I have a JFrame in my Java application that contains a JPanel where I have some drawing objects created at run-time. The problem is while scrolling the JFrame for large figures the scrolling slows up and scroll bar does not move smoothly. Please note I am using Graphics 2D object and doing repaint on scroll action.
Is there any way of smoothing the scrolling action of JFrame.
Here is some part of the code
public class DiagramPanel implements MouseListener{
int click=0;
Point p1;
Point p2;
private Dimension panelDimension;
.... // variables
public void go() {
p1 = new Point();
p2 = new Point();
JFrame f = new JFrame();
f.setVisible(true);
f.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
f.setSize(1200,500);
panelx = new DiaPanel();
panelx.setOpaque(true);
panelx.setBackground(Color.white);
panelx.setAutoscrolls(true);
panelx.addMouseListener(this);
JScrollPane scrollPane = new JScrollPane();
// scrollPane.add(panelx);
ClassRectangle tempRect = null;
for (ClassRectangle rect : this.classRectangles) {
tempRect = rect;
}
Rectangle rect = new Rectangle();
rect.setBounds(tempRect.getW() - 100, 0, 1000,
tempLife.getEndpointY() * 500);
panelDimension = new Dimension(0,0);
for (ClassRectangle rectx : classRectangles){
panelDimension.width=rectx.getW()+300;
}
for (LifeLine life : lifeLines) {
panelDimension.height=life.getEndpointY()+300;
}
scrollPane.setViewportView(panelx);
panelx.computeVisibleRect(rect);
JScrollPane scrollPane1 = new JScrollPane(panelx);
panelx.setPreferredSize(panelDimension);
panelx.repaint();
panelx.revalidate();
p1.x=0;
p1.y=0;
p2.y=panelDimension.height;
p2.x=panelDimension.width;
f.add( scrollPane1);
scrollPane.revalidate();
f.setBackground(Color.white);
}
public DiagramPanel(ArrayList<Rectangle> classRectangles,
ArrayList<Pair> pairs, ArrayList<Line> lines,
ArrayList<Life> meth) {
// constructing obj of DrawingPanel Here
}
public class SeqDiaPanel extends JPanel {
/**
*
*/
private static final long serialVersionUID = 1L;
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d2 = (Graphics2D) g;
g2d2.setColor(Color.orange);
//grid
for (int i = 0; i < panelDimension.height; i++) {
g2d2.drawLine(0, 0 + i * 5, panelDimension.width+1000, 0 + i * 5);
}
for (int i = 0; i < panelDimension.width; i++) {
g2d2.drawLine(0 + i * 5, 0, 0 + i *5,panelDimension.height+300);
}
g2d2.setColor(Color.black);
// objects
.......... some objects here
}
}
// draw Lines
Stroke drawingStroke = new BasicStroke(2, BasicStroke.CAP_BUTT,
BasicStroke.JOIN_BEVEL, 0, new float[] { 5 }, 0);
// Stroke drawingStroke = new BasicStroke();
Graphics2D g2d = (Graphics2D) g;
g2d.setStroke(drawingStroke);
for (Line life : lines) {
g2d.drawLine(life.getStartpointX(), life.getStartpointY(),
life.getEndpointX(), life.getEndpointY());
panelDimension.height=life.getEndpointY()+300;
}
// draw methodLfe
for (Object2 ml1 : Obj2) {
g2d2.fill3DRect(ml1.StartX(), ml1.getMethodStartY(),
ml1.getBreadth(), ml1.getEndX(),true);
}
}
}
// tobeused
public int calculateWidth(String name){
Font font = new Font("Serif", Font.BOLD, 12);
FontMetrics metrics = new FontMetrics(font){
/**
*
*/
private static final long serialVersionUID = 1L;};
int tempInt2=SwingUtilities.computeStringWidth( metrics, name);
tempInt2=tempInt2+10;
return tempInt2;
}
/*public class MouseClick implements MouseListener{
Point p = new Point(0,0);
#Override
public void mouseClicked(MouseEvent evnt) {
p.x=evnt.getX();
p.y=evnt.getY();
System.out.println("MouseClicked #"+p.x+":"+p.y);
}
#Override
public void mouseEntered(MouseEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void mouseExited(MouseEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void mousePressed(MouseEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void mouseReleased(MouseEvent arg0) {
// TODO Auto-generated method stub
}
}*/
#Override
public void mouseClicked(MouseEvent evnt) {
click++;
if(click==1){
//Point p= new Point();
p1.x=evnt.getX();
p1.y=evnt.getY();
// System.out.println("MouseClicked1 #"+p1.x+":"+p1.y);
}
if(click==2){
p2.x=evnt.getX();
p2.y=evnt.getY();
//System.out.println("MouseClicked2 #"+p2.x+":"+p2.y);
click=0;
if(p1.x<p2.x&&p1.y<p2.y){
panelx.repaint();
}
else{
}
}/*else{
p1.x=0;
p1.y=0;
p2.x=panelDimension.width+500;
p2.y=panelDimension.height+700;
}*/
}
#Override
public void mouseEntered(MouseEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void mouseExited(MouseEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void mousePressed(MouseEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void mouseReleased(MouseEvent arg0) {
// TODO Auto-generated method stub
}
}
this idea maybe can to help you
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
import javax.swing.*;
public class TilePainter extends JPanel implements Scrollable {
private static final long serialVersionUID = 1L;
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame("Tiles");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(new JScrollPane(new TilePainter()));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
private final int TILE_SIZE = 50;
private final int TILE_COUNT = 100;
private final int visibleTiles = 10;
private final boolean[][] loaded;
private final boolean[][] loading;
private final Random random;
public TilePainter() {
setPreferredSize(new Dimension(TILE_SIZE * TILE_COUNT, TILE_SIZE * TILE_COUNT));
loaded = new boolean[TILE_COUNT][TILE_COUNT];
loading = new boolean[TILE_COUNT][TILE_COUNT];
random = new Random();
}
public boolean getTile(final int x, final int y) {
boolean canPaint = loaded[x][y];
if (!canPaint && !loading[x][y]) {
loading[x][y] = true;
Timer timer = new Timer(random.nextInt(500),
new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
loaded[x][y] = true;
repaint(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
});
timer.setRepeats(false);
timer.start();
}
return canPaint;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Rectangle clip = g.getClipBounds();
int startX = clip.x - (clip.x % TILE_SIZE);
int startY = clip.y - (clip.y % TILE_SIZE);
for (int x = startX; x < clip.x + clip.width; x += TILE_SIZE) {
for (int y = startY; y < clip.y + clip.height; y += TILE_SIZE) {
if (getTile(x / TILE_SIZE, y / TILE_SIZE)) {
g.setColor(Color.GREEN);
} else {
g.setColor(Color.RED);
}
g.fillRect(x, y, TILE_SIZE - 1, TILE_SIZE - 1);
}
}
}
#Override
public Dimension getPreferredScrollableViewportSize() {
return new Dimension(visibleTiles * TILE_SIZE, visibleTiles * TILE_SIZE);
}
#Override
public int getScrollableBlockIncrement(Rectangle visibleRect, int orientation, int direction) {
return TILE_SIZE * Math.max(1, visibleTiles - 1);
}
#Override
public boolean getScrollableTracksViewportHeight() {
return false;
}
#Override
public boolean getScrollableTracksViewportWidth() {
return false;
}
#Override
public int getScrollableUnitIncrement(Rectangle visibleRect, int orientation, int direction) {
return TILE_SIZE;
}
}
Why not put the Graphics2D drawing in a (large) BufferedImage and display it in a label in a scroll-pane? Something like this (animated, 5000x5000px):
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.util.Random;
import javax.swing.*;
public class BigScrollImage {
BigScrollImage() {
final int x = 5000;
final int y = 5000;
final BufferedImage bi = new BufferedImage(x,y,BufferedImage.TYPE_INT_RGB);
Graphics2D g1 = bi.createGraphics();
g1.setColor(Color.BLACK);
g1.fillRect(0, 0, x, y);
g1.dispose();
final JLabel label = new JLabel(new ImageIcon(bi));
ActionListener listener = new ActionListener() {
Random rand = new Random();
#Override
public void actionPerformed(ActionEvent ae) {
Graphics2D g2 = bi.createGraphics();
int x1 = rand.nextInt(x);
int x2 = rand.nextInt(x);
int y1 = rand.nextInt(y);
int y2 = rand.nextInt(y);
int r = rand.nextInt(255);
int g = rand.nextInt(255);
int b = rand.nextInt(255);
g2.setColor(new Color(r,g,b));
g2.drawLine(x1,y1,x2,y2);
g2.dispose();
label.repaint();
}
};
Timer t = new Timer(5,listener);
JScrollPane scroll = new JScrollPane(label);
JFrame f = new JFrame("Big Scroll");
f.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
f.add(scroll);
f.pack();
f.setSize(800, 600);
f.setLocationByPlatform(true);
f.setVisible(true);
t.start();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable(){
#Override
public void run() {
new BigScrollImage();
}
});
}
}
It tries to draw 200 hundred lines per second, and seems to scroll smoothly here.
