How to stop one drawImage from overlapping another? - Java - java

I'm trying to make a tiled background for an RPG using 2D arrays of one drawImage. But for some reason, Java automatically puts the background overlapping the player, I try painting the player before the background, but no difference, Code:
Map code:
Tiles[][] t;
public Map()
{
t = new Tiles[640 / 32][480 / 32];
for (int x = 0; x < 640 / 32; x++)
{
for (int y = 0; y < 480 / 32; y++)
{
t[x][y] = new Tiles(x, y, 32, 32, "./res/grass.png");
}
}
}
public void paint(Graphics g)
{
super.paint(g);
for (int x = 0; x < 640 / 32; x++)
{
for (int y = 0; y < 480 / 32; y++)
{
t[x][y].paint(g);
}
}
this.repaint();
}
Paint code(Which is in other class that extends JPanel):
public void paint(Graphics g)
{
super.paint(g);
p.paint(g);
m.paint(g);
this.repaint();
}
Note: The class which the code above is in extends JPanel, so I made aother class called Window that would add it to the JFrame and then in the static void main, I did all the initializing.

It's hard to tell what you're ding wrong without complete code. I can point somethings out though
Looks like you Map is a JPanel also, since you're calling super.paint. You shouldn't need to make Map a JPanel just make it a regular model class with a drawTiles method that you pass the Graphics context to.
Don't explicitly call the paint method from a component class.
Don't call repaint() from inside the paint method.
Override paintComponent instead for a JPanel
Here's an example I came up with, using some of your code principles while fixing the above mentioned
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.MalformedURLException;
import java.net.URL;
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;
public class PaintTiles extends JPanel {
BufferedImage playerImg;
BufferedImage tileImg;
Map map;
Player player;
int playerX, playerY;
public PaintTiles() throws MalformedURLException, IOException {
playerImg = ImageIO.read(new URL("http://th05.deviantart.net/fs71/PRE/f/2013/055/0/d/super_mario_by_tachin-d5w51ob.png"));
tileImg = ImageIO.read(new URL("https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcTc0ep9G8CyvdJSpBbn8AFdZDlimas7Hcc6jqiVVxBe4nfWJYQy7A"));
map = new Map(tileImg);
playerX = 250;
playerY = 250;
player = new Player(playerX, playerY, 100, 100, playerImg);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (map != null && player != null) {
map.paintTiles(g);
player.paintPlayer(g);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(640, 480);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame("Test");
try {
frame.add(new PaintTiles());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
} catch (IOException ex) {
Logger.getLogger(PaintTiles.class.getName()).log(Level.SEVERE, null, ex);
}
}
});
}
}
class Map {
Image img;
Tile[][] tiles;
int tileSize = 32;
private static final int SCREEN_W = 640;
private static final int SCREEN_H = 480;
int xInc = SCREEN_W / tileSize;
int yInc = SCREEN_H / tileSize;
public Map(Image img) {
this.img = img;
tiles = new Tile[xInc][yInc];
for (int x = 0; x < xInc; x++) {
for (int y = 0; y < yInc; y++) {
tiles[x][y] = new Tile(x * tileSize, y * tileSize, tileSize, tileSize, img);
}
}
}
public void paintTiles(Graphics g) {
if (tiles != null) {
for (Tile[] tile : tiles) {
for (Tile t : tile) {
t.drawTile(g);
}
}
}
}
}
class Player {
int x, y, w, h;
Image player;
public Player(int x, int y, int w, int h, Image player) {
this.x = x;
this.y = y;
this.h = h;
this.w = w;
this.player = player;
}
public void paintPlayer(Graphics g) {
g.drawImage(player, x, y, w, h, null);
}
}
class Tile {
int x, y, w, h;
Image img;
public Tile(int x, int y, int w, int h, Image img) {
this.x = x;
this.y = y;
this.h = h;
this.w = w;
this.img = img;
}
public void drawTile(Graphics g) {
g.drawImage(img, x, y, w, h, null);
}
}

Related

Why I can't add more than one Object to the JPanel?

When I add to the GameScreen more than one Object of class Duck only one appears on the screen. When I add Duck outside constructor in GameScreen class I have many Object of Duck but then the mouseClicked method doesn't work on Duck.
Take a look at How to Use BorderLayout. BorderLayout will only present the last component added to any single position.
Having said that, I don't think this is the direction you really want to head in. Instead, start with a single JPanel and override its paintComponent method, then render all you game objects directly through. Components are heavy objects with a lot of complexity and aren't generally well suited for this kind of operation.
Also, you also don't need 3+ threads (Swing Timers make use of a thread to schedule calls back to the UI). Use a single Swing Timer as your "main game loop", which should be responsible for updating the state and scheduling paint passes. Swing is not thread safe, so the use of the Thread to update the label is ill advised.
