I'm trying to utilize swing graphics in order to gauge Bresenham's algorithm against a less polished solution (I haven't implemented the timers yet). As things stand, there are no errors when compiling, and it throws a NullPointer exception at basic, drawthoselines, and main. The idea is that the lines will appear in the JFrame, but they don't. It's just a blank frame. I know I have everything set to static, but I get a lot of errors otherwise.
I'm a novice and I would be grateful to anyone who could provide a solution and an explanation.
import java.awt.*;
import javax.swing.*;
public class lines extends JPanel {
static int deltaX;
static int deltaY;
static int DY2;
static int DX2;
static int Di;
public static void main (String[] args) {
JFrame f = new JFrame("Line vs Line");
f.pack();
f.setVisible(true);
f.setSize(300,300);
f.setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE);
JPanel p = new JPanel();
f.getContentPane().add(p);
Graphics g = null;
drawthoselines(g);
}
public static void basic(int x1, int y1, int x2, int y2, Graphics g){
int deltaX = x2-x1;
int deltaY = y2-y1;
float m = (float)deltaY/(float)deltaX;
float c = y1 - (m*x1);
for (int x=x1; x<x2; x++){
float floatY = (m*x) + c;
int y = Math.round(floatY);
g.drawLine(x,y,x,y);
}
}
public static void brz(int x1, int y1, int x2, int y2, Graphics g){
deltaX = x2-x1;
deltaY = y2-y1;
DY2 = 2* deltaY;
DX2 = 2* deltaX;
Di = DY2 - deltaX;
int x = x1;
int y = y1;
int prevy;
while (x<x2) {
x++;
prevy = y;
if (Di > 0){
y++;
}
g.drawLine(x,y,x,y);
Di = Di + DY2 - (DX2 * (y - prevy));
}
}
public static void drawthoselines(Graphics g){
basic(10,10,40,30,g);
basic(10,10,40,90,g);
brz(50,50,150,60,g);
brz(50,50,150,120,g);
brz(50,50,150,140,g);
}
}
That is not the way you do custom painting. Read the Swing tutorial on Custom Painting for explanations on how painting works and for working examples.
Also, whenever you see all static variables and method you know you are doing something else wrong. I suggest you take time to read other section of the tutorial as well since they all contain examples on a better way to structure your code.
You don't instantiate Graphics because it is passed down from the java.awt.event
Also you have a class that extends JPanel, which means you want to add the class to the JFrame by instantiating the class. Also, the class will implicitly call paintComponent method which you will override to make use of the Graphics g. It's a lot of stuff to take in so go slowly (start from rudimentary examples).
Let me also inform you a bit on static modifier.
Static modifier runs when you load the class. Thus if a method that is not a static is in a static method, the method will need to be called by instantiating the object that holds the method. Because you need the object (class) loaded to be able to use the method.
Below should work:
import java.awt.;
import javax.swing.;
public class lines extends JPanel {
static int deltaX;
static int deltaY;
static int DY2;
static int DX2;
static int Di;
public static void main (String[] args) {
JFrame f = new JFrame("Line vs Line");
f.pack();
f.setVisible(true);
f.setSize(300,300);
f.setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE);
lines h = new lines();
f.getContentPane().add(h);
}
public static void basic(int x1, int y1, int x2, int y2, Graphics g){
int deltaX = x2-x1;
int deltaY = y2-y1;
float m = (float)deltaY/(float)deltaX;
float c = y1 - (m*x1);
for (int x=x1; x<x2; x++){
float floatY = (m*x) + c;
int y = Math.round(floatY);
g.drawLine(x,y,x,y);
}
}
public static void brz(int x1, int y1, int x2, int y2, Graphics g){
deltaX = x2-x1;
deltaY = y2-y1;
DY2 = 2* deltaY;
DX2 = 2* deltaX;
Di = DY2 - deltaX;
int x = x1;
int y = y1;
int prevy;
while (x<x2) {
x++;
prevy = y;
if (Di > 0){
y++;
}
g.drawLine(x,y,x,y);
Di = Di + DY2 - (DX2 * (y - prevy));
}
}
public static void drawthoselines(Graphics g){
}
#Override
protected void paintComponent(Graphics g) {
basic(10,10,40,30,g);
basic(10,10,40,90,g);
brz(50,50,150,60,g);
brz(50,50,150,120,g);
brz(50,50,150,140,g);
}
}
Related
I am trying to program a basic plotter using Applets. I need to use Applets specifically.