Part 1
There are my little mods on mKorbel's answer, thanks to him and Gilbert Le Blanc :
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.LayoutManager;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.lang.ref.WeakReference;
import java.util.Random;
import javax.swing.Scrollable;
import javax.swing.SwingConstants;
import javax.swing.Timer;
/**
*
* #author leBenj
*/
public class GJPanelBufferedImageTileAdapter extends GJPanelBufferedImageAdapter implements Scrollable
{
protected BufferedImage _image = null;
protected GIPanelListener _parent = null;
private int TILE_SIZE_W = -1;
private int TILE_SIZE_H = -1;
private int TILE_COUNT_W = 32;
private int TILE_COUNT_H = 32;
private int visibleTiles = 10;
private boolean[][] loading;
private WeakReference<BufferedImage>[][] subs;
private final Random random;
public GJPanelBufferedImageTileAdapter( final GIPanelListener parent , LayoutManager layout , boolean isDoubleBuffered )
{
super( parent , layout , isDoubleBuffered );
this._parent = parent;
resetTiling();
random = new Random();
}
public void resetTiling()
{
loading = new boolean[TILE_COUNT_W][TILE_COUNT_H];
subs = new WeakReference[TILE_COUNT_W][TILE_COUNT_H];
}
private BufferedImage getTile( int x , int y )
{
BufferedImage retour = null;
if( x < TILE_COUNT_W )
{
if( y < TILE_COUNT_H )
{
if( subs[x][y] != null )
{
retour = subs[x][y].get();
}
}
}
return retour;
}
private void setTile( BufferedImage sub , int x , int y )
{
subs[x][y] = new WeakReference<BufferedImage>( sub );
}
private boolean loadTile( final int x , final int y )
{
boolean canPaint = ( getTile( x , y ) != null );
if( x < TILE_COUNT_W )
{
if( y < TILE_COUNT_H )
{
if( !canPaint && !loading[x][y] )
{
Timer timer = new Timer( random.nextInt( 500 ) , new ActionListener()
{
#Override
public void actionPerformed( ActionEvent e )
{
BufferedImage sub = _image.getSubimage( x * TILE_SIZE_W , y * TILE_SIZE_H , TILE_SIZE_W , TILE_SIZE_H );
setTile( sub , x , y );
repaint( x * TILE_SIZE_W , y * TILE_SIZE_H , TILE_SIZE_W , TILE_SIZE_H );
}
} );
timer.setRepeats( false );
timer.start();
}
}
}
return canPaint;
}
// using paint(g) instead of paintComponent(g) to start drawing as soon as the panel is ready
#Override
protected void paint( Graphics g )
{
super.paint( g );
Rectangle clip = g.getClipBounds();
int startX = clip.x - ( clip.x % TILE_SIZE_W );
int startY = clip.y - ( clip.y % TILE_SIZE_H );
int endX = clip.x + clip.width /*- TILE_SIZE_W*/;
int endY = clip.y + clip.height /*- TILE_SIZE_H*/;
for( int x = startX ; x < endX ; x += TILE_SIZE_W )
{
for( int y = startY ; y < endY ; y += TILE_SIZE_H )
{
if( loadTile( x / TILE_SIZE_W , y / TILE_SIZE_H ) )
{
BufferedImage tile = getTile( x / TILE_SIZE_W , y / TILE_SIZE_H );
if( tile != null )
{
g.drawImage( subs[x / TILE_SIZE_W][y / TILE_SIZE_H].get() , x , y , this );
}
}
else
{
g.setColor( Color.RED );
g.fillRect( x , y , TILE_SIZE_W - 1 , TILE_SIZE_H - 1 );
}
}
}
g.dispose(); // Without this, the original view area will never be painted
}
/**
* #param image the _image to set
*/
public void setImage( BufferedImage image )
{
this._image = image;
TILE_SIZE_W = _image.getWidth() / TILE_COUNT_W;
TILE_SIZE_H = _image.getHeight() / TILE_COUNT_H;
setPreferredSize( new Dimension( TILE_SIZE_W * TILE_COUNT_W , TILE_SIZE_H * TILE_COUNT_H ) );
}
#Override
public Dimension getPreferredScrollableViewportSize()
{
return new Dimension( visibleTiles * TILE_SIZE_W , visibleTiles * TILE_SIZE_H );
}
#Override
public int getScrollableBlockIncrement( Rectangle visibleRect , int orientation , int direction )
{
if( orientation == SwingConstants.HORIZONTAL )
{
return TILE_SIZE_W * Math.max( 1 , visibleTiles - 1 );
}
else
{
return TILE_SIZE_H * Math.max( 1 , visibleTiles - 1 );
}
}
#Override
public boolean getScrollableTracksViewportHeight()
{
return false;
}
#Override
public boolean getScrollableTracksViewportWidth()
{
return false;
}
#Override
public int getScrollableUnitIncrement( Rectangle visibleRect , int orientation , int direction )
{
if( orientation == SwingConstants.HORIZONTAL )
{
return TILE_SIZE_W;
}
else
{
return TILE_SIZE_H;
}
}
}
Explanations :
There was a little problem on right and bottom scrolls : to avoid ArrayOutOfBoundsException, I implemented tests on x and y.
I splitted the TILE_SIZE in two parts in order to fit the image proportions.
As I mentioned in the link in my previous comment, coupling the tiles with an array of WeakReference regulates memory usage : I replaced the boolean[][] loaded by WeakReference[][] and implemented the tileGet(x,y) function to get the tile.
The setImage() methods initializes the class fields such as the size of tiles.
The this._image field is inherited from a superclass and is implemented as below :
protected BufferedImage _image = null;
I hope this could help someone.
Related
I have written the mandelbrotset in java,but if i want to zoom into it it gets blurry after around 14 clicks, no matter the Maxiterration number, if its 100 it gets blurry and if its 100000 it gets blurry after 14 zoom ins.Something i noticed is that after i zoom in twice, all of the next zoom ins are instant in contrast to the first two which usually take a few seconds, this may help finding the solution. The code:
import java.util.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import javax.swing.*;
import java.math.BigDecimal;
public class test extends JFrame {
static final int WIDTH = 400;
static final int HEIGHT = WIDTH;
Canvas canvas;
BufferedImage fractalImage;
static final int MAX_ITER = 10000;
static final BigDecimal DEFAULT_TOP_LEFT_X = new BigDecimal(-2.0);
static final BigDecimal DEFAULT_TOP_LEFT_Y = new BigDecimal(1.4);
static final double DEFAULT_ZOOM = Math.round((double) (WIDTH/3));
final int numThreads = 10;
double zoomFactor = DEFAULT_ZOOM;
BigDecimal topLeftX = DEFAULT_TOP_LEFT_X;
BigDecimal topLeftY = DEFAULT_TOP_LEFT_Y;
BigDecimal z_r = new BigDecimal(0.0);
BigDecimal z_i = new BigDecimal(0.0);
// -------------------------------------------------------------------
public test() {
setInitialGUIProperties();
addCanvas();
canvas.addKeyStrokeEvents();
updateFractal();
this.setVisible(true);
}
// -------------------------------------------------------------------
public static void main(String[] args) {
new test();
}
// -------------------------------------------------------------------
private void addCanvas() {
canvas = new Canvas();
fractalImage = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
canvas.setVisible(true);
this.add(canvas, BorderLayout.CENTER);
} // addCanvas
// -------------------------------------------------------------------
private void setInitialGUIProperties() {
this.setTitle("Fractal Explorer");
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setSize(WIDTH, HEIGHT);
this.setResizable(false);
this.setLocationRelativeTo(null);
} // setInitialGUIProperties
// -------------------------------------------------------------------
private BigDecimal getXPos(double x) {
return topLeftX.add(new BigDecimal(x/zoomFactor));
} // getXPos
// -------------------------------------------------------------------
private BigDecimal getYPos(double y) {
return topLeftY.subtract(new BigDecimal(y/zoomFactor));
} // getYPos
// -------------------------------------------------------------------
/**
* Aktualisiert das Fraktal, indem die Anzahl der Iterationen für jeden Punkt im Fraktal berechnet wird und die Farbe basierend darauf geändert wird.
