Offsetting GUI grid of gifs in java? - java

so I'm trying to make a battleship game, and I implemented a 10x10 grid containing gifs of some pixelated water. Now, what I'm trying to do is offset the grid one cell down and to the right so I can place the numbers and letters along the side and top like in a real battleship game. The problem is that when I try to offset it, it removes either the entire right side column of cells and reduces the window accordingly, and visa versa with the bottom. Here's my code:
EDIT 3: I have replaced the gif so that it can be used by everyone, simply copy the code and run it.
public class ButtonGrid {
JFrame frame=new JFrame(); //creates frame
JLabel[][] grid; //names the grid of buttons
public ButtonGrid(int width, int length) throws MalformedURLException{
URL urlPic = new URL("http://i47.tinypic.com/14wswi9.gif");
ImageIcon urlPicture = new ImageIcon(urlPic);
frame.setLayout(new GridLayout(width,length)); //set layout
grid=new JLabel[width][length]; //allocate the size of grid
for(int y=0; y<length; y++){
for(int x=0; x<width; x++){
grid[x][y]= new JLabel(urlPicture); //creates new button
frame.add(grid[x][y]); //adds button to grid
}
}
grid[1][1].setForeground(Color.red);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(270, 400);
frame.pack(); //sets appropriate size for frame
frame.setVisible(true); //makes frame visible
}
public static void main(String[] args) throws MalformedURLException{
new ButtonGrid(11,11);//makes new ButtonGrid with 2 parameters
}
}
EDIT: It seems that I may not have made this really clear. On a real battleship game, there is a row of numbers and a column of letters. The rest of the grid is simply water with the ships inside of it. With the code I have provided, the entire grid is water, and I want to offset to place a row of numbers and a column of letters just like in a real battleship board. If I try to place anything on top of the current grid, it doesn't change anything. I tried to change the foreground color and even changed the picture of one of the cells to something different, and the grid still remained the same; a 11 x 11 grid of animated pixel water.
Second EDIT: I have rewritten my code to draw a grid on top and on the left of the window, but now I am getting a null pointer exception. I don't exactly know what is wrong with this:
EDIT FOUR: Removed un-needed code.

One way to get what you need is to use the same technique I used in the Chess GUI with the columns (A-H) and rows (8-1) as seen below. Have a look over the code and see if you can implement that in your own code.
Failing that, post an MCVE (Minimal Complete and Verifiable Example) of your own (as opposed to uncompilable code snippets). One way to get image(s) for an example is to hot-link to the images seen in this answer (again as the linked code does).

Not sure I really understand the question, but I would think you should be using a GridLayout if you want to display components in a Grid.
//frame.setLayout(new FlowLayout());
frame.setLayout( new GridLayout(0, 11) );
Or maybe you would do something like this
JPanel topPanel = new JPanel( new GridLayout(1, 11) );
// use a loop to create 11 labels for the letters and add the labels to the panel
JPanel leftPanel = new JPanel( new GridLayout(10, 1) )
// use a loop to create 10 labels for the letters and and the labels to the panel
Use your current loop to create your "gamePanel" with the 10 x 10 grid of labels.
Then you add the 3 panels to the frame using:
frame.add(topPanel, BorderLayout.NORTH);
frame.add(leftPanel, BorderLayout.WEST);
frame.add(gamePanel, BorderLayout.CENTER);

