I am working on a video game in Java that so far has a main menu class and a class for the game. As I have it set up right now, each class uses its own JFrame, which means that when the user clicks "start game", the main menu JFrame closes and the games JFrame opens. Obviously this is not ideal and I would like to have both classes use the same JFrame, however I really don't know how to go about this and internet searches have not been helpful.
The class for my main menu is:
public class Frame extends javax.swing.JFrame {
...
}
I have it set up right now so that my Game class imports my Frame class, but when I try to make the JFrame display elements from my game nothing comes up. So my question is:
How do I use one single JFrame across multiple classes?
Any help is much appreciated!
Rather then needing to pass a reference of the main frame to each of the child panels, which might expose parts of the program you don't want them to have access to (as an example), you should use something like a CardLayout and use the main frame as the main display hub, switching out the panels as you need to
Check out How to use CardLayout for more examples
Rather than having each class be its own frame, you can have one frame, with several classes manipulating it. I would probably set something up like this:
public class MainFrame extends JFrame {
public MainFrame() {
super("Cool Game!");
setDefaultCloseOperation(EXIT_ON_CLOSE);
}
}
public class Game {
private final MainFrame mainFrame;
public Game(final MainFrame mainFrame) {
this.mainFrame = mainFrame;
mainFrame.setContentPane(createGamePanel());
}
private JPanel createGamePanel() {
//...
}
}
public class MainMenu {
private final MainFrame mainFrame;
public MainMenu(final MainFrame mainFrame) {
this.mainFrame = mainFrame;
}
public void showMainMenu() {
mainFrame.setContentPane(createMainMenuPanel());
}
private JPanel createMainMenuPanel() {
//...
}
}
You should use just one frame at overall game. And there should be many JPanels for different contents.
Deciding content and switching should be like this :
switch( currentState ) {
case introduction:
setContentPane(new IntroductionPanel());
break;
case insideGame:
setContentPane( new GamePanel() );
...
...
...
}
Use cardLayout to switch panels
http://docs.oracle.com/javase/tutorial/uiswing/layout/card.html
Related
I'm very new to Java and OOP in general and I want to call my GUI class from my Main class which will be the start point for my program.
This should be pretty simple but any help will be appreciated
GUIForm1 Code:
import javax.swing.*;
import java.awt.*;
public class GUIForm1 {
private JPanel MainPanel;
private JPanel MenuPanel;
Private JPanel AnimationPanel;
private JButton greenTrail;
private JButton purpleTrail;
private JSeparator animationMenuDivider;
private JSlider rangeSlider;
//more components
public GUIForm1() {
JFrame frame = new JFrame("GUIForm1");
frame.setContentPane(new GUIForm1().MainPanel);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setExtendedState(Frame.MAXIMIZED_BOTH);
frame.pack();
frame.setVisible(true);
}
}
Main Class Code:
public class ProjectileSim {
public static void main(String[] args){
GUIForm1 gui = new GUIForm1();
}
}
Your code is good. Your main class instantiation of the GUIForm class is also correct. The reason why you are having an issue is here:
frame.setContentPane(new GUIForm1().MainPanel);
That is your issue in the code. You are trying to call the constructor of your class within your class to set a MainPanel that is non-existent.
If you are using NetBeans (Or any IDE) it is simple enough for you to just drag a JPanel onto your GUI and then you can set your frames content frame to that (for example):
frame.setContentPane(myNewJPanel);
Give it a go. Comment out the line where you are setting your contentframe and see what I mean.
(this is how you comment out by the way :
//frame.setContentPane(new GUIForm1().MainPanel);
You just insert 2 forward slashes in front of the line that you do not want to be executed.
All the best. Let me know of the outcome.
add text Jfield or JButton or change the colour of the panel you feel somthing new.
And the main method is must in java which should exist in public classs.
Your problem is very general. I would advise you to go through https://docs.oracle.com/javase/tutorial/uiswing/start/index.html at the beginning.
But, what you should do in order to get any visible result at all would be:
public GUIForm1() {
JFrame frame = new JFrame("GUIForm1");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setExtendedState(Frame.MAXIMIZED_BOTH);
frame.setVisible(true);
}
Normally you should initialize the GUI objects (like JButtons, JFrame etc.) and then add them to the Content Pane, and after that set everything to visible. But go through the tutorials, since they cover all the basics.
I'm in the process of building a GUI in java for a virtual pet game I'm working on, my main problem thus far is establishing the best way to get the result I want.