**/
public void updateFractal() {
Thread[] threads = new Thread[numThreads];
int rowsPerThread = HEIGHT / numThreads;
// Construct each thread
for (int i=0; i<numThreads; i++) {
threads[i] = new Thread(new FractalThread(i * rowsPerThread, (i+1) * rowsPerThread));
}
// Starte jeden thread
for (int i=0; i<numThreads; i++) {
threads[i].start();
}
// Warten bis alle threads fertig sind
for (int i=0; i<numThreads; i++) {
try {
threads[i].join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
canvas.repaint();
} // updateFractal
// -------------------------------------------------------------------
//Gibt basierend auf der Iterationsanzahl eine trennungsfarbe zurück eines gegebenen Punktes im Fraktal
private class FractalThread implements Runnable {
int startY;
int endY;
public FractalThread(int startY, int endY) {
this.startY = startY;
this.endY = endY;
}
public void run() {
BigDecimal c_r;
BigDecimal c_i;
for (int x = 0; x < WIDTH; x++ ) {
for (int y = startY; y < endY; y++ ) {
c_r = getXPos(x);
c_i = getYPos(y);
int iterCount = computeIterations(c_r, c_i);
int pixelColor = makeColor(iterCount);
fractalImage.setRGB(x, y, pixelColor);
}
System.out.println(x);
}
} // run
} // FractalThread
private int makeColor( int iterCount ) {
int color = 0b011011100001100101101000;
int mask = 0b000000000000010101110111;
int shiftMag = iterCount / 13;
if (iterCount == MAX_ITER)
return Color.BLACK.getRGB();
return color | (mask << shiftMag);
} // makeColor
// -------------------------------------------------------------------
private int computeIterations(BigDecimal c_r, BigDecimal c_i) {
BigDecimal z_r = new BigDecimal(0.0);
BigDecimal z_i = new BigDecimal(0.0);
BigDecimal z_r_tmp = z_r;
BigDecimal dummy2 = new BigDecimal(2.0);
int iterCount = 0;
while ( z_r.doubleValue()*z_r.doubleValue() + z_i.doubleValue()*z_i.doubleValue() <= 4.0 ) {
z_r_tmp = z_r;
z_r = z_r.multiply(z_r).subtract(z_i.multiply(z_r)).add(c_r);
z_i = z_i.multiply(dummy2).multiply(z_i).multiply(z_r_tmp).add(c_i);
if (iterCount >= MAX_ITER) return MAX_ITER;
iterCount++;
}
return iterCount;
} // computeIterations
// -------------------------------------------------------------------
private void moveUp() {
double curHeight = HEIGHT / zoomFactor;
topLeftY = topLeftY.add(new BigDecimal(curHeight / 6));
updateFractal();
} // moveUp
// -------------------------------------------------------------------
private void moveDown() {
double curHeight = HEIGHT / zoomFactor;
topLeftY = topLeftY.subtract(new BigDecimal(curHeight / 6));
updateFractal();
} // moveDown
// -------------------------------------------------------------------
private void moveLeft() {
double curWidth = WIDTH / zoomFactor;
topLeftX = topLeftX.subtract(new BigDecimal(curWidth / 6));
updateFractal();
} // moveLeft
// -------------------------------------------------------------------
private void moveRight() {
double curWidth = WIDTH / zoomFactor;
topLeftX = topLeftX.add(new BigDecimal(curWidth / 6));;
updateFractal();
} // moveRight
// -------------------------------------------------------------------
private void adjustZoom( double newX, double newY, double newZoomFactor ) {
topLeftX = topLeftX.add(new BigDecimal(newX/zoomFactor));
topLeftY = topLeftY.subtract(new BigDecimal(newX/zoomFactor));
zoomFactor = newZoomFactor;
topLeftX = topLeftX.subtract(new BigDecimal(( WIDTH/2) / zoomFactor));
topLeftY = topLeftY.add(new BigDecimal( (HEIGHT/2) / zoomFactor));
updateFractal();
} // adjustZoom
// -------------------------------------------------------------------
private class Canvas extends JPanel implements MouseListener {
public Canvas() {
addMouseListener(this);
}
#Override public Dimension getPreferredSize() {
return new Dimension(WIDTH, HEIGHT);
} // getPreferredSize
#Override public void paintComponent(Graphics drawingObj) {
drawingObj.drawImage( fractalImage, 0, 0, null );
} // paintComponent
#Override public void mousePressed(MouseEvent mouse) {
double x = (double) mouse.getX();
double y = (double) mouse.getY();
switch( mouse.getButton() ) {
//Links
case MouseEvent.BUTTON1:
adjustZoom( x, y, zoomFactor*10 );
break;
// Rechts
case MouseEvent.BUTTON3:
adjustZoom( x, y, zoomFactor/2 );
break;
}
} // mousePressed
public void addKeyStrokeEvents() {
KeyStroke wKey = KeyStroke.getKeyStroke(KeyEvent.VK_W, 0 );
KeyStroke aKey = KeyStroke.getKeyStroke(KeyEvent.VK_A, 0 );
KeyStroke sKey = KeyStroke.getKeyStroke(KeyEvent.VK_S, 0 );
KeyStroke dKey = KeyStroke.getKeyStroke(KeyEvent.VK_D, 0 );
Action wPressed = new AbstractAction() {
#Override public void actionPerformed(ActionEvent e) {
moveUp();
}
};
Action aPressed = new AbstractAction() {
#Override public void actionPerformed(ActionEvent e) {
moveLeft();
}
};
Action sPressed = new AbstractAction() {
#Override public void actionPerformed(ActionEvent e) {
moveDown();
}
};
Action dPressed = new AbstractAction() {
#Override public void actionPerformed(ActionEvent e) {
moveRight();
}
};
this.getInputMap().put( wKey, "w_key" );
this.getInputMap().put( aKey, "a_key" );
this.getInputMap().put( sKey, "s_key" );
this.getInputMap().put( dKey, "d_key" );
this.getActionMap().put( "w_key", wPressed );
this.getActionMap().put( "a_key", aPressed );
this.getActionMap().put( "s_key", sPressed );
this.getActionMap().put( "d_key", dPressed );
} // addKeyStrokeEvents
#Override public void mouseReleased(MouseEvent mouse){ }
#Override public void mouseClicked(MouseEvent mouse) { }
#Override public void mouseEntered(MouseEvent mouse) { }
#Override public void mouseExited (MouseEvent mouse) { }
} // Canvas
} // FractalExplorer
I updated the code to use BigDecimals, and tried using less heapspace, because i got a few errors because of it, but know the for loop with x which picks a color just stops when the value of x equals 256-258, and if i change the width/height, then the program stops at around half of the width+an eight of the width.
I did more testing, and it stops at computIterations(...);, i don't know why, but i hope this helps. It seems like it doesn't stop but rather slow down after a certain amount of times.
I finnaly solved it. The code:
import java.util.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import javax.swing.*;
import java.math.BigDecimal;
public class FractalExplorer2 extends JFrame {
static final int WIDTH = 400;
static final int HEIGHT = WIDTH;
Canvas canvas;
BufferedImage fractalImage;
static final int MAX_ITER = 1000;
static final BigDecimal DEFAULT_TOP_LEFT_X = new BigDecimal(-2.0);
static final BigDecimal DEFAULT_TOP_LEFT_Y = new BigDecimal(1.4);
static final double DEFAULT_ZOOM = Math.round((double) (WIDTH/3));
static final int SCALE = 20;
static final int ROUND = BigDecimal.ROUND_CEILING;
final int numThreads = 10;
double zoomFactor = DEFAULT_ZOOM;
BigDecimal topLeftX = DEFAULT_TOP_LEFT_X;
BigDecimal topLeftY = DEFAULT_TOP_LEFT_Y;
// -------------------------------------------------------------------
public FractalExplorer2() {
long a = System.nanoTime();
setup();
addCanvas();
canvas.addKeyStrokeEvents();
updateFractal();
this.setVisible(true);
long b = System.nanoTime();
System.out.println((b-a));
}
// -------------------------------------------------------------------
public static void main(String[] args) {
new FractalExplorer2();
}
// -------------------------------------------------------------------
private void addCanvas() {
canvas = new Canvas();
fractalImage = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
canvas.setVisible(true);
this.add(canvas, BorderLayout.CENTER);
} // addCanvas
// -------------------------------------------------------------------
private void setup() {
this.setTitle("Fractal Explorer");
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setSize(WIDTH, HEIGHT);
this.setResizable(false);
this.setLocationRelativeTo(null);
} // setInitialGUIProperties
// -------------------------------------------------------------------
private BigDecimal getXPos(double x) {
return topLeftX.add(new BigDecimal(x/zoomFactor));
} // getXPos
// -------------------------------------------------------------------
private BigDecimal getYPos(double y) {
return topLeftY.subtract(new BigDecimal(y/zoomFactor));
} // getYPos
// -------------------------------------------------------------------
/**
* Aktualisiert das Fraktal, indem die Anzahl der Iterationen für jeden Punkt im Fraktal berechnet wird und die Farbe basierend darauf geändert wird.
**/
public void updateFractal() {
Thread[] threads = new Thread[numThreads];
int rowsPerThread = HEIGHT / numThreads;
// Construct each thread
for (int i=0; i<numThreads; i++) {
threads[i] = new Thread(new FractalThread(i * rowsPerThread, (i+1) * rowsPerThread));
}
// Starte jeden thread
for (int i=0; i<numThreads; i++) {
threads[i].start();
}
// Warten bis alle threads fertig sind
for (int i=0; i<numThreads; i++) {
try {
threads[i].join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
canvas.repaint();
} // updateFractal
// -------------------------------------------------------------------
//Gibt basierend auf der Iterationsanzahl eine trennungsfarbe zurück eines gegebenen Punktes im Fraktal
private class FractalThread implements Runnable {
int startY;
int endY;
public FractalThread(int startY, int endY) {
this.startY = startY;
