java graphics update - java

hey im trying to make a simple ascii game in java but i cant get the graphics to update on key presses
im trying to make it so the guy is controllable with the arrow keys
heres the code
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import javax.swing.JFrame;
import javax.swing.Timer;
public class shooter extends JFrame{
int x = 100, y = 100, dx, dy;
Timer time;
/**
*
*/
private static final long serialVersionUID = 1L;
public void move(){
x = x + dx;
y = y + dx;
}
public int getX(){
return x;
}
public int getY(){
return y;
}
public shooter() {
setTitle("title of gip");
setSize(600, 400);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(false);
//keep at bottom
setVisible(true);
//dont code here >:(
}
///////////GRAPHICS ////////////////////
public void paint(Graphics g){
g.clearRect(0, 0, getWidth(), getHeight());
g.fillRect(0, 0, getWidth(), getHeight());
g.setColor(Color.white);
g.drawString("☺", getX(), getY());
}
public void paintComponent(Graphics g){
}
//////////////end of graphics//////////////
public void keyPressed(KeyEvent e){
int pressed = e.getKeyCode();
if (pressed == KeyEvent.VK_LEFT){
dx = -1;
}
if (pressed == KeyEvent.VK_RIGHT){
dx = 1;
}
}
public void keyReleased(KeyEvent e){
int rel = e.getKeyCode();
if (rel == KeyEvent.VK_LEFT){
dx = 0;
}
if (rel == KeyEvent.VK_RIGHT){
dx = 0;
}
}
public void actionPerformed(ActionEvent e) {
move();
repaint();
}
public static void main(String[] args){
new shooter();
}
}
please help
thanks

You haven't added any action listener to your frame. The key pressed and action performed methods are called when these events happen, but only from objects with action listeners or Key listeners attached.
Check out http://docs.oracle.com/javase/tutorial/uiswing/events/actionlistener.html.
In short though you need the following, public class TryItOut extends JFrame implements ActionListener,KeyListener{ and the in your constructor addActionListener(this); and addKeyListener(this);
Do that and then try from there.

#dann.dev has well found the issue. You are not hooking up your key strokes and events to the main frame.
Also, I just want to comment on the way you are drawing your scene. You should draw in a JPanel instead of a JFrame, this will make your life easier if you are willing to add buttons and menus to the main frame.
Override and draw in paintComponent not paint.
class DrawingPanel{
// ....
#Override
public void paintComponent(Graphics g){
g.clearRect(0, 0, getWidth(), getHeight());
g.fillRect(0, 0, getWidth(), getHeight());
g.setColor(Color.white);
g.drawString("☺", getX(), getY());
}
// ....
}
Once done, set this panel as your frame's content pane.
frame.setContentPane(new DrawingPanel());

1) for listening key events from keyboard would be better to implement KeyBindings, example here
2) ClassName would be public class Shooter extends JFrame {
3) paint method for Swing would be public void paintComponent(Graphics g){
4) main method would be
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new Shooter();
}
});
}
EDIT:
5) by #camickr correct noticed me -> CustomPainting should be done on a JComponent or JPanel, or you can use method paint to the GlassPane or RootPane

Related

How do I make a sprite move in a custom JPanel?

