Note: I am fairly new to Java so if the answer is incredibly simple, please keep that in mind :)
All I'm trying to do is make a nice looking spiral animation like the one it would show in Windows Media Player while music was playing or like an animation similar to one of the screen savers from Windows XP.
I'm stuck trying to figure out how to create delay between the creation of one line and then the creation of another line.
I want the program to start out with a black screen and every half-second or so, add one line at a slightly different location from the one before making for a cool spiral animation
I'm sure there's a way to do what I want using Thread.Sleep() I just don't know how to do it.
Any help or advice would be greatly appreciated! :D
A picture of my code currently: http://imgur.com/bsIqUOW
Swing is a single threaded environment. Care needs to be taken when you want change the state of the UI on a regular bases. You need to ensure that you don't block the Event Dispatching Thread in any way, doing so will prevent any new paint events (amongst others) from been processed, making your UI look like it's hung and also ensure you that you are synchronising your updates with the Event Dispatching Thread so as to ensure you are not risking any race conditions or other threaded issues
Take a closer look at Concurrency in Swing for more details. A simple approach would be to use a Swing Timer, for example...
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Spinner {
public static void main(String[] args) {
new Spinner();
}
public Spinner() {
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 SpinnerPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class SpinnerPane extends JPanel {
private float angle;
public SpinnerPane() {
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
angle -= 5;
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(40, 40);
}
protected Point calculateOutterPoint(float angel) {
int radius = Math.min(getWidth(), getHeight());
int x = Math.round(radius / 2);
int y = Math.round(radius / 2);
double rads = Math.toRadians((angel + 90));
// This determins the length of tick as calculate from the center of
// the circle. The original code from which this derived allowed
// for a varible length line from the center of the cirlce, we
// actually want the opposite, so we calculate the outter limit first
int fullLength = Math.round((radius / 2f)) - 4;
// Calculate the outter point of the line
int xPosy = Math.round((float) (x + Math.cos(rads) * fullLength));
int yPosy = Math.round((float) (y - Math.sin(rads) * fullLength));
return new Point(xPosy, yPosy);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_DITHERING, RenderingHints.VALUE_DITHER_ENABLE);
g2d.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, RenderingHints.VALUE_FRACTIONALMETRICS_ON);
g2d.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2d.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_PURE);
int diameter = Math.min(getWidth(), getHeight());
int x = (getWidth() - diameter) / 2;
int y = (getHeight() - diameter) / 2;
Point to = calculateOutterPoint(angle);
g2d.drawLine(x + (diameter / 2), y + (diameter / 2), x + to.x, y + to.y);
g2d.dispose();
}
}
}
Using similar mechanisms, I've been able to create wait animations like...
You can use my AnimationPanel class and do your drawing in it instead. This technique is based on Active Rendering.
Code:
// AnimationPanel.java
import javax.swing.*;
import java.awt.*;
import java.awt.image.BufferedImage;
public abstract class AnimationPanel extends JPanel implements Runnable
{
private static final long serialVersionUID = 6892533030374996243L;
private static final int NO_DELAYS_PER_YIELD = 16;
private static final int MAX_FRAME_SKIPS = 5;
private static long fps = 30; // Frames Per Second.
private static long period = 1000000L * (long) 1000.0 / fps;
protected final int WIDTH;
protected final int HEIGHT;
private Thread animator;
private volatile boolean running = false;
private volatile boolean isWindowPaused = false;
private Graphics dbg;
private Image dbImage = null;
public AnimationPanel(int width, int height)
{
WIDTH = width;
HEIGHT = height;
setPreferredSize(new Dimension(WIDTH, HEIGHT));
setFocusable(true);
requestFocus();
}
public void addNotify()
{
super.addNotify();
startAnimation();
}
void startAnimation()
{
if (animator == null || !running)
{
animator = new Thread(this);
animator.start();
}
}
public void run()
{
long beforeTime, afterTime, timeDiff, sleepTime;
long overSleepTime = 0L;
int noDelays = 0;
long excess = 0L;
beforeTime = System.nanoTime();
running = true;
while (running)
{
requestFocus();
animationUpdate();
animationRender();
paintScreen();
afterTime = System.nanoTime();
timeDiff = afterTime - beforeTime;
sleepTime = (period - timeDiff) - overSleepTime;
if (sleepTime > 0)
{
try
{
Thread.sleep(sleepTime / 1000000L);
}
catch (InterruptedException ignored)
{
}
overSleepTime = (System.nanoTime() - afterTime - sleepTime);
}
else
{
excess -= sleepTime;
overSleepTime = 0L;
if (++noDelays >= NO_DELAYS_PER_YIELD)
{
Thread.yield();
noDelays = 0;
}
}
beforeTime = System.nanoTime();
int skips = 0;
while ((excess > period) && (skips < MAX_FRAME_SKIPS))
{
excess -= period;
animationUpdate();
skips++;
}
}
stopAnimation();
System.exit(0);
}
void stopAnimation()
{
running = false;
}
private void animationUpdate()
{
if (!isWindowPaused)
{
update();
}
}
public abstract void update();
private void animationRender()
{
if (dbImage == null)
{
dbImage = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
if (dbImage == null)
{
System.out.println("Image is null.");
return;
}
else
{
dbg = dbImage.getGraphics();
}
}
draw(dbg);
}
public abstract void draw(Graphics graphics);
private void paintScreen()
{
Graphics g;
try
{
g = this.getGraphics();
if ((g != null) && (dbImage != null))
{
g.drawImage(dbImage, 0, 0, null);
}
Toolkit.getDefaultToolkit().sync();
if (g != null)
{
g.dispose();
}
}
catch (Exception e)
{
System.out.println("Graphics context error : " + e);
}
}
public void setWindowPaused(boolean isPaused)
{
isWindowPaused = isPaused;
}
}
How to use:
AnimationPanel is a JPanel. Copy-Paste this class in your project.