For the polt I have created a separate Canvas, but I have encountered a problem I cannot solve. When I draw any graph for the first time, it is drawn nicely. However, the canvas is not being repainted properly afterwards - I see in the debugging screen that the repaint() method was called and the paint() is invoked, but no graphics are updated.
Here is the code:
public class MyCanvas extends Canvas{
int w,h; //width and height
int samples;
ArrayList<Double> eqValues = new ArrayList<>();
MyCanvas(int wi, int he) //constructor
{ w=wi; h=he;
setSize(w,h); //determine size of canvas
samples=wi-20;
}
public void paint(Graphics g)
{
int y0=0, y1; //previous and new function value
g.setColor(Color.yellow);
g.fillRect(0,0,w,h); //clear canvas
g.setColor(Color.black);
if (eqValues.size()>0) { // draw new graph
for (int t = 1; t <= samples; t = t + 1) {
y1 = eqValues.get(t).intValue();
g.drawLine(10 + t - 1, h - y0, 10 + t, h - y1);
y0 = y1;
}
}
System.out.println("Repainted");
/*g.drawLine(10,10,10,h-10); //y-axis
g.drawLine(10,h/2,w-10,h/2); //x-axis
g.drawString("P",w-12,h/2+15);
g.drawString("P/2",w/2-13,h/2+15);
g.drawLine(w-10,h/2-2,w-10,h/2+2); //horizontal marks
g.drawLine(w/2, h/2-2,w/2, h/2+2);*/
}
public void drawSine(double amp, double xCoef, double phase){
for (int j=0;j<=samples;j++){
eqValues.add(amp*Math.sin(xCoef*Math.PI*j/samples + Math.PI*phase/180)+0.5+h/2);
}
repaint();
System.out.println("Got sine vals");
}
public void drawFOeq(double sc, double fc){
for (int j=0;j<=samples;j++){
eqValues.add(sc*j+fc);
}
repaint();
System.out.println("Got FO eq vals");
}
}
Thanks in advance!
The problem is when you add values to the ArrayList: you are putting them after the ones already in the ArrayList (with the add(Double) method). If you just want to clear the plot and draw a new function use the clear() method in the ArrayList of values before adding the new ones:
public void drawSine(double amp, double xCoef, double phase) {
eqValues.clear(); //this clear the ArrayList
......
repaint();
......
}
public void drawFOeq(double sc, double fc){
eqValues.clear(); //this clear the ArrayList
......
repaint();
......
}
If you want to plot multiple functions you have to create different ArrayList or, even better, store in the ArrayList all points (for example with java.awt.Point):
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Point;
import java.util.ArrayList;
public class MyCanvas extends Canvas {
int w, h; // width and height
int samples;
ArrayList<Point> eqValues = new ArrayList<>(); //Point constructor receives 2 int arguments: x and y; however, his methods getX() and getY() return double values
// constructor
MyCanvas(int wi, int he) {
w = wi;
h = he;
setSize(w, h); // determine size of canvas
samples = wi - 20;
}
public void paint(Graphics g) {
int x1, y0, y1; // previous and new function value
g.setColor(Color.yellow);
g.fillRect(0, 0, w, h); // clear canvas
g.setColor(Color.black);
if (eqValues.size() > 0) { // draw new graph
y0 = (int) Math.round(eqValues.get(0).getY()); // first line must start at the first point, not at 0,h
for (Point p : eqValues) { // iterates over the ArrayList
x1 = (int) Math.round(p.getX());
y1 = (int) Math.round(p.getY());
g.drawLine(10 + x1 - 1, h - y0, 10 + x1, h - y1);
y0 = y1;
}
}
System.out.println("Repainted");
}
public void drawSine(double amp, double xCoef, double phase) {
for (int j = 0; j <= samples; j++) {
eqValues.add(new Point(j, (int) Math
.round(amp * Math.sin(xCoef * Math.PI * j / samples + Math.PI * phase / 180) + 0.5 + h / 2)));
}
repaint();
System.out.println("Got sine vals");
}
public void drawFOeq(double sc, double fc) {
for (int j = 0; j <= samples; j++) {
eqValues.add(new Point(j, (int) Math.round(sc * j + fc)));
}
repaint();
System.out.println("Got FO eq vals");
}
}
I want to draw images on generated coords after some time delay but I got nullpointerexception. I'm trying to make that my image will move from one point to another with visible time delay.
