I am having problems, I want a square (fly) to be drawn and redrawn to show movement. Fine in this code when the button is pressed the fly does "move", but the old squares do not delete. I have tried enviromentPanel.repaint() updateui() and removeall() and I cannot get it to work, if I use any of them then none of the shapes appear and I get a blank screen.
import java.util.Random;
public class Fly implements Runnable{
private int xPosition;
private int yPosition;
private boolean eaten;
public Fly(){
Random randomGenerator = new Random();
xPosition = randomGenerator.nextInt(690) + 10;
yPosition = randomGenerator.nextInt(690) + 10;
eaten = false;
}
public int getxPosition() {
return xPosition;
}
public void setxPosition(int xPosition) {
this.xPosition = xPosition;
}
public int getyPosition() {
return yPosition;
}
public void setyPosition(int yPosition) {
this.yPosition = yPosition;
}
public boolean isEaten() {
return eaten;
}
public void setEaten(boolean eaten) {
this.eaten = eaten;
}
public void move(){
Random randomGenerator = new Random();
int xChange = -10 + randomGenerator.nextInt(20);
int yChange = -10 + randomGenerator.nextInt(20);
xPosition = xPosition + xChange;
yPosition = yPosition + yChange;
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
move();
}
#Override
public String toString() {
return "Fly [xPosition=" + xPosition + ", yPosition=" + yPosition
+ ", eaten=" + eaten + "]";
}
#Override
public void run() {
move();
}
}
import java.awt.Color;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Panel;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.ActionEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.ArrayList;
import javax.swing.*;
import java.awt.*;
import javax.imageio.ImageIO;
public class Enviroment2 implements Runnable,ActionListener{
private JFrame frame;
private JPanel enviromentPanel,totalGUI,enviromentButtonPanel;
private JButton newFrogButton, resetButton, hungryButton;
private JTextField enterName;
private JLabel hungryLabel;
private ArrayList<Frog> frogs;
private ArrayList<Fly> flys;
public Enviroment2(){
totalGUI = new JPanel();
flys = new ArrayList<Fly>();
frogs = new ArrayList<Frog>();
enviromentPanel = new JPanel();
enviromentButtonPanel = new JPanel();
newFrogButton = new JButton("New Frog");
enterName = new JTextField("Enter name");
hungryButton = new JButton("Hungry!");
resetButton = new JButton("Reset");
frame = new JFrame("[=] Hungry Cyber Pet [=]");
JFrame.setDefaultLookAndFeelDecorated(true);
frame.setContentPane(runEnviroment());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(740, 800);
frame.setVisible(true);
}
public JPanel runEnviroment(){
totalGUI.setLayout(null);
enviromentPanel.setLayout(null);
enviromentPanel.setLocation(10, 10);
enviromentPanel.setSize(700, 700);
enviromentPanel.setBackground(Color.WHITE);
totalGUI.add(enviromentPanel);
FlowLayout experimentLayout = new FlowLayout();
enviromentButtonPanel.setLayout(experimentLayout);
enviromentButtonPanel.setLocation(10, 710);
enviromentButtonPanel.setSize(700, 50);
totalGUI.add(enviromentButtonPanel);
newFrogButton.setLocation(0, 0);
newFrogButton.setSize(120, 30);
newFrogButton.addActionListener(this);
enviromentButtonPanel.add(newFrogButton);
enterName.setLocation(140,0);
enterName.setSize(120,30);
enviromentButtonPanel.add(enterName);
hungryButton.setLocation(280, 0);
hungryButton.setSize(120, 30);
hungryButton.addActionListener(this);
enviromentButtonPanel.add(hungryButton);
resetButton.setLocation(420, 0);
resetButton.setSize(120, 30);
resetButton.addActionListener(this);
enviromentButtonPanel.add(resetButton);
totalGUI.setOpaque(true);
return totalGUI;
}
public void draw(){
Graphics paper = enviromentPanel.getGraphics();
for (int i = 0; i <= flys.size()-1; i++){
System.out.println("hi");
paper.setColor(Color.BLACK);
paper.fillRect(flys.get(i).getxPosition(), flys.get(i).getyPosition(), 10, 10);
}
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
draw();
}
public void actionPerformed(ActionEvent e) {
if(e.getSource() == newFrogButton){
Frog frog = new Frog(enterName.getText());
frogs.add(frog);
Fly fly = new Fly();
Thread t = new Thread(fly);
t.start();
flys.add(fly);
showFlys();
}
else if(e.getSource() == hungryButton){
}
else if(e.getSource() == resetButton){
frogs.clear();
flys.clear();
System.out.println(frogs);
System.out.println(flys);
}
}
public void showFlys(){
for (int i = 0; i <= flys.size()-1; i++){
System.out.println(flys.get(i));
}
}
#Override
public void run() {
draw();
}
}
This Graphics paper = enviromentPanel.getGraphics() is the start of your problems, this is not how custom painting is done.
getGraphics returns the graphics context that was used in the last paint cycle, at best it's a snap shot, at worst it can be null.
You should never maintain a reference to any Graphics context you didn't create. They can change and painting on it out of turn can produce unexpected results.
Instead, you should override the paintComponent method (probably in environmentPanel) and do all your custom painting in it.
Your second problem is your violating the thread rules of Swing - you should never create or modify any UI component in any thread other then the EDT
You might like to take a read through
Performing Custom Painting
Painting in AWT and Swing
Concurrency in Swing
Related
Here is the code for displaying circles with varying radius on a panel inside a frame with a given delay rate, but the code is showing the final output not the intermediate stages i.e., the circles are not appearing one by one but all the circles are coming at once as a final output. There may be some errors related to button action listeners and panel threads. The code is taking initial circle radius and the total number of iterations (the total number of circles to be displayed), radius of each next circle gets incremented by 10.
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class ControlCircle extends JFrame {
private JButton jbtEnlarge = new JButton("Start");
private JButton jbtShrink = new JButton("Stop");
private CirclePanel canvas = new CirclePanel();
private int radius = 0;
private int iter;
public ControlCircle() {
JPanel panel = new JPanel();
JPanel jp = new JPanel();
jp.setPreferredSize(new Dimension(300, 0));
panel.add(jbtEnlarge);
panel.add(jbtShrink);
this.add(jp, BorderLayout.WEST);
this.add(canvas, BorderLayout.CENTER);
this.add(panel, BorderLayout.SOUTH);
final JTextField f1 = new JTextField(8),f2 = new JTextField(8);
jp.setLayout(new FlowLayout(FlowLayout.RIGHT, 50, 30));
jp.add(new JLabel("Radius"));
jp.add(f1);
jp.add(new JLabel("Iteration"));
jp.add(f2);
f1.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
radius = Integer.parseInt(new String(f1.getText()));
}
});
f2.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
iter = Integer.parseInt(new String(f2.getText()));
}
});
jbtEnlarge.addActionListener(new EnlargeListener());
jbtShrink.addActionListener(new ShrinkListener());
}
public static void main(String[] args) {
JFrame frame = new ControlCircle();
frame.setTitle("ControlCircle");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(800, 600);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
class EnlargeListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
canvas.enlarge();
}
}
class ShrinkListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
//canvas.shrink();
}
}
class CirclePanel extends JPanel {
private int r = radius;
public void enlarge() {
//radius += 2;
repaint();
}
public void shrink() {
radius -= 2;
repaint();
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (int i = 0; i < iter; i++) {
g.drawOval(getWidth() / 2 - r, getHeight() / 2 - r, 2 * r, 2 * r);
try {
Thread.sleep(100);
} catch (Exception exp) {
}
r = r + 10;
}
r = 0;
}
}
}
The problem you're having is far to common.