Related

JLabel does not fully allign with JFrame

I have a JFrame with a JLabel on top called "coloredLabel", an instance of the class it's in is running on both of them. a random amount of objects move around on the frame and label and don't directly interact with them.
The only problem is that there is a bit of the frame visable above the label, what I want is that the label fully alligns with the frame, without pasting over the objects (which are painted in with an override paint method and mentioned as "game.newBall" and "game.moveBall". "test" is the name of the class.
Here is how my main thread looks, the frame and the label are declared within it:
public static void main(String[] args) throws InterruptedException {
JFrame frame = new JFrame("Bounce 2.0");
JLabel coloredLabel = new JLabel("");
test game = new test();
frame.add(game);
frame.setSize(300, 400);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
coloredLabel.setOpaque(true);
coloredLabel.setBackground(game.backgroundColor);
coloredLabel.setPreferredSize(new Dimension(1000000,1000000));
frame.getContentPane().add(coloredLabel,BorderLayout.LINE_START);
game.add(coloredLabel);
for(int a = randInt(0,9); a<10; a++)
game.newBall(randInt(0,300),randInt(0,400));
while (true) {
double height = frame.getContentPane().getSize().getHeight();
double width = frame.getContentPane().getSize().getWidth();
int n = 0;
while(game.exists(n)==true){
game.moveBall(n,width,height);
n++;
}
game.repaint();
Thread.sleep(10);
}
}
So my question is:
How do I allign the JLabel with the JFrame? so there is no space in between the JLabel and the frame.
I searched for this on this site, but couldn't find the same problem or something similar enough so I could fix this.
solved - game.setBackground(...);
The only problem is that there is a bit of the frame visable above the label,
game.add(coloredLabel);
I'm guessing "game" is a JPanel. By default a JPanel uses a FlowLayout and by default the FlowLayout has horizontal and vertical gaps of 5 pixels.
Get rid of the gap in the FlowLayout. Read the API for the constructors/methods of the FlowLayout to customize its behaviour.
But of course the bigger issue is the design of your app. I don't understand your point of using the label and attempting to take up all the space of the frame. Just set the background of the game panel by using:
game.setBackground(...);
Also class names should:
start with an upper case character and
be descriptive.
"test" is neither.

How to add 2 objects or more to one JFrame in Java?

I tried looking but no questions were helpful.
Here's my code to begin with:
Player player = new Player();
Block1 block1 = new Block1();
JFrame ow = new JFrame();
ow.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
ow.setSize(500,500);
ow.setTitle("My Game");
ow.setVisible(true);
ow.setLocation(400, 100);
ow.add(block1);
ow.add(player);
but it will only add the last one, someone said (when I searched old questions) that it erases the previous one because they are both in the same location.
So I modified it this way:
JPanel jp = new JPanel();
jp.setSize(500, 500);
Player player = new Player();
Block1 block1 = new Block1();
JFrame ow = new JFrame();
jp.setLayout(new BoxLayout(jp, BoxLayout.Y_AXIS));
jp.add(player);
jp.add(block1);
ow.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
ow.setSize(500,500);
ow.setTitle("My Game");
ow.setVisible(true);
ow.setLocation(400, 100);
ow.add(jp);
It did work, putting them both visible but... it sort of made two square panels so I can't go near block 1 with my player.
Any help?
JFrame by default uses BorderLayout. If you don't specify where you will put the component, it's going to be put in BorderLayout.CENTER. You can't put 2 or more components in the same position. To prevent this undesired behaviour you have to set different constraints.
For example:
jframe.add(someComponent, BorderLayout.LINE_END);//constraint indicating position
Read more in tutorials : How to use BorderLayout.
If this layout don't fit what you need, try to use another LayoutManager or mix them.
Take a look at A Visual Guide to LayoutManagers

GridLayout hgap vgap "not working" on JPanel?

JPanel grid = new JPanel();
GridLayout layout = new GridLayout (6,7,0,0);
grid.setLayout (layout);
slot = new ImageIcon ("");
for (int x = 0; x < 42; ++x)
{
slotbtn = new JButton(slot);
slotbtn.setContentAreaFilled (false);
//slotbtn.setBorderPainted (false);
slotbtn.setBorder (BorderFactory.createEmptyBorder (0,0,0,0));
slotbtn.setFocusPainted (false);
grid.add(slotbtn);
}
This is the output I get:
I am creating a 6x7 grid. The output I need is for there to be no space in between the rows and columns, everything should be compressed together. I tried pack and it didn't work. What am I doing wrong?
-- I tried FlowLayout but I had to resize the frame and I have other buttons on the frame so I don't think I'd prefer resizing it to make the buttons fit in their proper places.
-- I placed this JPanel inside another jpanel(which uses borderlayout and contains two other panels) and I placed it at the center, the two other panels North and South.
this issue because you divide the grid (the whole size of grid) to 7*6 so if you re-size the window you will see this gaps changed so if you wan't to remove this gab
calculate the size of the window (ex: width = 7* width of your image , hight = 6*hight of your mage)
or re-size your image
JButton employs a margin property to provide additional padding to the content area of the button, you could try using...
slotbtn.setMargin(new Insets(0, 0, 0, 0));
I would also try using something like slotbtn.setBorder(new LineBorder(Color.RED)); to determine if the spacing is from the button, icon or layout
GridLayout will also provide each cell with equal amount of space, based on the available space to the container, this means that the cell may increase beyond the size of the icon.
While a little more work, GridBagLayout would (if configured properly) honour the preferred size of each component.
Have a look at How to use GridBagLayout for more ideas.
I get no margins using your code, with any image I use. Check your image. And maybe post a runnable example replicating the problem. Maybe there's something going on you're not showing us. I'd start by checking the image for margins. Check it against this. If it still has margins, than its your image. Also, Don't set the size to anything! You may be stretching the panel unnecessarily, which will cause the gaps. Also if there an of your other panels are larger than the grip panel, it will also cause it to stretch. But take all your set(Xxx)sizes out and see what happens. Just pack()
import java.awt.GridLayout;
import javax.swing.*;
public class TestButtonGrid {
public TestButtonGrid() {
ImageIcon icon = new ImageIcon(getClass().getResource("/resources/stackoverflow3.png"));
JPanel panel = new JPanel(new GridLayout(6, 7));
for (int i = 0; i < 42; i++) {
JButton slotbtn = new JButton(icon);
slotbtn.setContentAreaFilled(false);
//slotbtn.setBorderPainted (false);
slotbtn.setBorder(BorderFactory.createEmptyBorder(0, 0, 0, 0));
slotbtn.setFocusPainted(false);
panel.add(slotbtn);
}
JFrame frame = new JFrame();
frame.add(panel);
frame.pack();
frame.setVisible(true);
}
public static void main(String[] args) {
new TestButtonGrid();
}
}