Make another class, and make it extend AnimationPanel.
Override the update() and draw() methods of the AnimationPanel which are declared abstract in it.
Inside update() method you can change the values of variables which are declared in this custom class of yours. These variables will be the ones which are required for the animation purposes and which keep changing from frame to frame.
Inside draw() method, do all your custom painting using the variables that you've defined in your custom class.
You can use setWindowPaused() method to pause the animation if you like to as well.
Demonstration:
// DemonstrationPanel.java
import java.awt.*;
public class DemonstrationPanel extends AnimationPanel
{
private int red, green, blue;
private int a, b, c, d;
public DemonstrationPanel(int WIDTH, int HEIGHT)
{
super(WIDTH, HEIGHT);
red = 100;
green = blue = 5;
a = 2;
b = 500;
c = 200;
d = 5;
}
#Override
public void update()
{
red += 5;
red %= 255;
blue += 1;
blue %= 255;
green += 10;
green %= 255;
a += 20;
a %= HEIGHT;
b += 1;
b %= WIDTH;
c += 15;
c %= HEIGHT;
d += 20;
d %= WIDTH;
}
#Override
public void draw(Graphics graphics)
{
// Uncomment the below two statements to just see
// one line per frame of animation:
// graphics.setColor(BACKGROUND_COLOR);
// graphics.fillRect(0, 0, WIDTH, HEIGHT);
graphics.setColor(new Color(red, green, blue));
graphics.drawLine(b, c, d, a);
}
}
And here's Demo class:
// Demo.java
import javax.swing.*;
import java.awt.*;
public class Demo
{
public Demo()
{
JFrame frame = new JFrame("Demo");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new DemonstrationPanel(800, 600));
frame.setBackground(Color.BLACK);
frame.setSize(800, 600);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args)
{
SwingUtilities.invokeLater(new Runnable()
{
#Override
public void run()
{
new Demo();
}
});
}
}
You can adjust the value of fps in the AnimationPanel class to change the speed of the animation.
Related
I am following a the following video to design a snake game:
https://www.youtube.com/watch?v=91a7ceECNTc
I am following it step by step, but when I run it, the snake does not show on my screen, just the apple. I think I have something wrong when implementing public void paint(Graphics g); Can someone help me?
This is the code my Main class
import javax.swing.JFrame;
public class Main {
public static void main(String[] args) {
JFrame frame = new JFrame ();
GamePanel panel = new GamePanel();
frame.add(panel);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setTitle("Snake");
frame.pack();
frame.setVisible(true);
frame.setLocationRelativeTo(null);
}
}
This is the Panel class:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.JPanel;
public class GamePanel extends JPanel implements Runnable, KeyListener{
private static final long serialVersionUID = 1L;
public static final int WIDTH = 1000, HEIGHT = 1000; //Dimensions of the panel (Will be set by user input later)
private Thread thread;
private boolean running;
private boolean right = true, left = false, up = false, down = false;
private BodyPart b;
private ArrayList<BodyPart> snake;
private Apple apple;
private ArrayList<Apple> apples;
private Random r;
private int xCoor = 100, yCoor = 100, size = 10;
private int ticks = 0;
public GamePanel() {
setFocusable(true);
setPreferredSize(new Dimension(WIDTH, HEIGHT));
addKeyListener(this);
snake = new ArrayList<BodyPart>();
apples = new ArrayList<Apple>();
r = new Random();
start();
}
public void start() {
running = true;
thread = new Thread(this);
thread.start();
}
public void stop() {
running = false;
try {
thread.join();
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
public void tick() {
if (snake.size() == 0) {
b = new BodyPart(xCoor, yCoor, 10);
snake.add(b);
}
ticks++;
if (ticks > 250000) {
if (right) {
xCoor++;
}
if (left) {
xCoor--;
}
if (up) {
yCoor--;
}
if (down) {
yCoor++;
}
ticks = 0;
b = new BodyPart(xCoor, yCoor, 10);
snake.add(b);
if (snake.size() > size) {
snake.remove(0);
}
}
if (apples.size() == 0) {
int xCoor = r.nextInt(99);
int yCoor = r.nextInt(99);
apple = new Apple(xCoor, yCoor, 10);
