MouseListener on Sprites - java

I am creating a 6x6 grid memory game. Its requirements is to use an image in a panel as a replacement for the buttons.
210 x 70
The project requires to implement MouseListeners on the following conditions:
The button will show first pokebell.
When the mouse hovers over the pokeball, it changes into the second pokeball.
When the mouse moves away from the pokeball, it reverts back to the first pokeball.
When the mouse clicks the pokeball, it changes to the 3rd pokeball.
Grid MouseEvents
public void mouseEntered(MouseEvent e) {
for(i = 0; i < 36; i++){
if(e.getSource() == pkm[i]){
pkb[i].repaint();
}
}
}
public void mouseExited(MouseEvent e) {
for(i = 0; i < 36; i++){
if(e.getSource() == pkm[i]){
pkb[i].repaint();
}
}
}
PokeBall class
int start = 0;
int ht = 0, wt = 0;
URL url;
BufferedImage img, sp1;
public PokeBall(String imgLink, int w, int h, int x){
wt = w;
ht = h;
start = x;
url = this.getClass().getResource(imgLink);
try{
img = ImageIO.read(url);
}
catch(Exception e){
}
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D)g;
sp1 = img.getSubimage(start, 0, wt, ht);
g2d.drawImage(sp1,20,10,null);
if(start == 70) {
start = 0;
}
else {
start += 70;
}
}
My thought was that the change of sprite will be invoked on the corresponding mouse event, but instead I got the whole pokeball to animate in an infinite loop even when the mouse didn't invoke any event.
I need some ideas or suggestions on how to stop it from looping by itself and to actually call the designated pokeball.

Basically, the responsibility for painting the balls is the PokeBall class, it needs to know when the state has changed, so it makes sense to apply an MouseListener and MouseMotionListener to it. Then you don't need to care about trying to update grid locations and other fun stuff.
On your GridPane, I would then attach another MouseListener so you can detect when a ball is clicked and take appropriate action there...
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
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.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class MyPokeBalls {
public static void main(String[] args) {
new MyPokeBalls();
}
public MyPokeBalls() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new PokeBall());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class PokeBall extends JPanel {
private BufferedImage balls;
private int ballWidth = 70;
private int ballHeight = 70;
private int ballOffset = 0;
public PokeBall() {
try {
balls = ImageIO.read(new File("PokeBalls.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
MouseAdapter ma = new MouseAdapter() {
private boolean isIn = false;
#Override
public void mouseEntered(MouseEvent e) {
ballOffset = 1;
isIn = true;
repaint();
}
#Override
public void mouseExited(MouseEvent e) {
ballOffset = 0;
isIn = true;
repaint();
}
#Override
public void mousePressed(MouseEvent e) {
ballOffset = 2;
repaint();
}
#Override
public void mouseReleased(MouseEvent e) {
if (isIn) {
ballOffset = 1;
} else {
ballOffset = 2;
}
repaint();
}
};
addMouseListener(ma);
addMouseMotionListener(ma);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(ballWidth, ballHeight);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (balls != null) {
Graphics2D g2d = (Graphics2D) g.create();
BufferedImage ball = balls.getSubimage(ballWidth * ballOffset, 0, ballWidth, ballHeight);
int x = (getWidth() - ball.getWidth()) / 2;
int y = (getHeight() - ball.getHeight()) / 2;
g2d.drawImage(ball, x, y, this);
g2d.dispose();
}
}
}
}

AbstractButton b=new JToggleButton(firstIcon);
b.setContentAreaFilled(false);
b.setFocusable(false);
b.setBorder(BorderFactory.createEmptyBorder());
b.setRolloverEnabled(true);
b.setRolloverIcon(secondIcon);
b.setSelectedIcon(thirdIcon);
Why reinventing the wheel?
Creating a grid of such buttons is quite simpleā€¦