Swing is a single threaded framework. This means that all UI related interactions must occur within the context of this thread (AKA the Event Dispatching Thread).
The EDT is responsible for, amongst other things, dispatching repaint requests. If any part of your code stops this thread (block I/O, time consuming process, Thread.sleep), the EDT will be unable to process any new events.
Have a read through Concurrency in Swing for more details.
You now face two issues...
You can't block the EDT
You can't update the UI from any thread other then the EDT.
Luckily, there are a number of solutions. The simplest is using a javax.swing.Timer.
This timer triggers it's tick events within the EDT but waits within it's own thread...
import com.sun.org.apache.bcel.internal.generic.LSTORE;
import java.awt.AlphaComposite;
import java.awt.BorderLayout;
import java.awt.Composite;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Droplets {
public static void main(String[] args) {
new Droplets();
}
public Droplets() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new DropletPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
protected static final int MAX_RADIUS = 50;
protected static final int GROWTH_RATE = 1;
public class DropletPane extends JPanel {
private List<Droplet> droplets;
public DropletPane() {
droplets = new ArrayList<>(25);
addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
droplets.add(new Droplet(e.getPoint()));
}
});
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
for (Droplet droplet : droplets.toArray(new Droplet[droplets.size()])) {
droplet.grow();
if (droplet.getRadius() >= MAX_RADIUS) {
droplets.remove(droplet);
}
}
repaint();
}
});
timer.setRepeats(true);
timer.setCoalesce(true);
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();
Composite comp = g2d.getComposite();
for (Droplet droplet : droplets) {
float alpha = 1f - ((float) droplet.getRadius() / (float) MAX_RADIUS);
g2d.setComposite(AlphaComposite.SrcOver.derive(alpha));
Point p = droplet.getLocation();
int radius = droplet.getRadius();
g2d.drawOval(p.x - (radius / 2), p.y - (radius / 2), radius, radius);
g2d.setComposite(comp);
}
g2d.dispose();
}
}
public class Droplet {
private Point p;
private int radius;
public Droplet(Point p) {
this.p = p;
}
public Point getLocation() {
return p;
}
public int getRadius() {
return radius;
}
public void grow() {
radius += GROWTH_RATE;
if (radius > MAX_RADIUS) {
radius = MAX_RADIUS;
}
}
}
}
Extended Example
This example will, when you click the "Start" button, create a random number of droplets at a random interval (between each droplet). You can press start multiple times and it will compound the output.
import static droplets.Droplets.MAX_RADIUS;
import java.awt.AlphaComposite;
import java.awt.BorderLayout;
import java.awt.Composite;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridBagLayout;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.TimeUnit;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingWorker;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Droplets02 {
public static void main(String[] args) {
new Droplets02();
}
public Droplets02() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new DropletPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
protected static final int MAX_RADIUS = 50;
protected static final int GROWTH_RATE = 1;
public interface Pool {
public void addDroplet(Droplet droplet);
public Dimension getSize();
}
public class DropletPane extends JPanel implements Pool {
private List<Droplet> droplets;
private Timer timer;
public DropletPane() {
setLayout(new GridBagLayout());
JButton button = new JButton("Start");
button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
new DropletWorker(DropletPane.this).execute();
}
});
add(button);
droplets = new ArrayList<>(25);
timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (!droplets.isEmpty()) {
for (Droplet droplet : droplets.toArray(new Droplet[droplets.size()])) {
droplet.grow();
if (droplet.getRadius() >= MAX_RADIUS) {
droplets.remove(droplet);
}
}
if (droplets.isEmpty()) {
((Timer) e.getSource()).stop();
}
repaint();
}
}
});
timer.setRepeats(true);
timer.setCoalesce(true);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
Composite comp = g2d.getComposite();
for (Droplet droplet : droplets) {
float alpha = 1f - ((float) droplet.getRadius() / (float) MAX_RADIUS);
g2d.setComposite(AlphaComposite.SrcOver.derive(alpha));
Point p = droplet.getLocation();
int radius = droplet.getRadius();
g2d.drawOval(p.x - (radius / 2), p.y - (radius / 2), radius, radius);
g2d.setComposite(comp);
}
g2d.dispose();
}
#Override
public void addDroplet(Droplet droplet) {
if (!timer.isRunning()) {
timer.start();
}
droplets.add(droplet);
}
}
public class Droplet {
private Point p;
private int radius;
public Droplet(Point p) {
this.p = p;
}
public Point getLocation() {
return p;
}
public int getRadius() {
return radius;
}
public void grow() {
radius += GROWTH_RATE;
if (radius > MAX_RADIUS) {
radius = MAX_RADIUS;
}
}
}
public class DropletWorker extends SwingWorker<Void, Droplet> {
private Pool pool;
public DropletWorker(Pool pool) {
this.pool = pool;
}
public Pool getPool() {
return pool;
}
protected int random(int minRange, int maxRange) {
return minRange + (int) (Math.round(Math.random() * (maxRange - minRange)));
}
#Override
protected Void doInBackground() throws Exception {
int dropCount = random(1, 100);
Pool pool = getPool();
Dimension size = pool.getSize();
for (int index = 0; index < dropCount; index++) {
Thread.sleep(random(10, 1000));
int x = random(0, size.width);
int y = random(0, size.height);
Droplet droplet = new Droplet(new Point(x, y));
publish(droplet);
}
return null;
}
#Override
protected void process(List<Droplet> chunks) {
for (Droplet droplet : chunks) {
getPool().addDroplet(droplet);
}
}
}
}
Animation Basics
You need three things to perform animation.
A Start state
A Target state
A delta or time range.
(You also need some way to store the current state)
The start and target states are self explanatory, they describe where you are now and where you want to change to.
The delta would be the amount to apply to the current state at each "time interval" (or tick) until you reach the delta.
Or
The time range would be the amount of time you want to use to move from the start state to the end state.
The delta approach is the simpler mechanism, but isn't nearly as flexible as the time range approach...
Once you have these basic elements set up, you need some kind of "tick" that is triggered at regular intervals which allows you to calculate the current state, which is either a linear movement from the start state to the target state (delta) or a progression of change of over time (time range)
A final, full working rework
Apart from you're attempt to block the EDT within the paint method and failing to following the Initial Thread requirements of Swing, the only other, significant, problem I found was your reliance on the radius and iter values.
Basically, these were never getting set UNLESS you pressed the Enter key...which I wasn't.
This example uses the code that you posted and the ideas from the first example...
