access to and should make use of the balls list. This might be better achievable through a model interface
Do not construct a new Ball with parameters, as it's giving each ball the same properties, especially when you assign random values to it when you construct it any way...
Ball doesn't have (or need) a start method
public class BouncingBalls extends JPanel implements MouseListener {
// private Ball ball;
protected List<Ball> balls = new ArrayList<Ball>(20);
private Container container;
private DrawCanvas canvas;
private int canvasWidth;
private int canvasHeight;
public static final int UPDATE_RATE = 30;
int x = random(480);
int y = random(480);
int speedX = random(30);
int speedY = random(30);
int radius = random(20);
int red = random(255);
int green = random(255);
int blue = random(255);
int count = 0;
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
public BouncingBalls(int width, int height) {
canvasWidth = width;
canvasHeight = height;
// ball = new Ball(x, y, speedX, speedY, radius, red, green, blue);
container = new Container();
canvas = new DrawCanvas();
this.setLayout(new BorderLayout());
this.add(canvas, BorderLayout.CENTER);
this.addMouseListener(this);
start();
}
public void start() {
Thread t = new Thread() {
public void run() {
while (true) {
update();
repaint();
try {
Thread.sleep(1000 / UPDATE_RATE);
} catch (InterruptedException e) {
}
}
}
};
t.start();
}
public void update() {
for (Ball ball : balls) {
ball.move(container);
}
}
class DrawCanvas extends JPanel {
public void paintComponent(Graphics g) {
super.paintComponent(g);
container.draw(g);
for (Ball ball : balls) {
ball.draw(g);
}
// ball.draw(g);
}
public Dimension getPreferredSize() {
return (new Dimension(canvasWidth, canvasHeight));
}
}
public static void main(String[] args) {
javax.swing.SwingUtilities.invokeLater(new Runnable() {
public void run() {
JFrame f = new JFrame("Bouncing Balls");
f.setDefaultCloseOperation(f.EXIT_ON_CLOSE);
f.setContentPane(new BouncingBalls(500, 500));
f.pack();
f.setVisible(true);
}
});
}
#Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mousePressed(MouseEvent e) {
count++;
balls.add(new Ball());
// balls.add(new Ball(x, y, speedX, speedY, radius, red, green, blue));
// balls.get(count - 1).start();
// start();
}
#Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
public static class Ball {
public int random(int maxRange) {
return (int) Math.round(Math.random() * maxRange);
}
int x = random(480);
int y = random(480);
int speedX = random(30);
int speedY = random(30);
int radius = random(20);
int red = random(255);
int green = random(255);
int blue = random(255);
int i = 0;
public Ball() { //int x, int y, int speedX, int speedY, int radius, int red, int green, int blue) {
// this.x = x;
// this.y = y;
// this.speedX = speedX;
// this.speedY = speedY;
// this.radius = radius;
// this.red = red;
// this.green = green;
// this.blue = blue;
}
public void draw(Graphics g) {
g.setColor(new Color(red, green, blue));
g.fillOval((int) (x - radius), (int) (y - radius), (int) (2 * radius), (int) (2 * radius));
}
public void move(Container container) {
x += speedX;
y += speedY;
if (x - radius < 0) {
speedX = -speedX;
x = radius;
} else if (x + radius > 500) {
speedX = -speedX;
x = 500 - radius;
}
if (y - radius < 0) {
speedY = -speedY;
y = radius;
} else if (y + radius > 500) {
speedY = -speedY;
y = 500 - radius;
}
}
}
public static class Container {
private static final int HEIGHT = 500;
private static final int WIDTH = 500;
private static final Color COLOR = Color.WHITE;
public void draw(Graphics g) {
g.setColor(COLOR);
g.fillRect(0, 0, WIDTH, HEIGHT);
}
}
}
Updated
As pointed out by the commentators, ArrayList is not thread safe, it's not a good idea to have multiple threads trying to access it simultaneously. While adding is slightly safer then removing, it is still bad practice.