public class PaintStations extends JPanel implements Runnable {
private static final long serialVersionUID = 6734649580151111907L;
private Thread thread;
public PaintStations() {
setSize(new Dimension(MainWindow.WIDTH, MainWindow.HEIGHT));
setOpaque(false);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
}
private void plot(Graphics g, int x, int y) {
Graphics2D g2d = (Graphics2D) g;
Image img = Toolkit.getDefaultToolkit().getImage("cpn.png");
g2d.drawImage(img, x, y, this);
}
private void drawLine(Graphics g, int x1, int y1, int x2, int y2) {
int d = 0;
int dy = Math.abs(y2 - y1);
int dx = Math.abs(x2 - x1);
int dy2 = (dy << 1);
int dx2 = (dx << 1);
int ix = x1 < x2 ? 1 : -1;
int iy = y1 < y2 ? 1 : -1;
if (dy <= dx) {
for (;;) {
plot(g, x1, y1);
if (x1 == x2)
break;
x1 += ix;
d += dy2;
if (d > dx) {
y1 += iy;
d -= dx2;
}
}
} else {
for (;;) {
plot(g, x1, y1);
if (y1 == y2)
break;
y1 += iy;
d += dx2;
if (d > dy) {
x1 += ix;
d -= dy2;
}
}
}
}
#Override
public void run() {
drawLine(getGraphics(), 0, 0, 10, 10);
}
public void start() {
thread = new Thread(this);
thread.start();
}
}
Here is the errors I get:
Exception in thread "Thread-1" java.lang.NullPointerException
at PaintStations.plot(PaintStations.java:27)
at PaintStations.drawLine(PaintStations.java:44)
at PaintStations.run(PaintStations.java:71)
at java.lang.Thread.run(Unknown Source)
I'm testing putting image on random coords but repaint(); doesn't work correctly. It seems that paintComponent() method is fired after generateFuelStations() end, and on screen only appears one image on last generated coords.
public class PaintStations extends JPanel implements Runnable {
private static final long serialVersionUID = 6734649580151111907L;
private ArrayList<Point> stationsLocation;
private Shape region;
private int x;
private int y;
private int stationsNumber;
public PaintStations(Shape region, int stationsNumber) {
setSize(new Dimension(MainWindow.WIDTH, MainWindow.HEIGHT));
setOpaque(false);
this.region = region;
this.stationsNumber = stationsNumber;
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
System.out.println("Repaint!");
Graphics2D g2d = (Graphics2D) g;
Image img = Toolkit.getDefaultToolkit().getImage("cpn.png");
g2d.drawImage(img, x, y, this);
}
private void generateFuelStations(int stationsNumber) {
Rectangle r = region.getBounds();
this.stationsLocation = new ArrayList<>();
for(int i=0; i<stationsNumber; i++) {
Random rand = new Random();
do {
x = (int) (r.getX() + rand.nextInt( (int) r.getWidth() ));
y = (int) (r.getY() + rand.nextInt( (int) r.getHeight() ));
} while(!region.contains(x,y));
System.out.println("X: " + x + " Y: " + y);
stationsLocation.add(new Point(x,y));
repaint();
}
}
#Override
public void run() {
generateFuelStations(stationsNumber);
}
}
Don't use a Thread for animation. Instead you should use a Swing Timer. Then when the Timer fires you adjust the properties (x1/y1, x2, y2) valus of the image you want to move and invoke repaint() on your component. These properties should be properties of the class.
Don't use getGraphics(). Custom painting is done by overriding the paintComponent() method and then you use the Graphics object passed to the method for your custom painting. So basically, I think, your paintComponent() method should invoke your drawLine(...) method.
Seems like your getGraphics() call returns null. You should ovverride the paintComponent() method instead of calling getGraphics() and update with repaint().
The documentation for getGraphics() says
Creates a graphics context for this component. This method will return null if this component is currently not displayable.
Your class is not displayable because you make no call to super() in your constructor. Always make a call to the parent class's constructor when you extend a class.
Note: This particular part of the documentation wasn't easy to find. When you're looking at a method and it says it overrides a parent class's method, always look at the parent class's method as well, because often (read: most of the time) an overridden method will have a call to the parent's method. Digging through the documentation will often give you an answer to why your program isn't working, though don't forget to also scrutinize your own code from time to time as well.