Basically I have a basic setup like this
JFrame (MainFrame)
Jpanel (MainPanel) This panel sits on the Jframe
I then add further panels to the main panel
menuPanel and gamePanel - I switch between panels using cardLayout
MenuPanel provides a basic menu to launch a game / load / help / exit (this is running fine).
GamePanel is where I'm running into issues.
I'm wanting to provide a screen to allow the player to input data (petName, Type etc) I was thinking of doing this as a panel and then switching to the gamePanel where the actual game will be played, but I don't know if this is the best way as I also want them to be able to check if the details are correct, if not allow them to reenter them.
The other problem I have is I want a setup like this
Area for pet (background, pet animations)
below this buttons which remain static.
vvvvvvvvvvvvvvvvvvvvv
v v
v v
v Pet Area v
vvvvvvvvvvvvvvvvvvvvv
v v
v buttons v
vvvvvvvvvvvvvvvvvvvvv
Ive tried to add two panels onto gamePanel - graphicPanel and buttonPanel, but netbeans has issues with panel hierarchy.
If someone has done a project similar and can give me some pointers to coding this better would be appreciated. It will work this way, but it seems messy and inefficient.
The other problem I have is I want a setup like this
I would do something like this:
public class gamePanel extends JPanel{
private ButtonsPanel buttonsPanel;
private GraphicsPanel graphicsPanel;
public gamePanel(){
super();
this._initGUI();
}
private void _initGUI(){
this.buttonsPanel = new ButtonsPanel();
this.graphicsPanel = new GraphicsPanel();
this.setLayout(new BorderLayout());
this.add(buttonsPanel, BorderLayout.SOUTH);
this.add(graphicsPanel, BorderLayout.CENTER);
}
public void run(){
graphicsPanel.run();
}
}
public class GraphicsPanel extends JPanel(){
public void run(){
// this method could be called from the game loop.
// ....
// ....
this.repaint();
}
#Override
public void paint(Graphics g){
// here paint all graphics
}
}
public class ButtonsPanel extends JPanel{
public ButtonsPanel(){
super();
this._initGUI();
}
private void _initGUI(){
// here add all the buttons you want..
}
}
I don't know if it is the best way, but it works fine
I'm wanting to provide a screen to allow the player to input data (petName, Type etc)
That would probably be a model JDialog, instead of a panel on your main frame. Then you can redisplay the dialog and change the data as required.
The other problem I have is I want a setup like this...
Seems like a BorderLayout with one panel in the "CENTER" and the other in the "PAGE_END".
I've been searching and nothing has been simple enough for me. But for the thing I'm working on I want to make one JFrame in my main method and use different class files for each JPanel. (This is to keep the information separated and clean).
Also what's the best way to switch JPanels if I do it in this method?
public class Main extends JFrame {
public Main(){
JFrame intro = new JFrame("FormProgram");
intro.setSize(800,600);
intro.setVisible(true);
intro.setResizable(false);
setDefaultCloseOperation(EXIT_ON_CLOSE);
intro.setLocationRelativeTo(null);
}
public static void main(String[] args) {
new Main();
}
Then my basic second class looks like this.
public class Page1 extends JFrame implements ActionListener{
public JLabel test;
public void Page1(){
Container cp = intro.getContentPane();
cp.setLayout(null);
this.test = new JLabel("welcome");
this.test.setBounds(5,5,300,300);
cp.add(test);
}
what's the best way to switch JPanels
Use a CardLayout. Read the section from the Swing tutorial on How to Use a CardLayout for more information and a working example.
I am currently trying developing simple game, but having some trouble with making game menu. I use JPanel for each states in game menu such as instruction or option and have method in parent JFrame to shuffle them according to what item user click on the menu.
My code is like this (without some simple method like setSize() or setVisible() ).
public class Game extends JFrame{
private JPanel mainPanel = new MainPanel();
private JPanel helpPanel; = new HelpPanel();
private JPanel optionPanel = new OptionPanel();
private JPanel currentPanel = new JPanel();
public Game(){
add(currentPanel);
}
public void changePanel(int destination){
remove(currentPanel);
if(destination==MAIN_PANEL)
currentPanel = mainPanel;
else if(destination==HELP_PANEL)
currentPanel = helpPanel;
else if(destination==OPTION_PANEL)
currentPanel = optionPanel;
add(currentPanel);
}
Everything work perfectly except when I try to use changePanel method in mouselistener, it wasn't responded anything. Then I try some simple method like this.