You can either replace ArrayList with Vector, which would be the simpler solution, or synchronize the access to the list around a common monitor lock. Given your example, I'd use a java.util.Vector
You Can try this alternate Java Programm for bouncing 10 multi-colored balls on a single "START" button.....
import java.awt.*;
import java.awt.event.*;
import java.io.*;
import javax.swing.*;
import javaimage.io.*;
class Thr extends Thread
{
boolean up=false;
Ballbounce parent;
int top,left;
Color c;
Thr(int t,int l,Color cr,ex5 p)
{
top=l;
if(top > 170)
top=170-t/8;
left=t;
c=cr;
parent=p;
}
public void run()
{
try
{
while(true)
{
Thread.sleep(37);
if(top >= 188)
up=true;
if(top <= 0)
up=false;
if(!up)
top=top+2;
else
top=top-2;
parent.p.repaint();
}
}catch(Exception e){}
}
}
class Ballbounce extends JFrame implements ActionListener
{
int top=0,left=0,n=0,radius=50;
Color C[]={Color.black,Color.cyan,Color.orange,Color.red,Color.yellow,Color.pink,Color.gray,Color.blue,Color.green,Color.magenta};
Thr t[]=new Thr[10];
GPanel p;
JButton b;
Panel p1;
Ballbounce()
{
setSize(700,300);
setVisible(true);
setLayout( new BorderLayout());
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
add(p=new GPanel(this),BorderLayout.CENTER);
b= new JButton("Start");
b.addActionListener(this);
add(p1=new Panel(),BorderLayout.SOUTH);
p1.setBackground(Color.lightGray);
p1.add(b);
}
public static void main(String args[])
{
new Ballbounce();
}
public void actionPerformed(ActionEvent e)
{
t[n]=new Thr(left+(radius+13)*n+29,top+n*25,C[n],this);
t[n].start();
n++;
p.repaint();
if(n >9)
b.setEnabled(false);
}
}
class GPanel extends JPanel
{
Ballbounce parent;
GPanel(Ballbounce p)
{
parent=p;
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
setBackground(Color.white);
for(int i=0;i< parent.n;i++)
{
g.setColor(parent.t[i].c);
g.fillOval(parent.t[i].left,parent.t[i].top,parent.radius,parent.radius);
}
}
}
I hope you will like it....
If u are unable to understand the code... You can question it anytime...... :)
Enjoy the code... :)

How Do I Properly Move Shapes with a Simple Loop inside of a TimerListener?

I am trying to make a simple screen-saver, and I think I have everything else implemented properly. I just don't know how to make the shapes move. Looking at the code a bit more, I think it has something to do with the way I might have implemented the shapes themselves (the if (line), etc.)? I have looked at other answers regarding this question, but I couldn't quite find the answer I was looking for with the way my code is implemented. Any advice is super helpful, thank you!
Also, just for a side note, is the -40 necessary for the "if" conditions? I thought I heard somewhere that it is useful to leave a little space in-between the frame, but I can't remember why.
import javax.swing.*;
import javax.swing.Timer;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import java.util.*;
public class MyScreenSaver extends JComponent
{
ArrayList <Shapes> randomShapes = new ArrayList <>();
Shapes randomShape;
public MyScreenSaver ()
{
class TimerListener implements ActionListener
{
#Override
public void actionPerformed(ActionEvent event)
{
// Create random generation of colors and shapes...
Shape shape = null;
int frameWidth = 800;
int frameHeight = 500;
for (int i = 1; i <= 10; i ++)
{
Random rng = new Random();
boolean line = rng.nextBoolean();
boolean rectangle = rng.nextBoolean();
int red = ((int) (Math.random() * 255));
int green = ((int) (Math.random() * 255));
int blue = ((int) (Math.random() * 255));
Color color = new Color (red, green, blue);
int width = (10 + (int) (40 * Math.random()));
int height = (10 + (int) (40 * Math.random()));
int x = (int) (Math.random() * (getWidth() - width));
int y = (int) (Math.random() * (getHeight() - height));
int velX = 2;
int velY = 2;
int newX = velX + x;
int newY = velY + y;
if (line)
{
shape = new Line2D.Double(x, y, x + width, y + height);
}
else if (rectangle)
{
shape = new Rectangle2D.Double(x, y, width, height);
}
else
{
shape = new Ellipse2D.Double(x, y, width, height);
}
// Here, we want the shapes to stop appearing after reaching a certain size...