apples.add(apple);
}
}
public void paint(Graphics g) {
g.clearRect(0, 0, WIDTH, HEIGHT);
g.setColor(Color.BLACK);
g.fillRect(0, 0, WIDTH, HEIGHT);
for (int i = 0; i < WIDTH/10; i++) {
g.drawLine(i*10, 0, i*10, HEIGHT);
}
for (int i = 0; i < HEIGHT/10; i++) {
g.drawLine(0, i*10, HEIGHT, i*10);
}
for (int i = 0; i < snake.size(); i++) {
snake.get(i).draw(g);
}
for (int i = 0; i < apples.size(); i++) {
apples.get(i).draw(g);
}
}
#Override
public void run() {
while (running) {
tick();
repaint();
}
}
#Override
public void keyTyped(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_RIGHT && !left) {
right = true;
up = false;
down = false;
}
if (key == KeyEvent.VK_LEFT && !right) {
left = true;
up = false;
down = false;
}
if (key == KeyEvent.VK_UP && !down) {
up = true;
right = false;
left = false;
}
if (key == KeyEvent.VK_DOWN && !up) {
down = true;
right = false;
left = false;
}
}
#Override
public void keyPressed(KeyEvent e) {
// TODO Auto-generated method stub
}
#Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub
}
}
The Snake's body parts class:
import java.awt.Color;
import java.awt.Graphics;
public class BodyPart {
public int xCoor, yCoor, width, height;
public BodyPart(int xCoor, int yCoor, int tileSize) {
this.xCoor = xCoor;
this.yCoor = yCoor;
width = tileSize;
height = tileSize;
}
public void tick() {
}
public void draw(Graphics g) {
g.setColor(Color.YELLOW);
g.fillRect(xCoor * width, yCoor * height, width, height);
}
public int getCoorX() {
return xCoor;
}
public void setCoorX (int xCoor) {
this.xCoor = xCoor;
}
public int getCoorY() {
return yCoor;
}
public void setCoorY(int yCoor) {
this.yCoor = yCoor;
}
}
And the Apple's Class:
import java.awt.Color;
import java.awt.Graphics;
public class Apple {
public int xCoor, yCoor, width, height;
public Apple(int xCoor, int yCoor, int tileSize) {
this.xCoor = xCoor;
this.yCoor = yCoor;
width = tileSize;
height = tileSize;
}
public void tick() {
}
public void draw(Graphics g) {
g.setColor(Color.RED);
g.fillRect(xCoor * width, yCoor * height, width, height);
}
public int getxCoor() {
return xCoor;
}
public void setxCoor(int xCoor) {
this.xCoor = xCoor;
}
public int getyCoor() {
return yCoor;
}
public void setyCoor(int yCoor) {
this.yCoor = yCoor;
}
}
Okay, so the issue comes down to some basic maths...
If we take a look at the draw method for BodyPart you will find...
g.fillRect(xCoor * width, yCoor * height, width, height);
Okay, pretty basic, but are all these values actually set too?
If we take a look at the tick method (where BodyParts are created), we can find...
b = new BodyPart(xCoor, yCoor, 10);
snake.add(b);
Okay, so the width and height is 10, but what about xCoor and yCoor?
They're first initialised as instance fields along with the class...
private int xCoor = 100, yCoor = 100, size = 10;
So, a quick bit of maths tells us the initial location of the BodyPart is 100 * 10 which equals 1000x1000.
If we also take a look at ...
public static final int WIDTH = 1000, HEIGHT = 1000; //Dimensions of the panel (Will be set by user input later)
and
setPreferredSize(new Dimension(WIDTH, HEIGHT));
we can see that the BodyPart is actually been set off screen initially.
So, if we change the initial position to something more like...
private int xCoor = 10, yCoor = 10, size = 10;
you will find your missing snake.
General advice...
You should avoid overriding paint. It's to high in the paint chain and it's to easy to screw it up. Instead, prefer paintComponent instead (and make sure you're calling super.paintComponent). JPanel will then clear the Graphics context for you (with the background color of the component).
Swing is not thread safe. You should not be modify the UI or any state the UI relies on from outside the context of the Event Dispatching Thread.
The current "main" loop is in danger of introducing dirty updates which could cause issues later. See Concurrency in Swing. As a "general" preference, you should consider using a Swing Timer instead. It won't block the EDT, but's "ticks" are generated inside the EDT, making it safer to update the UI and/or its state from within.