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JTextField;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class ControlCircles extends JFrame {
private JButton jbtEnlarge = new JButton("Start");
private JButton jbtShrink = new JButton("Stop");
private CirclePanel canvas = new CirclePanel();
private JTextField f1 = new JTextField(8);
private JTextField f2 = new JTextField(8);
public ControlCircles() {
JPanel panel = new JPanel();
JPanel jp = new JPanel();
jp.setPreferredSize(new Dimension(300, 0));
panel.add(jbtEnlarge);
panel.add(jbtShrink);
this.add(jp, BorderLayout.WEST);
this.add(canvas, BorderLayout.CENTER);
this.add(panel, BorderLayout.SOUTH);
jp.setLayout(new FlowLayout(FlowLayout.RIGHT, 50, 30));
jp.add(new JLabel("Radius"));
jp.add(f1);
jp.add(new JLabel("Iteration"));
jp.add(f2);
jbtEnlarge.addActionListener(new EnlargeListener());
jbtShrink.addActionListener(new ShrinkListener());
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new ControlCircles();
frame.setTitle("ControlCircle");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(800, 600);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
class EnlargeListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
int radius = Integer.parseInt(f1.getText());
int iter = Integer.parseInt(f2.getText());
canvas.start(radius, iter);
}
}
class ShrinkListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
//canvas.shrink();
}
}
class CirclePanel extends JPanel {
private int radius;
private int iterations;
private int iteration;
private List<Integer> circles;
private Timer timer;
public CirclePanel() {
circles = new ArrayList<>(25);
timer= new Timer(100, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
iteration++;
if (iteration < iterations) {
circles.add(radius);
radius += 10;
} else {
((Timer)e.getSource()).stop();
}
repaint();
}
});
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
int width = getWidth() - 1;
int height = getHeight()- 1;
g.drawRect(0, 0, width, height);
for (Integer radius : circles) {
int x = (width - radius) / 2;
int y = (height - radius) / 2;
g.drawOval(x, y, radius, radius);
}
}
public void start(int radius, int iter) {
timer.stop();
circles.clear();
this.radius = radius;
iterations = iter;
iteration = 0;
System.out.println("radius = " + radius);
System.out.println("iterations = " + iterations);
timer.start();
}
}
}
This code works based on the description of your problem by correcting the common mistakes with animation in Swing but some of your code didn't quite make sense to me (ie enlarge and shrink) so I focused on the description your provided.
The idea is to control the drawing animation on the panel used as a canvas with the buttons Start, Stop and I added Continue and Reset additional controls to better explain the idea. These buttons control the animation thread execution thus drawing circles on the drawing surface. the drawing surface I separated as inner class that has only function to draw whatever performed. Another idea that the approach is taken to draw the circles one by one incrementally until it finishes drawing thus used incremental painting.
I have used the code from the above and changed it a little to support my ideas. If you need more and usually better examples look at this article.
The code is below, I didn't polish it enough to have a production wise look and feel but for demonstration purpose only.
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
public class ControlCircle extends JFrame implements Runnable {
private JButton jbtStart = new JButton("Start");
private JButton jbtStop = new JButton("Stop");
private JButton jbtContinue = new JButton("Continue");
private JButton jbtReset = new JButton("Reset");
private CirclePanel canvas = new CirclePanel();
private JTextField f1;
private int radius = 0;
private JTextField f2;
private int iter;
protected boolean incrementalPainting;
/**
* Flag indicates that a thread is suspended
*/
private boolean suspended = false;
/**An instance of the class Thread.*/
private Thread thread = null;
public ControlCircle() {
JPanel panel = new JPanel();
JPanel jp = new JPanel();
jp.setPreferredSize(new Dimension(300, 0));
panel.add(jbtStart);
panel.add(jbtStop);
panel.add(jbtContinue);
panel.add(jbtReset);
this.add(jp, BorderLayout.WEST);
this.add(canvas, BorderLayout.CENTER);
this.add(panel, BorderLayout.SOUTH);
f1 = new JTextField(8);
f2 = new JTextField(8);
jp.setLayout(new FlowLayout(FlowLayout.RIGHT, 50, 30));
jp.add(new JLabel("Radius"));
jp.add(f1);
jp.add(new JLabel("Iteration"));
jp.add(f2);
jbtStart.addActionListener(new StartListener());
jbtStop.addActionListener(new StopListener());
jbtContinue.addActionListener(new ContinueListener());
jbtReset.addActionListener(new ResetListener());
}
public static void main(String[] args) {
JFrame frame = new ControlCircle();
frame.setTitle("ControlCircle");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(800, 600);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
class StartListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
if (thread == null) {
repaint();
startThread();
}
}
}
class StopListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
if (thread != null){
mySuspend();
}
}
}
class ContinueListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
myResume();
}
}
class ResetListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
if (thread != null) {
stopThread();
}
repaint();
}
}
/**
* my Suspend
*/
private void mySuspend() {
System.out.println("mySyspend()");
suspended = true;
}
/**
* my Resume
*/
private synchronized void myResume(){
System.out.println("myResume()");
suspended = false;
notifyAll();
}
public void run(){
System.out.println("run() - started");
Thread me = Thread.currentThread();
while (thread == me) {
radius = Integer.parseInt(f1.getText());
iter = Integer.parseInt(f2.getText());
for (int i = 0; i < iter; i++) {
if (thread == null) return;
incrementalPainting = true;
myRepaint();
try {
Thread.sleep(1000);
}
catch(InterruptedException e){}
radius += 10;
}
if(thread != null) thread = null; // exiting while
}
System.out.println("run() - exiting");
}
/**
* start Thread
*/
private void startThread(){
System.out.println("startThread()");
if(thread == null){
thread = new Thread(this);
thread.start();
}
}
/**
* stop Thread
*/
private synchronized void stopThread() {
System.out.println("stopThread()");
thread = null; // exiting from while
if (suspended) {
suspended = false;
notify();
}
}
/**
* This is called from the run method to invoke painting.
*/
private void myRepaint() {
System.out.println("myRepaint()");
incrementalPainting = true;
repaint();
synchronized (this) {
while (incrementalPainting) {
System.out.println("wait while incremental painting");
try {
wait();
} catch (InterruptedException e) {
System.out.println("interrupted");
}
}
}
suspend();
}
/**
* This method should place somewhere when run() has started. Perfectly
* when repaint() performed.
*/
private void suspend(){
System.out.println("suspend()");
synchronized (this) {
while (suspended) {
System.out.println("wait while suspended");
try {
wait();
} catch (InterruptedException e) {
System.out.println("interrupted");
}
}
}
}
public synchronized void myPaint(Graphics g) {
if (g == null){
if (incrementalPainting){
incrementalPainting = false;
notifyAll();
}
return;
}
if (incrementalPainting){
myDraw(g);
incrementalPainting = false;
notifyAll();
}
else {
myDraw(g);
}
}
public void myDraw(Graphics g){
g.drawOval(getWidth() / 2 - radius, getHeight() / 2 - radius, 2 * radius, 2 * radius);
}
protected final class CirclePanel extends JPanel {
//Offscreen buffer of this canvas
private BufferedImage backBuffer = null;
public void paintComponent (Graphics g) {
System.out.println("incrementalPainting="+incrementalPainting);
// First paint background
super.paintComponent(g);
Dimension d = this.getSize();
if (! incrementalPainting)
backBuffer = (BufferedImage) this.createImage(d.width, d.height);
Graphics2D g2 = backBuffer.createGraphics();
if (! incrementalPainting){
g2.setColor(Color.WHITE);
g2.fillRect(0,0, d.width, d.height);
}
myPaint(g2);
g.drawImage(backBuffer, 0, 0, this);
}
}
}
I have a falling square game that I am currently making. I need to have a score system, but I don't know how to integrate a and display that onto the game frame.
My question is how can I make a timer that counts upwards and display that in real time onto the frame of my game.