if (randomShapes.size() >= 20)
{
break;
}
Shapes randomShape = new Shapes (color, shape);
// Add the shapes to the randomShapes ArrayList...
randomShapes.add (randomShape);
// Here, we are moving the shapes...
for (Shapes shapeMove : randomShapes)
{
if (x < 0 || x > frameWidth - 40)
{
velX = velX * -1;
}
else
{
x = newX;
}
if (y < 0 || y > frameHeight - 40)
{
velY = velY * -1;
}
else
{
y = newY;
}
}
repaint();
}
}
}
ActionListener listener = new TimerListener();
final int DELAY = 100;
Timer t = new Timer(DELAY, listener);
t.start();
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
for (Shapes shape : randomShapes)
{
System.out.println (randomShapes.size());
shape.paint(g2d);
}
g2d.dispose();
}
public static void main (String [] args)
{
// Set up the main frame...
final int FRAME_WIDTH = 800;
final int FRAME_HEIGHT = 500;
JFrame screenSaverFrame = new JFrame ();
screenSaverFrame.setTitle("Homework 6");
screenSaverFrame.setSize (FRAME_WIDTH, FRAME_HEIGHT);
screenSaverFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
final MyScreenSaver component = new MyScreenSaver ();
screenSaverFrame.add (component);
screenSaverFrame.setVisible (true);
}
}
Here is the loop specifically...
for (Shapes shapeMove : randomShapes)
{
if (x < 0 || x > frameWidth - 40)
{
velX = velX * -1;
}
else
{
x = newX;
}
if (y < 0 || y > frameHeight - 40)
{
velY = velY * -1;
}
else
{
y = newY;
}
}
I was thinking about placing the contents of the loop inside a void method, but I really don't think that is necessary.
Also, here is my Shape class as well.
import java.awt.*;
public class Shapes
{
private final Color color;
private final Shape shape;
public Shapes (Color color, Shape shape)
{
this.color = color;
this.shape = shape;
}
public Color getColor ()
{
return color;
}
public Shape getShape ()
{
return shape;
}
public void paint(Graphics2D g2d)
{
g2d.setColor(color);
g2d.draw(shape);
g2d.fill(shape);
}
}
The following mre is based on your code. Note the comments documenting the changes made:
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Shape;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Line2D;
import java.awt.geom.Rectangle2D;
import java.util.ArrayList;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.Timer;
public class MyScreenSaver extends JComponent
{
private final ArrayList <ColoredShape> randomShapes = new ArrayList <>();
//define constants
private static final int FRAME_WIDTH = 800, FRAME_HEIGHT = 500, DELAY = 100, MAX_SHAPE_HEIGHT = 40,
MAX_SHAPE_WIDTH = 40, MIN_SHAPE_HEIGHT = 10, MIN_SHAPE_WIDTH = 40, MAX_SHAPE_COUNT = 20,
LINE_WIDTH = 5, X_STEP = 5, Y_STEP = 5;
//define shape types
enum ShapeType {LINE, RECTANGLE, ELIPSE};
public MyScreenSaver ()
{
ActionListener listener = new TimerListener();
Timer t = new Timer(DELAY, listener);
t.start();
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setStroke(new BasicStroke(LINE_WIDTH));
for (ColoredShape shape : randomShapes) //draw stored shapes
{
shape.paint(g2d);
}
g2d.dispose();
}
//invoked repeatedly by Timer. Each time it adds a shape to the collection
//moves all shapes and repaints
class TimerListener implements ActionListener
{
#Override
public void actionPerformed(ActionEvent event)
{
// Create random generation of colors and shapes and location
//up to MAX_SHAPE_COUNT
if (randomShapes.size() < MAX_SHAPE_COUNT)
{
int red = (int) (Math.random() * 255);
int green = (int) (Math.random() * 255);
int blue = (int) (Math.random() * 255);
Color color = new Color (red, green, blue);
int width = MIN_SHAPE_WIDTH + (int) (MAX_SHAPE_WIDTH * Math.random());
int height = MIN_SHAPE_HEIGHT + (int) (MAX_SHAPE_HEIGHT* Math.random());
int x = (int) (Math.random() * (getWidth() - width));
int y = (int) (Math.random() * (getHeight() - height));
//select a random shape type
int typeIndex = (int) (Math.random()* ShapeType.values().length);
ShapeType type = ShapeType.values()[typeIndex];
// Add the shapes to the randomShapes ArrayList...