You should avoid using "magic numbers" when performing your operations...
for (int i = 0; i < WIDTH/10; i++) {
g.drawLine(i*10, 0, i*10, HEIGHT);
}
Here, WIDTH and HEIGHT may not represent that actual size of the component. Instead make use of JPanel#getWidth and JPanel#getHeight instead.
As a general recommendation, you should avoid using setPreferred/Minimum/MaximumSize, it's to easy for someone else to change these to a state you don't want. Instead, override getPreferred/Minimum/MaximumSize instead, this way you maintain control.
I am painting vehicle objects that I defined using the paintComponent().
Because the vehicles can move, I implement ActionListener and set a Timer() to trigger.
As a result, my vehicles can move. But it is kind of "shaking". When I keep resizing the window to call the paintComponent(), the movement becomes smooth. When I do not resize the window (not calling paintComponent), it gets skaking again. Why? How to fix it?
public class VehiclesComponent extends JComponent implements ActionListener{
private Vehicle[] vehicles;
private Timer timer;
public VehiclesComponent(int n){
vehicles = Vehicle.generateVehicle(n);
timer = new Timer(5,this);
}
public void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
for (int i=0; i<vehicles.length; i++) {
vehicles[i].draw(g2);
}
// may change later
timer.start();
}
#Override
public void actionPerformed(ActionEvent e){
//check collision in here
for (Vehicle v : vehicles) {
if (Vehicle.intersectsOther(v, vehicles)) {
v.collisionSideEffect();
}
}
//move all in here
for (Vehicle v : vehicles ) {
v.move();
}
repaint();
//?? repaint slower than paintComponent
}
}
Start by taking a look at Painting in AWT and Swing. Remember, repaint is only a suggest made to the RepaintManager, the RepaintManager may choose to consolidate multiple repaint calls into a smaller number of actual paint events.
Make sure you are calling super.paintComponent, otherwise you will end up with no end of strange paint artifacts.
Don't, directly or indirectly, modify the state of the component or ant other components from within any paint method, this will result in a new repaint request been made, which could lead to a cycle of paint events which could consume your CPU cycles. This means, don't call timer.start()!
Without a runable example to go by, I hobbled this together. Now this is animating 10, 000 individual Vehicles (rectangles), so it's massively over kill, but it should provide the point...
(the gif is only running at 7fps, not your 200fps)
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.Shape;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
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 VehiclesComponent(10000));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class VehiclesComponent extends JComponent implements ActionListener {
private Vehicle[] vehicles;
private Timer timer;
public VehiclesComponent(int n) {
vehicles = Vehicle.generateVehicle(n, getPreferredSize());
timer = new Timer(5, this);
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
for (int i = 0; i < vehicles.length; i++) {
vehicles[i].draw(g2);
}
}
#Override
public void actionPerformed(ActionEvent e) {
//check collision in here
// for (Vehicle v : vehicles) {
// if (Vehicle.intersectsOther(v, vehicles)) {
// v.collisionSideEffect();
// }
// }
//move all in here
for (Vehicle v : vehicles) {
v.move(this.getSize());
}
repaint();
//?? repaint slower than paintComponent
}
}
public static class Vehicle {
protected static final int SIZE = 5;
protected static final Color[] COLORS = new Color[]{
Color.BLACK,
Color.BLUE,
Color.CYAN,
Color.DARK_GRAY,
Color.GREEN,
Color.MAGENTA,
Color.ORANGE,
Color.PINK,
Color.RED,
Color.WHITE,
Color.YELLOW
};
private int x = 0;
private int y = 0;
private int xDelta;
private int yDelta;
private Shape car;
private Color color;
public static Vehicle[] generateVehicle(int count, Dimension bounds) {
Vehicle[] vehicles = new Vehicle[count];
for (int index = 0; index < vehicles.length; index++) {
vehicles[index] = new Vehicle(bounds);
}
return vehicles;
}
public Vehicle(Dimension size) {
x = (int)(Math.random() * (size.width - SIZE));
y = (int)(Math.random() * (size.height - SIZE));
xDelta = (int)(Math.random() * 3) + 1;
yDelta = (int)(Math.random() * 3) + 1;
car = new Rectangle(SIZE, SIZE);
color = COLORS[(int)(Math.random() * COLORS.length)];
}
public void move(Dimension size) {
x += xDelta;
y += yDelta;
if (x < 0) {
x = 0;
xDelta *= -1;
} else if (x + SIZE > size.width) {
x = size.width - SIZE;
xDelta *= -1;
}
if (y < 0) {
y = 0;
yDelta *= -1;
} else if (y + SIZE > size.height) {
y = size.height - SIZE;
yDelta *= -1;
}
}
public void draw(Graphics2D g2) {
g2.translate(x, y);
g2.setColor(color);
g2.fill(car);
g2.translate(-x, -y);
}
}
}
You could also take a look at this example which renders upwards of 4500 images in random directions and demonstrates some optimisation techniques.