How do I make a sprite move in a custom JPanel?
I have looked at the similar questions and although one question is similar, it isn't addressing my problem. I have a sprite in a JPanel and I am unable to get it to move. One of the requirements I have to meet for the program is that it must begin moving when a JButton is pressed (Mouse Click). I have the code set-up in a way I believe should work, but it will spit out a long list of errors when I press the button. I'm also required to have the panel be a custom panel class.
What I need to know is this:
Methods (ha) of programming sprite movement.
Continuing to move the sprite without a trail.
Making the sprite bounce off the edges of the panel. Done (Unable to test due to no moving ball)
Here's the code I have (MainClient).
package clientPackage;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import java.awt.Color;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import logicPack.Logic;
import javax.swing.JButton;
import java.awt.event.ActionListener;
import java.awt.event.ActionEvent;
public class ClientClass
{
Ball mSolo = new Ball();
private JFrame frame;
/**
* Launch the application.
*/
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
try {
ClientClass window = new ClientClass();
window.frame.setVisible(true);
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
/**
* Create the application.
*/
public ClientClass()
{
initialize();
}
/**
* Initialize the contents of the frame.
*/
Logic Logical;
Graphics g;
private void initialize() {
frame = new JFrame();
frame.setBounds(100, 100, 590, 520);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().setLayout(null);
SpriteField panel = new SpriteField();
panel.addMouseListener(new MouseAdapter()
{
public void mouseClicked(MouseEvent e)
{
/* int tX = e.getX();
Logical.MoveBallX();
int tY = e.getY();
Logical.MoveBallY();
panel.repaint();*/
Logical.MoveBallX();
Logical.MoveBallY();
panel.repaint();
}
});
panel.setForeground(Color.WHITE);
panel.setBackground(Color.GRAY);
panel.setBounds(64, 92, 434, 355);
frame.getContentPane().add(panel);
JButton btnStart = new JButton("Start");
btnStart.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e)
{
Graphics2D g2 = (Graphics2D)g;
mSolo.DrawSprite(g2 , Logical.MoveBallX(), Logical.MoveBallY());
}
});
btnStart.setBounds(64, 13, 174, 60);
frame.getContentPane().add(btnStart);
}
}
And here are my other Classes (Logic)
package logicPack;
import clientPackage.Ball;
public class Logic
{
Ball mSolo;
public int MoveBallX()
{
int NewX = mSolo.xPos + 50;
return NewX;
}
public int MoveBallY()
{
int NewY = mSolo.yPos + 50;
return NewY;
}
//Motion, force, friction and collision GO HERE ONLY
}
SpriteField
package clientPackage;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JPanel;
public class SpriteField extends JPanel
{
Ball mSolo;
SpriteField()
{
mSolo = new Ball();
repaint();
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
mSolo.DrawSprite(g2 , mSolo.xPos , mSolo.yPos);
}
}
Ball
package clientPackage;
import java.awt.Color;
import java.awt.Graphics2D;
public class Ball
{
Ball()
{
}
public int xPos = 25;
public int yPos = 25;
int diameter = 25;
public void DrawSprite(Graphics2D g2, int xPos, int yPos)
{
g2.setColor(Color.BLACK);
g2.fillOval(xPos - diameter / 2 , yPos - diameter / 2 , diameter , diameter);
}
}
If you do not understand my Java comments, you can just ignore them.
If you need more details to help me, let me know.
EDIT 1:
Andrew, the closest article I could find used arrow keys to move a sprite. The article was "Sprite not moving in JPanel". All the other articles I found either addressed JPanels without sprites, or animating a sprite. However, I need a JButton that is MouseClicked to simply start the movement, and the ball does not change shape or color. I believe I have the collision part working, but I'm unable to test it until the ball starts moving.
EDIT 2:
LuxxMiner, Thanks for the hints. I have refined my collision portion to be a little more accurate using the getHeight and getWidth methods.
