Filling bar (progress bar) JApplet paint() Thread() - java

Vertical bars should be filling to the height of the applet. When the top is reached, a new bar should start filling next to the previous. Problem: When the new bar starts filling the previous paint() /bar is cleared
img how it is: http://bayimg.com/DAEoeaagm
img how it should be: http://bayimg.com/dAeOgAaGm
the code:
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JApplet;
public class fillingbar extends JApplet implements Runnable{
int shifting=0,filling=0;
public void init()
{
Thread t= new Thread(this);
t.start();
setSize(400,250);
}
public void paint(Graphics g)
{
super.paint(g);
g.setColor(Color.GREEN);
g.fillRect(shifting,getHeight()-filling,20,filling);
g.setColor(Color.BLACK);
g.drawRect(shifting, getHeight()-filling, 20, filling);
}
public void run()
{
while(true)
{
repaint();
try{
if(shifting<getWidth())
{
if(filling<getHeight())
filling+=10;
else {
shifting+=20;
filling=0;
}
}
Thread.sleep(50);
}catch(Exception E){
System.out.println("Exception caught");
}
}
}
}

You only draw one rectangle in your paint method, and so it makes sense that only one will show.
If you need to draw more, do so, using a for loop that loops through perhaps a Rectangle ArrayList<Rectangle>.
Another way is to make shifting local and do a bit of simple math inside paintComponent to see what to draw and where. For instance, draw your completed bars inside of a for loop, for (int i = 0; i < filling / getHeight(); i++) {, and your yet to be completed bar up to filling % getHeight().
You should not draw directly within a JApplet but rather in the paintComponent method of a JPanel.
A Swing Timer is easier to use than a thread (for me at least), and can be safer.
For example, this can be created by the code below:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.lang.reflect.InvocationTargetException;
import javax.swing.*;
#SuppressWarnings("serial")
public class FillingBar2 extends JApplet {
#Override
public void init() {
try {
SwingUtilities.invokeAndWait(new Runnable() {
public void run() {
FillingBarPanel fillingBarPanel = new FillingBarPanel();
add(fillingBarPanel);
add(new JButton(new StartAction(fillingBarPanel)), BorderLayout.PAGE_END);
setSize(getPreferredSize());
}
});
} catch (InvocationTargetException | InterruptedException e) {
System.err.println("Big Problems");
e.printStackTrace();
}
}
}
#SuppressWarnings("serial")
class StartAction extends AbstractAction {
private FillingBarPanel fillingBarPanel;
public StartAction(FillingBarPanel fillingBarPanel) {
super("Start");
putValue(MNEMONIC_KEY, KeyEvent.VK_S);
this.fillingBarPanel = fillingBarPanel;
}
#Override
public void actionPerformed(ActionEvent evt) {
fillingBarPanel.start();
}
}
#SuppressWarnings("serial")
class FillingBarPanel extends JPanel {
private static final int BAR_WIDTH = 20;
private static final int TIMER_DELAY = 100;
private static final int PREF_W = 400;
private static final int PREF_H = 250;
private int filling = 0;
private Timer timer;
public FillingBarPanel() {
timer = new Timer(TIMER_DELAY, new TimerListener());
}
public void start() {
if (timer != null && !timer.isRunning()) {
timer.start();
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
int shifting = 0;
for (int i = 0; i < filling / getHeight(); i++) {
shifting = i * BAR_WIDTH;
g.setColor(Color.GREEN);
g.fillRect(shifting, 0, BAR_WIDTH, getHeight());
g.setColor(Color.BLACK);
g.drawRect(shifting, 0, BAR_WIDTH, getHeight());
}
shifting = BAR_WIDTH * (filling / getHeight());
g.setColor(Color.GREEN);
g.fillRect(shifting, getHeight() - (filling % getHeight()), BAR_WIDTH, getHeight());
g.setColor(Color.BLACK);
g.drawRect(shifting, getHeight() - (filling % getHeight()), BAR_WIDTH, getHeight());
}
private class TimerListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent evt) {
filling += 10;
repaint();
}
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
}