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.awt.image.ImageObserver;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
BufferedImage img = ImageIO.read(getClass().getResource("/images/Duck.png"));
List<Duck> ducks = new ArrayList<>();
ducks.add(new Duck(img));
ducks.add(new Duck(img));
JFrame frame = new JFrame();
frame.add(new GamePane(ducks));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
} catch (IOException ex) {
ex.printStackTrace();
}
}
});
}
public class Duck {
private BufferedImage image;
private int x;
private int y;
private int xDelta = 0;
private int yDelta = 0;
public Duck(BufferedImage image) {
this.image = image;
}
public BufferedImage getImage() {
return image;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public void setLocation(int x, int y) {
setX(x);
setY(y);
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public int getWidth() {
return image == null ? 0 : image.getWidth();
}
public int getHeight() {
return image == null ? 0 : image.getHeight();
}
public void setDelta(int x, int y) {
xDelta = x;
yDelta = y;
}
public int getXDelta() {
return xDelta;
}
public int getYDelta() {
return yDelta;
}
public void move(Rectangle bounds) {
int xDelta = getXDelta();
int yDelta = getYDelta();
int x = getX() + xDelta;
int y = getY() + yDelta;
if (x < bounds.x) {
x = bounds.x;
xDelta *= -1;
} else if (x + getWidth() >= bounds.x + bounds.width) {
x = (bounds.x + bounds.width) - getWidth();
xDelta *= -1;
}
if (y < bounds.y) {
y = bounds.y;
yDelta *= -1;
} else if (y + getWidth() >= bounds.y + bounds.height) {
y = (bounds.y + bounds.height) - getHeight();
yDelta *= -1;
}
setDelta(xDelta, yDelta);
setLocation(x, y);
}
public void paint(Graphics2D g2d, ImageObserver observer) {
g2d.drawImage(getImage(), getX(), getY(), observer);
}
}
public class GamePane extends JPanel {
private List<Duck> ducks;
public GamePane(List<Duck> ducks) {
this.ducks = ducks;
Random rnd = new Random();
for (Duck duck : ducks) {
int width = 400 - duck.getWidth();
int height = 400 - duck.getHeight();
int x = rnd.nextInt(width);
int y = rnd.nextInt(height);
int xDelta = rnd.nextBoolean() ? 1 : -1;
int yDelta = rnd.nextBoolean() ? 1 : -1;
duck.setLocation(x, y);
duck.setDelta(xDelta, yDelta);
}
Timer timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
Rectangle bounds = new Rectangle(getSize());
for (Duck duck : ducks) {
duck.move(bounds);
}
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (Duck duck : ducks) {
Graphics2D g2d = (Graphics2D) g.create();
duck.paint(g2d, this);
g2d.dispose();
}
}
}
}
From this, you can start adding more entities as needed, for example, I can modify the Main method to include LOTs of ducks...
BufferedImage img = ImageIO.read(getClass().getResource("/images/Duck.png"));
List<Duck> ducks = new ArrayList<>(100);
for (int index = 0; index < 100; index++) {
ducks.add(new Duck(img));
}
This is obviously and overly simplified example intended only as a demonstration of core concept, you'll need to do more research into basic game development and 2D graphics.

Why doesn't my Platform draw When using for loops (to access multiple platforms) with array lists

These are all of my classes, I'm trying to make a platformer game with an array list to hold my platforms, this is so I can add more platforms any time and anywhere. For some reason, it's not drawing the platforms.
Can someone please help me with this issue or give me an alternative?
NOTE: some of the variables and methods I either haven't used yet or forgot to delete when i was re-creating my code.
package Game;
import Game.Frame;
public class Main {
public static void main(String[] args) {
new Frame();
}
}
package Game;
import javax.swing.*;
import java.awt.*;
public class Frame extends JFrame {
GamePanel panel;
public Frame() {
panel = new GamePanel();
this.add(panel);
this.setTitle("Platformer Game");
this.setResizable(false);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.pack();
this.setLocationRelativeTo(null);
this.setVisible(true);
}
}
package Game;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.*;
import java.util.Timer;
public class GamePanel extends JPanel implements ActionListener{
Player player1;
Map map1;
final int SCREEN_WIDTH = 1000;
final int SCREEN_HEIGHT = 600;
final int PLAYER_WIDTH = 50;
final int PLAYER_HEIGHT = 60;
final Dimension SCREEN_SIZE = new Dimension(SCREEN_WIDTH,SCREEN_HEIGHT);
boolean falling = false;
boolean playing = true;
Image backgroundImage;
Thread gameThread;
Image image;
Graphics graphics;
Timer gameTimer;
ArrayList<Map> platform = new ArrayList<>();