EDIT 3:
MadProgrammer, Thanks...? The problem is not the painting of the ball, I cannot get the ball to move in the first place to repaint it. And the example uses arrow keys, not a mouse click or JButton.
First, take a look at Painting in AWT and Swing and Performing Custom Painting to understand how painting works in Swing.
Let's have a look at the code...
You have a Ball class, which has it's own properties, but then your DrawSprite method passes in values which override these properties?
public class Ball {
Ball() {
}
public int xPos = 25;
public int yPos = 25;
int diameter = 25;
public void DrawSprite(Graphics2D g2, int xPos, int yPos) {
g2.setColor(Color.BLACK);
g2.fillOval(xPos - diameter / 2, yPos - diameter / 2, diameter, diameter);
}
}
What's the point of that? The Ball should paint it's own current state. You should get rid of the additional parameters
public class Ball {
Ball() {
}
public int xPos = 25;
public int yPos = 25;
int diameter = 25;
public void DrawSprite(Graphics2D g2) {
g2.setColor(Color.BLACK);
g2.fillOval(xPos - diameter / 2, yPos - diameter / 2, diameter, diameter);
}
}
ClientClass, Logic and SpriteField all have their own Ball references, none of which is shared so if Logic where to update the state of it's Ball, neither ClientClass or SpriteField would actually see those changes.
In reality, only SpriteField needs an instance of Ball, as it's basically the "ball container", it has the information need to determine if the ball moves out of bounds and wants to know when the ball should be repainted, better to isolate the functionality/responsibility for the Ball to SpriteField at this time.
You also need a means to actually move the ball. While you could use other events, I'd be nice if the ball just moved itself, to this end, you can use a Swing Timer, which won't block the Event Dispatching Thread, but which notifies the registered ActionListener within the context of the EDT, making it safe to update the UI from within.
public class SpriteField extends JPanel {
private Ball mSolo;
private Timer timer;
private int xDelta, yDelta;
public SpriteField() {
mSolo = new Ball();
do {
xDelta = (int) ((Math.random() * 8) - 4);
} while (xDelta == 0);
do {
yDelta = (int) ((Math.random() * 8) - 4);
} while (yDelta == 0);
}
public void start() {
if (timer == null || !timer.isRunning()) {
timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
mSolo.xPos += xDelta;
mSolo.yPos += yDelta;
if (mSolo.xPos - (mSolo.diameter / 2) < 0) {
mSolo.xPos = mSolo.diameter / 2;
xDelta *= -1;
} else if (mSolo.xPos + (mSolo.diameter / 2) > getWidth()) {
mSolo.xPos = getWidth() - (mSolo.diameter / 2);
xDelta *= -1;
}
if (mSolo.yPos - (mSolo.diameter / 2) < 0) {
mSolo.yPos = (mSolo.diameter / 2);
yDelta *= -1;
} else if (mSolo.yPos + (mSolo.diameter / 2) > getHeight()) {
mSolo.yPos = getHeight() - (mSolo.diameter / 2);
yDelta *= -1;
}
repaint();
}
});
timer.start();
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
mSolo.DrawSprite(g2);
}
}
Now, all you need to do, is when the "Start" button is clicked, call the start method
public class ClientClass {
private JFrame frame;
/**
* Launch the application.
*/
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
try {
ClientClass window = new ClientClass();
window.frame.setVisible(true);
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
/**
* Create the application.
*/
public ClientClass() {
initialize();
}
/**
* Initialize the contents of the frame.
*/
// Logic Logical;
private void initialize() {
frame = new JFrame();
frame.setBounds(100, 100, 590, 520);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
SpriteField panel = new SpriteField();
panel.setForeground(Color.WHITE);
panel.setBackground(Color.GRAY);
frame.getContentPane().add(panel);
JButton btnStart = new JButton("Start");
btnStart.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
panel.start();
}
});
frame.getContentPane().add(btnStart, BorderLayout.SOUTH);
}
}