this.endY = endY;
}
public void run() {
BigDecimal c_r;
BigDecimal c_i;
for (int x = 0; x < WIDTH; x++ ) {
for (int y = startY; y < endY; y++ ) {
c_r = getXPos(x);
c_i = getYPos(y);
int iterCount = computeIterations(c_r, c_i);
int pixelColor = makeColor(iterCount);
fractalImage.setRGB(x, y, pixelColor);
}
}
} // run
} // FractalThread
private int makeColor( int iterCount ) {
int color = 0b011011100001100101101000;
int mask = 0b000000000000010101110111;
int shiftMag = iterCount / 13;
if (iterCount == MAX_ITER)
return Color.BLACK.getRGB();
return color | (mask << shiftMag);
} // makeColor
// -------------------------------------------------------------------
private int computeIterations(BigDecimal c_r, BigDecimal c_i) {
BigDecimal z_r = new BigDecimal(0.0).setScale(SCALE,ROUND);
BigDecimal z_i = new BigDecimal(0.0).setScale(SCALE,ROUND);
BigDecimal z_r_tmp;
BigDecimal dummy2 = new BigDecimal(2.0).setScale(SCALE,ROUND);
BigDecimal dummy4 = new BigDecimal(4.0).setScale(SCALE,ROUND);
int iterCount = 0;
while (z_r.multiply(z_r).add((z_i.multiply(z_i))).compareTo(dummy4) != 1) {
z_r_tmp = z_r.setScale(SCALE,ROUND);
z_r = z_r.multiply(z_r).subtract(z_i.multiply(z_i)).add(c_r).setScale(SCALE,ROUND);
z_i = dummy2.multiply(z_i).multiply(z_r_tmp).add(c_i).setScale(SCALE,ROUND);
if (iterCount >= MAX_ITER) return MAX_ITER;
iterCount++;
}
return iterCount;
} // computeIterations
// -------------------------------------------------------------------
private void moveUp() {
double curHeight = HEIGHT / zoomFactor;
topLeftY = topLeftY.add(new BigDecimal(curHeight / 6));
updateFractal();
} // moveUp
// -------------------------------------------------------------------
private void moveDown() {
double curHeight = HEIGHT / zoomFactor;
topLeftY = topLeftY.subtract(new BigDecimal(curHeight / 6));
updateFractal();
} // moveDown
// -------------------------------------------------------------------
private void moveLeft() {
double curWidth = WIDTH / zoomFactor;
topLeftX = topLeftX.subtract(new BigDecimal(curWidth / 6));
updateFractal();
} // moveLeft
// -------------------------------------------------------------------
private void moveRight() {
double curWidth = WIDTH / zoomFactor;
topLeftX = topLeftX.add(new BigDecimal(curWidth / 6));
updateFractal();
} // moveRight
// -------------------------------------------------------------------
private void adjustZoom( double newX, double newY, double newZoomFactor ) {
topLeftX = topLeftX.add(new BigDecimal(newX/zoomFactor)).setScale(SCALE,ROUND);
topLeftY = topLeftY.subtract(new BigDecimal(newY/zoomFactor)).setScale(SCALE,ROUND);
zoomFactor = newZoomFactor;
topLeftX = topLeftX.subtract(new BigDecimal(( WIDTH/2) / zoomFactor)).setScale(SCALE,ROUND);
topLeftY = topLeftY.add(new BigDecimal( (HEIGHT/2) / zoomFactor)).setScale(SCALE,ROUND);
updateFractal();
} // adjustZoom
// -------------------------------------------------------------------
private class Canvas extends JPanel implements MouseListener {
public Canvas() {
addMouseListener(this);
}
#Override public Dimension getPreferredSize() {
return new Dimension(WIDTH, HEIGHT);
} // getPreferredSize
#Override public void paintComponent(Graphics drawingObj) {
drawingObj.drawImage( fractalImage, 0, 0, null );
} // paintComponent
#Override public void mousePressed(MouseEvent mouse) {
double x = (double) mouse.getX();
double y = (double) mouse.getY();
switch( mouse.getButton() ) {
//Links
case MouseEvent.BUTTON1:
adjustZoom( x, y, zoomFactor*5 );
break;
// Rechts
case MouseEvent.BUTTON3:
adjustZoom( x, y, zoomFactor/2 );
break;
}
} // mousePressed
public void addKeyStrokeEvents() {
KeyStroke wKey = KeyStroke.getKeyStroke(KeyEvent.VK_W, 0 );
KeyStroke aKey = KeyStroke.getKeyStroke(KeyEvent.VK_A, 0 );
KeyStroke sKey = KeyStroke.getKeyStroke(KeyEvent.VK_S, 0 );
KeyStroke dKey = KeyStroke.getKeyStroke(KeyEvent.VK_D, 0 );
Action wPressed = new AbstractAction() {
#Override public void actionPerformed(ActionEvent e) {
moveUp();
}
};
Action aPressed = new AbstractAction() {
#Override public void actionPerformed(ActionEvent e) {
moveLeft();
}
};
Action sPressed = new AbstractAction() {
#Override public void actionPerformed(ActionEvent e) {
moveDown();
}
};
Action dPressed = new AbstractAction() {
#Override public void actionPerformed(ActionEvent e) {
moveRight();
}
};
this.getInputMap().put( wKey, "w_key" );
this.getInputMap().put( aKey, "a_key" );
this.getInputMap().put( sKey, "s_key" );
this.getInputMap().put( dKey, "d_key" );
this.getActionMap().put( "w_key", wPressed );
this.getActionMap().put( "a_key", aPressed );
this.getActionMap().put( "s_key", sPressed );
this.getActionMap().put( "d_key", dPressed );
} // addKeyStrokeEvents
#Override public void mouseReleased(MouseEvent mouse){ }
#Override public void mouseClicked(MouseEvent mouse) { }
#Override public void mouseEntered(MouseEvent mouse) { }
#Override public void mouseExited (MouseEvent mouse) { }
} // Canvas
} // FractalExplorer
I just replaced the double variables with BigDecimal and set a Scale, so that the calculation doesn't take too long. I think the code can still be improved, but this is my code right now.
So I created a simple simple simulation where squares are spawned randomly with random vectors and bounce of the edges of the window.
I wanted it to take into account the window being resized. So that if I change the dimensions of the window from 600x600 to 1200x600 the squares will bounce of the new border rather than 600x600.
I tried doing getWidth() getHeight() but it would return 0.
So I put it in the pain() (since it gets called on window resize) method and saved the return values as local variables. But I cannot call getjpWidth() from the Rect class.
So basically what I need is to get new window dimension into the move() method in the Rect class.
Please feel free to point out any other mistakes and things that can be done better. I'm new to 2D programming (studying Computer Science)
Application
import javax.swing.*;
public class Application {
private Application(){
//create a JFrame window
JFrame frame = new JFrame("Moving Squares");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//add a JPanel
GamePanel gamePanel = new GamePanel();
frame.add(gamePanel);
//pack the window around the content
frame.pack();
//center
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String args[]){
new Application();
}
}
GamePanel
import java.awt.*;
import java.util.ArrayList;
import javax.swing.*;
public class GamePanel extends JPanel implements Runnable{
private int jpWidth=0, jpHeight=0;
//set JPanel size
private static final Dimension DESIRED_SIZE = new Dimension(600,600);
#Override
public Dimension getPreferredSize(){
return DESIRED_SIZE;
}
//constructor
GamePanel(){
Thread t = new Thread(this);
t.start();
}
private ArrayList <Rect> rect=new ArrayList<>();
public void run(){
for(int i=0; i<15; i++){
rect.add(new Rect());
}
while(true){
for(Rect rect:rect){
rect.move();
}
//repaint still image for better frames
//should be 100fps instead it's >144fps
repaint();
try{Thread.sleep(10);}
catch(InterruptedException e){/**/};
repaint();
try{Thread.sleep(10);}
catch(InterruptedException e){/**/};
repaint();
try{Thread.sleep(10);}
catch(InterruptedException e){/**/};
}
}
public void paint(Graphics g){
Graphics2D g2d = (Graphics2D) g.create();
jpWidth=getWidth();
jpHeight=getHeight();
g2d.setColor(Color.white);
g2d.fillRect(0,0,jpWidth,jpHeight);
for(Rect rect:rect) {
g2d.setColor(Color.black);
g2d.fillRect(rect.getXcord()-1, rect.getYcord()-1, rect.getWidth()+2, rect.getHeight()+2);
g2d.setColor(Color.getHSBColor(rect.getR(), rect.getG(), rect.getB()));
g2d.fillRect(rect.getXcord(), rect.getYcord(), rect.getWidth(), rect.getHeight());
}
}
public int getJpWidth() {
return jpWidth;
}
public int getJpHeight() {
return jpHeight;
}
}
Rect
import java.util.Random;
public class Rect {
//properties
private int width=30, height=30;
private int R, G, B;
//movement
private int xCord, yCord;
private int xVector, yVector;
private int xSlope, ySlope;
public Rect(){
Random rand = new Random();
//random color
R=rand.nextInt(255);
G=rand.nextInt(255);
B=rand.nextInt(255);
//random spawn position
xCord=rand.nextInt(600-width);
yCord=rand.nextInt(600-height);
//direction
do{
xVector=rand.nextInt(3) - 1;
yVector=rand.nextInt(3) - 1;
}while(xVector==0 || yVector==0);
//slope
do{
xSlope=rand.nextInt(3);
ySlope=rand.nextInt(3);
}while(xSlope==0 || ySlope==0);
xVector*=xSlope;
yVector*=ySlope;
}
public void move(){
//if(xCord>=//how to get screen width ? ){}
if((xCord>=600-width) || (xCord<=0)){
bounceX();
}
if((yCord>=600-height) || (yCord<=0)) {
bounceY();
}
xCord+=xVector;
yCord+=yVector;
}
public void bounceX(){
xVector*=-1;
}
public void bounceY(){
yVector*=-1;
}
public int getR() {
return R;
}
public int getG() {
return G;
}
public int getB() {
return B;
}
public int getXcord() {
return xCord;
}
public int getYcord() {
return yCord;
}
public int getWidth(){
return width;
}
public int getHeight(){
return height;
}
}
So basically what I need is to get new window dimension into the move() method in the Rect class.
Don't know if it is the best design but I pass the "panel" as a parameter to the "move()" method so its width/height can be used.