Related

KeyListener wont change variable

I have been working on this snake project, and dont really understand why the keylistener isnt actually changing the variable char key. I have some other examples of keylisteners, and they all work properly, but for some reason mine isnt working. Some help would be appreciated. Thanks a lot for the help.
import java.awt.Color;
import java.awt.Cursor;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.Toolkit;
import java.awt.event.KeyListener;
import java.awt.geom.Ellipse2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.RepaintManager;
public class Main extends JPanel implements Runnable {
/*
*
* SIZE OF BOARD
*
*/
static GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
static GraphicsDevice[] gs = ge.getScreenDevices();
Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
private static final int DIM_WIDTH = Toolkit.getDefaultToolkit().getScreenSize().width;
private static final int DIM_HEIGHT = Toolkit.getDefaultToolkit().getScreenSize().height;
static JFrame frame = new JFrame();
static JPanel panel = new JPanel();
static Snake s = new Snake();
static Main main = new Main();
KeyListener listener = new Snake();
boolean black = true;
public Main() {
addKeyListener(listener);
}
#SuppressWarnings("deprecation")
public static void main(String[] args) {
//gs[0].setFullScreenWindow(frame);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setCursor(Cursor.CROSSHAIR_CURSOR);
frame.setSize(DIM_WIDTH, DIM_HEIGHT);
frame.add(main);
frame.setVisible(true);
(new Thread(new Main())).start();
}
// paints the panel
public void paint(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
/*
* Snake
*/
//Redraws Background
g2d.setColor(Color.black);
g2d.fillRect(0, 0, (int) screenSize.getWidth(), (int) screenSize.getHeight());
//Draws Border
g2d.setColor(Color.white);
g2d.fillRect(0,0, (int)screenSize.getWidth(), 1);
g2d.fillRect(0,0, 1, (int)screenSize.getHeight());
g2d.fillRect((int)screenSize.getWidth()-1, 1, 1, (int)screenSize.getHeight());
g2d.fillRect(0, (int)screenSize.getHeight()-86, (int)screenSize.getWidth(), 10);
//Draws Snake head
g2d.setColor(s.getColor());
g2d.fillRect(s.getX(), s.getY(), 30, 30);
}
// Creates Frame, and starts the game
#Override
public void run() {
while (!s.getIsDead()) {
move();
}
}
public void move() {
s.move();
s.death();
main.repaint();
try {
Thread.sleep(300);
} catch (InterruptedException e) {
e.printStackTrace();
}
if (Thread.interrupted()) {
return;
}
}
}
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Toolkit;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class Snake implements KeyListener {
Color c = Color.green;
//Starting position of Snake
int x = 50;
int y = 50;
char key;
boolean dead = false;
Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
public void move() {
x++;
}
public void death() {
if (x + 30 >= screenSize.getWidth() || y + 115 >= screenSize.getHeight() || y<=0 || x<=0) {
c = Color.red;
dead = true;
}
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public Color getColor() {
return c;
}
public boolean getIsDead() {
return dead;
}
#Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
#Override
public void keyPressed(KeyEvent e) {
key = 'w';
}
#Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub
}
}
Change your constructor to
public Main() {
addKeyListener(listener);
setFocusable(true);
requestFocus();
}
But take a look at this question, you should not use KeyListeners.
java keylistener not called
As #azurefrog mentioned, your keyPressed method is setting key to 'w' every time. You need to use the KeyEvent passed in as a parameter to that method to get the key that was pressed. Your keyPressed method should look something like this:
#Override
public void keyPressed(KeyEvent e) {
key = e.getKeyChar();
}