New to java can't figure out how to use paint method

I am trying to learn the paint method and get a ball to move across the frame. here is my code so far. w=.
I currently have two classes One is the main and one for the ball.
this is the main class
import java.awt.;
import javax.swing.;
public class PaintTest extends JPanel {
int x = 0;
int y = 0;
public void moveBall(){
x = x + 1;
y = y + 1;
}
public static void main(String[] args){
JFrame frame = new JFrame();
frame.setSize(500,500);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
Ball ball = new Ball(x,y);
while(true){
ball.moveBall();
repaint();
}
}
protected void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g.setColor(Color.magenta);
g.drawLine(0,100,500,100);
g.drawLine(0,101,500,101);
g.drawLine(0,102,500,102);
g.drawLine(0,103,500,103);
g2.fillOval(x,y,35,35);
}
}
and here is the ball class
public class Ball {
int x,y;
public Ball(int x, int y){
this.x = x;
this.y = y;
}
}
now when i compile I get an error saying cannot find symbol ball in class PaintTest even though I am calling it from the class Ball. I am aware of the repaint error as i do not know what to put in front of it.
Draw in a JPanel
In its paintComponent method not in its paint method -- this gives you double buffering.
Call the super's paintComponent method in your override. This allows the JPanel to do housekeeping drawing including erasing the oval image at its old position.
Don't use a while (true) loop as this can cause serious Swing threading issues. Use a Swing Timer instead.
In the Swing Timer, increment your animation variables and then call repaint(). This will tell Swing to repaint the component which will re-draw the oval in the new location.
Don't guess at this stuff as that leads to frustration since Swing graphics coding is a different beast. Instead check the tutorials. You can find links to the Swing tutorials and to other Swing resources here: Swing Info. Also check out Performing Custom Painting with Swing.
Graphics2D goodies: RenderingHints can be used to smooth out your image jaggies.
More Graphics2D goodies: Stroke can be used to draw thicker lines when needed.
For example:
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.Stroke;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
#SuppressWarnings("serial")
public class PaintTest extends JPanel {
private static final int PREF_W = 600;
private static final int PREF_H = PREF_W;
private static final int TIMER_DELAY = 20;
private static final Stroke STROKE = new BasicStroke(5f);
private int x;
private int y;
public PaintTest() {
new Timer(TIMER_DELAY, new TimerListener()).start();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
// to smooth graphics
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(Color.magenta);
Stroke initialStroke = g2.getStroke();
g2.setStroke(STROKE);
g.drawLine(0, 100, 500, 100);
g2.setStroke(initialStroke);
g2.fillOval(x, y, 35, 35);
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
private class TimerListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
x++;
y++;
repaint();
}
}
private static void createAndShowGui() {
PaintTest mainPanel = new PaintTest();
JFrame frame = new JFrame("PaintTest");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
You have to put the paintComponent method in a JPanel. You can do it by using something like this.
JPanel panel = new JPanel(){
#Overide
public void paintComponent(Graphics g){
super.paint();
// Draw Stuff Here
}
};
The reason you are not getting the ball to move across the frame is that you are not calling the repaint method. You should do so on a thread.
Thread th = new Thread(new Runnable(){
#Overide
public void run(){
while(frame.isVisible()){
ball.moveBall();
panel.repaint();
try{Thread.sleep(5);}catch(Exception e){e.printStackTrace();}
}
}
});
Also, why are you making ball a instance of the PaintTest class? To get only one frame and ball you would want to add a class named Ball and use that to make an instance:
public class Ball{
int x, y;
public Ball(int x, int y){
this.x = x;
this.y = y;
}
}
That is why you were getting 2 frames.
Then you would want to get rid of the x and y variables in the main class. To make an instance using this class you would do:
Ball ball = new Ball(x, y);
Then to paint the ball in the paintComponent method you would do:
g.fillOval(ball.x, ball.y, 35, 35);
You didn't call the repaint(); method.
You don't need the y + 1 part.
Instead of using the while(true) loop, you should use a for loop.
You didn't call the super.paint() method.
You didn't use any Thread.sleep(), which made the ball move across instantaneously.
Here is the code:
import java.awt.*;
import javax.swing.*;
public class PaintTest extends JFrame {
int x = 8;
int y = 30;
public void moveBall(){
x = x + 1;
//y = y + 1;
try{
Thread.sleep(500);
} catch(InterruptedException e){
}
repaint();
}
public static void main(String[] args){
PaintTest frame1 = new PaintTest();
PaintTest ball = new PaintTest();
for(int i = 0; i<100; i++){
//while(true){
ball.moveBall();
}
}
public PaintTest() {
super("Paint Test");
setSize(500,500);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setVisible(true);
}
public void paint(Graphics g){
Graphics2D g2 = (Graphics2D) g;
super.paint(g);
super.paint(g2);
g.setColor(Color.magenta);
g.drawLine(0,100,500,100);
g.drawLine(0,101,500,101);
g.drawLine(0,102,500,102);
g.drawLine(0,103,500,103);
g.fillOval(x,y,35,35);
}
}
This code will make the ball move across the screen VERY slowly. If you want to speed it up, change the number of miliseconds in the Thread.sleep(miliseconds) part to a smaller number of miliseconds.