Here is some old code I have lying around that shows this approach:
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import java.util.*;
import javax.swing.*;
import javax.swing.Timer;
public class BallAnimation4
{
private static void createAndShowUI()
{
BallPanel panel = new BallPanel();
JFrame frame = new JFrame("BallAnimation4");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add( panel );
frame.pack();
frame.setLocationRelativeTo( null );
//frame.setExtendedState(JFrame.MAXIMIZED_BOTH);
frame.setVisible( true );
panel.addBalls(5);
panel.startAnimation();
}
public static void main(String[] args)
{
EventQueue.invokeLater(new Runnable()
{
public void run()
{
createAndShowUI();
}
});
}
}
class BallPanel extends JPanel implements ActionListener
{
private ArrayList<Ball> balls = new ArrayList<Ball>();
public BallPanel()
{
setLayout( null );
// setBackground( Color.BLACK );
}
public void addBalls(int ballCount)
{
Random random = new Random();
for (int i = 0; i < ballCount; i++)
{
Ball ball = new Ball();
ball.setRandomColor(true);
ball.setLocation(random.nextInt(getWidth()), random.nextInt(getHeight()));
// ball.setMoveRate(32, 32, 1, 1, true);
ball.setMoveRate(16, 16, 1, 1, true);
// ball.setSize(32, 32);
ball.setSize(64, 64);
balls.add( ball );
}
}
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
for (Ball ball: balls)
{
ball.draw(g);
}
}
#Override
public Dimension getPreferredSize()
{
return new Dimension(800, 600);
}
public void startAnimation()
{
Timer timer = new Timer(1000/60, this);
timer.start();
}
public void actionPerformed(ActionEvent e)
{
move();
repaint();
}
private void move()
{
for (Ball ball : balls)
{
ball.move(this);
}
}
class Ball
{
public Color color = Color.BLACK;
public int x = 0;
public int y = 0;
public int width = 1;
public int height = 1;
private int moveX = 1;
private int moveY = 1;
private int directionX = 1;
private int directionY = 1;
private int xScale = moveX;
private int yScale = moveY;
private boolean randomMove = false;
private boolean randomColor = false;
private Random myRand = null;
public Ball()
{
myRand = new Random();
setRandomColor(randomColor);
}
public void move(JPanel parent)
{
int iRight = parent.getSize().width;
int iBottom = parent.getSize().height;
x += 5 + (xScale * directionX);
y += 5 + (yScale * directionY);
if (x <= 0)
{
x = 0;
directionX *= (-1);
xScale = randomMove ? myRand.nextInt(moveX) : moveX;
if (randomColor) setRandomColor(randomColor);
}
if (x >= iRight - width)
{
x = iRight - width;
directionX *= (-1);
xScale = randomMove ? myRand.nextInt(moveX) : moveX;
if (randomColor) setRandomColor(randomColor);
}
if (y <= 0)
{
y = 0;
directionY *= (-1);
yScale = randomMove ? myRand.nextInt(moveY) : moveY;
if (randomColor) setRandomColor(randomColor);
}
if (y >= iBottom - height)
{
y = iBottom - height;
directionY *= (-1);
yScale = randomMove ? myRand.nextInt(moveY) : moveY;
if (randomColor) setRandomColor(randomColor);
}
}
public void draw(Graphics g)
{
g.setColor(color);
g.fillOval(x, y, width, height);
}
public void setColor(Color c)
{
color = c;
}
public void setLocation(int x, int y)
{
this.x = x;
this.y = y;
}
public void setMoveRate(int xMove, int yMove, int xDir, int yDir, boolean randMove)
{
this.moveX = xMove;
this.moveY = yMove;
directionX = xDir;
directionY = yDir;
randomMove = randMove;
}
public void setRandomColor(boolean randomColor)
{
this.randomColor = randomColor;
switch (myRand.nextInt(3))
{
case 0: color = Color.BLUE;
break;
case 1: color = Color.GREEN;
break;
case 2: color = Color.RED;
break;
default: color = Color.BLACK;
break;
}
}
public void setSize(int width, int height)
{
this.width = width;
this.height = height;
}
}
}
Also, note that for animation you should be using a Swing Timer to schedule the animation. Updates to Swing components should be done on the Event Dispatch Thread (EDT). While not likely to cause a problem with this simple application it is a good habit to make sure this basic rule is followed otherwise you can have random problems and it is never easy to debug a random problem.
I am creating a simple game where shapes fall and the player shoots them, but I am having problems creating bullet at every click of the mouse. I have tried various logic with no help, so am just going to put the code up here so you guys can take a look at it and help me out.
The bullet I created is not been created on every click just one is created and it moves on every click which is wrong........I want one bullet to be created per click.
// My main class: mousework2
import java.awt.event.*;
import javax.swing.*;
import java.awt.*;
import java.util.*;
import java.awt.geom.*;
public class mousework2 extends JFrame
{
public static int Width = 300;
public static int Height = 400;
private JPanel p1;
private Image pixMage,gunMage;
public mousework2()
{
super("shoot-em-up");
this.setSize(Width, Height);
this.setResizable(true);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Dimension pos = Toolkit.getDefaultToolkit().getScreenSize();
int x = (pos.width - Width) / 2;
int y = (pos.height - Height) / 2;
this.setLocation(x, y);
p1 = new CreateImage();
this.add(p1);
this.getContentPane();
Thread t = new recMove(this);
t.start();
}
class recMove extends Thread
{
JFrame b;
public recMove(JFrame b)
{
this.b = b;
}
public void run()
{
while (true) {
b.repaint();
try {
Thread.sleep(50);
} catch (InterruptedException e) {
}
}
}
}
class CreateImage extends JPanel implements MouseListener
{
ArrayList<fallShape> rect = new ArrayList<fallShape>();
int x_pos = mousework.Width / 2;
int y_pos = mousework.Height - 50;
int bx_pos = mousework.Width / 2;
int by_pos = mousework.Height;
int y_speed = -10;
boolean clicked;
public CreateImage()
{
for (int i = 0; i < 10; i++) {
rect.add(new fallShape(15, 15, rect));
}
Toolkit picx = Toolkit.getDefaultToolkit();
gunMage = picx.getImage("gunner.jpg");
gunMage = gunMage.getScaledInstance(200, -1, Image.SCALE_SMOOTH);
Toolkit pic = Toolkit.getDefaultToolkit();
pixMage = pic.getImage("ballfall3.jpg");
pixMage = pixMage.getScaledInstance(200, -1, Image.SCALE_SMOOTH);
addMouseListener(this);
addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseMoved(MouseEvent e)
{
x_pos = e.getX() - 5;
}
});
}
public void mousePressed(MouseEvent e)
{
if (e.getButton() == 1) {
clicked = true;
}
}
public void mouseReleased(MouseEvent e)
{
if (e.getButton() == 1) {
clicked = false;
}
}
public void mouseExited(MouseEvent e)
{
}
public void mouseEntered(MouseEvent e)
{
}
public void mouseClicked(MouseEvent e)
{
}
public void paint(Graphics g)
{
super.paint(g);
g.drawImage(pixMage, 0, 0, Width, Height, null);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.drawImage(gunMage,x_pos,y_pos,10,20,null);
if (clicked) {
by_pos += y_speed;
Shape bullet = new Rectangle2D.Float(bx_pos, by_pos, 3, 10);
g2.setColor(Color.BLACK);
g2.fill(bullet);
g2.draw(bullet);
}
g2.setColor(Color.RED);
for (fallShape b : rect) {
b.move();
g2.fill(b);
}
}
}
public static void main(String[] args)
{
java.awt.EventQueue.invokeLater(new Runnable() {
#Override
public void run()
{
new mousework2().setVisible(true);
}
});
}
}
And:
// My falling shapes class: fallShape
import java.awt.geom.*;
import java.util.*;
public class fallShape extends Rectangle2D.Float
{
public int x_speed, y_speed;
public int l, b;
public int height = mousework.Height;
public int width = mousework.Width;
public ArrayList<fallShape> fall;
public fallShape(int breadth, int length, ArrayList<fallShape> fall)
{
super((int) (Math.random() * (mousework.Width - 20) + 1), 0, breadth, length);
this.b = breadth;
this.l = length;
this.x_speed = (int) Math.random() * (10) + 1;
this.y_speed = (int) Math.random() * (10) + 1;
this.fall = fall;
}
public void move()
{
Rectangle2D rec = new Rectangle2D.Float(super.x, super.y, b, l);
for (fallShape f : fall) {
if (f != this && f.intersects(rec)) {
int rxspeed = x_speed;
int ryspeed = y_speed;
x_speed = f.x_speed;
y_speed = f.y_speed;
f.x_speed = rxspeed;
f.y_speed = ryspeed;
}
}
if (super.x < 0) {
super.x =+ super.x;
//super.y =+ super.y;
x_speed = Math.abs(x_speed);
}
if (super.x> mousework.Width - 30) {
super.x =+ super.x;
super.y =+ super.y;
x_speed =- Math.abs(x_speed);
}
if (super.y < 0) {
super.y = 0;
y_speed = Math.abs(y_speed);
}
super.x += x_speed;
super.y += y_speed;
}
}
if(clicked){
by_pos+=y_speed;
This code only draws the bullet when the mouse is down. This is because you are setting clicked to false in your mouseReleased method:
public void mouseReleased(MouseEvent e){
if(e.getButton()==1)
clicked=false;
}
If you were to remove the body of the mouseReleased method, your bullet would move properly.
However, say you wanted to have more than just one bullet. Currently, your paint method only draws one bullet at a time. To draw multiple bullets, you would need to create a list of the coordinates of the bullets, and add a new coordinate pair to the list whenever you click. Then, in the paint method, just update each position in a for loop.
ArrayList<Integer> by_poss = new ArrayList<>();
by_poss is the list of all the y-positions of your bullets.
public void mousePressed(MouseEvent e){
if(e.getButton() == 1)
by_poss.add(mousework.Height);
}
The mousePressed method adds a new "bullet", in the form of a y-position, to the coordinates.
public void mouseReleased(MouseEvent e){
//do nothing
}
Nothing needs to happen in the mouseReleased method.
//update the bullets
public void paint(Graphics g){
...
g2.setColor(Color.BLACK);
Shape bullet;
for(int i = 0; i < by_poss.size(); i++){
by_poss.set(i, by_poss.get(i) + y_speed); //move the bullet
bullet = new Rectangle2D.Float(bx_pos, by_poss.get(i), 3, 10);
g2.fill(bullet);
g2.draw(bullet);
}
...
}
The for loop in your paint method draws all the bullets, one by one, usin g the y-positions from the by_poss list.