Related

Jframe not repainting issue

I have a program which is simple in function. On start, it creates a random circle which it places in the window/frame. When that circle is clicked, it should dissappear, and spawn a new circle elsewhere. the issue is, my program does this, but you see all the past circles unless you minimize/reopen the window. I cannot get it to repaint without my help... and I do NOT know why. Here is my code.
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.geom.Ellipse2D;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.JFrame;
public class Core extends JFrame implements MouseListener{
public static ArrayList<Ellipse2D> list = new ArrayList<Ellipse2D>();
Random r = new Random();
public Ellipse2D spawn(){
int x = r.nextInt(this.getWidth());
int y = r.nextInt(this.getHeight());
while(x<75||x>this.getWidth()-150){
x = r.nextInt(this.getWidth());
}
while(y<75||y>this.getHeight()-150){
y = r.nextInt(this.getHeight());
}
System.out.println("MAKING SHAPE at :" + x + " AND " + y);
return new Ellipse2D.Double(x, y, 75, 75);
}
public void mouseClicked(MouseEvent me) {
// Save the coordinates of the click lke this.
if(list.get(0).contains(me.getPoint())){
System.out.println("CLICKED SHAPE!");
list.clear();
list.add(spawn());
}
revalidate();
repaint();
}
public void mouseEntered(MouseEvent e) {
}
public void mouseReleased(MouseEvent e) {
}
public void mousePressed(MouseEvent e) {
}
public void mouseExited(MouseEvent e) {
}
#Override
public void paint(Graphics g) {
if(list.size()==0){
System.out.println("oops");
}
if(!list.isEmpty()){
System.out.println("DRAW");
int x =(int) list.get(0).getX();
int y =(int) list.get(0).getY();
int width = (int) list.get(0).getWidth();
int height = (int) list.get(0).getHeight();
g.setColor(Color.red);
g.drawOval(x,y, width, height);
}
}
public Core(){
setSize(500, 500);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.addMouseListener(this);
list.add(spawn());
setVisible(true);
}
public static void main(String args[]) {
EventQueue.invokeLater(new Runnable() {
public void run() {
new Core();
}
});
}
}
Your code works perfectly fine for me, however...
Don't override paint of top level containers like JFrame, JFrame contains a JRootPane, which contains a contentPane and may also have a visible glassPane, all of which can overpaint what is painted within the paint method. As a general rule, you shouldn't extend from JFrame (or other top level containers), you are locking yourself into a single use case, reducing the re-usability of your component and you're not actually any new functionality to the class. Instead, use a JPanel and override it's paintComponent method
Call super.paint before doing any custom painting. If, however, you use a JPanel, call super.paintComponent. Painting is performed by a series of methods which are chained together to generate the final output. See Painting in AWT and Swing and Performing Custom Painting for more details
Consider using something like x = r.nextInt(this.getWidth() - 150) + 75; and y = r.nextInt(this.getWidth() - 150) + 75; instead of your while loops, I think you might find them safer to use
For example...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Ellipse2D;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Core {
public static void main(String args[]) {
EventQueue.invokeLater(new Runnable() {
public void run() {
new Core();
}
});
}
public Core() {
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 CorePane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class CorePane extends JPanel {
private ArrayList<Ellipse2D> list = new ArrayList<Ellipse2D>();
private Random r = new Random();
public Ellipse2D spawn() {
int x = r.nextInt(this.getWidth());
int y = r.nextInt(this.getHeight());
x = r.nextInt(this.getWidth() - 150) + 75;
y = r.nextInt(this.getWidth() - 150) + 75;
System.out.println("MAKING SHAPE at :" + x + " AND " + y);
return new Ellipse2D.Double(x, y, 75, 75);
}
public CorePane() {
addMouseListener(new MouseAdapter() {
public void mouseClicked(MouseEvent me) {
// Save the coordinates of the click lke this.
if (list.get(0).contains(me.getPoint())) {
list.clear();
list.add(spawn());
}
revalidate();
repaint();
}
});
}
#Override
public void invalidate() {
super.invalidate();
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
if (list.isEmpty()) {
list.add(spawn());
}
}
});
}
#Override
public Dimension getPreferredSize() {
return new Dimension(500, 500);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (!list.isEmpty()) {
for (Ellipse2D ellipse : list) {
g2d.setColor(Color.red);
g2d.draw(ellipse);
}
}
g2d.dispose();
}
}
}
Or, based on what I believe you're trying to do, you could simply do something like...
public class CorePane extends JPanel {
private Random r = new Random();
private Ellipse2D ellipse;
public Ellipse2D spawn() {
int x = r.nextInt(this.getWidth());
int y = r.nextInt(this.getHeight());
x = r.nextInt(this.getWidth() - 150) + 75;
y = r.nextInt(this.getWidth() - 150) + 75;
System.out.println("MAKING SHAPE at :" + x + " AND " + y);
return new Ellipse2D.Double(x, y, 75, 75);
}
public CorePane() {
addMouseListener(new MouseAdapter() {
public void mouseClicked(MouseEvent me) {
if (ellipse != null && ellipse.contains(me.getPoint())) {
ellipse = spawn();
}
revalidate();
repaint();
}
});
}
#Override
public void invalidate() {
super.invalidate();
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
spawn();
}
});
}
#Override
public Dimension getPreferredSize() {
return new Dimension(500, 500);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (ellipse != null) {
g2d.setColor(Color.red);
g2d.draw(ellipse);
}
g2d.dispose();
}
}