randomShapes.add (new ColoredShape (type,color,x, y,width,height));
}
//move the shapes...
for (ColoredShape shape : randomShapes)
{
int x = shape.getX();//get current x position
if (x <= 0 || x > getWidth() - shape.getWidth())
{
shape.setXDirection(-1*shape.getXDirection());//change direction
}
shape.setX(shape.getX() + shape.getXDirection()*X_STEP);//increment
int y = shape.getY();
if (y <= 0 || y > getHeight()- shape.getHeight())
{
shape.setYDirection(-1*shape.getYDirection());
}
shape.setY(shape.getY() + shape.getYDirection()*Y_STEP);
}
repaint();
}
}
public class ColoredShape
{
private int x, y;
private final int width, height;
private int xDirection, yDirection;
private final Color color;
private final ShapeType type;
public ColoredShape(ShapeType type, Color color, int x, int y, int width, int height)
{
this.type = type;
this.color = color;
this.x = x;
this.y = y;
this.width = width;
this.height = height;
xDirection = yDirection = 1; //1 means increase value, -1 decrease value
}
public Color getColor ()
{
return color;
}
private Shape constructShape ()
{
//construct new shape using updated bounds
if(type == ShapeType.LINE)
return new Line2D.Double(x, y, x + width, y + height);
else if (type == ShapeType.RECTANGLE)
return new Rectangle2D.Double(x, y, width, height);
else
return new Ellipse2D.Double(x, y, width, height);
}
public void paint(Graphics2D g2d)
{
g2d.setColor(color);
Shape shape = constructShape();
g2d.draw(shape);
g2d.fill(shape);
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
public int getXDirection() {
return xDirection;
}
public void setXDirection(int xDirextion) {
xDirection = xDirextion;
}
public int getYDirection() {
return yDirection;
}
public void setYDirection(int yDirection) {
this.yDirection = yDirection;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
}
public static void main (String [] args)
{
// Set up the main frame...
JFrame screenSaverFrame = new JFrame ();
screenSaverFrame.setTitle("Homework 6");
screenSaverFrame.setSize (FRAME_WIDTH, FRAME_HEIGHT);
screenSaverFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
screenSaverFrame.add (new MyScreenSaver ());
screenSaverFrame.setVisible (true);
}
}

How to create an animated rectangle in java gui?

To be clear, I want to have a blue circle bouncing left to right which stops on click. This part works. But I also need to have a red rectangle bouncing up and down in the same gui which also stops on click. Each object should stop individually. However, two circles appear where one is moving and the other one is just still. Thanks in Advance! Help is appreciated.
/*
* This program creates an animation for a circle.