Trouble with for loop

I have a for loop that iterates within an actionPerformed method. Basically, I have a car game. I have a panel where car images travel from side to side in a JPanel. I am trying to have the cars stop at the finish line (I am doing that by sleeping when the image reaches a certain x value) display the race results, leave the screen and race again. I need to do that four times until we have a winner.
private class RaceDisplay extends JPanel implements ActionListener{
private Image img1,img2;
private int velX1,velX2;
private int x1,x2;
private Timer tm;
private JTextArea text1 = new JTextArea();
public RaceDisplay(){
tm = new Timer(30,this);
x1=0;
x2=0;
velX1=2;
velX2 =2;
}
public void paintComponent(Graphics g){
super.paintComponent(g);
ImageIcon car1 = new ImageIcon("...");
ImageIcon car2 = new ImageIcon("...");
img1 = car1.getImage();
img2 = car2.getImage();
g.drawImage(img1,x1,100,null);
g.drawImage(img2,x2,200,null);
tm.start();
}
public void actionPerformed(ActionEvent e) {
x1=x1+velX1;
velX2= x2+velX2;
repaint();
for(int count = 0;count<=4;count++){//<-----loop with issues.
if(count == 1){
text1.setText(result());
}
if(x1>=650 && x2>=650){ //does this when both cars reach the line
velX1=0;
velX2=0;
try {
Thread.sleep(2500);
} catch (InterruptedException ex) {
Logger.getLogger(Display.class.getName()).log(Level.SEVERE, null, ex);
}
x1=0;
x2=0;
repaint();
velX1= x1+velX1;
velX2= x2+velX2;
}
}
repaint();
}
I created the for loop that should check the if statements when it reaches the last counter it displays the winner(method for winner in the code). I was expecting the images to travel from side to four times and display the results four times.
But it only display anything if i set the if(counter==1) to (counter==0).
Can anyone help?
Thanks.
Don't call tm.start(); from within the paintComponent method, this is just asking for trouble. Painting may occur for any number of reasons, many of which you don't control or have knowledge about
Don't call Thread.sleep from within the context of the Event Dispatching Thread. This isn't stopping the Timer, but is prevent the EDT from processing the Event Queue, which includes things like repaint events and timer events...
Instead, once you've detected that a car has passed the finish line, you can either, stop updating that car's position and/or stop the Timer
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.io.IOException;
import java.util.HashMap;
import java.util.Map;
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 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 TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private Map<BufferedImage, Rectangle> carBounds;
private BufferedImage blueCar;
private BufferedImage redCar;
public TestPane() {
carBounds = new HashMap<>(25);
try {
blueCar = ImageIO.read(getClass().getResource("/BlueCar.png"));
redCar = ImageIO.read(getClass().getResource("/RedCar.png"));
int x = 0;
int y = (200 / 2 ) - blueCar.getHeight();
carBounds.put(blueCar, new Rectangle(x, y, blueCar.getWidth(), blueCar.getHeight()));
y = (200 / 2);
carBounds.put(redCar, new Rectangle(x, y, redCar.getWidth(), redCar.getHeight()));
} catch (IOException ex) {
ex.printStackTrace();
}
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
for (BufferedImage img : carBounds.keySet()) {
Rectangle bounds = carBounds.get(img);
int xDelta = (int)Math.round((Math.random() * 7) + 1);
bounds.x += xDelta;
if (bounds.x + bounds.width > getWidth()) {
bounds.x = getWidth() - bounds.width;
((Timer)e.getSource()).stop();
}
}
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
for (BufferedImage img : carBounds.keySet()) {
Rectangle bounds = carBounds.get(img);
g2d.drawImage(img, bounds.x, bounds.y, this);
}
g2d.dispose();
}
}
}
Take a closer look at Concurrency in Swing for more details

Big image on smaller JFrame/Applet

I have a pretty big image that I want to display on my JFrame and applet, the JFrame/Applet is 765x503 in size but the image is way larger. I need a way to display the image in real size. How can I make it so I can move the screen around to display some of the image and be able to move around the image?
I want to be able to drag the screen around, not use Scrollbars.
JScrollPane might be the one you need.. add both vertical and horizontal scrolls
The basic idea is you need to provide some kind of offset that should be applied to the image to be drawn.
When the user presses the mouse button at a point on the image, you record the click point. When the drag the mouse, you delta the difference. This gives you the amount the offset is to be moved. Based on the original position, you simply add this difference to the and generate a new offset.
There are other ways to do it, but generally, this is the method I use.
I've also added code to check to see if the drag would put the image out of bounds of the viewable area, you'll have to decide if you want to use it...
import java.awt.Cursor;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class BigImage {
public static void main(String[] args) {
new BigImage();
}
public BigImage() {
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 BufferedImage bg;
private Point offset = new Point(0, 0);
public TestPane() {
try {
bg = ImageIO.read(new File("/path/to/image"));
} catch (IOException ex) {
ex.printStackTrace();
}
MouseAdapter ma = new MouseAdapter() {
private Point clickPoint;
private Point origin;
#Override
public void mousePressed(MouseEvent e) {
setCursor(Cursor.getPredefinedCursor(Cursor.MOVE_CURSOR));
clickPoint = e.getPoint();
origin = new Point(offset);
}
#Override
public void mouseReleased(MouseEvent e) {
setCursor(Cursor.getDefaultCursor());
clickPoint = null;
}
#Override
public void mouseDragged(MouseEvent e) {
int x = e.getPoint().x - clickPoint.x;
int y = e.getPoint().y - clickPoint.y;
offset.x = origin.x + x;
offset.y = origin.y + y;
if (offset.x > 0) {
offset.x = 0;
}
if (offset.x + bg.getWidth() < getWidth()) {
offset.x = -bg.getWidth() + getWidth();
}
if (offset.y > 0) {
offset.y = 0;
}
if (offset.y + bg.getHeight() < getHeight()) {
offset.y = -bg.getHeight() + getHeight();
}
repaint();
}
};
addMouseListener(ma);
addMouseMotionListener(ma);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(800, 600);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (bg != null) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.drawImage(bg, offset.x, offset.y, this);
g2d.dispose();
}
}
}
}

How do I get my image to follow my mouse?