public GamePanel() {
java.net.URL imgIcon = Main.class.getResource(
"/Resources/spaceImage.jpg");
backgroundImage = new ImageIcon(imgIcon).getImage();
newPlayer();
newMap();
this.setFocusable(true);
this.setPreferredSize(SCREEN_SIZE);
this.setOpaque(true);
this.addKeyListener(new KeyListener(
) {
#Override
public void keyTyped(KeyEvent e) {}
#Override
public void keyPressed(KeyEvent e) {
KeyPressed(e);
}
#Override
public void keyReleased(KeyEvent e) {
KeyReleased(e);
}
});
gameTimer = new Timer();
gameTimer.schedule(new TimerTask(){
#Override
public void run() {
player1.move();
repaint();
}
}, 0 , 17);
}
public void paint(Graphics g) {
image = createImage(getWidth(),getHeight());
graphics = image.getGraphics();
draw(graphics);
g.drawImage(image, 0,0, null);
}
public void draw(Graphics g) {
Graphics2D g2D = (Graphics2D) g;
g2D.drawImage(backgroundImage, 0,0, null);
player1.paint(g);
for(Map map1: platform) {
map1.paint(g2D);
}
}
public void KeyPressed(KeyEvent e) {
if(e.getKeyChar()=='a') {
player1.keyLeft = true;
}
if(e.getKeyChar()=='d') player1.keyRight = true;
if(e.getKeyChar()=='s') player1.keyDown = true;
if(e.getKeyChar()=='w') player1.keyUp = true;
}
public void KeyReleased(KeyEvent e) {
if(e.getKeyChar()=='a') player1.keyLeft = false;
if(e.getKeyChar()=='d') player1.keyRight = false;
if(e.getKeyChar()=='s') player1.keyDown = false;
if(e.getKeyChar()=='w') player1.keyUp = false;
}
public void newPlayer() {
player1 = new Player((SCREEN_WIDTH/2)-(PLAYER_WIDTH/2), (SCREEN_HEIGHT/2)-(PLAYER_WIDTH/2), PLAYER_WIDTH, PLAYER_HEIGHT, this);
}
public void newMap() {
for(int i=50;i<650;i+=50){
platform.add(new Map(i,600,50,50));
}
}
public void gameOver() {
}
#Override
public void actionPerformed(ActionEvent e) {
}
}
package Game;
import Game.GamePanel;
import java.awt.*;
import java.awt.event.KeyEvent;
public class Player extends Rectangle{
double velocityY = 0;
double velocityX = 0;
final int PLAYER_WIDTH = 50;
final int PLAYER_HEIGHT = 50;
static int speed = 2;
GamePanel panel;
boolean keyRight = false;
boolean keyLeft = false;
boolean keyUp = false;
boolean keyDown = false;
Rectangle hitbox;
public Player(int x, int y, int PLAYERWIDTH, int PLAYERHEIGHT, GamePanel panel) {
super(x,y,PLAYERWIDTH,PLAYERHEIGHT);
this.panel = panel;
hitbox = new Rectangle();
}
public void paint(Graphics g) {
Graphics2D g2D = (Graphics2D) g;
g2D.setColor(Color.red);
g2D.fillRect(x, y, PLAYER_WIDTH, PLAYER_HEIGHT);
}
public void move() {
if(keyLeft && keyRight || !keyLeft && !keyRight) {
velocityX *= 0.8;
}
if(keyLeft && !keyRight) {
velocityX--;
}
if(keyRight && !keyLeft) {
velocityX++;
}
if(velocityX > 0 && velocityX < 0.75) velocityX = 0;
if(velocityX < 0 && velocityX > -0.75) velocityX = 0;
if(velocityX > 7) velocityX = 7;
if(velocityX < -7) velocityX = -7;
if(keyUp) {
velocityY = -6;
}
velocityY += 0.3;
y += velocityY;
x += velocityX;
hitbox.x = x;
hitbox.y = y;
}
}
package Game;
import java.awt.*;
public class Map {
int PLATFORM_WIDTH = 600;
int PLATFORM_HEIGHT = 150;
int x;
int y;
Rectangle hitbox;
public Map(int x, int y, int PLATFORM_WIDTH, int PLATFORM_HEIGHT) {
this.x = x;
this.y = y;
this.PLATFORM_WIDTH = PLATFORM_WIDTH;
this.PLATFORM_HEIGHT = PLATFORM_HEIGHT;
hitbox = new Rectangle(x,y,PLATFORM_WIDTH, PLATFORM_HEIGHT);
}
public void paint(Graphics g) {
Graphics2D g2D = (Graphics2D) g;
g2D.setColor(Color.gray);
g2D.fillRect(x,y,PLATFORM_WIDTH,PLATFORM_HEIGHT);
}
}
So you set the screen height to 600, final int SCREEN_HEIGHT = 600; but then create your platforms y position to 600 as well, platform.add(new Map(i,600,50,50));.
Since they never move, this is going to paint them off screen, so, a quick solution is to change the y position to something which is within the visible range, maybe 550, that way you will see them (to start with).
Observations
There's a lot of, interesting, ideas going on and I'm not sure you entirely understand how the API works.
Start by having a look at:
Performing Custom Painting
Painting in AWT and Swing
This will give you a better understanding of how the paint system works in Swing and how you should work with it.
Having said that, Swing is double buffered by default, so you don't need your own backing buffer, just override paintComponent and paint to the Graphics context
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
draw(g2d);
g2d.dispose();
}
this will help eliminate one possible area of issues.
Swing is also not thread safe, so you should avoid making up dates to the UI (or state the UI relies on) from outside the context of the Event Dispatching Thread.