*/
package circleanimation;
import java.awt.*;
/*
* #author talhaiqbal18
*/
public class CircleAnimation
{
private int centerX, centerY, radius;
private Color color;
private int direction, speed;
private boolean filled;
public CircleAnimation(int x, int y, int r, Color c) {
centerX = x;
centerY = y;
radius = r;
color = c;
direction = 0;
speed = 0;
filled = false;
}
public void draw(Graphics g) {
Color oldColor = g.getColor();
g.setColor(color);
if (filled) {
g.fillOval(centerX - radius, centerY - radius, radius * 2, radius * 2);
g.fillRect(200, 200, 200, 200); }
else {
g.fillRect(200, 200, 200, 200);
g.fillOval(centerX - radius, centerY - radius, radius * 2, radius * 2);
g.setColor(oldColor); }
}
public void fill(Graphics g) {
Color oldColor = g.getColor();
g.setColor(color);
g.fillOval(centerX - radius, centerY - radius, radius * 2, radius * 2);
g.fillRect(200, 200, 200, 200);
g.setColor(oldColor);
}
public boolean containsPoint(int x, int y) {
int xSquared = (x - centerX) * (x - centerX);
int ySquared = (y - centerY) * (y - centerY);
int radiusSquared = radius * radius;
return xSquared + ySquared - radiusSquared <= 0;
}
public void move(int xAmount, int yAmount) {
centerX = centerX + xAmount;
centerY = centerY + yAmount;
}
public int getRadius() {
return radius;
}
public int getX() {
return centerX;
}
public int getY() {
return centerY;
}
public void setSpeed(int s) {
speed = s;
}
public void setDirection(int d) {
direction = d % 360;
}
public void turn(int degrees) {
direction = (direction + degrees) % 360;
}
public void move() {
move((int)(speed * Math.cos(Math.toRadians(direction))),
(int)(speed * Math.sin(Math.toRadians(direction))));
}
public void setFilled(boolean b) {
filled = b;
}
}
/*
* This is the color panel class for the circle animation project.
*/
package circleanimation;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
/*
* #author talhaiqbal18
*/
public class ColorPanel extends JPanel
{
private CircleAnimation circle, rectangle;
private javax.swing.Timer timer;
private CircleAnimation selectedCircle, selectedRectangle;
private int x, y;
public ColorPanel(Color backColor, int width, int height) {
setBackground(backColor);
setPreferredSize(new Dimension(width, height));
circle = new CircleAnimation(350, 300, 350, Color.blue);
circle.setDirection(180);
circle.setSpeed(6);
rectangle = new CircleAnimation(350, 300, 400, Color.red);
rectangle.setDirection(90);
rectangle.setSpeed(6);
timer = new javax.swing.Timer(1, new MoveListener());
timer.start();
addMouseListener(new PanelListener());
addMouseMotionListener(new PanelMotionListener());
addMouseMotionListener(new PanelMotionListener1());
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
circle.fill(g);
rectangle.fill(g);
}
private class MoveListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
int x = circle.getX();
int radius = circle.getRadius();
int width = getWidth();
if (x - radius <= 0 || x + radius >= width) {
circle.turn(180);
}
circle.move();
repaint();
}
}
private class MoveListener1 implements ActionListener {
public void actionPerformed(ActionEvent e) {
int x = rectangle.getX();
int radius = rectangle.getRadius();
int width = getWidth();
if (x - radius <= 0 || x + radius >= width) {
rectangle.turn(270);
}
rectangle.move();
repaint();
}
}
private class PanelListener extends MouseAdapter {
public void mousePressed(MouseEvent e)
{
x = e.getX();
y = e.getY();
if (circle.containsPoint(x, y))
selectedCircle = circle;
if (rectangle.containsPoint(x, y))
selectedRectangle = rectangle;
}
public void mouseReleased(MouseEvent e) {
//nothing
}
public void mouseClicked(MouseEvent e) {
if(timer.isRunning())
timer.stop();
else
timer.start();
}
}
private class PanelMotionListener extends MouseMotionAdapter
{
public void mouseDragged(MouseEvent e)
{
int newX = e.getX();
int newY = e.getY();
int dx = newX - x;
int dy = newY - y;
if (selectedCircle != null) {
selectedCircle.move(dx,dy);
x = newX;
y = newY;
repaint(); }
}
}
private class PanelMotionListener1 extends MouseMotionAdapter
{
public void mouseDragged(MouseEvent e)
{
int newX = e.getX();
int newY = e.getY();
int dx = newX - x;
int dy = newY - y;
if (selectedRectangle != null) {
selectedRectangle.move(dx,dy);
x = newX;
y = newY;
repaint(); }
}
}
}
/*
* This is the main method which will implement the actions of the previous classes.