My code:
package GamePackage;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.BufferedReader;
import java.io.FileInputStream;
import java.io.FileReader;
import java.io.IOException;
import java.util.logging.Level;
import java.util.logging.Logger;
import sun.audio.AudioPlayer;
import sun.audio.AudioStream;
import javax.swing.ImageIcon;
public class Game extends JPanel {
//changing these values will change the size of the game, while still remaining functional
//within the size limit specified.
public static final int WINDOW_WIDTH = 875;
public static final int WINDOW_HEIGHT = 720;
private Timer countdownTimer;
private javax.swing.JLabel lblTimer;
private String Highscore = "";
private int count;
int Health = 1;
//Creates a Square object Array
Square[] squareArray = new Square[20];
//Triangle[] TriangleArray = new Triangle[10];
Player thePlayer = new Player();
public Game() {
//initializes square objects
for (int i = 0; i < squareArray.length; i++)
squareArray[i] = new Square();
}
public static void music(){
try{
AudioStream Music = new AudioStream (new FileInputStream("/SplashDemoPackage/URF.wav"));
AudioPlayer.player.start(Music);
}catch (IOException error){}
}
private void StartGame(){
count = 14;
countdownTimer = new Timer(1000,new ActionListener() {
public void actionPerformed(ActionEvent e) {
lblTimer.setText(Integer.toString(count));
count = count -1;
if(count<0){
lblTimer.setText("0");
}
}
});
countdownTimer.start();
}
public void paint(Graphics graphics) {
graphics.setColor(Color.WHITE);
graphics.fillRect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
//paints square objects to the screen
for (Square aSquareArray : squareArray) {
aSquareArray.paint(graphics);
}
// for (Triangle aTriangleArray : TriangleArray) {
// aTriangleArray.paint(graphics);
// }
thePlayer.paint(graphics);
// if(Highscore.equals("")){
// Highscore = this.GetHighScore();
// }
}
// public void DrawScore(Graphics g){
// g.drawString("Score: " + score, 0, B);
// g.drawString("HighScore: " + HighScore, 0,);
// }
public void update() {
// calls the Square class update method on the square objects
if(Health > 0){
for (Square aSquareArray : squareArray) aSquareArray.update();
}
// if(Health > 0){
// for (Triangle aTriangleArray : TriangleArray) aTriangleArray.update();
// }
}
private void mouseMove(MouseEvent evt) {
if(Health > 0){
thePlayer.PlayerMove(evt);
}
}
public void collision(){
Rectangle rectangle1 = thePlayer.bounds();//player rectangle
for (Square square: squareArray) {
if(square.GetBounds().intersects(rectangle1)){//testing all squares vs player
Health = Health - 1;
System.out.println("HIT");
if (Health == 0){
System.out.println("LOST");
}
}
}
// for (Triangle triangle: TriangleArray) {
// if(triangle.GetBounds().intersects(rectangle1)){//testing all triangles vs player
// Health = Health - 1;
// System.out.println("HIT");
// if (Health == 0){
// System.out.println("LOST");
// }
// }
// }
}
private static void GUI() throws InterruptedException {
Game game = new Game();
Player thePlayer = new Player();
JLabel lblStart = new JLabel();
JFrame frame = new JFrame();
frame.add(game);
frame.setVisible(true);
frame.setSize(WINDOW_WIDTH, WINDOW_HEIGHT);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setTitle("Dodge The Squares");
frame.setResizable(false);
frame.setLocationRelativeTo(null);
BufferedImage cursorImg = new BufferedImage(16, 16, BufferedImage.TYPE_INT_ARGB);
// Create a new blank cursor.
Cursor blankCursor = Toolkit.getDefaultToolkit().createCustomCursor(
cursorImg, new Point(0, 0), "blank cursor");
// Set the blank cursor to the JFrame.
frame.getContentPane().setCursor(blankCursor);
frame.addMouseMotionListener(new java.awt.event.MouseMotionAdapter() {
public void mouseMoved(java.awt.event.MouseEvent evt) {
mouseMove(evt);
}
private void mouseMove(MouseEvent evt){
game.mouseMove(evt);
}
});
while (true) {
game.update();
game.repaint();
game.collision();
Thread.sleep(10);
}
}
public void DrawScore(Graphics g) throws InterruptedException{
while (true) {
int time = 0;
time = time + 1;
g.drawString("Score: " + time, 0, WINDOW_WIDTH * WINDOW_HEIGHT + 10);
Thread.sleep(1000);
}
}
public static void main(String[] args) throws InterruptedException {
new Scoreboards().setVisible(true);
music();
GUI();
}
}
For game usages I would suggest System.currentTimeMillis() because it is better performance wise than System.nanoTime(). An example of how you could track the time in a game:
public class Stopwatch {
private long startTime;
public void start() {
startTime = System.currentTimeMillis();
}
public float getElapsedTimeSeconds() {
return (System.currentTimeMillis() - startTime) / 1000f;
}
}
Usage:
Stopwatch stopwatch = new Stopwatch();
stopwatch.start();
Thread.sleep(5000);
System.out.println("Time elapsed in seconds: " + stopwatch.getElapsedTimeSeconds());
Although there are questions similar, I think mine is slightly different because of how I have my code set up. I have a JFrame within my main method. However, I only have JPanel in my constructor. I tried to make some of my variables static so that I could access them in the main method and say, for instance, if the x-coordinate of this graphic plus its width is greater than frame.getWidth().. but that won't work for some reason. I don't want to bombard anyone with code so I will just try to put the main information and if you need more, I'll update it.
package finalProj;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.geom.Ellipse2D;
public class nonaMaingamePractice extends JPanel implements ActionListener, KeyListener {
/**
*
*/
private static final long serialVersionUID = 1L;
private static Ellipse2D ellipse;
static Toolkit tools = Toolkit.getDefaultToolkit();
static int screenWidth = (int)(Math.round(tools.getScreenSize().getWidth()));
static int screenHeight = (int)(Math.round(tools.getScreenSize().getHeight()));
private static Rectangle paddleRect;
JLabel text = new JLabel("cool");
Timer timeMove = new Timer(1, this);
Timer timeBall = new Timer(10, new timeBall());
private static double x = screenWidth/2, y = (screenHeight*0.8), xx = 0, yy = 0, score = 0, Ox = screenWidth/2, Oy = screenHeight/2, Oyy = 0, width = 100, height = 30;
public nonaMaingamePractice(){
setLayout(new BorderLayout());
timeBall.start();
timeMove.start();
addKeyListener(this);
setFocusable(true);
JPanel panelNorth = makePanel();
panelNorth.setBackground(Color.CYAN);
add(panelNorth, BorderLayout.NORTH);
JLabel scoreLabel = new JLabel("Score: " + score);
panelNorth.add(scoreLabel);
}
public void paintComponent(Graphics g){
super.paintComponent(g);
g.setColor(Color.BLUE);
paddleRect = new Rectangle((int)x, (int)y, (int)width, (int)height);
ellipse = new Ellipse2D.Double(Ox, Oy+Oyy, 50, 50);
Graphics2D graphics = (Graphics2D)g;
graphics.fill(paddleRect);
graphics.fill(ellipse);
}
#Override
public void actionPerformed(ActionEvent e) {
x = x + xx;
y = y + yy;
if(x<0){
x=0;
xx=0;
}
repaint();
}
#Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
#Override
public void keyPressed(KeyEvent e) {
int c = e.getKeyCode();
if(c==KeyEvent.VK_RIGHT){
xx=1;
}else if(c==KeyEvent.VK_LEFT){
xx=-1;
}
}
#Override
public void keyReleased(KeyEvent e) {
xx=0;
}
protected JPanel makePanel() {
#SuppressWarnings("serial")
JPanel pane = new JPanel() {
#Override
public Dimension getPreferredSize() {
return new Dimension(100, 30);
}
};
pane.setBackground(Color.CYAN);
return pane;
}
protected class timeBall implements ActionListener{
Timer timeWhateva = new Timer(100, this);
#Override
public void actionPerformed(ActionEvent e) {
try{
System.out.println(paddleRect.getX());
if(ellipse.intersects(paddleRect)){
timeWhateva.start();
Oy+=-1;
System.out.println(ellipse.getX() + " " + ellipse.getY());
}else if(!ellipse.intersects(paddleRect)){
Oyy+=1;
}
}catch(RuntimeException NullPointerException){
System.out.println(NullPointerException.getMessage());
}
repaint();
}
}
public static void main(String[] args){
nonaMaingamePractice main = new nonaMaingamePractice();
JFrame frame = new JFrame();
frame.add(main);
frame.setVisible(true);
frame.setTitle("Project 4 game");
frame.setSize(screenWidth, screenHeight);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
Okay, so there seems to a few things that are wrong.