I've got a problem couse I need to move my ball and it just stand still. I've succed moving it with a simple function (x=x+1) but when it comes to radians it just doesnt work. I've read some posts here and I thought I'm making it in the right way, but its obvious I've missed something :)
Here is my Ball class:
public class Ball {
int x = 0;
int y = 0;
int rightleft = 1;
int updown = 1;
private static final int sizeBall = 30;
float angle = 120;
float angleInRadians = (float) (angle*Math.PI/180);
private Main main;
public Ball(Main main){
this.main=main;
}
// That function should move my ball
void move() {
x = (int) (x + Math.cos(angleInRadians));
y= (int) (x+Math.sin(angleInRadians));
}
void paint(Graphics2D g) {
g.setColor(Color.red);
g.fillOval(x, y, sizeBall, sizeBall);
}
public Rectangle getSize(){
return new Rectangle(x,y,sizeBall,sizeBall);
}
}
And here is my Main class:
public class Main extends JPanel {
Ball ball = new Ball(this);
private void moveBall() throws InterruptedException{
ball.move();
}
public void paint(Graphics g){
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
ball.paint(g2d);
}
public static void main(String[] args) throws InterruptedException {
// TODO code application logic here
JFrame okno = new JFrame("TEST");
Main main = new Main();
okno.add(main);
okno.setSize(500,500);
okno.setVisible(true);
okno.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
while(true){
main.moveBall();
main.repaint();
Thread.sleep(10);
}
}
}
Do you know where is my mistake?
x and y will always = 0. Understand that they are 0 to begin with, and then you add a sine or cose to them which is guaranteed to be < 1.
x = (int) (x + Math.cos(angleInRadians));
y = (int) (x+Math.sin(angleInRadians));
So 0 + a number < 1 will be < 1.
Then when you cast to int the number < 1 will become 0.
Also
use a Swing Timer not a while (true) loop.
override JPanel's paintComponent method, not its paint method for smoother animation.
I would use double numbers to represent my x and y values, and only cast or round when using them to draw.
I'm not sure what trajectory that you're aiming for, but your current code (if it worked) does not move in a polar way, but rather always at 45% angle from the current point.
For example, this GUI is created by the code below:
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
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 java.awt.image.BufferedImage;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
#SuppressWarnings("serial")
public class MyPolar extends JPanel {
private static final int BI_W = 400;
private static final int BI_H = BI_W;
private static final int CTR_X = BI_W / 2;
private static final int CTR_Y = BI_H / 2;
private static final Color AXIS_COLOR = Color.black;
private static final Color GRID_LINE_COLOR = Color.LIGHT_GRAY;
private static final Color DRAWING_COLOR = Color.RED;
private static final float AXIS_LINE_WIDTH = 4f;
private static final double SCALE = BI_W / (2 * 1.25);
private static final float GRID_LINE_WIDTH = 2f;
private static final float DRAWING_WIDTH = 2f;
private static final double DELTA_THETA = Math.PI / (2 * 360);
private static final int TIMER_DELAY = 20;
private BufferedImage axiImg;
private List<Point> ptList = new ArrayList<>();
private double theta = 0;
public MyPolar() {
axiImg = createAxiImg();
int x = xEquation(theta);
int y = yEquation(theta);
ptList.add(new Point(x, y));
new Timer(TIMER_DELAY, new TimerListener()).start();
}
private int xEquation(double theta) {
double r = 2 * Math.sin(4 * theta);
return (int) (SCALE * 0.5 * r * Math.cos(theta)) + CTR_X;
}
private int yEquation(double theta) {
double r = 2 * Math.sin(4 * theta);
return (int) (SCALE * 0.5 * r * Math.sin(theta)) + CTR_Y;
}
private BufferedImage createAxiImg() {
BufferedImage img = new BufferedImage(BI_W, BI_H, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = img.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(AXIS_COLOR);
g2.setStroke(new BasicStroke(AXIS_LINE_WIDTH));
int x1 = 0;
int y1 = CTR_Y;
int x2 = BI_W;
int y2 = y1;
g2.drawLine(x1, y1, x2, y2);
x1 = CTR_X;
y1 = 0;
x2 = x1;
y2 = BI_H;
g2.drawLine(x1, y1, x2, y2);
g2.setColor(GRID_LINE_COLOR);
g2.setStroke(new BasicStroke(GRID_LINE_WIDTH));
x1 = (int) (CTR_X - BI_H * 0.5 * Math.tan(Math.PI / 6));
y1 = BI_H;
x2 = (int) (CTR_X + BI_H * 0.5 * Math.tan(Math.PI / 6));
y2 = 0;
g2.drawLine(x1, y1, x2, y2);
x1 = BI_W - x1;
x2 = BI_W - x2;
g2.drawLine(x1, y1, x2, y2);
x1 = (int) (CTR_X - BI_H * 0.5 * Math.tan(Math.PI / 3));
y1 = BI_H;
x2 = (int) (CTR_X + BI_H * 0.5 * Math.tan(Math.PI / 3));