I am trying to design a simple game using Graphics2D in a JPanel. I am able to draw normal objects by overriding the paintComponent() method. But when I reference the Graphics2D object inside a orphan Thread, it does not work. Where am I going wrong?
public void paintComponent(Graphics g) {
super.paintComponent(g);
g2d = (Graphics2D) g;
g2d.drawString("sample",60,100); //Works fine
if(<Certain Condition>){
new Thread(new Runnable(){
//Some Code Here
public void run() {
try{
g2d.drawString("sample2",60,100); //Does not work.. :(
System.out.println("Test Print"); //Shows Output
}
catch (Exception e)
{
}
}
}).start();
}
}
Here is the complete code for reference. This is essentially a 'ping pong ball' game. Its working well but I am not able to highlight an increase in score when the ball hits the striker. The important part of code is highlighted. It's SSCCE.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.util.Random;
public class MovingBall extends JPanel {
int XPos, YPos;
int speedX, speedY;
int diameter;
private JButton jButton1 = new JButton();
private JButton jButton2 = new JButton();
private JLabel jLabel1 = new JLabel();
private static Timer timer;
private static MovingBall movingball;
private int w,h;
private int strikerHeight;
private int strikerWidth;
private int score;
private boolean isBallMoving;
int strikerYPos;
Graphics2D g2d;
public MovingBall() {
//Striker Properties
strikerHeight = 100;
strikerWidth = 20;
strikerYPos = strikerHeight/2;
//Ball Properties
isBallMoving = false;
XPos = strikerWidth + 5;
YPos = 0;
Random r = new Random();
speedX = 2+ Math.abs(r.nextInt()) % 5;
speedY = 2+ Math.abs(r.nextInt()) % 5;
diameter = 50;
//UI Objects
try {
jbInit();
} catch (Exception e) {
e.printStackTrace();
}
movingball = this; //Helps to access the current class object in inner classes
//Create a timer for animation
timer = new Timer(1, new ActionListener() {
public void actionPerformed(ActionEvent evt) {
movingball.repaint();
}
});
timer.start();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g2d = (Graphics2D) g;
Dimension size = getSize();
Insets insets = getInsets();
w = size.width - insets.left - insets.right;
h = size.height - insets.top - insets.bottom;
//Paint the striker
g2d.setColor(Color.DARK_GRAY);
if(strikerYPos < strikerHeight/2) //Top End
g2d.fillRect(0,0, strikerWidth, strikerHeight);
else if(strikerYPos > (h-strikerHeight/2)) //Bottom End
g2d.fillRect(0,h-strikerHeight, strikerWidth, strikerHeight);
else //Anywhere in the middle
g2d.fillRect(0,strikerYPos - (strikerHeight/2), strikerWidth, strikerHeight);
//Paint the ball
if (isBallMoving) {
XPos += speedX;
YPos += speedY;
g2d.drawOval(XPos, YPos, diameter,diameter);
if((XPos+diameter) >= w)
{
//speedX *= -1;
speedX = ((int)Math.signum((double)speedX))*(-1) * (2+ Math.abs(new Random().nextInt()) % 5);
XPos = w-diameter-1;
}
if(XPos <= strikerWidth)
{
if((YPos+diameter/2) >= (strikerYPos-strikerHeight/2) && (YPos+diameter/2) <= (strikerYPos+strikerHeight/2))
{
score++;
//////////////////////////////////////////////////////////////////////
/////THIS IS THE PART TO FOCUS ON///////////////////////////////////////
/////WHEN THE BALL HITS THE STRIKER, I SHOW A '+1' TEXT FADING UPWARDS FROM THE POINT OF HIT
/////(THIS IS TO HIGHLIGHT A +1 INCREASE IN SCORE)///////////////////
//////NOW SINCE THE BALL MAY HIT THE STRIKER AGAIN BEFORE THE PREVIOUS +1 HAS COMPLETELY FADED,
//////I HAVE MADE THIS SIMPLE THREAD TO CREATE A +1 EVERY TIME THERE IS A HIT. SO THERE CAN BE MULTIPLE
//////+1 ON THE SCREEN.
//-------------------------------SADLY, SOMETHING IS WRONG-------------------
//Print a '+1' to show score increase
new Thread(new Runnable(){
int yStart = strikerYPos;
int fadeLength = 0;
Timer pointTimer;
int MAX_FADE_LEN = 50;
public void run() {
try
{
pointTimer = new Timer(1, new ActionListener() {
public void actionPerformed(ActionEvent evt) {
if(fadeLength >= MAX_FADE_LEN)
pointTimer.stop();
g2d.setColor(new Color(0,0,0,255));
g2d.setFont(new Font("Times",Font.BOLD,20));
g2d.drawString("+1",60,yStart - fadeLength);
g2d.drawOval(100,100,50,50);
System.out.println("Drawn +1 at x = " + 60 + " y = " + (yStart - fadeLength));
fadeLength++;
}
});
pointTimer.start();
}
catch (Exception e)
{
}
}
}).start();
////////////////THREAD ENDS HERE//////////////////////
}
else
{
score--;
}
//SHOW THE SCORE ON THE LABEL
jLabel1.setText("Score: " + score);
speedX = ((int)Math.signum((double)speedX))*(-1) * (2+ Math.abs(new Random().nextInt()) % 5);
XPos = strikerWidth+1;
}
if(YPos <= 0)
{
speedY = ((int)Math.signum((double)speedY))*(-1) * (2+ Math.abs(new Random().nextInt()) % 5);
YPos = 0;
}
if((YPos+diameter) >= h)
{
speedY = ((int)Math.signum((double)speedY))*(-1) * (2+ Math.abs(new Random().nextInt()) % 5);
YPos = h-diameter;
}
} else {
g2d.drawOval(XPos,YPos,diameter,diameter);
return;
}
}
public static void main(String[] args) {
JFrame frame = new JFrame("Magic Ball");
movingball = new MovingBall();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(movingball);
frame.setSize(450, 700);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
private void jbInit() throws Exception {
jButton1.setText("Start");
jButton1.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
jButton1_actionPerformed(e);
}
});
jButton2.setText("Stop");
jButton2.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
jButton2_actionPerformed(e);
}
});
jLabel1.setText("Score:0");
this.add(jButton1, null);
this.add(jButton2, null);
this.add(jLabel1, null);
this.setBackground(Color.white);
this.addMouseMotionListener(new MouseMotionListener() {
public void mouseMoved(MouseEvent e) {
int coordX = e.getX();
if(coordX < 200)
strikerYPos = e.getY();
}
public void mouseDragged(MouseEvent e) {
}
});
}
private void jButton1_actionPerformed(ActionEvent e) {
if(!isBallMoving)
isBallMoving = true;
}
private void jButton2_actionPerformed(ActionEvent e) {
isBallMoving = false;
}
}
everything inside paintComponent is repainted (automatically) on every mouse, key and internall methods implemented in API, then you thread probably never ended, there can be bunch of concurently Threads, nothing is repainted, displayed
output to the Swing GUI must be done on EDT
use Swing Timer instead of new Thread(new Runnable(){
call repaint()
I don't think many people would consider almost 250 LOC to be 'short' (though I must admit I was deliberately vague when writing the SSCCE document). OTOH I adapted my shorter source seen here to an animated example that shows a 'fade effect' on mouse clicks. Adapting it to your needs is left as an exercise for ..you.
This source shows how to change the drawn string over a period of 5 seconds. It uses the same Thread (the EDT) for both the main (bouncing ball) and fade animation.
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
import javax.swing.*;
class ShapeCollision {
private BufferedImage img;
private Area walls;
int x;
int y;
int xDelta = 3;
int yDelta = 2;
ArrayList<Strike> strikes;
/**
* A method to determine if two instances of Area intersect
*/
public boolean doAreasCollide(Area area1, Area area2) {
boolean collide = false;
Area collide1 = new Area(area1);
collide1.subtract(area2);
if (!collide1.equals(area1)) {
collide = true;
}
Area collide2 = new Area(area2);
collide2.subtract(area1);
if (!collide2.equals(area2)) {
collide = true;
}
return collide;
}
ShapeCollision() {
int w = 400;
int h = 200;
img = new BufferedImage(w, h, BufferedImage.TYPE_INT_RGB);
final JLabel imageLabel = new JLabel(new ImageIcon(img));
x = w / 2;
y = h / 2;
strikes = new ArrayList<Strike>();
MouseListener strikeListener = new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
Strike s = new Strike(e.getPoint(),System.currentTimeMillis());
strikes.add(s);
}
};
imageLabel.addMouseListener(strikeListener);
walls = new Area(new Rectangle(0, 0, w, h));
ActionListener animate = new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
animate();
imageLabel.repaint();
}
};
Timer timer = new Timer(50, animate);
timer.start();
JOptionPane.showMessageDialog(null, imageLabel);
timer.stop();
}
public void animate() {
Graphics2D g = img.createGraphics();
g.setRenderingHint(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g.setColor(Color.BLACK);
g.fillRect(0, 0, img.getWidth(), img.getHeight());
x += xDelta;
y += yDelta;
int s = 15;
Area player = new Area(new Ellipse2D.Double(x, y, s, s));
// Acid test of edge collision;
if (doAreasCollide(player, walls)) {
if (x + s > img.getWidth() || x < 0) {
xDelta *= -1;
}
if (y + s > img.getHeight() || y < 0) {
yDelta *= -1;
}
}
g.setColor(Color.ORANGE);
g.setColor(Color.YELLOW);
g.fill(player);
for (Strike strike : strikes) {
strike.draw(g);
}
g.dispose();
}
public static void main(String[] args) {
Runnable r = new Runnable() {
#Override
public void run() {
new ShapeCollision();
}
};
// Swing GUIs should be created and updated on the EDT
// http://docs.oracle.com/javase/tutorial/uiswing/concurrency/initial.html
SwingUtilities.invokeLater(r);
}
}
class Strike {
private Point point;
private long started;
private final long DURATION = 5000;
private boolean expired = false;
Strike(Point point, long time) {
this.point = point;
started = time;
}
public void draw(Graphics g) {
long now = System.currentTimeMillis();
long age = now - started;
if (age>DURATION) {
expired = true;
return;
}
double fraction = 1d-((double)age/(double)DURATION);
int alpha = (int)(fraction*255d);
Color c = new Color(255,255,255,alpha);
g.setColor(c);
String s = point.x + "," + point.y;
g.drawString( s, point.x, point.y );
}
public boolean isExpired() {
return expired;
}
}
As i understand - you save the Graphics2D object into g2d variable and trying to paint something onto it from a separate thread later? If so - don't do it. It is a really bad thing to do. Really.