First, don't rely on static for cross object communication, this is a really bad idea which will come back to bite you hard. Instead, pass information to the classes which need it.
Second, I'd focus on having a single Timer (or "main-loop") which is responsible for updating the current state of the game and scheduling repaints. This is the basic concept of Model-View-Controller paradigm
The first thing I'm going to do is take your code apart completely and rebuild it...
To start with, I want some kind of interface which provides information about the current state of the game and which I can pass instances of to other parts of the game in order for them to make decisions and update the state of the game...
public interface GameView {
public boolean isKeyRightPressed();
public boolean isKeyLeftPressed();
public Dimension getSize();
public void updateState();
}
This provides information about the state of the right and left keys, the size of the view and provides some basic functionality to request that the view update it's current state
Next, we need some way to model the state of the game...
import java.awt.Rectangle;
import java.awt.geom.Ellipse2D;
public interface GameModel {
public Rectangle getPaddle();
public Ellipse2D getBall();
public void ballWasMissed();
}
So, this basically maintains information about the paddle and ball and provides a means by which the "main game loop" can provide notification about the state of the game back to the model
Next, we need to the actual "main game loop" or controller. This is responsible for updating the state of the model and updating the view...
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Ellipse2D;
public class MainLoop implements ActionListener {
private GameView gameView;
private GameModel gameModel;
private int ballYDelta = 1;
public MainLoop(GameView gameView, GameModel gameModel) {
this.gameView = gameView;
this.gameModel = gameModel;
}
#Override
public void actionPerformed(ActionEvent e) {
Rectangle paddle = gameModel.getPaddle();
Ellipse2D ball = gameModel.getBall();
// Update the paddle position...
if (gameView.isKeyLeftPressed()) {
paddle.x--;
} else if (gameView.isKeyRightPressed()) {
paddle.x++;
}
// Correct for overflow...
if (paddle.x < 0) {
paddle.x = 0;
} else if (paddle.x + paddle.width > gameView.getSize().width) {
paddle.x = gameView.getSize().width - paddle.width;
}
// Update the ball position...
Rectangle bounds = ball.getBounds();
bounds.y += ballYDelta;
if (bounds.y < 0) {
bounds.y = 0;
ballYDelta *= -1;
} else if (bounds.y > gameView.getSize().height) {
// Ball is out of bounds...
// Notify the gameView so it knows what to do when the ball goes
// out of the game view's viewable, ie update the score...
// Reset ball position to just out side the top of the view...
gameModel.ballWasMissed();
bounds.y = -bounds.height;
} else if (paddle.intersects(bounds)) {
// Put the ball to the top of the paddle
bounds.y = paddle.y - bounds.height;
// Bounce
ballYDelta *= -1;
}
ball.setFrame(bounds);
// Update the view
gameView.updateState();
}
}
This is basically where we are making decisions about the current position of the objects and updating their positions. Here we check for "out-of-bounds" positions and update their states appropriately (for example, the ball can "bounce" and change directions)
The delta values are quite small, so you might want to play around with those
And finally, we need something that pulls it all together...
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
public class NonaMaingamePractice extends JPanel implements KeyListener, GameView {
/**
*
*/
private static final long serialVersionUID = 1L;
JLabel text = new JLabel("cool");
private Timer timeBall;
private GameModel model;
private boolean init = false;
private boolean rightIsPressed;
private boolean leftIsPressed;
public NonaMaingamePractice() {
setLayout(new BorderLayout());
addKeyListener(this);
setFocusable(true);
JPanel panelNorth = makePanel();
panelNorth.setBackground(Color.CYAN);
add(panelNorth, BorderLayout.NORTH);
JLabel scoreLabel = new JLabel("Score: " + 0);
panelNorth.add(scoreLabel);
addComponentListener(new ComponentAdapter() {
#Override
public void componentResized(ComponentEvent e) {
if (getWidth() > 0 && getHeight() > 0 && !init) {
init = true;
model = new DefaultGameModel(getSize());
timeBall = new Timer(40, new MainLoop(NonaMaingamePractice.this, model));
timeBall.start();
} else if (model != null) {
model.getPaddle().y = (getHeight() - model.getPaddle().height) - 10;
}
}
});
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLUE);
Graphics2D graphics = (Graphics2D) g;
if (model != null) {
graphics.fill(model.getPaddle());
graphics.fill(model.getBall());
}
}
#Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
#Override
public void keyPressed(KeyEvent e) {
int c = e.getKeyCode();
if (c == KeyEvent.VK_RIGHT) {
rightIsPressed = true;
} else if (c == KeyEvent.VK_LEFT) {
leftIsPressed = true;
}
}
#Override
public void keyReleased(KeyEvent e) {
int c = e.getKeyCode();
if (c == KeyEvent.VK_RIGHT) {
rightIsPressed = false;
} else if (c == KeyEvent.VK_LEFT) {
leftIsPressed = false;
}
}
protected JPanel makePanel() {
#SuppressWarnings("serial")
JPanel pane = new JPanel() {
#Override
public Dimension getPreferredSize() {
return new Dimension(100, 30);
}
};
pane.setBackground(Color.CYAN);
return pane;
}
#Override
public boolean isKeyRightPressed() {
return rightIsPressed;
}
#Override
public boolean isKeyLeftPressed() {
return leftIsPressed;
}
#Override
public void updateState() {
// Maybe update the score??
repaint();
}
public static void main(String[] args) {
NonaMaingamePractice main = new NonaMaingamePractice();
JFrame frame = new JFrame();
frame.add(main);
frame.setVisible(true);
frame.setTitle("Project 4 game");
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
Here is the code for displaying circles with varying radius on a panel inside a frame with a given delay rate, but the code is showing the final output not the intermediate stages i.e., the circles are not appearing one by one but all the circles are coming at once as a final output. There may be some errors related to button action listeners and panel threads. The code is taking initial circle radius and the total number of iterations (the total number of circles to be displayed), radius of each next circle gets incremented by 10.
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class ControlCircle extends JFrame {
private JButton jbtEnlarge = new JButton("Start");
private JButton jbtShrink = new JButton("Stop");
private CirclePanel canvas = new CirclePanel();
private int radius = 0;
private int iter;
public ControlCircle() {
JPanel panel = new JPanel();
JPanel jp = new JPanel();
jp.setPreferredSize(new Dimension(300, 0));
panel.add(jbtEnlarge);
panel.add(jbtShrink);
this.add(jp, BorderLayout.WEST);
this.add(canvas, BorderLayout.CENTER);
this.add(panel, BorderLayout.SOUTH);
final JTextField f1 = new JTextField(8),f2 = new JTextField(8);
jp.setLayout(new FlowLayout(FlowLayout.RIGHT, 50, 30));
jp.add(new JLabel("Radius"));
jp.add(f1);
jp.add(new JLabel("Iteration"));
jp.add(f2);
f1.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
radius = Integer.parseInt(new String(f1.getText()));
}
});
f2.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
iter = Integer.parseInt(new String(f2.getText()));
}
});
jbtEnlarge.addActionListener(new EnlargeListener());
jbtShrink.addActionListener(new ShrinkListener());
}
public static void main(String[] args) {
JFrame frame = new ControlCircle();
frame.setTitle("ControlCircle");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(800, 600);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
class EnlargeListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
canvas.enlarge();
}
}
class ShrinkListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
//canvas.shrink();
}
}
class CirclePanel extends JPanel {
private int r = radius;
public void enlarge() {
//radius += 2;
repaint();
}
public void shrink() {
radius -= 2;
repaint();
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (int i = 0; i < iter; i++) {
g.drawOval(getWidth() / 2 - r, getHeight() / 2 - r, 2 * r, 2 * r);
try {
Thread.sleep(100);
} catch (Exception exp) {
}
r = r + 10;
}
r = 0;
}
}
}
The problem you're having is far to common.