Instead of using java.util.Timer, you should be using javax.swing.Timer, which will generate it's callbacks within the context of the EDT.
See Concurrency in Swing and How to Use Swing Timers for more details
gameTimer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
player1.move();
repaint();
}
});
gameTimer.start();
KeyListener is well know for causing issues and there is a better system available which resolves these issues, see How to Use Key Bindings for more details.
I'm also not really sure what's going on with Player
public class Player extends Rectangle {
double velocityY = 0;
double velocityX = 0;
final int PLAYER_WIDTH = 50;
final int PLAYER_HEIGHT = 50;
static int speed = 2;
GamePanel panel;
boolean keyRight = false;
boolean keyLeft = false;
boolean keyUp = false;
boolean keyDown = false;
Rectangle hitbox;
public Player(int x, int y, int PLAYERWIDTH, int PLAYERHEIGHT, GamePanel panel) {
super(x, y, PLAYERWIDTH, PLAYERHEIGHT);
this.panel = panel;
hitbox = new Rectangle();
}
public void paint(Graphics g) {
Graphics2D g2D = (Graphics2D) g;
g2D.setColor(Color.red);
g2D.fillRect(x, y, PLAYER_WIDTH, PLAYER_HEIGHT);
}
You extend it from Rectangle, but then you create another Rectangle within it and I have no idea what all the instance fields are doing at all (you basically ignore what ever's passed in, in favour of your properties)
You could just do something like and use Player as the hotbox itself
public class Player extends Rectangle {
enum Direction {
UP, DOWN, LEFT, RIGHT
}
private double velocityY = 0;
private double velocityX = 0;
private int speed = 2;
public Player(int x, int y, int width, int height) {
super(x, y, width, height);
}
public void paint(Graphics2D g2D) {
g2D.setColor(Color.RED);
g2D.fill(this);
}
Runnable example...
Key bindings can be fun to get your head around, so I've modified your code to support them (and the above mentioned changes) to give you a better idea.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
import java.util.Set;
import java.util.TreeSet;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.ImageIcon;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.add(new GamePanel());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class GamePanel extends JPanel implements ActionListener {
protected static final int SCREEN_WIDTH = 1000;
protected static final int SCREEN_HEIGHT = 600;
protected static final int PLAYER_WIDTH = 50;
protected static final int PLAYER_HEIGHT = 60;
protected static final Dimension SCREEN_SIZE = new Dimension(SCREEN_WIDTH, SCREEN_HEIGHT);
boolean falling = false;
boolean playing = true;
Player player1;
Map map1;
Image backgroundImage;
Timer gameTimer;
ArrayList<Map> platform = new ArrayList<>();
public GamePanel() {
BufferedImage img = new BufferedImage(SCREEN_WIDTH, SCREEN_HEIGHT, BufferedImage.TYPE_INT_RGB);
Graphics2D g2d = img.createGraphics();
g2d.setColor(Color.BLUE);
g2d.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
g2d.dispose();
backgroundImage = new ImageIcon(img).getImage();
newPlayer();
newMap();
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_A, 0, false), "Pressed.left");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_D, 0, false), "Pressed.right");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, false), "Pressed.up");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, false), "Pressed.down");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_A, 0, true), "Released.left");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_D, 0, true), "Released.right");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, true), "Released.up");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, true), "Released.down");
am.put("Pressed.left", new MoveAction(player1, Player.Direction.LEFT, true));
am.put("Pressed.right", new MoveAction(player1, Player.Direction.RIGHT, true));
am.put("Pressed.up", new MoveAction(player1, Player.Direction.UP, true));
am.put("Pressed.down", new MoveAction(player1, Player.Direction.DOWN, true));
am.put("Released.left", new MoveAction(player1, Player.Direction.LEFT, false));
am.put("Released.right", new MoveAction(player1, Player.Direction.RIGHT, false));
am.put("Released.up", new MoveAction(player1, Player.Direction.UP, false));
am.put("Released.down", new MoveAction(player1, Player.Direction.DOWN, false));
gameTimer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
player1.move();
repaint();
}
});
gameTimer.start();
}
#Override
public Dimension getPreferredSize() {
return SCREEN_SIZE;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
draw(g2d);
g2d.dispose();
}
public void draw(Graphics2D g2D) {
g2D.drawImage(backgroundImage, 0, 0, null);
player1.paint(g2D);
for (Map map1 : platform) {
map1.paint(g2D);
}
}
public void newPlayer() {
player1 = new Player((SCREEN_WIDTH / 2) - (PLAYER_WIDTH / 2), (SCREEN_HEIGHT / 2) - (PLAYER_WIDTH / 2), PLAYER_WIDTH, PLAYER_HEIGHT);
}
public void newMap() {
for (int i = 50; i < 650; i += 50) {
platform.add(new Map(i, 550, 50, 50));
}
}
public void gameOver() {
}
#Override
public void actionPerformed(ActionEvent e) {
}
}
public class MoveAction extends AbstractAction {
private Player player;
private Player.Direction direction;
private boolean pressed;
public MoveAction(Player player, Player.Direction direction, boolean pressed) {
this.player = player;
this.direction = direction;
this.pressed = pressed;
}
#Override
public void actionPerformed(ActionEvent e) {
if (pressed) {
player.putDirection(direction);
} else {
player.removeDirection(direction);
}
}
}
public class Player extends Rectangle {
enum Direction {
UP, DOWN, LEFT, RIGHT
}
private double velocityY = 0;
private double velocityX = 0;
private int speed = 2;