Custom painting JPanel offsets the drawing

I'm using Netbeans (JDK 1.7) on Windows 8.1 to run an application that:
Uses the Graphics object to draw a frog in the paintComponent() of a 400x400 JPanel;
Adds the panel to a JFrame for displaying purposes;
This should be a very simple task, of course, but I'm having trouble understanding a specific behavior in this application.
Here is the problem: the very first time the window is displayed, the panel shows up at an offset (image below) when it shouldn't. I'm trying to understand why this is happening and how to solve it:
After one of the arrow keys are pressed on the keyboard the drawing gets displaced 5 pixels to the left/right/up/down. However, when this happens, the entire JPanel seems to be moved to the (0,0) coordinate of the window (which is what I expected from the beginning), thus moving the drawing a lot more than it should:
I painted a black border on the edges of the panel to make the problem more apparent.
Here is the Short, Self Contained, Correct (Compilable), Example:
KAfrog.java:
import javax.swing.SwingUtilities;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
public class KAfrog
{
public static void main( String args[] )
{
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGUI();
}
} // end of anonymous innerclass
); // end of invokeLater
}
private static void createAndShowGUI()
{
System.out.println("Created GUI on EDT? " + SwingUtilities.isEventDispatchThread());
Window janela = new Window("Khan Academy Frog");
janela.addWindowListener( new WindowAdapter() {
public void windowClosing(WindowEvent e)
{
System.exit(0);
}
} // end of anonymous innerclass
); // end of addWindowListener
}
}
Window.java:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.border.LineBorder;
class DrawingPanel extends JPanel
{
private int x = 50, y = 50;
public DrawingPanel() {
super();
setBorder(new LineBorder(Color.BLACK));
}
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
public void setX(int x) {
if (x < 0 || x >= 400)
return;
this.x = x;
repaint();
}
public void setY(int y) {
if (y < 0 || y >= 400)
return;
this.y = y;
repaint();
}
public int getX() { return this.x; }
public int getY() { return this.y; }
public void paintComponent(Graphics g) {
super.paintComponent(g);
System.out.println("DrawingPanel::paintComponent: drawing at x:" + x + " y:" + y);
System.out.println("DrawingPanel::paintComponent: panel size " + getWidth() + "x" + getHeight());
// face
Color green = new Color(30, 204, 91);
g.setColor(green);
g.fillOval(x, y, 200, 100);
// mouth
g.setColor(Color.BLACK); // g.setColor(new Color(0, 0, 0));
g.fillOval(x+25, y+25, 150, 50);
// left eye
g.setColor(green);
g.fillOval(x+30, y-30, 45, 45); // background
g.setColor(Color.WHITE);
g.fillOval(x+35, y-25, 35, 35); // white eye sockets
g.setColor(Color.BLACK);
g.fillOval(x+48, y-15, 10, 10); // black eyes pretos
// right eye
g.setColor(green);
g.fillOval(x+110, y-30, 45, 45); // background
g.setColor(Color.WHITE);
g.fillOval(x+115, y-25, 35, 35); // white eye sockets
g.setColor(Color.BLACK);
g.fillOval(x+128, y-15, 10, 10); // black eyes
}
}
public class Window extends JFrame
{
DrawingPanel frog_panel;
public Window(String title)
{
super(title);
frog_panel = new DrawingPanel();
addKeyListener(new KeyListener() {
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_LEFT)
frog_panel.setX(frog_panel.getX()-5);
if (e.getKeyCode() == KeyEvent.VK_RIGHT)
frog_panel.setX(frog_panel.getX()+5);
if (e.getKeyCode() == KeyEvent.VK_UP)
frog_panel.setY(frog_panel.getY()-5);
if (e.getKeyCode() == KeyEvent.VK_DOWN)
frog_panel.setY(frog_panel.getY()+5);
}
public void keyReleased(KeyEvent e) { }
public void keyTyped(KeyEvent e) { }
}
);
add(frog_panel);
pack();
setVisible(true);
System.out.println("Window::Window: size is " + getWidth() + "x" + getHeight());
}
}
Does anyone know why this happens and how to fix it?
You overrode public int getX() from javax.​swing.​JComponent.
It returns the current x coordinate of the component's origin. This method is preferable to writing component.getBounds().x, or component.getLocation().x because it doesn't cause any heap allocations.
Rename your methods public int getX() and public int getY().
This should fix the problem.