*/
package circleanimation;
import java.awt.*;
import javax.swing.JFrame;
/*
* #author talhaiqbal18
*/
public class MainClass
{
public static void main(String[] args) throws Exception {
JFrame theGUI = new JFrame();
theGUI.setTitle("Circle Animation");
theGUI.setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE);
ColorPanel panel = new ColorPanel(Color.white, 100, 100);
Container pane = theGUI.getContentPane();
pane.add(panel);
theGUI.setVisible(true);
}
}
You only register a timer for your circle, but not for your rectangle in the ColorPanel constructor

JAVA program Bouncing Ball, change the size (pulsating) with a boolean. How to do that?

i have looked all over the internet and in my school books but I can't seem to slove my problem.
In my program "bouncing ball" (got the code from our teacher) i need to change the size of the ball from small to bigger and reverse. I understand that i need a boolean to do that and maybe alsow an if statment. This is what I have in the Ball class rigth now regarding the size change:
private boolean changeSize = true;
int maxSize = 10;
int minSize = 1;
public void changeSize(boolean size ){
if(size == maxSize ){
return minSize;
}
else return maxSize;
}
public void changeBallSize(int d, int f){
diameter = d*f;
This is the whole code for the class Ball:
class Ball {
static int defaultDiameter = 10;
static Color defaultColor = Color.yellow;
static Rectangle defaultBox = new Rectangle(0,0,100,100);
// Position
private int x, y;
// Speen and angel
private int dx, dy;
// Size
private int diameter;
// Color
private Color color;
// Bouncing area
private Rectangle box;
// New Ball
public Ball( int x0, int y0, int dx0, int dy0 ) {
x = x0;
y = y0;
dx = dx0;
dy = dy0;
color = defaultColor;
diameter = defaultDiameter;
}
// New color
public void setColor( Color c ) {
color = c;
}
public void setBoundingBox( Rectangle r ) {
box = r;
}
// ball
public void paint( Graphics g ) {
// Byt till bollens färg
g.setColor( color );
g.fillOval( x, y, diameter, diameter );
}
void constrain() {
// Ge absoluta koordinater för det rektangulära området
int x0 = box.x;
int y0 = box.y;
int x1 = x0 + box.width - diameter;
int y1 = y0 + box.height - diameter;
// Setting speed and angels
if (x < x0)
dx = Math.abs(dx);
if (x > x1)
dx = -Math.abs(dx);
if (y < y0)
dy = Math.abs(dy);
if (y > y1)
dy = -Math.abs(dy);
}
// movingt the ball
x = x + dx;
y = y + dy;
constrain();
}
}
I am a total rookie of java! Thanks for the help!
Add the following into your Ball class:
private int changeFlag=-1;
In your constrain() function, just before the last line, after moving the ball:
if(diameter==maxSize) {
changeFlag=-1;
}
else if (diameter==minSize) {
changeFlag=1;
}
diameter=diameter+changeFlag;
Add this code to your Ball Class
private minSize = 1;
private maxSize = 10;
public void setDiameter(int newDiameter) {
this.diameter = newDiameter;
}
public int getMinSize() {
return minSize;
}
public int getMinSize() {
return maxSize;
}
Use this when you use the ball
Ball ball = new Ball(1,1,1,1);
int newDiameter = 10;
if(newDiameter == ball.getMinSize()) {
ball.setDiameter(ball.getMaxSize());
}
id(newDiameter == ball.getMaxSize()) {
ball.setDiameter (ball.getMinSize());
}
I've edited it, is this what you mean?