private Set<Direction> directions = new TreeSet<>();
public Player(int x, int y, int width, int height) {
super(x, y, width, height);
}
public void putDirection(Direction direction) {
directions.add(direction);
}
public void removeDirection(Direction direction) {
directions.remove(direction);
}
public void paint(Graphics2D g2D) {
g2D.setColor(Color.RED);
g2D.fill(this);
}
protected boolean hasDirection(Direction direction) {
return directions.contains(direction);
}
public void move() {
System.out.println(hasDirection(Direction.UP));
if (hasDirection(Direction.LEFT) && hasDirection(Direction.RIGHT) || !hasDirection(Direction.LEFT) && !hasDirection(Direction.RIGHT)) {
velocityX *= 0.8;
}
if (hasDirection(Direction.LEFT) && !hasDirection(Direction.RIGHT)) {
velocityX--;
}
if (hasDirection(Direction.RIGHT) && !hasDirection(Direction.LEFT)) {
velocityX++;
}
if (velocityX > 0 && velocityX < 0.75) {
velocityX = 0;
}
if (velocityX < 0 && velocityX > -0.75) {
velocityX = 0;
}
if (velocityX > 7) {
velocityX = 7;
}
if (velocityX < -7) {
velocityX = -7;
}
if (hasDirection(Direction.UP)) {
velocityY = -6;
}
velocityY += 0.3;
y += velocityY;
x += velocityX;
}
}
public class Map {
int width;
int height;
int x;
int y;
Rectangle hitbox;
public Map(int x, int y, int width, int height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
hitbox = new Rectangle(x, y, width, height);
}
public void paint(Graphics2D g2D) {
g2D.setColor(Color.GRAY);
g2D.fill(hitbox);
}
}
}

How do I change the rectangles to an image?

I just started learning Java (OOP) and I am trying to develop a simple game (like space invaders). I want to replace the guards (brown rectangles) to an image to make the game more aesthetically pleasing.
I am not sure how to do this as the guards are dependent on a lot of things. I tried using the loadImage() method and others but it did not work.
Relevant codes:
Guard.java
public class Guard {
private List<Square> squares;
public Guard(int x, int y) {
squares=new ArrayList<>();
for(int i=0; i<3; i++) {
for (int j = 0; j < 6; j++) {
squares.add(new Square(x + SQUARE_SIZE * j, y + SQUARE_SIZE * i));
}
}
}
public void collisionWith(MovingObject obj) {
for(Square square : squares) {
if(square.visible && square.intersects(obj.getBoundary())) {
square.setVisible(false);
obj.die();
}
}
}
public void draw(Graphics g) {
for(Square square : squares)
{
if(square.visible) square.draw(g);
}
}
}
Square.java
class Square extends Rectangle {
boolean visible;
Square(int x, int y)
{
super(x, y, SQUARE_SIZE, SQUARE_SIZE);
setVisible(true);
}
void setVisible(boolean visible) {
this.visible = visible;
}
void draw(Graphics g) {
g.setColor(new Color(228, 155, 30));
g.fillRect(x, y, width, height);
}
}
Screenshot for reference: Instead of brown boxes, I want to change it to other things using images
The following mre demonstrates using an image to represent a rectangle. Note that for easier implementation Gurd extends Componenet:
import java.awt.*;
import java.io.IOException;
import java.net.URL;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
public class SwingMain {
SwingMain() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.add(new Guard(0,0));
frame.pack();
frame.setVisible(true);
}
class Guard extends Component{
private static final int GAP = 3, W = 6, H = 3;
private int squareSize, totalX, totalY;
private final List<Square> squares;
public Guard(int x, int y) {
squares=new ArrayList<>();
totalY = 0;
Square square = null;
for(int i=0; i< H; i++) {
totalX = 0;
for (int j = 0; j < W; j++) {
square = new Square(x + totalX , y + totalY );
squares.add(square);
totalX += square.getWidth() +GAP;
}
totalY += square.getHeight() +GAP;
}
}
#Override
public void paint(Graphics g) {
super.paint(g);
for(Square square : squares) {
square.draw(g);
}
}
#Override
public Dimension getPreferredSize(){
return new Dimension(totalX, totalY);
}
}
class Square{
private static final String BOX =
"https://cdn3.iconfinder.com/data/icons/softwaredemo/PNG/128x128/Box_Orange.png";
private Image image = null;
private final int x,y;
Square(int x, int y) {
this.x=x; this.y = y;
try {
image = new ImageIcon(new URL(BOX)).getImage();
} catch (IOException ex) {
ex.printStackTrace();
}
}
void draw(Graphics g) {
g.drawImage(image, x,y, null);
}
int getWidth(){
return image.getWidth(null);
}
int getHeight(){
return image.getHeight(null);
}
}
public static void main(String[] args) {
new SwingMain();
}
}
Square is not efficient because it reads and constructs image over again. To make it more efficient you can introduce a static block to initialize image only once:
static class Square{
private static final String BOX =
"https://cdn3.iconfinder.com/data/icons/softwaredemo/PNG/128x128/Box_Orange.png";
private static Image image = null;
static{
try {
image = new ImageIcon(new URL(BOX)).getImage();
} catch (IOException ex) {
ex.printStackTrace();
}
}
private final int x,y;
Square(int x, int y) {
this.x=x; this.y = y;
}
void draw(Graphics g) {
g.drawImage(image, x,y, null);
}
int getWidth(){
return image.getWidth(null);
}
int getHeight(){
return image.getHeight(null);
}
}

How to Draw an BufferedImage to a JPanel

I am trying to use some sort of draw method to draw a sprite image to my subclass of JPanel called AnimationPanel. I have created a Spritesheet class which can generate a BufferedImage[] that contains all of the sprites in the sheet. In my AnimationPanel class, which implements Runnable, I am getting that BufferedImage[] from the spritesheet instantiated in the AnimationPanel constructor. I want to be able to loop through this array and display each sprite to the screen. How would I do this? Here are my AnimationPanel and Spritesheet classes.