JLabels to be resized in a GridLayout

I have a very simple Java program (see below). The GridLayout has 20 rows and 4 columns. As you know the elements are supposed to be added horizontally by (GridLayout) definition. However, I get the two elements (labels) placed one above the other, vertically.
I colored them and realised the labels take up the whole row, hence the vertical effect. But then I also used setSize(5,5) with each to make them smaller, however they still take up the whole row. Any advice as to why this happens and how to fix/set smaller size/etc?
public class Sam extends JFrame {
public JButton btn_arr;
public Container c;
public JLabel[] lbl = new JLabel[20];
public Sam()
{
c = getContentPane();
c.setLayout(new GridLayout(20,4));
lbl[1] = new JLabel("Column1");
c.add(lbl[1]);
lbl[2] = new JLabel("Column2");
c.add(lbl[2]);
show();
}
public static void main(String[] args)
{
Sam x = new Sam();
x.setVisible(true);
x.setSize(7500,4500);
}
}
You're only adding two components to the grid so they will fill it up. You need to add more components to the grid as placeholders so that it can place the original JLabels in their proper place, perhaps empty JLabels or JPanels.
As an aside, you should avoid setting the size of any Swing component. Your current size of 7500, 4500 is a bit on the large size.
As a second aside, perhaps you want to use a JTable instead here.
Edit: if you want a GridLayout with 4 columns and variable number of rows, use 0 for your GridLayout row constant:
c.setLayout(new GridLayout(0, 4));
e.g.,
import java.awt.*;
import javax.swing.*;
public class Sam extends JFrame {
public static final int COLUMN_COUNT = 4;
public JButton btn_arr;
public Container c;
public JLabel[] lbl = new JLabel[COLUMN_COUNT];
public Sam() {
c = getContentPane();
c.setLayout(new GridLayout(0, COLUMN_COUNT));
for (int i = 0; i < lbl.length; i++) {
lbl[i] = new JLabel("Column " + (i + 1));
c.add(lbl[i]);
}
}
public static void main(String[] args) {
Sam x = new Sam();
x.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
x.pack();
x.setLocationRelativeTo(null);
x.setVisible(true);
// x.setSize(7500,4500);
}
}
But still I wonder if a JTable wouldn't work better here.
One thing to keep in mind with the GridLayout is it that it is designed to cover the entire containing panel sizing the cells as equally as possible, and elements added to the cells will be expanded to fill the entire cell. So as the cell sizes change, the labels will also change in size. Effectively grid cells force an expansion/contraction in both X and Y direction of all contained elements.
One way to prevent that from happening if you must use the GridLayout is to not add the labels directly to the container that uses the GridLayout, but instead put each label inside a JPanel that uses a FlowLayout (the default) that you can set alignment of either Left, Middle or Right, then add that JPanel to the Grid container. The JPanel will be resized but it will not change the size of the Label.
Or use the GridBagLayout manager. More complex, but once you understand it, it makes life easier. But as Hovercraft mentioned, if what you are trying to do is create a grid with column headers, a JTable might be a better option.