Main Class:
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JFrame;
public class Main extends JFrame {
public static void main(String[] args) {
new Main();
}
public Main() {
// configure JFrame
setSize(640, 360);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// create ball
Ball ball = new Ball(this.getWidth()/2, this.getHeight()/2, 50, 100);
add(ball);
Thread t = new Thread(ball);
t.start();
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2 = (Graphics2D) g;
}
}
Ball Class:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import javax.swing.JComponent;
public class Ball extends JComponent implements Runnable {
private int x, y, minDiameter, maxDiameter, currentDiameter, growRate = -1;
private Color color = Color.BLUE;
public Ball(int x, int y, int minDiameter, int maxDiameter) {
this.x = x;
this.y = y;
this.minDiameter = minDiameter;
this.maxDiameter = maxDiameter;
this.currentDiameter = minDiameter;
setVisible(true);
}
#Override
public void run() {
while (true) {
// coerce max and min size
if (this.currentDiameter + growRate > maxDiameter) {
this.currentDiameter = maxDiameter;
this.growRate = -1;
}
if (this.currentDiameter + growRate < minDiameter) {
this.currentDiameter = minDiameter;
this.growRate = 1;
}
this.currentDiameter += this.growRate;
repaint();
try {
Thread.sleep(10);
}
catch(Exception e) {
System.out.println(e.toString());
}
}
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHints(new RenderingHints(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON));
g2.setColor(this.color);
g2.fillOval(this.x, this.y, this.currentDiameter, this.currentDiameter);
}
}

how to space out random circles across a JPanel when using an array

I am trying to draw 7 random circles across a JPanel using an array. I managed to get the array to work but now I am having trouble spacing out the circles. When i run the program i see multiple circles being drawn but they are all on the same spot. All the circles are of different size and color. The other problem i have is making the circles move towards the bottom of the screen.
public class keyExample extends JPanel implements ActionListener, KeyListener{
private Circle[] circles = new Circle[7];
Timer t = new Timer(5,this);
//current x and y
double x = 150, y = 200;
double changeX = 0, changeY = 0;
private int circlex = 0,circley = 0; // makes initial starting point of circles 0
private javax.swing.Timer timer2;
public keyExample(){
t.start();
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
NewCircle();
timer2 = new javax.swing.Timer(33,new MoveListener());
timer2.start();
}
public void NewCircle(){
Random colors = new Random();
Color color = new Color(colors.nextInt(256),colors.nextInt(256),colors.nextInt(256));
Random num= new Random();
int radius = num.nextInt(45);
for (int i = 0; i < circles.length; i++)
circles[i] = new Circle(circlex,circley,radius,color);
}
}
public void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.BLUE);
g2.fill(new Rectangle2D.Double(x,y,40,40));
for (int i = 0; i < circles.length; i++)
circles[i].fill(g);
}
public void actionPerformed(ActionEvent e){
repaint();
x += changeX;
y += changeY;
changeX = 0;
changeY = 0;
}
public void up() {
if (y != 0){
changeY = -3.5;
changeX = 0;
}
}
public void down() {
if (y <= 350){
changeY = 3.5;
changeX = 0;
}
}
public void left() {
if (x >= 0) {
changeX = -3.5;
changeY = 0;
}
}
public void right() {
if (x <= 550) {
changeX = 3.5;
changeY = 0;
}
}
private class MoveListener implements ActionListener{
public void actionPerformed(ActionEvent e){
repaint();
Random speed = new Random();
int s = speed.nextInt(8);
}
}
public void keyPressed(KeyEvent e){
int code = e.getKeyCode();
if (code == KeyEvent.VK_UP){
up();
}
if (code == KeyEvent.VK_DOWN){
down();
}
if (code == KeyEvent.VK_RIGHT){
right();
}
if (code == KeyEvent.VK_LEFT){
left();
}
}
public void keyTyped(KeyEvent e) { }
public void keyReleased(KeyEvent e) { }
}
Circle class
import java.awt.*;
public class Circle{
private int centerX, centerY, radius, coord;
private Color color;
public Circle(int x, int y, int r, Color c){
centerX = x;
centerY = y;
radius = r;
color = c;
}
public void draw(Graphics g){
Color oldColor = g.getColor();
g.setColor(color);
g.drawOval(centerX - radius, centerY - radius, radius * 2, radius * 2);
g.setColor(oldColor);
}
public void fill(Graphics g){
Color oldColor = g.getColor();
g.setColor(color);
g.fillOval(centerX - radius, centerY - radius, radius *2, radius * 2);
g.setColor(oldColor);
}
public boolean containsPoint(int x, int y){
int xSquared = (x - centerX) * (x - centerX);
int ySquared = (y - centerY) * (y - centerY);
int RadiusSquared = radius * radius;
return xSquared + ySquared - RadiusSquared <=0;
}
public void move(int xAmount, int yAmount){
centerX = centerX + xAmount;
centerY = centerY + yAmount;
}
}
This is one of the problems with relying on borrowed code that you don't understand...