Swing is a single threaded framework. This means that all UI related interactions must occur within the context of this thread (AKA the Event Dispatching Thread).
The EDT is responsible for, amongst other things, dispatching repaint requests. If any part of your code stops this thread (block I/O, time consuming process, Thread.sleep), the EDT will be unable to process any new events.
Have a read through Concurrency in Swing for more details.
You now face two issues...
You can't block the EDT
You can't update the UI from any thread other then the EDT.
Luckily, there are a number of solutions. The simplest is using a javax.swing.Timer.
This timer triggers it's tick events within the EDT but waits within it's own thread...
import com.sun.org.apache.bcel.internal.generic.LSTORE;
import java.awt.AlphaComposite;
import java.awt.BorderLayout;
import java.awt.Composite;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Droplets {
public static void main(String[] args) {
new Droplets();
}
public Droplets() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new DropletPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
protected static final int MAX_RADIUS = 50;
protected static final int GROWTH_RATE = 1;
public class DropletPane extends JPanel {
private List<Droplet> droplets;
public DropletPane() {
droplets = new ArrayList<>(25);
addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
droplets.add(new Droplet(e.getPoint()));
}
});
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
for (Droplet droplet : droplets.toArray(new Droplet[droplets.size()])) {
droplet.grow();
if (droplet.getRadius() >= MAX_RADIUS) {
droplets.remove(droplet);
}
}
repaint();
}
});
timer.setRepeats(true);
timer.setCoalesce(true);
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();
Composite comp = g2d.getComposite();
for (Droplet droplet : droplets) {
float alpha = 1f - ((float) droplet.getRadius() / (float) MAX_RADIUS);
g2d.setComposite(AlphaComposite.SrcOver.derive(alpha));
Point p = droplet.getLocation();
int radius = droplet.getRadius();
g2d.drawOval(p.x - (radius / 2), p.y - (radius / 2), radius, radius);
g2d.setComposite(comp);
}
g2d.dispose();
}
}
public class Droplet {
private Point p;
private int radius;
public Droplet(Point p) {
this.p = p;
}
public Point getLocation() {
return p;
}
public int getRadius() {
return radius;
}
public void grow() {
radius += GROWTH_RATE;
if (radius > MAX_RADIUS) {
radius = MAX_RADIUS;
}
}
}
}
Extended Example
This example will, when you click the "Start" button, create a random number of droplets at a random interval (between each droplet). You can press start multiple times and it will compound the output.
import static droplets.Droplets.MAX_RADIUS;
import java.awt.AlphaComposite;
import java.awt.BorderLayout;
import java.awt.Composite;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridBagLayout;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.TimeUnit;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingWorker;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Droplets02 {
public static void main(String[] args) {
new Droplets02();
}
public Droplets02() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new DropletPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
protected static final int MAX_RADIUS = 50;
protected static final int GROWTH_RATE = 1;
public interface Pool {
public void addDroplet(Droplet droplet);
public Dimension getSize();
}
public class DropletPane extends JPanel implements Pool {
private List<Droplet> droplets;
private Timer timer;
public DropletPane() {
setLayout(new GridBagLayout());
JButton button = new JButton("Start");
button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
new DropletWorker(DropletPane.this).execute();
}
});
add(button);
droplets = new ArrayList<>(25);
timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (!droplets.isEmpty()) {
for (Droplet droplet : droplets.toArray(new Droplet[droplets.size()])) {
droplet.grow();
if (droplet.getRadius() >= MAX_RADIUS) {
droplets.remove(droplet);
}
}
if (droplets.isEmpty()) {
((Timer) e.getSource()).stop();
}
repaint();
}
}
});
timer.setRepeats(true);
timer.setCoalesce(true);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
Composite comp = g2d.getComposite();
for (Droplet droplet : droplets) {
float alpha = 1f - ((float) droplet.getRadius() / (float) MAX_RADIUS);
g2d.setComposite(AlphaComposite.SrcOver.derive(alpha));
Point p = droplet.getLocation();
int radius = droplet.getRadius();
g2d.drawOval(p.x - (radius / 2), p.y - (radius / 2), radius, radius);
g2d.setComposite(comp);
}
g2d.dispose();
}
#Override
public void addDroplet(Droplet droplet) {
if (!timer.isRunning()) {
timer.start();
}
droplets.add(droplet);
}
}
public class Droplet {
private Point p;
private int radius;
public Droplet(Point p) {
this.p = p;
}
public Point getLocation() {
return p;
}
public int getRadius() {
return radius;
}
public void grow() {
radius += GROWTH_RATE;
if (radius > MAX_RADIUS) {
radius = MAX_RADIUS;
}
}
}
public class DropletWorker extends SwingWorker<Void, Droplet> {
private Pool pool;
public DropletWorker(Pool pool) {
this.pool = pool;
}
public Pool getPool() {
return pool;
}
protected int random(int minRange, int maxRange) {
return minRange + (int) (Math.round(Math.random() * (maxRange - minRange)));
}
#Override
protected Void doInBackground() throws Exception {
int dropCount = random(1, 100);
Pool pool = getPool();
Dimension size = pool.getSize();
for (int index = 0; index < dropCount; index++) {
Thread.sleep(random(10, 1000));
int x = random(0, size.width);
int y = random(0, size.height);
Droplet droplet = new Droplet(new Point(x, y));
publish(droplet);
}
return null;
}
#Override
protected void process(List<Droplet> chunks) {
for (Droplet droplet : chunks) {
getPool().addDroplet(droplet);
}
}
}
}
Animation Basics
You need three things to perform animation.
A Start state
A Target state
A delta or time range.
(You also need some way to store the current state)
The start and target states are self explanatory, they describe where you are now and where you want to change to.
The delta would be the amount to apply to the current state at each "time interval" (or tick) until you reach the delta.
Or
The time range would be the amount of time you want to use to move from the start state to the end state.
The delta approach is the simpler mechanism, but isn't nearly as flexible as the time range approach...
Once you have these basic elements set up, you need some kind of "tick" that is triggered at regular intervals which allows you to calculate the current state, which is either a linear movement from the start state to the target state (delta) or a progression of change of over time (time range)
A final, full working rework
Apart from you're attempt to block the EDT within the paint method and failing to following the Initial Thread requirements of Swing, the only other, significant, problem I found was your reliance on the radius and iter values.
Basically, these were never getting set UNLESS you pressed the Enter key...which I wasn't.
This example uses the code that you posted and the ideas from the first example...