You can also take a look at this example which is capable of animating both in direction and rotation, upwards of 10, 000 images
I'm developing a very simple version of R-Type as work for the university, but despite it works, the craft velocity is a lot of slow, so the movement is ugly and clumsy.
I use the method repaint for refresh the screen, there are others methods or ways best than it?
Video of Movement
Paint method at main Panel
#Override
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.drawImage(fondo, 0, 0,1200,600,this);
pj.paint(g2);
g2D=g2;
}
PJ's paint method
public void paint(Graphics2D g) {
g.drawImage(imagen,x,y,this);
}
PJ's move method
public void move (KeyEvent e) {
int dx = 0; int dy = 0;
int code = e.getKeyCode();
switch (code) {
case KeyEvent.VK_Q: dy-=1; break;
case KeyEvent.VK_A: dy+=1; break;
case KeyEvent.VK_P: dx+=1; break;
case KeyEvent.VK_O: dx-=1; break;
}
int x = (getX()<maxX&&getX()!=0) ? getX()+dx : getX();
int y = (getY()<maxY&&getY()!=0) ? getY()+dy : getY();
if (getY()>=maxY||getY()==0) {
if (dy==+1) y=y+1;
}
setPosicion(x, y);
}
The image fondo should already be scaled to 1200x600.
I am not sure, but is super.paint(g) needed? You might also use paintComponent.
The event handling (you seem to be moving by 1 pixel on key down), must be done correctly. I would have set the direction and speed (1px), and leave it to a swing timer to do the continuous moving.
Repainting best is done resilient/flexible: repaint(20L) (50 frames per second);
events like key-down maybe with EventQueue.invokeLater(new Runnable() { ... });.
Especially you might use repaint with the changed area.
You can find a great example of a similar program here. The example demonstrates creating a new thread and having that thread sleep every iteration through the main loop.
Here is another question about loading images for games in Java.
It looks like swing itself is pretty crummy for using images in games. You may want to consider using a more suitable library.
Below is simple example using a background as simple game loop. It updates the state of the game objects and calculates the required delay in order to maintain the required fps.
The game object (Ship) has the ability to accelerate/decelerate over a short period of time
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.awt.geom.Path2D;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class AnimationTest {
public static void main(String[] args) {
new AnimationTest();
}
public AnimationTest() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new GamePane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class GamePane extends JPanel {
private Ship ship;
public GamePane() {
ship = new Ship();
Thread thread = new Thread(new MainLoop(this));
thread.setDaemon(true);
thread.start();
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
// Key controls...
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "upPressed");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "downPressed");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true), "upReleased");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true), "downReleased");
am.put("upPressed", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent e) {
// Change the direction...
ship.setDirection(-1);
// Accelerate by 1 per frame
ship.setVelocity(1);
}
});
am.put("downPressed", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent e) {
// Change direction
ship.setDirection(1);
// Accelerate by 1 per frame
ship.setVelocity(1);
}
});
am.put("upReleased", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent e) {
// Deccelerate by 1 per frame
ship.setVelocity(-1);
}
});
am.put("downReleased", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent e) {
// Deccelerate by 1 per frame
ship.setVelocity(-1);
}
});
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
public void updateState() {
// Update the state of the game objects.
// This would typically be better done in
// some kind of model
ship.update(getWidth(), getHeight());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// Paint the game state...
Graphics2D g2d = (Graphics2D) g.create();
ship.paint(g2d);
g2d.dispose();
}
}
public class MainLoop implements Runnable {
private GamePane pane;
private int fps = 25;
public MainLoop(GamePane pane) {
this.pane = pane;
}
#Override
public void run() {
// Wait until the screen is ready
while (pane.getHeight() <= 0) {
try {
Thread.sleep(125);
} catch (InterruptedException ex) {
}
}
// Main loop
while (true) {
// Start time loop
long startTime = System.currentTimeMillis();
// Update the game state
pane.updateState();
// Calculate the amount of time it took to update
long elasped = System.currentTimeMillis() - startTime;
// Calculate the number of milliseconds we need to sleep
long sleep = Math.round((1000f / fps) - elasped);
pane.repaint();
if (sleep > 0) {
try {
Thread.sleep(sleep);
} catch (InterruptedException ex) {
}
}
}
}
}
public static class Ship {
public static int MAX_SPEED = 8;
private int direction = 0;
private int velocity = 0;
private int x;
private int y;
private int speed = 0;
private Path2D shape;
private boolean initState;
public Ship() {
shape = new Path2D.Float();
shape.moveTo(0, 0);
shape.lineTo(5, 5);
shape.lineTo(0, 10);
shape.lineTo(0, 0);
shape.closePath();
initState = true;
}
public void setDirection(int direction) {
this.direction = direction;
}
public void setVelocity(int velocity) {
this.velocity = velocity;
}
public void update(int width, int height) {
if (initState) {
y = (height - 10) / 2;
initState = false;
} else {
// Add the velocity to the speed
speed += velocity;
// Don't over accelerate
if (speed > MAX_SPEED) {
speed = MAX_SPEED;
} else if (speed < 0) {
speed = 0;
}
// Adjust out position if we're moving
if (speed > 0) {
y += (direction * speed);
}
// Bounds check...