How do I get my image to follow my mouse anywhere on the screen?
The below code makes the image move along the x axis.
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
public class PlayerTwo implements KeyListener, MouseListener, MouseMotionListener{
public static int PLAYER_HEIGHT = 15;
public static int PLAYER_WIDTH = 15;
private Image p2Image = null;
private static int x = 0;
private static int y = 0;
private int heightPosition = 0;
Main main = null;
public PlayerTwo(Image pi, Main m ){
main = m;
p2Image = pi;
y = (int)((Main.WIDTH*2)+(PLAYER_WIDTH*2));
heightPosition = Main.HEIGHT-PLAYER_HEIGHT-20;
}
public void drawPlayer(Graphics g){
g.drawImage(p2Image, y, heightPosition, main);
}
public void keyTyped(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
public void mouseClicked(MouseEvent e) {
}
public void mousePressed(MouseEvent e) {
}
public void mouseReleased(MouseEvent e) {
}
public void mouseEntered(MouseEvent e) {
}
public void mouseExited(MouseEvent e) {
}
public void mouseDragged(MouseEvent e) {
}
public void mouseMoved(MouseEvent me) {
int newX = me.getX();
int newY = me.getY();
if(newY > (Main.HEIGHT+PLAYER_HEIGHT+10)){
y = Main.HEIGHT+PLAYER_HEIGHT+10;
}else{
y = newY;
}
// if (newX > (Main.WIDTH-PLAYER_WIDTH-10)){
// x = Main.WIDTH-PLAYER_WIDTH-10;
// }else{
// x = newX;
// }
}
}
Updated with Main...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
public class Main extends JFrame implements Runnable {
public static int WIDTH = 600;
public static int HEIGHT = 600;
private int gameSpeed = 100;
PlayerOne playOne = null;
PlayerTwo playTwo = null;
Image p1Image = null;
Image p2Image = null;
Image backImage = null;
Graphics offscreen_high;
BufferedImage offscreen;
public Main(String frameTitle) {
super(frameTitle);
p1Image = new javax.swing.ImageIcon("src/resources/player1.gif").getImage();
p2Image = new javax.swing.ImageIcon("src/resources/player2.gif").getImage();
backImage = new javax.swing.ImageIcon("src/resources/back.png").getImage();
offscreen = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
offscreen_high = offscreen.createGraphics();
playOne = new PlayerOne(p1Image, this);
playTwo = new PlayerTwo(p2Image, this);
addKeyListener(playOne);
addKeyListener(playTwo);
addMouseListener(playTwo);
addMouseMotionListener(playTwo);
setSize(WIDTH, HEIGHT);
setVisible(true);
startGame();
}
public void startGame() {
Thread thread = new Thread(this);
thread.start();
}
public void paint(Graphics g) {
offscreen_high.setColor(Color.black);
offscreen_high.fillRect(0, 0, WIDTH, HEIGHT);
offscreen_high.drawImage(backImage, 0, 0, this);
playOne.drawPlayer(offscreen_high);
playTwo.drawPlayer(offscreen_high);
g.drawImage(offscreen, 0, 0, this);
}
// public void update(Graphics g){
// paint(g);
// }
public void run() {
int count = 0;
while (true) {
try {
Thread.sleep(gameSpeed);
} catch (InterruptedException ie) {
}
repaint();
count++;
}
}
public static void main(String[] args) {
Main main = new Main("Game On!");
}
}
Generally, you need some way to tell the UI that it should be updated.
Assuming that Main is some kind of component (and it's also responsible for painting the Player), you should be calling its repaint method in the mouseListener
But without more details, this is more of a guess
Updated
After a muck around with the code, the main problem, as I see it, is your trying to draw the image only the horizontal axis (x) using the vertical position (y)...
public void drawPlayer(Graphics g){
//g.drawImage(p2Image, y, heightPosition, main);
g.drawImage(p2Image, x, heightPosition, main);
}
To get it to work, you're going to have to uncomment the code in you mouseMoved method so that the x position updates.
You should also avoid painting to top level containers, the main reason (apart from the fact that you can screw up the paint process) is that top level containers are not double buffered.
Instead, you should move your entire game container over to something like a JPanel and override it's paintComponent method (and don't for get to call super.paintComponent)

How can I make the Image disappear when I click into it?