AnimationPanel
package com.kahl.animation;
import javax.swing.JPanel;
public class AnimationPanel extends JPanel implements Runnable {
//Instance Variables
private Spritesheet sheet;
private int currentFrame;
private Thread animationThread;
private BufferedImage image;
public AnimationPanel(Spritesheet aSheet) {
super();
sheet = aSheet;
setPreferredSize(new Dimension(128,128));
setFocusable(true);
requestFocus();
}
public void run() {
BufferedImage[] frames = sheet.getAllSprites();
currentFrame = 0;
while (true) {
frames[currentFrame].draw(); //some implementation still necessary here
currentFrame++;
if (currentFrame >= frames.length) {
currentFrame = 0;
}
}
}
public void addNotify() {
super.addNotify();
if (animationThread == null) {
animationThread = new Thread(this);
animationThread.start();
}
}
}
Spritesheet
package com.kahl.animation;
import java.awt.image.BufferedImage;
import java.imageio.ImageIO;
import java.io.IOException;
import java.io.File;
public class Spritesheet {
//Instance Variables
private String path;
private int frameWidth;
private int frameHeight;
private int framesPerRow;
private int frames;
private BufferedImage sheet = null;
//Constructors
public Spritesheet(String aPath,int width,int height,int fpr, int numOfFrames) {
path = aPath;
frameWidth = width;
frameHeight = height;
framesPerRow = fpr;
frames = numOfFrames;
try {
sheet = ImageIO.read(getClass().getResourceAsStream());
} catch (IOException e) {
e.printStackTrace();
}
}
//Methods
public int getHeight() {
return frameWidth;
}
public int getWidth() {
return frameWidth;
}
public int getFramesPerRow() {
return framesPerRow;
}
private BufferedImage getSprite(int x, int y, int h, int w) {
BufferedImage sprite = sheet.getSubimage(x,y,h,w);
}
public BufferedImage[] getAllSprites() {
BufferedImage[] sprites = new BufferedImage[frames];
int y = 0;
for (int i = 0; i < frames; i++) {
x = i * frameWidth;
currentSprite = sheet.getSprite(x,y,frameHeight,frameWidth);
sprites.add(currentSprite);
}
return sprites;
}
}
I'd encourage the use of a javax.swing.Timer to control the frame rate, rather than an uncontrolled loop
Once the timer "ticks", you need to increment the current frame, get the current image to be rendered and call repaint on the JPanel
Use Graphics#drawImage to render the image.
See...
Painting in AWT and Swing
Performing Custom Painting
How to use Swing Timers
Graphics#drawImage(Image, int, int, ImageObserver)
for more details
There is a cascading series of issues with your Spritesheet class, apart from the fact that it won't actually compile, there are issues with you returning the wrong values from some methods and relying on values which are better calculated...
I had to modify your code so much, I can't remember most of them
public int getHeight() {
return frameWidth;
}
and
public BufferedImage[] getAllSprites() {
BufferedImage[] sprites = new BufferedImage[frames];
int y = 0;
for (int i = 0; i < frames; i++) {
x = i * frameWidth;
currentSprite = sheet.getSprite(x,y,frameHeight,frameWidth);
sprites.add(currentSprite);
}
return sprites;
}
Stand out as two main examples...