y2 = 0;
g2.drawLine(x1, y1, x2, y2);
x1 = BI_W - x1;
x2 = BI_W - x2;
g2.drawLine(x1, y1, x2, y2);
for (int i = 1; i < 4; i++) {
int x = (int) (CTR_X - i * SCALE / 2.0);
int y = x;
int width = (int) (i * SCALE);
int height = width;
g2.drawOval(x, y, width, height);
}
g2.dispose();
return img;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
if (axiImg != null) {
g2.drawImage(axiImg, 0, 0, null);
}
g2.setColor(DRAWING_COLOR);
g2.setStroke(new BasicStroke(DRAWING_WIDTH));
Point prev = null;
for (Point point : ptList) {
if (prev != null) {
int x1 = prev.x;
int y1 = prev.y;
int x2 = point.x;
int y2 = point.y;
g2.drawLine(x1, y1, x2, y2);
}
prev = point;
}
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(BI_W, BI_H);
}
private class TimerListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
theta += DELTA_THETA;
if (theta > 2 * Math.PI) {
((Timer) e.getSource()).stop();
} else {
int x = xEquation(theta);
int y = yEquation(theta);
ptList.add(new Point(x, y));
}
repaint();
}
}
private static void createAndShowGui() {
MyPolar mainPanel = new MyPolar();
JFrame frame = new JFrame("MyPolar");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.setResizable(false);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
I'm having issues with the balls that I display in my JFrame window. Here's the main idea of my application:
Point object (with coordinates x and y) --> Vector object (a class I wrote that has the x and y components of a vector, as well as a few methods... gets its location and head/tail points from the Point object) --> Ball object (the position, velocity, and acceleration vectors are collected in an ArrayList, also has radius and color attributes) --> ContainerBox object (contains the balls, defines the min/max x and y for collision detection purposes).
I'm working toward having one ball centered in the window and the other orbiting the first, but right now I'm just trying to get my objects to play nicely. I'm very new to OOP principles and this is the first time I've written a program using classes in this way.
Everything works perfectly, the JFrame comes up and displays the balls... the problem is that the balls won't show up in the right places. No matter what I put in for the x and y coordinates of the balls (either explicitly or using the objects), they always show up in the upper left-hand corner of the screen. Here's a pic of what I get: Picture Here
I don't know whether it's the vectors or the collision detection or what... any ideas? Thanks a lot for reading and replying!
EDIT: Here's some of the code that I'm using (sorry to put so much, I have no idea where the problem is):
EDIT AGAIN: Added the ball class that I forgot.
package chaneyBouncingBall;
import java.util.*;
public class Point
{
float x;
float y;
public Point(float x, float y)
{
this.x = x;
this.y = y;
}
}
package chaneyBouncingBall;
import java.util.ArrayList;
public class Chaney2DVector
{
float x;
float y;
Point fromLocation;
public Chaney2DVector(float x,
float y)
{
this.x = x;
this.y = y;
}
public Chaney2DVector(Point point1,
Point point2)
{
fromLocation = new Point(point1.x, point1.y);
this.x = point2.x - point1.x;
this.y = point2.y - point1.y;
}
}
package chaneyBouncingBall;
import java.awt.*;
import java.util.*;
public class Ball
{
float x, y;
float velX, velY;
float accelX, accelY;
float radius;
private Color color;
public Ball(float x, float y, float velX,
float velY, float accelX,
float accelY, float radius,
Color color)
{
Chaney2DVector position = new Chaney2DVector(x, y);
Chaney2DVector velocity = new Chaney2DVector(velX, velY);
Chaney2DVector acceleration = new Chaney2DVector(accelX, accelY);
ArrayList posVelAcc = new ArrayList();
posVelAcc.add(position);
posVelAcc.add(velocity);
posVelAcc.add(acceleration);
this.radius = radius;
this.color = color;
}
public void draw(Graphics g)
{
g.setColor(color);
g.fillOval((int)(x - radius), (int)(y - radius),
(int)(2 * radius), (int)(2 * radius));
}
public void moveOneStepWithCollisionDetection( ContainerBox box)
{
float ballMinX = box.minX + radius;
float ballMinY = box.minY + radius;
float ballMaxX = box.maxX - radius;
float ballMaxY = box.maxY - radius;
x = x + velX;
y = y + velY;
if (x < ballMinX)
{
velX = -velX;
x = ballMinX;
}
else if (x > ballMaxX)
{
velX = -velX;
x = ballMaxX;
}
if (y < ballMinY)
{
velY = -velY;
y = ballMinY;
}
else if (y > ballMaxY)
{
velY = -velY;
y = ballMaxY;
}
}
}
package chaneyBouncingBall;
import java.awt.*;
/**
* A rectangular container box, containing the bouncing ball.