Java graphics - repaint an image without removing another

I am using Graphics g to draw an image for my player and a map. Whenever the player moves I want to update the player image to the new location without updating the map image. How can I do this?
Thanks in advance for any replies!
Sorry about my messy code.
Main:
package Main;
import java.awt.Dimension;
import javax.swing.JFrame;
public class Main {
public static JFrame frame;
static int size = 32;
static int width = size*20;
static int height = size*17;
static playerObj p = new playerObj(200,200);
static tileMap grid = new tileMap();
public static void main(String[] args) {
frame = new JFrame("Game");
frame.getContentPane().setPreferredSize(new Dimension(width-9, height-9));
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.add(new drawGraphics());
frame.setVisible(true);
}
}
drawGraphics:
package Main;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JPanel;
public class drawGraphics extends JPanel implements Runnable {
private static final long serialVersionUID = 1L;
boolean running = true;
boolean renderMap = true;
playerObj p = Main.p;
int size = Main.size;
static int x = 0;
static int y = 0;
Thread thread = new Thread(this);
public drawGraphics() {
setFocusable(true);
addKeyListener(new controls());
start();
}
public void start() {
thread.start();
}
public void paint(Graphics g) {
Graphics2D d = (Graphics2D) g;
super.paintComponent(g);
if (renderMap) {
map(d);
}
player(g);
repaint();
}
public void player(Graphics g) {
try {
BufferedImage pImg = ImageIO.read(new File("images/player.png"));
g.drawImage(pImg, p.getX(), p.getY(), null);
} catch (IOException e) {
e.printStackTrace();
}
}
public void map(Graphics g) {
System.out.println("2dfsdf");
Graphics2D d = (Graphics2D) g;
for (int i = 0; i < tileMap.map.length; i++) {
for (int j = 0; j < tileMap.map[i].length; j++) {
d.setColor(tileMap.map[i][j].getC());
d.fillRect(tileMap.map[i][j].getX(), tileMap.map[i][j].getY(),
Main.size, Main.size);
if (tileMap.map[i][j].solid()) {
d.setColor(Color.BLACK);
d.drawRect(tileMap.map[i][j].getX(),
tileMap.map[i][j].getY(), Main.size, Main.size);
}
}
}
}
public void move() {
if (controls.up) {
controls.goUp();
y--;
repaint();
}
if (controls.down) {
controls.goDown();
y++;
repaint();
}
if (controls.left) {
controls.goLeft();
x--;
repaint();
}
if (controls.right) {
controls.goRight();
x++;
repaint();
}
if (controls.place) {
repaint();
}
}
public void run() {
while (running == true) {
move();
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
Don't draw directly in a JFrame but rather in a JPanel that is displayed within the JFrame.
If you're using Swing as your GUI library, then draw the background as a BufferedImage, and draw that first in your paintComponent method. Then draw your image sprite at whatever location needed next:
#Override // this is in a JPanel extended class
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (backgroundImg != null) {
g.drawImage(backgroundImg, 0, 0, null);
}
if (spriteImg != null) {
g.drawImage(spriteImg, spriteX, spriteY, null);
}
}
Some issues with your code:
Don't override paint and then call super.paintComponent inside of it.
Instead override paintComponent and call the same super method inside.
Never call repaint() inside of paint or paintComponent. Use a Swing Timer instead.
In your player(...) method, you re-read the image in each time the method is called, something that will slow your painting down to a crawl. Don't do this, but instead read the image in once, and save it to a variable.