If you want to modify (animate/change) whatever is painted on your component - simply change the data/model which affects the painting and than repaint the whole component or its modified part (any rectangle within the component bounds).
For example in your example case - keep painted string coordinates outside the paint method and modify them in a separate thread and then just call repaint on the component each time you change them. With each repaint string will be painted at the updated coordinates.
Also note that repaint might be called outside of the EDT (Event Dispatch Thread) as it will perform the actual repaint in EDT anyway.
Here is some random example of animation:
public class AnimationTest
{
private static List<Point> locationData = new ArrayList<Point> ();
private static List<Boolean> directionData = new ArrayList<Boolean> ();
public static void main ( String[] args )
{
locationData.add ( new Point ( 5, 25 ) );
directionData.add ( true );
final JComponent canvas = new JComponent ()
{
protected void paintComponent ( Graphics g )
{
super.paintComponent ( g );
Graphics2D g2d = ( Graphics2D ) g;
for ( int i = 0; i < locationData.size (); i++ )
{
Point p = locationData.get ( i );
g2d.drawString ( "Some string #" + i, p.x, p.y );
}
}
};
canvas.addMouseListener ( new MouseAdapter ()
{
public void mousePressed ( MouseEvent e )
{
locationData.add ( e.getPoint () );
directionData.add ( true );
canvas.repaint ();
}
} );
JFrame frame = new JFrame ();
frame.getContentPane ().setLayout ( new BorderLayout () );
frame.getContentPane ().add ( canvas );
frame.setSize ( 500, 500 );
frame.setLocationRelativeTo ( null );
frame.setDefaultCloseOperation ( JFrame.EXIT_ON_CLOSE );
frame.setVisible ( true );
Timer timer = new Timer ( 1000 / 48, new ActionListener ()
{
public void actionPerformed ( ActionEvent e )
{
for ( int i = 0; i < locationData.size (); i++ )
{
Point p = locationData.get ( i );
if ( directionData.get ( i ) )
{
if ( p.y < canvas.getHeight () - 1 )
{
p.y += 1;
}
else
{
directionData.set ( i, false );
}
}
else
{
if ( p.y > 20 )
{
p.y -= 1;
}
else
{
directionData.set ( i, true );
}
}
}
canvas.repaint ();
}
} );
timer.start ();
}
}
You can find here:
Data lists on which painting and animation are based with single initial element
Data modification through mouse interaction
Proper canvas update on any data changes
Example is not too optimized, but should be enough to understand the concept.
Print the graphicsobject, if it changes between calls in paintComponent it means the one you are passing to the orphan thread is a dead object which swing doesn't use anymore for painting on the current component.
Swing is a platform-independent, Model-View-Controller GUI framework for Java, which follows a single-threaded programming model.
You should use dispatcher. http://en.wikipedia.org/wiki/Event_Dispatch_Thread
I'm starting to learn java programming and I think it's cool to learn java through game development. I know how to draw image and listen to a keypress then move that image. But is it possible to make the image move back and forth to the window while the window is listening to a keypress? Like for example, while the image or object(like spaceship) is moving left to right in the window, then if I press space key, a laser will fire at the bottom of the screen( cool huh :D ). But basically I just want to know how to make the image move left to right while the window is listening to a keypress.
I'm thinking that I will add a key listener to my window then fire an infinite loop to move the image. Or do I need to learn about threading so that another thread will move the object?
Please advise.
Many thanks.
Yep, a Swing Timer and Key Bindings would work well. Here's another example (mine) :)
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import javax.swing.*;
public class AnimationWithKeyBinding {
private static void createAndShowUI() {
AnimationPanel panel = new AnimationPanel(); // the drawing JPanel
JFrame frame = new JFrame("Animation With Key Binding");
frame.getContentPane().add(panel);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
createAndShowUI();
}
});
}
}
#SuppressWarnings("serial")
class AnimationPanel extends JPanel {
public static final int SPRITE_WIDTH = 20;
public static final int PANEL_WIDTH = 400;
public static final int PANEL_HEIGHT = 400;
private static final int MAX_MSTATE = 25;
private static final int SPIN_TIMER_PERIOD = 16;
private static final int SPRITE_STEP = 3;
private int mState = 0;
private int mX = (PANEL_WIDTH - SPRITE_WIDTH) / 2;
private int mY = (PANEL_HEIGHT - SPRITE_WIDTH) / 2;
private int oldMX = mX;
private int oldMY = mY;
private boolean moved = false;
// an array of sprite images that are drawn sequentially
private BufferedImage[] spriteImages = new BufferedImage[MAX_MSTATE];
public AnimationPanel() {
// create and start the main animation timer
new Timer(SPIN_TIMER_PERIOD, new SpinTimerListener()).start();
setPreferredSize(new Dimension(PANEL_WIDTH, PANEL_HEIGHT));
setBackground(Color.white);
createSprites(); // create the images
setupKeyBinding();
}
private void setupKeyBinding() {
int condition = JComponent.WHEN_IN_FOCUSED_WINDOW;
InputMap inMap = getInputMap(condition);
ActionMap actMap = getActionMap();
// this uses an enum of Direction that holds ints for the arrow keys
for (Direction direction : Direction.values()) {
int key = direction.getKey();
String name = direction.name();
// add the key bindings for arrow key and shift-arrow key
inMap.put(KeyStroke.getKeyStroke(key, 0), name);
inMap.put(KeyStroke.getKeyStroke(key, InputEvent.SHIFT_DOWN_MASK), name);
actMap.put(name, new MyKeyAction(this, direction));
}
}
// create a bunch of buffered images and place into an array,
// to be displayed sequentially
private void createSprites() {
for (int i = 0; i < spriteImages.length; i++) {
spriteImages[i] = new BufferedImage(SPRITE_WIDTH, SPRITE_WIDTH,
BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = spriteImages[i].createGraphics();
g2.setColor(Color.red);
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
double theta = i * Math.PI / (2 * spriteImages.length);
double x = SPRITE_WIDTH * Math.abs(Math.cos(theta)) / 2.0;
double y = SPRITE_WIDTH * Math.abs(Math.sin(theta)) / 2.0;
int x1 = (int) ((SPRITE_WIDTH / 2.0) - x);
int y1 = (int) ((SPRITE_WIDTH / 2.0) - y);
int x2 = (int) ((SPRITE_WIDTH / 2.0) + x);
int y2 = (int) ((SPRITE_WIDTH / 2.0) + y);
g2.drawLine(x1, y1, x2, y2);
g2.drawLine(y1, x2, y2, x1);
g2.dispose();
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(spriteImages[mState], mX, mY, null);
}
public void incrementX(boolean right) {
oldMX = mX;
if (right) {
mX = Math.min(getWidth() - SPRITE_WIDTH, mX + SPRITE_STEP);
} else {
mX = Math.max(0, mX - SPRITE_STEP);
}
moved = true;
}
public void incrementY(boolean down) {
oldMY = mY;
if (down) {
mY = Math.min(getHeight() - SPRITE_WIDTH, mY + SPRITE_STEP);
} else {
mY = Math.max(0, mY - SPRITE_STEP);
}
moved = true;
}
public void tick() {
mState = (mState + 1) % MAX_MSTATE;
}
private class SpinTimerListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
tick();
int delta = 20;
int width = SPRITE_WIDTH + 2 * delta;
int height = width;
// make sure to erase the old image
if (moved) {
int x = oldMX - delta;
int y = oldMY - delta;
repaint(x, y, width, height);
}
int x = mX - delta;
int y = mY - delta;
// draw the new image
repaint(x, y, width, height);
moved = false;
}
}
}
enum Direction {
UP(KeyEvent.VK_UP), DOWN(KeyEvent.VK_DOWN), LEFT(KeyEvent.VK_LEFT), RIGHT(KeyEvent.VK_RIGHT);
private int key;
private Direction(int key) {
this.key = key;
}
public int getKey() {
return key;
}
}
// Actions for the key binding
#SuppressWarnings("serial")
class MyKeyAction extends AbstractAction {
private AnimationPanel draw;
private Direction direction;
public MyKeyAction(AnimationPanel draw, Direction direction) {
this.draw = draw;
this.direction = direction;
}
#Override
public void actionPerformed(ActionEvent e) {
switch (direction) {
case UP:
draw.incrementY(false);
break;
case DOWN:
draw.incrementY(true);
break;
case LEFT:
draw.incrementX(false);
break;
case RIGHT:
draw.incrementX(true);
break;
default:
break;
}
}
}
Here is another example that uses this sprite sheet:
obtained from this site.