*/
public class ContainerBox {
int minX, maxX, minY, maxY; // Box's bounds (package access)
private Color colorFilled; // Box's filled color (background)
private Color colorBorder; // Box's border color
private static final Color DEFAULT_COLOR_FILLED = Color.BLACK;
private static final Color DEFAULT_COLOR_BORDER = Color.YELLOW;
/** Constructors */
public ContainerBox(int x, int y, int width, int height, Color colorFilled, Color colorBorder) {
minX = x;
minY = y;
maxX = x + width - 1;
maxY = y + height - 1;
this.colorFilled = colorFilled;
this.colorBorder = colorBorder;
}
/** Constructor with the default color */
public ContainerBox(int x, int y, int width, int height) {
this(x, y, width, height, DEFAULT_COLOR_FILLED, DEFAULT_COLOR_BORDER);
}
/** Set or reset the boundaries of the box. */
public void set(int x, int y, int width, int height) {
minX = x;
minY = y;
maxX = x + width - 1;
maxY = y + height - 1;
}
/** Draw itself using the given graphic context. */
public void draw(Graphics g) {
g.setColor(colorFilled);
g.fillRect(minX, minY, maxX - minX - 1, maxY - minY - 1);
g.setColor(colorBorder);
g.drawRect(minX, minY, maxX - minX - 1, maxY - minY - 1);
}
}
package chaneyBouncingBall;
import java.awt.*;
import java.awt.event.*;
import java.util.Random;
import javax.swing.*;
/**
* The control logic and main display panel for game.
*/
public class BallWorld extends JPanel {
private static final int UPDATE_RATE = 50; // Frames per second (fps)
private Ball ball; // A single bouncing Ball's instance
private Ball ball2;
private ContainerBox box; // The container rectangular box
private DrawCanvas canvas; // Custom canvas for drawing the box/ball
private int canvasWidth;
private int canvasHeight;
/**
* Constructor to create the UI components and init the game objects.
* Set the drawing canvas to fill the screen (given its width and height).
*
* #param width : screen width
* #param height : screen height
*/
public BallWorld(int width, int height) {
canvasWidth = width;
canvasHeight = height;
boolean stationary = true;
Random rand = new Random();
int angleInDegree = rand.nextInt(360);
int radius = 50;
int radius2 = 25;
// double accelAngle;
float x1 = rand.nextInt(canvasWidth - radius * 2 - 20) + radius + 10;
float y1 = rand.nextInt(canvasHeight - radius * 2 - 20) + radius + 10;
float x2 = rand.nextInt(canvasWidth - radius * 2 - 20) + radius + 10;
float y2 = rand.nextInt(canvasHeight - radius * 2 - 20) + radius + 10;
// float x = 100;
// float y = 100;
float velX1 = 0;
float velY1 = 0;
float accelX1 = 0;
float accelY1 = 0;
float velX2 = 0;
float velY2 = 0;
float accelX2 = 0;
float accelY2 = 0;
ball = new Ball(canvasWidth / 2, canvasHeight / 2, velX1, velY1, accelX1, accelY1,
radius, Color.BLUE);
ball2 = new Ball(x2, y2, velX2, velY2, accelX2, accelY2, radius / 5, Color.YELLOW);
// Init the Container Box to fill the screen
box = new ContainerBox(0, 0, canvasWidth, canvasHeight, Color.BLACK, Color.WHITE);
// Init the custom drawing panel for drawing the game
canvas = new DrawCanvas();
this.setLayout(new BorderLayout());
this.add(canvas, BorderLayout.CENTER);
// Handling window resize.
this.addComponentListener(new ComponentAdapter() {
#Override
public void componentResized(ComponentEvent e) {
Component c = (Component)e.getSource();
Dimension dim = c.getSize();
canvasWidth = dim.width;
canvasHeight = dim.height;
// Adjust the bounds of the container to fill the window
box.set(0, 0, canvasWidth, canvasHeight);
}
});
// Start the ball bouncing
gameStart();
}
/** Start the ball bouncing. */
public void gameStart() {
// Run the game logic in its own thread.