drawImage error when trying to draw a sprite onto a JFrame

I have this really crappy sprite sheet that I made, which is basically just a bunch of circles and ovals so I can grasp Sprite animation.
import javax.imageio.ImageIO;
import javax.swing.*;
import javax.swing.Timer;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.*;
public class CircleSprite extends JFrame implements ActionListener, Runnable{
BufferedImage circles;
BufferedImage[] test;
Timer timer;
int cycle = 0;
Graphics g = getGraphics();
public void asd(){
setSize(500,500);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
try {
circles = ImageIO.read(new File("CircleTest.png"));
} catch (IOException e) {
e.printStackTrace();
}
final int width = 206;
final int height = 206;
final int rows= 2;
final int columns = 3;
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
test = new BufferedImage[rows * columns];
try{
for(int i = 0; i < rows; i++)
for(int j = 0;j<columns;j++)
{
test[i*columns + j] = circles.getSubimage(j * width, i * height, width, height);
}
}catch(Exception e){
e.printStackTrace();
}
timer = new Timer(500, this);
setVisible(true);
}
public void actionPerformed(ActionEvent e){
//0, 1, 2, 3, 4, 5, 4, 3, 2, 1, 0, 1, 2, etc.
repaint();
g.drawImage(test[cycle], 25, 25, null);
if(cycle >= 5){
cycle--;
}
if(cycle <=0){
cycle++;
}
}
public void run(){
asd();
while(timer.isRunning() == false && this.isVisible() == true){
timer.start();
try {
CircleSpriteRun.t1.sleep(500);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
The error occurs here: g.drawImage(test[cycle], 25, 25, null);
At first I though it had to do with the ImageObserver being null, and looking further into it, I was wrong. Now, I think it might be because of the timer, but I don't really know too much about Timers, let alone the swing one.
This all runs on a Thread being executed in another class, and it could also have to do with the while statement in the run method, since that also involves the timer.
Since you didn't provide a runnable example, I created one to show how to properly code a Swing application.
First, you must start a Swing application with the SwingUtilities.invokeLater method. Here's how I started the CircleSprite class.
public static void main(String[] args) {
SwingUtilities.invokeLater(new CircleSprite());
}
Second, you should use a JPanel for drawing, not a JFrame. Here's the DrawingPanel I created. My version of CircleSprite draws a circle in a random location every 2 seconds.
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = -4603711384104715819L;
private int x;
private int y;
private BufferedImage image;
public DrawingPanel(BufferedImage image) {
this.image = image;
this.x = 0;
this.y = 0;
setPreferredSize(new Dimension(500, 500));
}
public void setPoint(int x, int y) {
this.x = x;
this.y = y;
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, x, y, null);
}
}
Third, you create the Swing GUI before you do anything with the Swing GUI. Here's the run method from the CircleSprite class. I create the GUI, then I start the thread that does the random drawing.
public void run() {
circle = createCircle();
frame = new JFrame("Circle Sprite");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
drawingPanel = new DrawingPanel(circle);
frame.add(drawingPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
new Thread(new RandomDraw(drawingPanel)).start();
}
Fourth, you only extend a Swing component when you want to override a method, like I did in the DraawingPanel class. You use Swing Components otherwise.
Here's the entire, runnable, CircleSprite class. You can use this as a model for future Swing applications.
package com.ggl.testing;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class CircleSprite implements Runnable {
private BufferedImage circle;
private DrawingPanel drawingPanel;
private JFrame frame;
#Override
public void run() {
circle = createCircle();
frame = new JFrame("Circle Sprite");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
drawingPanel = new DrawingPanel(circle);
frame.add(drawingPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
new Thread(new RandomDraw(drawingPanel)).start();
}
private BufferedImage createCircle() {
BufferedImage image = new BufferedImage(100, 100,
BufferedImage.TYPE_INT_RGB);
Graphics g = image.getGraphics();
g.setColor(Color.WHITE);
g.fillRect(0, 0, 100, 100);
g.setColor(Color.BLUE);
g.fillOval(10, 10, 80, 80);
g.dispose();
return image;
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new CircleSprite());
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = -4603711384104715819L;
private int x;
private int y;
private BufferedImage image;
public DrawingPanel(BufferedImage image) {
this.image = image;
this.x = 0;
this.y = 0;
setPreferredSize(new Dimension(500, 500));
}
public void setPoint(int x, int y) {
this.x = x;
this.y = y;
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, x, y, null);
}
}
public class RandomDraw implements Runnable {
private DrawingPanel drawingPanel;
private Random random;
public RandomDraw(DrawingPanel drawingPanel) {
this.drawingPanel = drawingPanel;
this.random = new Random();
}
#Override
public void run() {
while (true) {
sleep();
int x = random.nextInt(400);
int y = random.nextInt(400);
drawingPanel.setPoint(x, y);
}
}
private void sleep() {
try {
Thread.sleep(2000L);
} catch (InterruptedException e) {
}
}
}
}