I have an image inside the JOptionPane and I want it to disappear whenever I point the mouse cursor and click into it.
Is there something to do about the position?
Thanks...
Here's the code :
import javax.imageio.ImageIO;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.Random;
class ImageBlinking extends JComponent
{
BufferedImage image;
boolean showImage;
int x = -1;
int y = -1;
Random r;
ImageBlinking()
{
try
{
File sourceimage = new File("ball.gif");
image = ImageIO.read(sourceimage);
}
catch (IOException e)
{
e.printStackTrace();
}
r = new Random();
ActionListener listener = new ActionListener()
{
public void actionPerformed(ActionEvent ae)
{
if (image != null)
{
if (!showImage)
{
int w = image.getWidth();
int h = image.getHeight();
int rx = getWidth() - w;
int ry = getHeight() - h;
if (rx > -1 && ry > -1)
{
x = r.nextInt(rx);
y = r.nextInt(ry);
}
}
showImage = !showImage;
repaint();
}
}
};
Timer timer = new Timer(200, listener);
timer.start();
setPreferredSize(new Dimension(1000, 1000));
JOptionPane.showMessageDialog(null, this);
timer.stop();
}
public void paintComponent(Graphics g)
{
g.setColor(Color.black);
g.fillRect(0, 0, getWidth(), getHeight());
if (image != null)
{
g.drawImage(image, x, y,80,80, this);
setCursor(Cursor.getPredefinedCursor(Cursor.CROSSHAIR_CURSOR));
}
}
public static void main(String[] args)
{
SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
new ImageBlinking();
}
});
}
}
(Edited:)
I put a Keylistener on your JComponent, then I look if the MouseEvent is on your Image and if its the case, I stop the timer and put the color of the image to Black
import java.awt.Color;
import java.awt.Cursor;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.Random;
import javax.imageio.ImageIO;
import javax.swing.JComponent;
import javax.swing.JOptionPane;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
class BlockBlinking extends JComponent {
BufferedImage image;
boolean showImage;
int x = -1;
int y = -1;
int imageW = 20;
int imageH = 20;
Random r;
private Timer timer;
Color imageColor=null;
BlockBlinking() {
{
try
{
File sourceimage = new File("ball.gif");
image = ImageIO.read(sourceimage);
}
catch (IOException e)
{
e.printStackTrace();
}
this.addMouseListener(new MyMouseListener());
r = new Random();
ActionListener listener = new ActionListener() {
public void actionPerformed(ActionEvent ae) {
if (image != null) {
if (!showImage) {
int w = image.getWidth();
int h = image.getHeight();
int rx = getWidth() - w;
int ry = getHeight() - h;
if (rx > -1 && ry > -1) {
x = r.nextInt(rx);
y = r.nextInt(ry);
}
}
showImage = !showImage;
repaint();
}
}
};
timer = new Timer(500, listener);
timer.start();
setPreferredSize(new Dimension(500, 400));
JOptionPane.showMessageDialog(null, this);
timer.stop();
}
}
public void paintComponent(Graphics g) {
g.setColor(Color.black);
g.fillRect(0, 0, getWidth(), getHeight());
if (image != null) {
if(imageColor != null){
Graphics imageGraphic =image.createGraphics();
imageGraphic.setColor(imageColor);
imageGraphic.fillRect(0, 0, image.getWidth(), image.getHeight());
}
g.drawImage(image, x, y,imageW,imageH, this);
setCursor(Cursor.getPredefinedCursor(Cursor.CROSSHAIR_CURSOR));
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new BlockBlinking();
}
});
}
class MyMouseListener extends MouseAdapter {
#Override
public void mouseReleased(MouseEvent e) {
if (e.getX() >= x && e.getX() <= x + imageW && e.getY() >= y && e.getY() <= y + imageH) {
imageColor = Color.BLACK;
repaint();
timer.stop();
}
}
}
}
Edit: look at the fields imageW and imageH
One approach is to use a JToggleButton.
import java.awt.*;
import java.awt.image.BufferedImage;
import javax.swing.*;
class ImageVanish extends JComponent {
ImageVanish() {
// put your image reading code here..
BufferedImage imageSelected = new BufferedImage(
32,32,BufferedImage.TYPE_INT_ARGB);
BufferedImage image = new BufferedImage(
32,32,BufferedImage.TYPE_INT_ARGB);
Graphics g = image.createGraphics();
g.setColor(Color.ORANGE);
g.fillOval(0,0,32,32);
g.dispose();
// END - image read
JToggleButton b = new JToggleButton();
b.setIcon(new ImageIcon(image));
b.setSelectedIcon(new ImageIcon(imageSelected));
b.setBorderPainted(false);
b.setContentAreaFilled(false);
JOptionPane.showMessageDialog(null, b);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new ImageVanish();
}
});
}
}
For the positioning, see #Hovercraft FOE's advice on their answer to your earlier question.

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