How to represent a Board Panel in Java for a game?

I wanna fix a 2D board for a game. I've already fixed other panels for the Gui and everything goes well. But the panel for the board cant be printed on the window. I'm a bit confused about it as i think i've followed the same ideas as for the others panels i need.
Here's what i've done:
EDIT:
what I'm trying to do is fix a board panel for the game according to the dimensions of the it,hold every square in an array in order to use it after wherever it;s needed. I draw each little square of it with the method draw and put it back to the panel. So, each square on the board is a panel. This is the idea. But as u can see. There are troubles/errors on it.
EDIT: code updated.
just found a part of the problem. i thought first that i had set background to squared, but i didnt. with this one it appears on the panel a wide black "column". Unfortunately,still none squares. :(
One More EDIT:
Also,i realized that draw method is never called. when i put the draw method in the following method i can see the squares but they remain small. I redefine them with setSize but still no change.
How can I use paint method to edit the panels properly???? As it is now it can't. Even it can't return an object(eg panel) as it's polymorphic void!
/**
*Method used to construct the square in the area of the
*gui's grid. In this stage a GUISquare array is being constructed,
* used in the whole game as
*a mean of changing a square graphical state.
*#param squares is the squares array from whom the gui grid will be
*constructed.
*#see getSquare about the correspondance beetween a squareModel and
* a GUISquare.
*/
private void initBoardPanel(SquareModel[][] squares){
BoardPanel.setLayout(new GridLayout(height ,width )); //set layout
SquareRenderer[][] Squares;
JPanel[][] grid;
Squares=new GUISquare[height][width()];
grid=new JPanel[height()][width()];
for (int i=0; i<height(); i++){
for (int j=0; j<width() ; j++){
SquareRenderer kou=new SquareRenderer(i,j);
kou.setSquare(myGame.getSquares()[i][j]);
//NOTE: THE FOLLOWING DRAW METHOD CANT BE CALLED!!!?
if (myGame.getSquares()[i][j] instanceof SimpleSq ){
kou .paintPanel(i,j,"");}
else if (myGame.getSquares()[i][j] instanceof ActionSq )
{ kou .paintPanel(i,j);
}
//JUST BECAUSE DRAW CANT BE CALLED I PUT ITS CODE HERE:
//JUST TO CHECK:
JPanel panel = new JPanel();
panel.setLayout(new BorderLayout());
JLabel label1 = new JLabel("Move To "+myGame.getSquares()[i][j].getGoTo());
JLabel label2 = new JLabel(""+myGame.getSquares()[i][j].getSquare());
panel.setBackground(Color.ORANGE);
panel.add(label2, BorderLayout.NORTH);
panel.add(label1, BorderLayout.CENTER);
panel.setSize(250,250);
///////// <--until here ---paint method<---
kou.add(panel);
kou.setVisible(true);
kou.setBackground(Color.BLACK);
Squares[i][j]= kou;
BoardPanel.add(kou);
BoardPanel.setVisible(true);
BoardPanel.setBackground(Color.WHITE);
}
}
this.add(BoardPanel,BorderLayout.WEST);
// this.pack(); //sets appropriate size for frame
this.setVisible(true); //makes frame visible
}
IMPLEMENTED BY SQUARERENDERER:
/**
* Transformer for Snake/Ladder
* <br>This method is used to display a square on the screen.
*/
public void paintPanel(int i,int j) {
JPanel panel = new JPanel();
panel.setLayout(new BorderLayout());
JLabel label1 = new JLabel("Move To"+myGame.getSquares()[i][j].getGoTo());
JLabel label2 = new JLabel(""+myGame.getSquares()[i][j].getSquare());
JSeparator CellSeparator = new JSeparator(orientation);
panel.add(CellSeparator);
panel.setForeground(Color.ORANGE);
panel.add(label2, BorderLayout.NORTH);
panel.add(label1, BorderLayout.CENTER);
}
I see a couple things that are problematic:
When using a layout manager, you should avoid calling setSize. Most layout managers will simply override it. You should use setPreferredSize, setMinimumSize, and setMaximumSize instead, which provide hints to the layout manager.
It doesn't look like the draw method of SquareRenderer ever adds the panel you create to anything. You should either add panel to the SquareRenderer in the last line of draw or (better) add the sub-components directly to the SquareRenderer instead.

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