animated background java game

I was programming a game similar to asteroid, but I do not understand how to spawn the asteroids in the background.
now i spawn an asteroid in the main class but i want create a class for the asteroid ho i do it?
MAIN CLASS
public void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
if(flag_img)
{
background(g2d);
logo(g2d);
menu(g2d);
spaceship(g2d);
crediti(g2d);
}
}
background function(now)
private void background(Graphics2D g2d)
{
asteroidi_g_x+=r.nextInt(4);
asteroidi_g_y+=r.nextInt(1);
g2d.drawImage(asteroidi_g[0], asteroidi_g_x,asteroidi_g_y,this);
}
background function(what i want)
private void background(Graphics2D g2d)
{
asteroid asteroid = new asteroid[10];
}
and class asteroid
public class asteroid extends JPanel implements ActionListener
{
private BufferedImage images_asteroid;
private boolean flag_img;
private JPanel jp;
private int x,y;
public asteroide_grande(JPanel jp)
{
flag_img = true;
x = (jp.getWidth()/2);
y = (jp.getHeight()/2);
this.jp = jp;
try {
images_asterod = ImageIO.read(this.getClass().getResource("images/asteroid/a1.png"));
} catch(IOException e){flag = false;}
}
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
if(flag_img)
{
g.drawImage(images_asteroid, 100, 100,this);
}
}
#Override
public void actionPerformed(ActionEvent e)
{
x=x-1;
y=y+1;
repaint();
}
method paintcomponent in class doesn't work
Don't have your Asteroid class extends JPanel. Instead have it as a class that model's asteroid data and has data manipulation methods. You'll also want to have a draw method that take a Graphic context. Something like
public class Asteroid {
Image asteroidImage;
JPanel panel;
int x, y;
public Asteroid(JPanel panel, Image image, int x, int y) {
this.panel = panel;
this.asteroidImage = image;
this.x = x;
this.y = y;
}
public void drawAsteroid(Graphics g) {
g.drawImage(asteroidImage, x, y, panel);
}
public void move() {
x += 5;
}
}
Now you have a model of an asteroid, you can create a List of Asteriod objects and iterate through them and use it's drawAsteroid method to paint them. Something like
public class GamePanel extends JPanel {
List<Asteroid> asteroids;
Image asteroidImage;
public GamePanel(){
asteroidImage = ...
asteroids = new ArrayList<>();
asteroids.add(new Asteroid(GamePanel.this, asteroidImage, 100, 100));
// add more asteriods
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (Asteriod asteroid: asteriods) {
asteriod.drawAsteroid(g);
}
}
}
To animate them, you'll want to use a javax.swing.Timer. See more at How to Use Swing Timers. You'll want to manipulate the Asteriod data in the Timer. With the code provided above, you can just call it's move method, then call repaint(). Something like
public GamePanel(){
...