if (y - 5 < 0) {
y = 5;
} else if (y + 5 > height) {
y = height - 5;
}
}
}
public void paint(Graphics2D g2d) {
int yPos = y - 5;
g2d.translate(10, yPos);
g2d.fill(shape);
g2d.translate(-10, -yPos);
}
}
}
I have a thread which drops a circle in the y direction. I want to now create several circles on screen dropping at the same time with random x positions.
import java.awt.Color;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Goo
{
protected GooPanel gooPanel;
private boolean loop = true;
protected int width , height;
private int frameTimeInMillis = 50;
private RenderingHints renderingHints = new RenderingHints(
RenderingHints.KEY_ANTIALIASING , RenderingHints.
VALUE_ANTIALIAS_ON);
#SuppressWarnings("serial")
class GooPanel extends JPanel
{
public void paintComponent(Graphics g)
{
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHints(renderingHints);
draw(g2d);
}
}
public Goo()
{
this (800, 500);
}
public Goo(int w, int h)
{
width = w;
height = h;
JFrame frame = new JFrame ();
frame.setSize(width , height);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
gooPanel = new GooPanel ();
gooPanel.setPreferredSize(new Dimension(w, h));
frame.getContentPane ().add(gooPanel);
frame.pack();
frame.setVisible(true);
}
public void go()
{
while (loop)
{
gooPanel.repaint();
try
{
Thread.sleep(frameTimeInMillis);
} catch (InterruptedException e) {}
}
}
public void draw(Graphics2D g) {}
public void setFrameTime(int millis)
{
frameTimeInMillis = millis;
}
public Component getGooPanel ()
{
return gooPanel;
}
}
My FallingDrop class:
import java.awt.*;
public class FallingDrops extends Goo
{
double x, y, r;
int red, green, blue = 0;
Color a;
FallingDrops()
{
x = width / 2;
r = 10;
y = -r;
}
FallingDrops(double x)
{
this.x = x;
r = 10;
y = -r;
}
public void draw(Graphics2D g)
{
g.setColor(Color.GRAY);
g.fillRect(0, 0, width , height);
g.setColor(Color.WHITE);
g.fillOval ((int) (x - r), (int) (y - r), (int) (2 * r),
(int) (2 * r));
y++;
if (y - r > height)
y = -r;
}
public static void main(String [] args)
{
int num = 10;
Goo gooDrop [] = new FallingDrops[num];
for(int i = 0; i < gooDrop.length; i++)
{
double x = Math.random()*800;
gooDrop[i] = new FallingDrops(x);
System.out.println(x);
gooDrop[i].go();
}
}
}
At current, the loop fails to complete when the go() method is executed; thus only painting ONE object on screen, and not several as indicated in my loop. This is a simple fix I am sure. Any ideas what I am doing wrong?
The method go() never returns. when it is called on the first object in the array, it continues working infinitely. you should either make the repainting in a separate thread that is constantly repainting. or if you want repainting only when drops are added, then remove the while in your go method
public void go()
{
gooPanel.repaint();
try
{
Thread.sleep(frameTimeInMillis);
} catch (InterruptedException e) {}
}
this way it will returns after it had made a repaining and a pause.
while (loop) .. gooPanel.repaint();
Not the way to do custom painting. Establish a Swing Timer and call repaint() in the actionPerformed() method of the listener.
See the Custom Painting lesson in the tutorial for details and working examples.
I have displayed an image(ball) inside the JApplet, now I want the image to move in a vertical way (up and down). The problem is I don't know how to do it.
Could someone has an idea about this matter?
You need to set the position of that image to some calculated value (means you caculate the vertical position using time, speed and maybe other restrictions).
How you'd set that position depends on how you draw the image.
Example, based on drawing in the applet's (or a nested component's) paint(Graphics g) method:
//first calculate the y-position
int yPos += timeSinceLastPaint * speed; //increment the position
if( (speed > 0 && yPos > someMaxY) || (speed < 0 && yPos <0 ) ) {
speed *= -1; //if the position has reached the bottom (max y) or the top invert the direction
}
//in your paint(Graphics g) method:
g.drawImage(image, yPos, x, null);
Then you'd have to constantly repaint the applet.