Again it's an example of drawing within a JPanel's paintComponent method and using Key Bindings to tell which direction to move.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import java.util.ArrayList;
import java.util.EnumMap;
import java.util.List;
import java.util.Map;
import javax.imageio.ImageIO;
import javax.swing.*;
#SuppressWarnings("serial")
public class Mcve3 extends JPanel {
private static final int PREF_W = 800;
private static final int PREF_H = 640;
private static final int TIMER_DELAY = 50;
private int spriteX = 400;
private int spriteY = 320;
private SpriteDirection spriteDirection = SpriteDirection.RIGHT;
private MySprite sprite = null;
private Timer timer = null;
public Mcve3() {
try {
sprite = new MySprite(spriteDirection, spriteX, spriteY);
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
setBackground(Color.WHITE);
setKeyBindings(SpriteDirection.LEFT, KeyEvent.VK_LEFT);
setKeyBindings(SpriteDirection.RIGHT, KeyEvent.VK_RIGHT);
setKeyBindings(SpriteDirection.FORWARD, KeyEvent.VK_DOWN);
setKeyBindings(SpriteDirection.AWAY, KeyEvent.VK_UP);
timer = new Timer(TIMER_DELAY, new TimerListener());
timer.start();
}
private void setKeyBindings(SpriteDirection dir, int keyCode) {
int condition = WHEN_IN_FOCUSED_WINDOW;
InputMap inputMap = getInputMap(condition);
ActionMap actionMap = getActionMap();
KeyStroke keyPressed = KeyStroke.getKeyStroke(keyCode, 0, false);
KeyStroke keyReleased = KeyStroke.getKeyStroke(keyCode, 0, true);
inputMap.put(keyPressed, keyPressed.toString());
inputMap.put(keyReleased, keyReleased.toString());
actionMap.put(keyPressed.toString(), new MoveAction(dir, false));
actionMap.put(keyReleased.toString(), new MoveAction(dir, true));
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
sprite.draw(g);
}
private class MoveAction extends AbstractAction {
private SpriteDirection dir;
private boolean released;
public MoveAction(SpriteDirection dir, boolean released) {
this.dir = dir;
this.released = released;
}
#Override
public void actionPerformed(ActionEvent e) {
if (released) {
sprite.setMoving(false);
} else {
sprite.setMoving(true);
sprite.setDirection(dir);
}
}
}
private class TimerListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
if (sprite.isMoving()) {
sprite.tick();
}
repaint();
}
}
private static void createAndShowGui() {
Mcve3 mainPanel = new Mcve3();
JFrame frame = new JFrame("MCVE");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> createAndShowGui());
}
}
class MySprite {
private static final String SPRITE_SHEET_PATH = "http://"
+ "orig12.deviantart.net/7db3/f/2010/338/3/3/"
+ "animated_sprite_sheet_32x32_by_digibody-d3479l2.gif";
private static final int MAX_MOVING_INDEX = 4;
private static final int DELTA = 4;
private SpriteDirection direction;
private Map<SpriteDirection, Image> standingImgMap = new EnumMap<>(SpriteDirection.class);
private Map<SpriteDirection, List<Image>> movingImgMap = new EnumMap<>(SpriteDirection.class);
private int x;
private int y;
private boolean moving = false;
private int movingIndex = 0;
public MySprite(SpriteDirection direction, int x, int y) throws IOException {
this.direction = direction;
this.x = x;
this.y = y;
createSprites();
}
public void draw(Graphics g) {
Image img = null;
if (!moving) {
img = standingImgMap.get(direction);
} else {
img = movingImgMap.get(direction).get(movingIndex);
}
g.drawImage(img, x, y, null);
}
private void createSprites() throws IOException {
URL spriteSheetUrl = new URL(SPRITE_SHEET_PATH);
BufferedImage img = ImageIO.read(spriteSheetUrl);
// get sub-images (sprites) from the sprite sheet
// magic numbers for getting sprites from sheet, all obtained by trial and error
int x0 = 0;
int y0 = 64;
int rW = 32;
int rH = 32;
for (int row = 0; row < 4; row++) {
SpriteDirection dir = SpriteDirection.values()[row];
List<Image> imgList = new ArrayList<>();
movingImgMap.put(dir, imgList);
int rY = y0 + row * rH;
for (int col = 0; col < 5; col++) {
int rX = x0 + col * rW;
BufferedImage subImg = img.getSubimage(rX, rY, rW, rH);
if (col == 0) {
// first image is standing
standingImgMap.put(dir, subImg);
} else {
// all others are moving
imgList.add(subImg);
}
}
}
}
public SpriteDirection getDirection() {
return direction;
}
public void setDirection(SpriteDirection direction) {
if (this.direction != direction) {
setMoving(false);
}
this.direction = direction;
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
public boolean isMoving() {
return moving;
}
public void setMoving(boolean moving) {
this.moving = moving;
if (!moving) {
movingIndex = 0;
}
}
public void tick() {
if (moving) {
switch (direction) {
case RIGHT:
x += DELTA;
break;
case LEFT:
x -= DELTA;
break;
case FORWARD:
y += DELTA;
break;
case AWAY:
y -= DELTA;
}
movingIndex++;
movingIndex %= MAX_MOVING_INDEX;
}
}
public int getMovingIndex() {
return movingIndex;
}
public void setMovingIndex(int movingIndex) {
this.movingIndex = movingIndex;
}
}
enum SpriteDirection {
FORWARD, LEFT, AWAY, RIGHT
}
As an alternative to KeyListener, consider using actions and key bindings, discussed here. Derived from this example, the program below moves a line left, down, up or right using either buttons or keys.
import java.awt.BasicStroke;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
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.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.AbstractAction;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
/**
* #see https://stackoverflow.com/questions/6991648
* #see https://stackoverflow.com/questions/6887296
* #see https://stackoverflow.com/questions/5797965
*/
public class LinePanel extends JPanel {
private MouseHandler mouseHandler = new MouseHandler();
private Point p1 = new Point(100, 100);
private Point p2 = new Point(540, 380);
private boolean drawing;
public LinePanel() {
this.setPreferredSize(new Dimension(640, 480));
this.addMouseListener(mouseHandler);
this.addMouseMotionListener(mouseHandler);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.blue);
g2d.setRenderingHint(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setStroke(new BasicStroke(8,
BasicStroke.CAP_ROUND, BasicStroke.JOIN_BEVEL));
g.drawLine(p1.x, p1.y, p2.x, p2.y);
}
private class MouseHandler extends MouseAdapter {
#Override
public void mousePressed(MouseEvent e) {
drawing = true;
p1 = e.getPoint();
p2 = p1;
repaint();
}
#Override
public void mouseReleased(MouseEvent e) {
drawing = false;
p2 = e.getPoint();
repaint();
}
#Override
public void mouseDragged(MouseEvent e) {
if (drawing) {
p2 = e.getPoint();
repaint();
}
}
}
private class ControlPanel extends JPanel {
private static final int DELTA = 10;
public ControlPanel() {
this.add(new MoveButton("\u2190", KeyEvent.VK_LEFT, -DELTA, 0));
this.add(new MoveButton("\u2191", KeyEvent.VK_UP, 0, -DELTA));
this.add(new MoveButton("\u2192", KeyEvent.VK_RIGHT, DELTA, 0));
this.add(new MoveButton("\u2193", KeyEvent.VK_DOWN, 0, DELTA));
}
private class MoveButton extends JButton {
KeyStroke k;
int dx, dy;
public MoveButton(String name, int code, final int dx, final int dy) {
super(name);
this.k = KeyStroke.getKeyStroke(code, 0);
this.dx = dx;
this.dy = dy;
this.setAction(new AbstractAction(this.getText()) {
#Override
public void actionPerformed(ActionEvent e) {
LinePanel.this.p1.translate(dx, dy);
LinePanel.this.p2.translate(dx, dy);
LinePanel.this.repaint();
}
});
ControlPanel.this.getInputMap(
WHEN_IN_FOCUSED_WINDOW).put(k, k.toString());
ControlPanel.this.getActionMap().put(k.toString(), new AbstractAction() {
#Override
public void actionPerformed(ActionEvent e) {
MoveButton.this.doClick();
}
});
}
}
}
private void display() {
JFrame f = new JFrame("LinePanel");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(this);
f.add(new ControlPanel(), BorderLayout.SOUTH);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new LinePanel().display();
}
});
}
}
But basically I just want to know how to make the image move left to right while the window is listening to a keypress
You can use a Swing Timer to animate an image:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class TimerAnimation extends JLabel implements ActionListener
{
int deltaX = 2;
int deltaY = 3;
int directionX = 1;
int directionY = 1;
public TimerAnimation(
int startX, int startY,
int deltaX, int deltaY,
int directionX, int directionY,
int delay)
{
this.deltaX = deltaX;
this.deltaY = deltaY;
this.directionX = directionX;
this.directionY = directionY;
setIcon( new ImageIcon("dukewavered.gif") );
// setIcon( new ImageIcon("copy16.gif") );
setSize( getPreferredSize() );
setLocation(startX, startY);
new javax.swing.Timer(delay, this).start();
}
public void actionPerformed(ActionEvent e)
{
Container parent = getParent();
// Determine next X position
int nextX = getLocation().x + (deltaX * directionX);
if (nextX < 0)
{
nextX = 0;
directionX *= -1;
}
if ( nextX + getSize().width > parent.getSize().width)
{
nextX = parent.getSize().width - getSize().width;
directionX *= -1;
}
// Determine next Y position
int nextY = getLocation().y + (deltaY * directionY);
if (nextY < 0)
{
nextY = 0;
directionY *= -1;
}
if ( nextY + getSize().height > parent.getSize().height)
{
nextY = parent.getSize().height - getSize().height;
directionY *= -1;
}
// Move the label
setLocation(nextX, nextY);
}
public static void main(String[] args)
{
JPanel panel = new JPanel();
JFrame frame = new JFrame();
frame.setContentPane(panel);
frame.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
frame.getContentPane().setLayout(null);
// frame.getContentPane().add( new TimerAnimation(10, 10, 2, 3, 1, 1, 10) );
frame.getContentPane().add( new TimerAnimation(300, 100, 3, 2, -1, 1, 20) );
// frame.getContentPane().add( new TimerAnimation(0, 000, 5, 0, 1, 1, 20) );
frame.getContentPane().add( new TimerAnimation(0, 200, 5, 0, 1, 1, 80) );
frame.setSize(400, 400);
frame.setLocationRelativeTo( null );
frame.setVisible(true);
// frame.getContentPane().add( new TimerAnimation(10, 10, 2, 3, 1, 1, 10) );
// frame.getContentPane().add( new TimerAnimation(10, 10, 3, 0, 1, 1, 10) );
}
}
You can add a KeyListener to the panel and it will operate independently of the image animation.