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TestSpriteSheet {
public static void main(String[] args) {
new TestSpriteSheet();
}
public TestSpriteSheet() {
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 TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private Spritesheet spritesheet;
private BufferedImage currentFrame;
private int frame;
public TestPane() {
spritesheet = new Spritesheet("/Sheet02.gif", 240, 220);
Timer timer = new Timer(100, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
currentFrame = spritesheet.getSprite(frame % spritesheet.getFrameCount());
repaint();
frame++;
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(240, 220);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (currentFrame != null) {
Graphics2D g2d = (Graphics2D) g.create();
int x = (getWidth() - currentFrame.getWidth()) / 2;
int y = (getHeight() - currentFrame.getHeight()) / 2;
g2d.drawImage(currentFrame, x, y, this);
g2d.dispose();
}
}
}
public class Spritesheet {
//Instance Variables
private String path;
private int frameWidth;
private int frameHeight;
private BufferedImage sheet = null;
private BufferedImage[] frameImages;
//Constructors
public Spritesheet(String aPath, int width, int height) {
path = aPath;
frameWidth = width;
frameHeight = height;
try {
sheet = ImageIO.read(getClass().getResourceAsStream(path));
frameImages = getAllSprites();
} catch (IOException e) {
e.printStackTrace();
}
}
public BufferedImage getSprite(int frame) {
return frameImages[frame];
}
//Methods
public int getHeight() {
return frameHeight;
}
public int getWidth() {
return frameWidth;
}
public int getColumnCount() {
return sheet.getWidth() / getWidth();
}
public int getRowCount() {
return sheet.getHeight() / getHeight();
}
public int getFrameCount() {
int cols = getColumnCount();
int rows = getRowCount();
return cols * rows;
}
private BufferedImage getSprite(int x, int y, int h, int w) {
BufferedImage sprite = sheet.getSubimage(x, y, h, w);
return sprite;
}
public BufferedImage[] getAllSprites() {
int cols = getColumnCount();
int rows = getRowCount();
int frameCount = getFrameCount();
BufferedImage[] sprites = new BufferedImage[frameCount];
int index = 0;
System.out.println("cols = " + cols);
System.out.println("rows = " + rows);
System.out.println("frameCount = " + frameCount);
for (int row = 0; row < getRowCount(); row++) {
for (int col = 0; col < getColumnCount(); col++) {
int x = col * getWidth();
int y = row * getHeight();
System.out.println(index + " " + x + "x" + y);
BufferedImage currentSprite = getSprite(x, y, getWidth(), getHeight());
sprites[index] = currentSprite;
index++;
}
}
return sprites;
}
}
}
Remember, animation is the illusion of change over time. You need to provide a delay between each frame of the animation, long enough for the user to recognise it, but short enough to make the animation look smooth.
In the above example, I've used 100 milliseconds, simply as an arbitrary value. It could be possible to use something more like 1000 / spritesheet.getFrameCount(), which will allow a full second for the entire animation (all the frames within one second).
You might need to use different values, for longer or short animations, depending on your needs
Here's some generic code for drawing an image to a JPanel. This method is called to paint your JPanel component.
public void paintComponent (Graphics g)
{
super.paintComponent(g);
//I would have image be a class variable that gets updated in your run() method
g.drawImage(image, 0, 0, this);
}
I may also modify run() to look something like this:
public void run() {
BufferedImage[] frames = sheet.getAllSprites();
currentFrame = 0;
while (true) {
image = frames[currentFrame];
this.repaint(); //explicitly added "this" for clarity, not necessary.
currentFrame++;
if (currentFrame >= frames.length) {
currentFrame = 0;
}
}
}
In regards to only repainting part of the component, it gets a little more complicated
public void run() {
BufferedImage[] frames = sheet.getAllSprites();
currentFrame = 0;
while (true) {
image = frames[currentFrame];
Rectangle r = this.getDirtyRect();
this.repaint(r);
currentFrame++;
if (currentFrame >= frames.length) {
currentFrame = 0;
}
}
}
public Rectangle getDirtyRect() {
int minX=0; //calculate smallest x value affected
int maxX=0; //calculate largest x value affected
int minY=0; //calculate smallest y value affected
int maxY=0; //calculate largest y value affected
return new Rectangle(minX,minY,maxX,maxY);
}

Image of random pixels

I'm trying to make an image of random pixels. I wrote this code, but no usefulness
LadderSnack.java
import java.awt.*;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import javax.swing.*;
public class LadderSnack extends Canvas implements Runnable {
public static JFrame frame = new JFrame("EmiloLadderSnack v. 1.0");
public static int width = Toolkit.getDefaultToolkit().getScreenSize().width, height = Toolkit.getDefaultToolkit().getScreenSize().height;
public boolean run = false;
public Thread thread;
public BufferedImage img;
public int[] pixels;
public Screen screen;
public LadderSnack() {
screen = new Screen(width, height);
img = new BufferedImage(width, height, BufferedImage.TYPE_INT_BGR);
pixels = ((DataBufferInt) img.getRaster().getDataBuffer()).getData();
}
public void start() {
if (run)
return;
run = true;
thread = new Thread(this);
thread.start();