More information on animations in applets can be found here: http://download.oracle.com/javase/tutorial/uiswing/components/applet.html
another example for javax.swing.Timer with moving Ojbects created by paintComponent(Graphics g), and I have lots of Start, not some blurred Mikado :-)
import java.awt.*;
import java.awt.event.*;
import java.util.*;
import javax.swing.*;
import javax.swing.Timer;
public class AnimationBackground {
private Random random = new Random();
private JFrame frame = new JFrame("Animation Background");
private final MyJPanel panel = new MyJPanel();
private JLabel label = new JLabel("This is a Starry background.", JLabel.CENTER);
private JPanel stopPanel = new JPanel();
private JPanel startPanel = new JPanel();
public AnimationBackground() {
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
panel.setBackground(Color.BLACK);
for (int i = 0; i < 50; i++) {
Star star = new Star(new Point(random.nextInt(490), random.nextInt(490)));
star.setColor(new Color(100 + random.nextInt(155), 100 + random.nextInt(155), 100 + random.nextInt(155)));
star.setxIncr(-3 + random.nextInt(7));
star.setyIncr(-3 + random.nextInt(7));
panel.add(star);
}
panel.setLayout(new GridLayout(10, 1));
label.setForeground(Color.WHITE);
panel.add(label);
stopPanel.setOpaque(false);
stopPanel.add(new JButton(new AbstractAction("Stop this madness!!") {
private static final long serialVersionUID = 1L;
#Override
public void actionPerformed(ActionEvent e) {
panel.stopAnimation();
}
}));
panel.add(stopPanel);
startPanel.setOpaque(false);
startPanel.add(new JButton(new AbstractAction("Start moving...") {
private static final long serialVersionUID = 1L;
#Override
public void actionPerformed(ActionEvent e) {
panel.startAnimation();
}
}));
panel.add(startPanel);
frame.add(panel);
frame.pack();
frame.setLocation(150, 150);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
AnimationBackground aBg = new AnimationBackground();
}
});
}
private class Star extends Polygon {
private static final long serialVersionUID = 1L;
private Point location = null;
private Color color = Color.YELLOW;
private int xIncr, yIncr;
static final int WIDTH = 500, HEIGHT = 500;
Star(Point location) {
int x = location.x;
int y = location.y;
this.location = location;
this.addPoint(x, y + 8);
this.addPoint(x + 8, y + 8);
this.addPoint(x + 11, y);
this.addPoint(x + 14, y + 8);
this.addPoint(x + 22, y + 8);
this.addPoint(x + 17, y + 12);
this.addPoint(x + 21, y + 20);
this.addPoint(x + 11, y + 14);
this.addPoint(x + 3, y + 20);
this.addPoint(x + 6, y + 12);
}
public void setColor(Color color) {
this.color = color;
}
public void move() {
if (location.x < 0 || location.x > WIDTH) {
xIncr = -xIncr;
}
if (location.y < 0 || location.y > WIDTH) {
yIncr = -yIncr;
}
translate(xIncr, yIncr);
location.setLocation(location.x + xIncr, location.y + yIncr);
}
public void setxIncr(int xIncr) {
this.xIncr = xIncr;
}
public void setyIncr(int yIncr) {
this.yIncr = yIncr;
}
public Color getColor() {
return color;
}
}
private class MyJPanel extends JPanel {
private static final long serialVersionUID = 1L;
private ArrayList<Star> stars = new ArrayList<Star>();
private Timer timer = new Timer(20, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
for (Star star : stars) {
star.move();
}
repaint();
}
});
public void stopAnimation() {
if (timer.isRunning()) {
timer.stop();
}
}
public void startAnimation() {
if (!timer.isRunning()) {
timer.start();
}
}
#Override
public void addNotify() {
super.addNotify();
timer.start();
}
#Override
public void removeNotify() {
super.removeNotify();
timer.stop();
}
MyJPanel() {
this.setPreferredSize(new Dimension(512, 512));
}
public void add(Star star) {
stars.add(star);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
for (Star star : stars) {
g.setColor(star.getColor());
g.fillPolygon(star);
}
}
}
}
How to move the image inside the JApplet ..?
Pretty much exactly the same way you might do it in a JFrame, JComponent or JPanel or...
Or to put that another way, nothing to do with applets and everything to do with Graphics2D. For more details, see the 2D Graphics Trail of the Java Tutorial.
When you've figured how to move an image and paint it to a Graphics2D, implement that logic in a JComponent or JPanel's paintComponent(Graphics) method and drop the component with moving image into a JApplet or JFrame (or a JPanel etc.).