Thread gameThread = new Thread() {
public void run() {
while (true) {
// Execute one time-step for the game
gameUpdate();
// Refresh the display
repaint();
// Delay and give other thread a chance
try {
Thread.sleep(1000 / UPDATE_RATE);
} catch (InterruptedException ex) {}
}
}
};
gameThread.start(); // Invoke GaemThread.run()
}
/**
* One game time-step.
* Update the game objects, with proper collision detection and response.
*/
public void gameUpdate() {
ball.moveOneStepWithCollisionDetection(box);
ball2.moveOneStepWithCollisionDetection(box);
}
/** The custom drawing panel for the bouncing ball (inner class). */
class DrawCanvas extends JPanel {
/** Custom drawing codes */
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g); // Paint background
// Draw the box and the ball
box.draw(g);
ball.draw(g);
ball2.draw(g);
// Display ball's information
g.setColor(Color.WHITE);
g.setFont(new Font("Courier New", Font.PLAIN, 12));
// g.drawString("Ball " + ball.toString(), 20, 30);
}
/** Called back to get the preferred size of the component. */
#Override
public Dimension getPreferredSize() {
return (new Dimension(canvasWidth, canvasHeight));
}
}
}
package chaneyBouncingBall;
import javax.swing.JFrame;
public class Main
{
public static void main(String[] args)
{
javax.swing.SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
JFrame frame = new JFrame("Matt Chaney's Gravity App");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setContentPane(new BallWorld(550, 450));
frame.pack();
frame.setVisible(true);
}
});
}
}
In the constructor of your Ball class, you don't assign all the instance variables to their parameters, these need to be added.
public Ball(float x, float y, float velX, float velY, float accelX, float accelY, float radius, Color color) {
...
this.x = x;
this.y = y;
this.velX = velX;
this.velY = velY;
this.accelX = accelX;
this.accelY = accelY;
}
I am trying to draw lines using JPanel and I have hit somewhat of a wall. I can get two sides down but once it comes to subtracting from the x cord it all goes wrong.
package GUIstuff;
import java.awt.Graphics;
import javax.swing.JPanel;
public class DrawPanel extends JPanel{
public void paintComponent (Graphics g){
super.paintComponent(g);
int width = getWidth();
int height = getHeight();
int drawCounter = 0; // counters for all the while statements
int drawCounter2 = 0;
int drawCounter3 = 0;
int drawCounter4 = 0;
int x1 = 0; // cords change with the while statemetns
int x2 = 0;
int y1 = 0;
int y2 = 0;
while (drawCounter <= 15){ // counter
y2 = 250;
g.drawLine(x1, y1, x2, y2);
x2 = x2 + 15;
y1 = y1 + 15;
drawCounter++; }
int u1 = 0;
int u2 = 0;
int v1 = 0;
int v2 = 0;
while (drawCounter2 <= 15){
u2 = 250;
g.drawLine(u1, v1, u2, v2);
u1 = u1 + 15;
v2 = v2 + 15;
drawCounter2++;
}
int a1 = 0;
int a2 = 0;
int b1 = 0;
int b2 = 0;
while (drawCounter3 <= 15){
a2 = 250;
g.drawLine(a1, b1, a2, b2);
b1 = b1 + 15;
a2 = a2 - 15;
drawCounter3++;
}
}
}
Here is my runner class
package GUIstuff;
import javax.swing.JFrame;
public class DrawPanelTest {
public static void main (String args[]){
DrawPanel panel = new DrawPanel();
JFrame application = new JFrame();
application.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
application.add(panel);
application.setSize (250, 250);
application.setVisible(true);
}
}
I have a the lines in the bottom left and the upper right but when I try to subtract from x I just get lines going a crossed the whole box.