Timer timer = new Timer(30, new ActionListener(){
public void actionPerformed(ActionEvent e) {
Iterator it = asteroids.iterator();
while (it.hasNaext()) {
Asteroid asteriod = (Asteroid)it.next();
asteroid.move();
}
}
});
}
You can see a bunch more complete example of animating multiple objects here and here and here and here and here
Here's a full example. You'll see I included a Rectangle2D object in the Astreroid class. That's just if you want to check for collision detection. You should move the Rectangle2D x and/or y with every Asreroid movement of x and y. Then you can check if asteroid.rectangle.intersects(someOtherObject)
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Rectangle2D;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import java.util.Random;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class AsteroidBackground extends JPanel {
private static final int D_W = 400;
private static final int D_H = 600;
BufferedImage asteroidImage;
BufferedImage background;
List<Asteroid> asteroids;
Random random = new Random();
int countToAddAsteroid = 0;
int y;
public AsteroidBackground() {
try {
asteroidImage = ImageIO.read(getClass().getResource("/resources/small-asteroid.png"));
background = ImageIO.read(getClass().getResource("/resources/space.png"));
} catch (IOException ex) {
Logger.getLogger(AsteroidBackground.class.getName()).log(Level.SEVERE, null, ex);
}
asteroids = new ArrayList<>();
y = 0 - asteroidImage.getHeight();
Timer timer = new Timer(40, new ActionListener(){
public void actionPerformed(ActionEvent e) {
if (countToAddAsteroid >= 25) {
int randX = random.nextInt(D_W);
asteroids.add(new Asteroid(AsteroidBackground.this, asteroidImage, randX, y));
countToAddAsteroid = 0;
}
countToAddAsteroid++;
Iterator it = asteroids.iterator();
while (it.hasNext()) {
Asteroid asteroid = (Asteroid)it.next();
if (asteroid.y >= D_H) {
it.remove();
} else {
asteroid.move();
}
}
repaint();
}
});
timer.start();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(background, 0, 0, this);
for (Asteroid asteroid : asteroids) {
asteroid.drawAsteroid(g);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(D_W, D_H);
}
public class Asteroid {
Rectangle2D rectangle;
Image asteroidImage;
JPanel panel;
int x, y;
public Asteroid(JPanel panel, Image image, int x, int y) {
this.panel = panel;
this.asteroidImage = image;
this.x = x;
this.y = y;
rectangle = new Rectangle2D.Double(
x, y, image.getWidth(panel), image.getHeight(panel));
}
public void drawAsteroid(Graphics g) {
g.drawImage(asteroidImage, x, y, panel);
}
public void move() {
y += 5;
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
JFrame frame = new JFrame();
frame.add(new AsteroidBackground());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
}