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JTextField;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class ControlCircles extends JFrame {
private JButton jbtEnlarge = new JButton("Start");
private JButton jbtShrink = new JButton("Stop");
private CirclePanel canvas = new CirclePanel();
private JTextField f1 = new JTextField(8);
private JTextField f2 = new JTextField(8);
public ControlCircles() {
JPanel panel = new JPanel();
JPanel jp = new JPanel();
jp.setPreferredSize(new Dimension(300, 0));
panel.add(jbtEnlarge);
panel.add(jbtShrink);
this.add(jp, BorderLayout.WEST);
this.add(canvas, BorderLayout.CENTER);
this.add(panel, BorderLayout.SOUTH);
jp.setLayout(new FlowLayout(FlowLayout.RIGHT, 50, 30));
jp.add(new JLabel("Radius"));
jp.add(f1);
jp.add(new JLabel("Iteration"));
jp.add(f2);
jbtEnlarge.addActionListener(new EnlargeListener());
jbtShrink.addActionListener(new ShrinkListener());
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new ControlCircles();
frame.setTitle("ControlCircle");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(800, 600);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
class EnlargeListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
int radius = Integer.parseInt(f1.getText());
int iter = Integer.parseInt(f2.getText());
canvas.start(radius, iter);
}
}
class ShrinkListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
//canvas.shrink();
}
}
class CirclePanel extends JPanel {
private int radius;
private int iterations;
private int iteration;
private List<Integer> circles;
private Timer timer;
public CirclePanel() {
circles = new ArrayList<>(25);
timer= new Timer(100, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
iteration++;
if (iteration < iterations) {
circles.add(radius);
radius += 10;
} else {
((Timer)e.getSource()).stop();
}
repaint();
}
});
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
int width = getWidth() - 1;
int height = getHeight()- 1;
g.drawRect(0, 0, width, height);
for (Integer radius : circles) {
int x = (width - radius) / 2;
int y = (height - radius) / 2;
g.drawOval(x, y, radius, radius);
}
}
public void start(int radius, int iter) {
timer.stop();
circles.clear();
this.radius = radius;
iterations = iter;
iteration = 0;
System.out.println("radius = " + radius);
System.out.println("iterations = " + iterations);
timer.start();
}
}
}
This code works based on the description of your problem by correcting the common mistakes with animation in Swing but some of your code didn't quite make sense to me (ie enlarge and shrink) so I focused on the description your provided.
The idea is to control the drawing animation on the panel used as a canvas with the buttons Start, Stop and I added Continue and Reset additional controls to better explain the idea. These buttons control the animation thread execution thus drawing circles on the drawing surface. the drawing surface I separated as inner class that has only function to draw whatever performed. Another idea that the approach is taken to draw the circles one by one incrementally until it finishes drawing thus used incremental painting.
I have used the code from the above and changed it a little to support my ideas. If you need more and usually better examples look at this article.
The code is below, I didn't polish it enough to have a production wise look and feel but for demonstration purpose only.
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
public class ControlCircle extends JFrame implements Runnable {
private JButton jbtStart = new JButton("Start");
private JButton jbtStop = new JButton("Stop");
private JButton jbtContinue = new JButton("Continue");
private JButton jbtReset = new JButton("Reset");
private CirclePanel canvas = new CirclePanel();
private JTextField f1;
private int radius = 0;
private JTextField f2;
private int iter;
protected boolean incrementalPainting;
/**
* Flag indicates that a thread is suspended
*/
private boolean suspended = false;
/**An instance of the class Thread.*/
private Thread thread = null;
public ControlCircle() {
JPanel panel = new JPanel();
JPanel jp = new JPanel();
jp.setPreferredSize(new Dimension(300, 0));
panel.add(jbtStart);
panel.add(jbtStop);
panel.add(jbtContinue);
panel.add(jbtReset);
this.add(jp, BorderLayout.WEST);
this.add(canvas, BorderLayout.CENTER);
this.add(panel, BorderLayout.SOUTH);
f1 = new JTextField(8);
f2 = new JTextField(8);
jp.setLayout(new FlowLayout(FlowLayout.RIGHT, 50, 30));
jp.add(new JLabel("Radius"));
jp.add(f1);
jp.add(new JLabel("Iteration"));
jp.add(f2);
jbtStart.addActionListener(new StartListener());
jbtStop.addActionListener(new StopListener());
jbtContinue.addActionListener(new ContinueListener());
jbtReset.addActionListener(new ResetListener());
}
public static void main(String[] args) {
JFrame frame = new ControlCircle();
frame.setTitle("ControlCircle");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(800, 600);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
class StartListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
if (thread == null) {
repaint();
startThread();
}
}
}
class StopListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
if (thread != null){
mySuspend();
}
}
}
class ContinueListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
myResume();
}
}
class ResetListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
if (thread != null) {
stopThread();
}
repaint();
}
}
/**
* my Suspend
*/
private void mySuspend() {
System.out.println("mySyspend()");
suspended = true;
}
/**
* my Resume
*/
private synchronized void myResume(){
System.out.println("myResume()");
suspended = false;
notifyAll();
}
public void run(){
System.out.println("run() - started");
Thread me = Thread.currentThread();
while (thread == me) {
radius = Integer.parseInt(f1.getText());
iter = Integer.parseInt(f2.getText());
for (int i = 0; i < iter; i++) {
if (thread == null) return;
incrementalPainting = true;
myRepaint();
try {
Thread.sleep(1000);
}
catch(InterruptedException e){}
radius += 10;
}
if(thread != null) thread = null; // exiting while
}
System.out.println("run() - exiting");
}
/**
* start Thread
*/
private void startThread(){
System.out.println("startThread()");
if(thread == null){
thread = new Thread(this);
thread.start();
}
}
/**
* stop Thread
*/
private synchronized void stopThread() {
System.out.println("stopThread()");
thread = null; // exiting from while
if (suspended) {
suspended = false;
notify();
}
}
/**
* This is called from the run method to invoke painting.
*/
private void myRepaint() {
System.out.println("myRepaint()");
incrementalPainting = true;
repaint();
synchronized (this) {
while (incrementalPainting) {
System.out.println("wait while incremental painting");
try {
wait();
} catch (InterruptedException e) {
System.out.println("interrupted");
}
}
}
suspend();
}
/**
* This method should place somewhere when run() has started. Perfectly
* when repaint() performed.
*/
private void suspend(){
System.out.println("suspend()");
synchronized (this) {
while (suspended) {
System.out.println("wait while suspended");
try {
wait();
} catch (InterruptedException e) {
System.out.println("interrupted");
}
}
}
}
public synchronized void myPaint(Graphics g) {
if (g == null){
if (incrementalPainting){
incrementalPainting = false;
notifyAll();
}
return;
}
if (incrementalPainting){
myDraw(g);
incrementalPainting = false;
notifyAll();
}
else {
myDraw(g);
}
}
public void myDraw(Graphics g){
g.drawOval(getWidth() / 2 - radius, getHeight() / 2 - radius, 2 * radius, 2 * radius);
}
protected final class CirclePanel extends JPanel {
//Offscreen buffer of this canvas
private BufferedImage backBuffer = null;
public void paintComponent (Graphics g) {
System.out.println("incrementalPainting="+incrementalPainting);
// First paint background
super.paintComponent(g);
Dimension d = this.getSize();
if (! incrementalPainting)
backBuffer = (BufferedImage) this.createImage(d.width, d.height);
Graphics2D g2 = backBuffer.createGraphics();
if (! incrementalPainting){
g2.setColor(Color.WHITE);
g2.fillRect(0,0, d.width, d.height);
}
myPaint(g2);
g.drawImage(backBuffer, 0, 0, this);
}
}
}
I am trying to make a JPanel slide in from the side using this class i made:
public class AnimationClass {
private int i;
private int y;
private JPanel panel;
private int xTo;
private Timer timer;
private int xFrom;
synchronized void slidePanelInFromRight(JPanel panelInput, int xFromInput, int xToInput, int yInput, int width, int height) {
this.panel = panelInput;
this.xFrom = xFromInput;
this.xTo = xToInput;
this.y = yInput;
panel.setSize(width, height);
timer = new Timer(0, new ActionListener() {
public void actionPerformed(ActionEvent ae) {
for (int i = xFrom; i > xTo; i--) {
panel.setLocation(i, y);
panel.repaint();
i--;
timer.stop();
timer.setDelay(100);
if (i >= xTo) {
timer.stop();
}
}
timer.stop();
}
});
timer.start();
}
}
Well, i dont know what the problem is. I've tried a lot of different things, but i doesn't seem like I can get it to work.