}
public void stop() {
if (!run)
return;
try {
thread.join();
} catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
public void run() {
while (run) {
trick();
render();
}
}
private void trick() {
}
private void render() {
screen = new Screen(width, height);
BufferStrategy bs = this.getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
}
for (int i = 0; i < width * height; i++)
pixels[i] = screen.pixels[i];
Graphics g = bs.getDrawGraphics();
g.drawImage(img, 0, 0, width, height, null);
g.dispose();
bs.show();
}
public static void main(String[] args) {
LadderSnack ladderSnack = new LadderSnack();
frame.setSize(width, height);
frame.setDefaultCloseOperation(frame.EXIT_ON_CLOSE);
frame.add(ladderSnack);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
ladderSnack.start();
}
}
Render.java
public class Render {
public int width, height;
public int[] pixels;
public Render(int width, int height) {
this.width = width;
this.height = height;
pixels = new int[width * height];
}
public void draw(Render render, int xOffset, int yOffset) {
int xPixel, yPixel, y, x;
for (x = 0; x < width; x++) {
xPixel = x + xOffset;
for (y = 0; y < height; y++) {
yPixel = y + yOffset;
pixels[xPixel + yPixel * width] = render.pixels[xPixel + yPixel * width];
}
}
}
}
Screen.java
import java.awt.Toolkit;
import java.util.Random;
public class Screen extends Render {
private Render test;
public Screen(int width, int height) {
super(width, height);
int i;
Random rand = new Random();
test = new Render(Toolkit.getDefaultToolkit().getScreenSize().width, Toolkit.getDefaultToolkit().getScreenSize().height);
for (i = 0; i < width * height; i++)
pixels[i] = rand.nextInt();
}
public void render() {
draw(test, 0, 0);
}
}
At runtime
public void render() {
draw(test, 50, 50);
}
in Screen.java
is never executed to move the image
I want the image to move through the frame, as a step to make animation and an animated random pixels image. Please,Help me.
You may want to use my api: http://www.threadox.com/projects/random-image-api/
You receive a buffered image and then you just have to draw it to the canvas.
Your code is a total mess. Here is something you might want to look out : Painting pixels images in Java
And here are the problems :
private void LadderSnack() I think this should be the constructor so should be written private LadderSnack()
Your Runnable implementation should be thought again. Avoid using while(true){} but rather use while(true) {Thread.sleep(xxx)} to avoid your application to freeze.
You create a pixels array of random values but then use pixels = ((DataBufferInt) img.getRaster().getDataBuffer()).getData(); which override your values with whatever is in the databuffer.
You never use your pixels array.
I think you should review the whole concept.
LadderSnack.java
import java.awt.*;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import javax.swing.*;
public class LadderSnack extends Canvas implements Runnable {
public static JFrame frame = new JFrame("EmiloLadderSnack v. 1.0");
public static int width = Toolkit.getDefaultToolkit().getScreenSize().width, height = Toolkit.getDefaultToolkit().getScreenSize().height;
public boolean run = false;
public Thread thread;
public BufferedImage img;
public int[] pixels;
public Screen screen;
public LadderSnack() {
screen = new Screen(width, height);
img = new BufferedImage(width, height, BufferedImage.TYPE_INT_BGR);
pixels = ((DataBufferInt) img.getRaster().getDataBuffer()).getData();
}
public void start() {
if (run)
return;
run = true;
thread = new Thread(this);
thread.start();
}
public void stop() {
if (!run)
return;
try {
thread.join();
} catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
public void run() {
while (run) {
trick();
render();
}
}
private void trick() {
}
private void render() {
BufferStrategy bs = this.getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
}
for (int i = 0; i < width * height; i++)
pixels[i] = screen.pixels[i];
Graphics g = bs.getDrawGraphics();
g.drawImage(img, 0, 0, width, height, null);
g.dispose();
bs.show();
}
public static void main(String[] args) {
LadderSnack ladderSnack = new LadderSnack();
frame.setSize(width, height);
frame.setDefaultCloseOperation(frame.EXIT_ON_CLOSE);
frame.add(ladderSnack);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
ladderSnack.start();
}
}
Render.java
public class Render {
public int width, height;
public int[] pixels;
public Render(int width, int height) {
this.width = width;
this.height = height;
pixels = new int[width * height];
}
public void draw(Render render, int xOffset, int yOffset) {
int xPixel, yPixel, y, x;
for (x = 0; x < render.width; x++) {
xPixel = x + xOffset;
for (y = 0; y < render.height; y++) {
yPixel = y + yOffset;
pixels[xPixel + yPixel * width] = render.pixels[xPixel-xOffset + (yPixel-yOffset) * render.width];
}
}
}
}
Screen.java
import java.awt.Toolkit;
import java.util.Random;
public class Screen extends Render {
private Render test;
public Screen(int width, int height) {
super(width, height);
int i;
Random rand = new Random();
test = new Render(333,333);//Toolkit.getDefaultToolkit().getScreenSize().width, Toolkit.getDefaultToolkit().getScreenSize().height);
for (i = 0; i < 333 * 333; i++)
test.pixels[i] = rand.nextInt();
render();
}
public void render() {
draw(test, 50, 50);
}
}

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