Java applet repaint a moving circle

I've just moved over from Pygame so Java 2D in an applet is a little new to me, especially when it comes to repainting the screen. In pygame you can simply do display.fill([1,1,1]) but how do I do this in an applet in Java? I understand the use of repaint() but that doesn't clear the screen - any moving object is not 'removed' from the screen so you just get a long line of painted circles.
Here's my code that I've been testing with:
package circles;
import java.applet.Applet;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.util.Random;
public class circles extends Applet implements Runnable {
private static final long serialVersionUID = -6945236773451552299L;
static Random r = new Random();
String msg = "Click to play!";
static int w = 800, h = 800;
int[] txtPos = { (w/2)-50,(h/2)-50 };
int[] radiusRange = { 5,25 };
int[] circles;
static int[] posRange;
int x = 0, y = 0;
int radius = 0;
int cursorRadius = 10;
boolean game = false;
public static int[] pos() {
int side = r.nextInt(5-1)+1;
switch(side) {
case 1:
posRange = new int[]{ 1,r.nextInt(w),r.nextInt((h+40)-h)+h,r.nextInt(270-90)+90 };
break;
case 2:
posRange = new int[]{ 2,r.nextInt((w+40)-w)+w,r.nextInt(h),r.nextInt(270-90)+90 };
break;
case 3:
posRange = new int[]{ 3,r.nextInt(w),r.nextInt(40)-40,r.nextInt(180) };
break;
case 4:
posRange = new int[]{ 4,r.nextInt(40)-40,r.nextInt(h),r.nextInt(180) };
break;
}
System.out.println(side);
return posRange;
}
public void start() {
setSize(500,500);
setBackground(Color.BLACK);
new Thread(this).start();
}
public void run() {
}
public void update(Graphics g) {
paint(g);
}
public void paint(Graphics e) {
Graphics2D g = (Graphics2D) e;
if(System.currentTimeMillis()%113==0) {
x+=1;
y+=1;
}
g.setColor(Color.BLUE);
g.fillOval(x,y,20,20);
repaint();
}
}
You need to call super.paint(g); in your paint method, as to not leave paint artifacts.
Never call repaint() from inside the paint method
Don't explicitly call paint, as you do in update(), when you mean to call reapaint()
just update the x and y values from inside the update() method, then call repaint()
You don't need to take a Graphics argument in update()
You need to call update() somewhere repeatedly in a loop, as it updates the x and y and reapint()s
If your class is going to be a Runnable, then you should put some code in the run() method. That's probably where you should have your loop
import java.applet.Applet;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
public class circles extends Applet implements Runnable {
int x = 0, y = 0;
public void start() {
setSize(500, 500);
setBackground(Color.BLACK);
new Thread(this).start();
}
public void run() {
while (true) {
try {
update();
Thread.sleep(50);
} catch (InterruptedException ex) {
}
}
}
public void update() {
x += 5;
y += 6;
repaint();
}
public void paint(Graphics e) {
super.paint(e);
Graphics2D g = (Graphics2D) e;
g.setColor(Color.BLUE);
g.fillOval(x, y, 20, 20);
}
}
Side Notes
Why use Applets in the first place. If you must, why use AWT Applet and not Swing JApplet? Time for an upgrade.
Here's how I'd redo the whole thing in Swing, using a Swing Timer instead of a loop and Thread.sleep, as you should be doing.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class Circle extends JPanel{
private static final int D_W = 500;
private static final int D_H = 500;
int x = 0;
int y = 0;
public Circle() {
setBackground(Color.BLACK);
Timer timer = new Timer(50, new ActionListener(){
public void actionPerformed(ActionEvent e) {
x += 5;
y += 5;
repaint();
}
});
timer.start();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLUE);
g.fillOval(x, y, 20, 20);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(D_W, D_H);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
JFrame frame = new JFrame();
frame.add(new Circle());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
}
See How to use Swing Timers
See Create GUIs with Swing
Here's more advanced example for you to look at and ponder.
UPDATE
"Problem is, that's a JPANEL application. I specifically want to make an applet easily usable on a web page. "
You can still use it. Just use the JPanel. Take out the main method, and instead of Applet, use a JApplet and just add the JPanel to your applet. Easy as that.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JApplet;
import javax.swing.JPanel;
import javax.swing.Timer;
public class CircleApplet extends JApplet {
#Override
public void init() {
add(new Circle());
}
public class Circle extends JPanel {
private static final int D_W = 500;
private static final int D_H = 500;
int x = 0;
int y = 0;
public Circle() {
setBackground(Color.BLACK);
Timer timer = new Timer(50, new ActionListener() {
public void actionPerformed(ActionEvent e) {
x += 5;
y += 5;
repaint();
}
});
timer.start();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLUE);
g.fillOval(x, y, 20, 20);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(D_W, D_H);
}
}
}

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