The timer should be changing the location on each tick, until it is in place, instead, on each tick, you're running through a for-next loop, which is blocking the EDT until the loop finishes, preventing from updating the UI
Update with example
For example...
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.Action;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TestAnimatedPane {
public static void main(String[] args) {
new TestAnimatedPane();
}
public TestAnimatedPane() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private JPanel panel;
public TestPane() {
setLayout(null);
panel = new JPanel();
panel.setBackground(Color.RED);
add(panel);
Dimension size = getPreferredSize();
Rectangle from = new Rectangle(size.width, (size.height - 50) / 2, 50, 50);
Rectangle to = new Rectangle((size.width - 50) / 2, (size.height - 50) / 2, 50, 50);
Animate animate = new Animate(panel, from, to);
animate.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
}
public static class Animate {
public static final int RUN_TIME = 2000;
private JPanel panel;
private Rectangle from;
private Rectangle to;
private long startTime;
public Animate(JPanel panel, Rectangle from, Rectangle to) {
this.panel = panel;
this.from = from;
this.to = to;
}
public void start() {
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
long duration = System.currentTimeMillis() - startTime;
double progress = (double)duration / (double)RUN_TIME;
if (progress > 1f) {
progress = 1f;
((Timer)e.getSource()).stop();
}
Rectangle target = calculateProgress(from, to, progress);
panel.setBounds(target);
}
});
timer.setRepeats(true);
timer.setCoalesce(true);
timer.setInitialDelay(0);
startTime = System.currentTimeMillis();
timer.start();
}
}
public static Rectangle calculateProgress(Rectangle startBounds, Rectangle targetBounds, double progress) {
Rectangle bounds = new Rectangle();
if (startBounds != null && targetBounds != null) {
bounds.setLocation(calculateProgress(startBounds.getLocation(), targetBounds.getLocation(), progress));
bounds.setSize(calculateProgress(startBounds.getSize(), targetBounds.getSize(), progress));
}
return bounds;
}
public static Point calculateProgress(Point startPoint, Point targetPoint, double progress) {
Point point = new Point();
if (startPoint != null && targetPoint != null) {
point.x = calculateProgress(startPoint.x, targetPoint.x, progress);
point.y = calculateProgress(startPoint.y, targetPoint.y, progress);
}
return point;
}
public static int calculateProgress(int startValue, int endValue, double fraction) {
int value = 0;
int distance = endValue - startValue;
value = (int)Math.round((double)distance * fraction);
value += startValue;
return value;
}
public static Dimension calculateProgress(Dimension startSize, Dimension targetSize, double progress) {
Dimension size = new Dimension();
if (startSize != null && targetSize != null) {
size.width = calculateProgress(startSize.width, targetSize.width, progress);
size.height = calculateProgress(startSize.height, targetSize.height, progress);
}
return size;
}
}
Update
I should have added this in last night (1 year who didn't want to go to bed, 2 parents that did, say no more...)
Animation is complex topic, especially when you start looking at variable speed (the example is static).
Instead of reinventing the wheel, you should seriously consider taking a look at...
Timing Framework - This is base animation framework, that makes no assumptions about how you might like to use it.
Trident - Similar to the Timing Framework, but also has support for Swing based components (via reflection) build in
Universal Tween Engine
This well-factored example easily admits the variation below. It leverages the enclosed panel's preferred size in a JLayeredPane.
/**
* #see https://stackoverflow.com/a/16322007/230513
* #see https://stackoverflow.com/a/16316345/230513
*/
public class TestPane extends JLayeredPane {
private static final int WIDE = 200;
private static final int HIGH = 5 * WIDE / 8; // ~1/phi
private JPanel panel;
public TestPane() {
panel = new JPanel();
panel.setBackground(Color.RED);
panel.add(new JButton("Test"));
add(panel);
Dimension size = panel.getPreferredSize();
int half = HIGH / 2 - size.height / 2;
Rectangle from = new Rectangle(size);
from.translate(WIDE, half);
Rectangle to = new Rectangle(size);
to.translate(0, half);
panel.setBounds(from);
Animate animate = new Animate(panel, from, to);
animate.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(WIDE, HIGH);
}
}
There are a number of problems in the OP's code. As MadProrammer points, should only be moving one step per timer tick. Here is a simple,tested correction to the OPs code which moves the JPanel one pixel at a time, 25 times a second. Note the comments:
synchronized void slidePanelInFromRight(JPanel panelInput, int xFromInput, int xToInput, int yInput, int width, int height) {
this.panel = panelInput;
this.xFrom = xFromInput;
this.xTo = xToInput;
this.y = yInput;
panel.setSize(width, height);
// timer runs 25 times per second
timer = new Timer(40, new ActionListener() {
public void actionPerformed(ActionEvent ae) {
// Must 'remember' where we have slid panel to by using instance variable rather than automatic variable
// Only move one step at a time.
// No need to restart timer, it continues to run until stopped
if (xFrom > xTo){
xFrom = xFrom - 1;
panel.setLocation(xFrom, y);
panel.repaint();
} else {
timer.stop();
}
panel.setLocation(xFrom, y);
panel.repaint();
}
});
timer.start();
}
example to slid Anything
package TestingPackage;
import java.awt.Color;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class ToggleBtn extends JPanel {
JFrame frame;
JPanel panelOut;
JLabel labelOn;
JLabel labelOff;
JButton btn;
int count = 1;
public ToggleBtn() {
frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setBounds(500, 300, 300, 300);
frame.setLayout(null);
panelOut = new JPanel(null);
panelOut.setBounds(50, 100, 120, 30);
panelOut.setBackground(Color.gray);
frame.add(panelOut);
btn = new JButton("::");
btn.setBounds(0, 0, 60, 30);
panelOut.add(btn);
btn.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
startThread();
}
});
labelOn = new JLabel("ON");
labelOn.setBounds(0, 0, 60, 30);
panelOut.add(labelOn);
labelOff = new JLabel("OFF");
labelOff.setBounds(60, 0, 60, 30);
panelOut.add(labelOff);
frame.setVisible(true);
}
public void startThread() {
count++;
new Move().start();
}
public static void main(String[] args) {
new ToggleBtn();
}
class Move extends Thread {
#Override
public void run() {
if (count % 2 == 0) {
System.out.println("if");
for (int i = 0; i <= 60; i++) {
try {
Thread.sleep(3);
} catch (InterruptedException ex) {
Logger.getLogger(ToggleBtn.class.getName()).log(Level.SEVERE, null, ex);
}
btn.setBounds(i, 0, 60, 30);
}
} else {
System.out.println("else");
for (int i = 60; i >= 0; i--) {
try {
Thread.sleep(3);
} catch (InterruptedException ex) {
Logger.getLogger(ToggleBtn.class.getName()).log(Level.SEVERE, null, ex);
}
btn.setBounds(i, 0, 60, 30);
}
}
}
}
}