Basically, all you need to do is change the creation of the circles, for example...
for (int i = 0; i < circles.length; i++) {
circles[i] = new Circle(circlex, circley, radius, color);
circlex += radius;
}
You may wish to re-consider the use of KeyListener, in favour of Key Bindings before you discover that KeyListener doesn't work the way you expect it to...
For some strange reason, you're calling NewCirlces from within the MoveListener's actionPerfomed method, meaning that the circles are simply being re-created on each trigger of the Timer...instead, call it first in the constructor
You're also calling within your paintComponent method...this should mean that the circles never move and instead, random change size...
Updated with runnable example...
I modified your paint code NewCircle and the MoveListener a little...
import java.awt.Color;
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.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Rectangle2D;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class CircleExample extends JPanel implements ActionListener, KeyListener {
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new CircleExample());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
private Circle[] circles = new Circle[7];
Timer t = new Timer(5, this);
//current x and y
double x = 150, y = 200;
double changeX = 0, changeY = 0;
private int circlex = 0, circley = 0; // makes initial starting point of circles 0
private javax.swing.Timer timer2;
public CircleExample() {
NewCircle();
t.start();
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
timer2 = new javax.swing.Timer(33, new MoveListener());
timer2.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
public void NewCircle() {
for (int i = 0; i < circles.length; i++) {
Random colors = new Random();
Color color = new Color(colors.nextInt(256), colors.nextInt(256), colors.nextInt(256));
Random num = new Random();
int radius = num.nextInt(90);
circles[i] = new Circle(circlex, circley, radius, color);
circlex += radius;
}
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.BLUE);
g2.fill(new Rectangle2D.Double(x, y, 40, 40));
for (int i = 0; i < circles.length; i++) {
circles[i].fill(g);
}
}
#Override
public void actionPerformed(ActionEvent e) {
repaint();
x += changeX;
y += changeY;
changeX = 0;
changeY = 0;
}
public void up() {
if (y != 0) {
changeY = -3.5;
changeX = 0;
}
}
public void down() {
if (y <= 350) {
changeY = 3.5;
changeX = 0;
}
}
public void left() {
if (x >= 0) {
changeX = -3.5;
changeY = 0;
}
}
public void right() {
if (x <= 550) {
changeX = 3.5;
changeY = 0;
}
}
private class MoveListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
Random speed = new Random();
for (Circle circle : circles) {
int s = speed.nextInt(8);
circle.move(0, s);
}
repaint();
}
}
public void keyPressed(KeyEvent e) {
int code = e.getKeyCode();
if (code == KeyEvent.VK_UP) {
up();
}
if (code == KeyEvent.VK_DOWN) {
down();
}
if (code == KeyEvent.VK_RIGHT) {
right();
}
if (code == KeyEvent.VK_LEFT) {
left();
}
}
public void keyTyped(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
public class Circle {
private int centerX, centerY, radius, coord;
private Color color;
public Circle(int x, int y, int r, Color c) {
centerX = x;
centerY = y;
radius = r;
color = c;
}
public void draw(Graphics g) {
Color oldColor = g.getColor();
g.setColor(color);
g.drawOval(centerX, centerY, radius, radius);
g.setColor(oldColor);
}
public void fill(Graphics g) {
Color oldColor = g.getColor();
g.setColor(color);
g.fillOval(centerX, centerY, radius, radius);
g.setColor(oldColor);
}
public boolean containsPoint(int x, int y) {
int xSquared = (x - centerX) * (x - centerX);
int ySquared = (y - centerY) * (y - centerY);
int RadiusSquared = radius * radius;
return xSquared + ySquared - RadiusSquared <= 0;
}
public void move(int xAmount, int yAmount) {
centerX = centerX + xAmount;
centerY = centerY + yAmount;
}
}
}

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