For the animation side of it, use a javax.swing.Timer as seen in this example. This example does not extend any component. Instead, it creates a BufferedImage and adds it to a JLabel that is displayed to the user. When the timer fires, the code grabs the Graphics object of the image, and proceeds from there to draw the bouncing lines.
import java.awt.image.BufferedImage;
import java.awt.event.*;
import java.awt.geom.*;
import java.awt.*;
import javax.swing.*;
import java.util.Random;
class LineAnimator {
public static void main(String[] args) {
final int w = 640;
final int h = 480;
final RenderingHints hints = new RenderingHints(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON
);
hints.put(
RenderingHints.KEY_ALPHA_INTERPOLATION,
RenderingHints.VALUE_ALPHA_INTERPOLATION_QUALITY
);
final BufferedImage bi = new BufferedImage(w,h, BufferedImage.TYPE_INT_ARGB);
final JLabel l = new JLabel(new ImageIcon(bi));
final BouncingLine[] lines = new BouncingLine[100];
int factor = 1;
for (int ii=0; ii<lines.length; ii++) {
lines[ii] = new BouncingLine(w*factor,h*factor);
}
final Font font = new Font("Arial", Font.BOLD, 30);
ActionListener al = new ActionListener() {
int count = 0;
long lastTime;
String fps = "";
private final BasicStroke stroke = new BasicStroke(6);
public void actionPerformed(ActionEvent ae) {
count++;
Graphics2D g = bi.createGraphics();
g.setRenderingHints(hints);
g.setColor(new Color(55,12,59));
g.fillRect(0,0,w,h);
g.setStroke(stroke);
for (int ii=0; ii<lines.length; ii++) {
lines[ii].move();
lines[ii].paint(g);
}
if ( System.currentTimeMillis()-lastTime>1000 ) {
lastTime = System.currentTimeMillis();
fps = count + " FPS";
count = 0;
}
g.setColor(Color.YELLOW);
g.setFont(font);
g.drawString(fps,5,h-5);
l.repaint();
g.dispose();
}
};
Timer timer = new Timer(25,al);
timer.start();
JOptionPane.showMessageDialog(null, l);
//System.exit(0);
timer.stop();
}
}
class BouncingLine {
private final Color color;
private static final Random random = new Random();
Line2D line;
int w;
int h;
int x1;
int y1;
int x2;
int y2;
BouncingLine(int w, int h) {
line = new Line2D.Double(random.nextInt(w),random.nextInt(h),random.nextInt(w),random.nextInt(h));
this.w = w;
this.h = h;
this.color = new Color(
random.nextInt(255)
,random.nextInt(255)
,random.nextInt(255)
,64+random.nextInt(128)
);
x1 = (random.nextBoolean() ? 1 : -1);
y1 = (random.nextBoolean() ? 1 : -1);
x2 = -x1;
y2 = -y1;
}
public void move() {
int tx1 = 0;
if (line.getX1()+x1>0 && line.getX1()+x1<w) {
tx1 = (int)line.getX1()+x1;
} else {
x1 = -x1;
tx1 = (int)line.getX1()+x1;
}
int ty1 = 0;
if (line.getY1()+y1>0 && line.getY1()+y1<h) {
ty1 = (int)line.getY1()+y1;
} else {
y1 = -y1;
ty1 = (int)line.getY1()+y1;
}
int tx2 = 0;
if (line.getX2()+x2>0 && line.getX2()+x2<w) {
tx2 = (int)line.getX2()+x2;
} else {
x2 = -x2;
tx2 = (int)line.getX2()+x2;
}
int ty2 = 0;
if (line.getY2()+y2>0 && line.getY2()+y2<h) {
ty2 = (int)line.getY2()+y2;
} else {
y2 = -y2;
ty2 = (int)line.getY2()+y2;
}
line.setLine(tx1,ty1,tx2,ty2);
}
public void paint(Graphics g) {
Graphics2D g2 = (Graphics2D)g;
g2.setColor(color);
//line.set
g2.draw(line);
}
}
Update 1
I want to do it in JApplet(1) using the image(2), is it possible(3)?
The examples by mKorbel and myself feature either an image in a JLabel or custom rendering in a JPanel. In our case, we added the components to a JOptionPane & a JFrame. Either example could be just as easily added to a JApplet, or a JDialog, or as part of another panel, or.. See the Laying Out Components Within a Container lesson & Using Top-Level Containers in the Java Tutorial for more details.
Instead of the stars or lines in our examples, ..paint your image. My example goes so far as to demonstrate how to get the position to bounce around within the bounds of the container.
Sure it is possible, but "Batteries not included". Our intention is to give you some ideas that you can then adapt to your bouncing ball applet. I doubt anyone is going to create an example for you, using balls, in an applet. Though if you post an SSCCE that shows your intent and what you tried, I (and others) would often run with that source. If you want more specific answers, ask a more specific SSCCE. ;)
I want to do it in JApplet.
Why not both? You can have a hybrid application/applet as shown in this animation.