When doing custom painting you should override the getPreferredSize() method so the panel can be displayed at its preferred size.
When you draw the lines two variable are the same and two variables differ. Use the width/height variable when appropriate instead of hardcoding a number. In the example below I did the left and bottom sides. The bottom side shows how to subtract. I'll let you figure out the pattern for the other two side.
Also, I made the panel a little more dynamic so it will be easy to configure the number of lines you want painted and the gap between the lines.
import java.awt.*;
import javax.swing.*;
public class DrawSSCCE extends JPanel
{
private int lines;
private int lineGap;
public DrawSSCCE(int lines, int lineGap)
{
this.lines = lines;
this.lineGap = lineGap;
}
#Override
public Dimension getPreferredSize()
{
int size = lines * lineGap;
return new Dimension(size, size);
}
#Override
public void paintComponent(Graphics g)
{
int width = getWidth();
int height = getHeight();
// Draw lines starting from left to bottom
int x = lineGap;
int y = 0;
for (int i = 0; i < lines; i++)
{
g.drawLine(0, y, x, height);
x += lineGap;
y += lineGap;
}
// Draw lines starting from bottom to right
x = 0;
y = height - lineGap;
for (int i = 0; i < lines; i++)
{
g.drawLine(x, height, width, y);
x += lineGap;
y -= lineGap;
}
// Draw lines starting from right to top
// Draw lines starting from top to left
}
private static void createAndShowUI()
{
JFrame frame = new JFrame("DrawSSCCE");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add( new DrawSSCCE(15, 15) );
frame.pack();
frame.setLocationByPlatform( true );
frame.setVisible( true );
}
public static void main(String[] args)
{
EventQueue.invokeLater(new Runnable()
{
public void run()
{
createAndShowUI();
}
});
}
}
One way to draw this type of graphic would be to divide the drawing into quadrants. Here's a GUI I came up with.
This drawing is created by drawing lines all around the rectangle.
I created a JFrame and a drawing JPanel. I created the drawing JPanel by dividing the horizontal width and vertical height into the same number of increments. Since the width is greater than the height, the width increment is greater than the height increment.
I divided the drawing into quarters, and worked on the code for each quarter separately, using fewer and larger increments. Once I had all four quarters working, I quadrupled the number of increments and divided the width increment and the height increment by four.
Here's the complete runnable code.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class DrawOvalRectangle implements Runnable {
public static void main(String[] args) {
SwingUtilities.invokeLater(new DrawOvalRectangle());
}
#Override
public void run() {
JFrame frame = new JFrame("Curved Lines 2021");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new DrawingPanel(), BorderLayout.CENTER);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = 1L;
private int width, height, margin, increments, xIncrement, yIncrement;
public DrawingPanel() {
this.margin = 10;
this.increments = 80;
this.xIncrement = 8;
this.yIncrement = 6;
this.width = increments * xIncrement;
this.height = increments * yIncrement;
this.setPreferredSize(new Dimension(
width + margin + margin, height + margin + margin));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
drawNorthwestQuadrant(g);
drawNortheastQuadrant(g);
drawSouthwestQuadrant(g);
drawSoutheastQuadrant(g);
}
private void drawNorthwestQuadrant(Graphics g) {
int x1 = margin;
int y1 = height + margin;
int x2 = margin;
int y2 = margin;
for (int index = 0; index < increments; index++) {
g.drawLine(x1, y1, x2, y2);
x2 += xIncrement;
y1 -= yIncrement;
}
}
private void drawNortheastQuadrant(Graphics g) {
int x1 = margin;
int y1 = margin;
int x2 = width + margin;
int y2 = margin;
for (int index = 0; index < increments; index++) {
g.drawLine(x1, y1, x2, y2);
x1 += xIncrement;
y2 += yIncrement;
}
}
private void drawSouthwestQuadrant(Graphics g) {
int x1 = margin;
int y1 = height + margin;
int x2 = margin;
int y2 = margin;
for (int index = 0; index < increments; index++) {
g.drawLine(x1, y1, x2, y2);
x1 += xIncrement;
y2 += yIncrement;
}
}
private void drawSoutheastQuadrant(Graphics g) {
int x1 = margin;
int y1 = height + margin;
int x2 = width + margin;
int y2 = height + margin;
for (int index = 0; index < increments; index++) {
g.drawLine(x1, y1, x2, y2);
x1 += xIncrement;
y2 -= yIncrement;
}
}
}
}