....
public void mouseClicked(MouseEvent e) {
removeAll();
JOptionPane.showConfirmDialog(null, "Pop when click anywhere.");
}
....
I expected my JFrame would be cleared and the dialog poped. The dialog does pop but for JFrame. My question is how can I use those simple method from mouselistener.
Sorry for my terrible English. I am now learning both Java and English.
Don't use a MouseListener.
I can't tell exactly what you are doing but you should probably be using either a JMenuBar with menus or JButtons. In any case I suggest you start by reading the Swing tutorial to learn the basics of Swing. There are sections on:
How to Use Menus
How to Use Buttons
to get your started.
Also you should check out the section on Using a Card Layout. This is generally the better approach when you want to remove/add panels from a frame.
G'day all,
I am coding a main menu for a project. The menu displays properly. I have also set up ActionListeners for the three buttons on the menu.
What I wish to do is reuse the JPanel for a new set of radio buttons when the user chooses "Start a New Game".
However, coding ActionPerformed to remove the existing components from the JPanel has me stumped. I know removeAll is somehow important, but unfortunately NetBeans informs me I cannot call it on my mainMenu JPanel object within ActionPerformed. So i have commented it out in my code below, but left it in so you can see what I am trying to do.
Your thoughts or hints are appreciated.
Here is my main code:
public class Main {
public static void main(String[] args) {
MainMenu menu = new MainMenu();
menu.pack();
menu.setVisible(true);
}
}
Here is my mainMenu code:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class MainMenu extends JFrame implements ActionListener {
JButton startNewGame = new JButton("Start a New Game");
JButton loadOldGame = new JButton("Load an Old Game");
JButton seeInstructions = new JButton("Instructions");
public MainMenu() {
super("RPG Main Menu");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel mainMenu = new JPanel();
mainMenu.setLayout(new FlowLayout());
startNewGame.setMnemonic('n');
loadOldGame.setMnemonic('l');
seeInstructions.setMnemonic('i');
startNewGame.addActionListener(this);
loadOldGame.addActionListener(this);
seeInstructions.addActionListener(this);
mainMenu.add(startNewGame);
mainMenu.add(loadOldGame);
mainMenu.add(seeInstructions);
setContentPane(mainMenu);
}
public void actionPerformed(ActionEvent evt) {
Object source = evt.getSource();
if (source == startNewGame) {
// StartNewGame code goes here
// mainMenu.removeAll();
}
if (source == loadOldGame) {
// LoadOldGame code goes here
}
if (source == seeInstructions) {
// Quit code goes here
}
}
}
Consider using a CardLayout instead, which manages two or more components (usually JPanel instances) that share the same display space. That way you don't have to fiddle with adding and removing components at runtime.
You need mainMenu to be a member variable:
public class MainMenu extends JFrame implements ActionListener {
JButton startNewGame = new JButton("Start a New Game");
JButton loadOldGame = new JButton("Load an Old Game");
JButton seeInstructions = new JButton("Instructions");
JPanel mainMenu = new JPanel();
Why do you feel the need to re-use this object?
You don't have a reference to mainMenu actionPerformed use. If you declare mainMenu with the buttons. It would work.
The problem is that the actionPerformed method is trying to call the JPanel mainMenu which is out of scope, i.e. the mainMenu variable is not visible from the actionPerformed method.
One way to get around this is to have the JPanel mainMenu declaration in the class itself and make it an instance field which is accessible to all instance methods of the class.
For example:
public class MainMenu extends JFrame implements ActionListener
{
...
JPanel mainMenu;
public MainMenu()
{
...
mainMenu = new JPanel();
...
}
public void actionPerformed(ActionEvent e)
{
...
mainMenu.removeAll();
}
}
Avoid attempting to "reuse" stuff. Computers are quite capable of tidying up. Concentrate on making you code clear.
So instead of attempting to tidy up the panel, simply replace it with a new one.
Generally a better way to write listeners is as anonymous inner classes. Code within these will have access to final variables in the enclosing scope and to members of the enclosing class. So, if you make mainMenu final and you ActionListeners anonymous inner classes, your code should at least compile.
Also don't attempt to "reuse" classes. Try to make each class do one sensible thing, and avoid inheritance (of implementation). There is almost never any need to extend JFrame, so don't do that. Create an ActionListener for each action, rather than attempting to determine the event source.
Also note, you should always use Swing components on the AWT Event Dispatch Thread. Change the main method to add boilerplate something like:
public static void main(final String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() { public void run() {
runEDT();
}});
}