Java using Graphics in a Method

Hi guys I'm super new to Java; I've looked around and haven't been able to find an answer to this question. Any chance you could help me?
Here is an example of what I'm trying to achieve.
public class FrameWork extends JFrame implements MouseListener {
... //Irrelevant to the question code
public void mouseClicked(MouseEvent e){
int x = e.getX();
int y = e.getY();
if (x==1 && y==1){
// This is where and when I want to draw GFXDice
}
}}
Now the other class, all imports left out for readability.
public class Board extends JPanel{
Image GFXDice1;
public Board() {
ImageIcon Dice1;
Dice1 = new ImageIcon(this.getClass().getResource("GFX/Dice1"));
GFXDice1 = Dice1.getImage();
}
Now the graphics part
public void paint(Graphics g){
Graphics2D g2d = (Graphics2D) g;
g2d.drawImage(GFXDice, 100, 100, null);
}
Now for the question - I want to use the method paint from the Class Board in the Class FrameWork - But can't get it to work - any ideas ? I'm offering a bazillion units of good karma to anyone who has an idea.
The general way to do most Swing drawing is via passive graphics. This means:
Do the drawing itself in the paintComponent(Graphics g) method of a JPanel or JComponent.
In your MouseListener change the state of some of the fields of the class. In your mouseClicked method you are setting the state of some local variables, and I recommend that you instead make your x and y fields, not local.
Then when the mouse listener is done making changes, call repaint() on the JPanel.
Then in the paintComponent method, use those fields that were changed in the mouse listener to do your drawing.
Don't forget to call the super's paintComponent method in your paintComponent override.
Don't forget to read tutorials on Swing Graphics to get the fine points.
Edit
For example, please have a look at a small graphics program that I created for an answer to another recent question.
The drawing occurs in the main class, SpaceShip, which extends JPanel. I add an anonymous inner MouseAdapter class for my Mouse Listener, and inside of the MouseAdapter, I call a method called moveIt, passing in the MouseEvent object.
MouseAdapter myMouseAdapter = new MouseAdapter() {
public void mousePressed(MouseEvent evt) {
moveIt(evt);
count = count + 1;
}
#Override
public void mouseDragged(MouseEvent evt) {
moveIt(evt);
}
};
addMouseListener(myMouseAdapter);
addMouseMotionListener(myMouseAdapter);
}
All moveIt(MouseEvent evt) does is to change the state of two fields, myX and myY, and then calls repaint() on the current class:
public void moveIt(MouseEvent evt) {
myY = evt.getY() - sprite.getHeight() / 2;
myX = evt.getX() - sprite.getWidth() / 2;
repaint();
}
And then in the class's paintComponent method, I first call the super's paintComponent to allow it to erase any previous old out of date images, then I paint a background image, background, then I draw a sprite that uses the myX and myY variables to tell it where to draw, then I draw some yellow rectangles at locations that are determined by the JPanel's size:
protected void paintComponent(Graphics g) {
super.paintComponent(g);
font1 = new Font("Serif", Font.BOLD, 36);
g.drawImage(background, 0, 0, this);
g.drawImage(sprite, myX, myY, this);
g.setColor(Color.yellow);
int rectCount = 10;
int height = getHeight() / rectCount;
int width = 272;
int x = getWidth() - width;
for (int i = 0; i < rectCount; i++) {
int y = i * height;
g.drawRect(x, y, width, height);
}
g.setFont(font1);
g.drawString(Integer.toString(count), 500, 100);
}
The whole thing looks like this:
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.awt.Graphics;
import javax.imageio.ImageIO;
import javax.swing.*;
import java.io.IOException;
import java.net.URL;
import java.lang.String;
import java.awt.Font;
#SuppressWarnings("serial")
public class SpaceShip extends JPanel {
private static final String BACKGROUND_PATH = "http://www.thatsreallypossible.com/"
+ "wp-content/uploads/2012/12/Space-Colonialisation.jpg";
private static final String SPRITE_PATH = "http://www.pd4pic.com/"
+ "images250_/ufo-flying-saucer-spacecraft-spaceship-alien.png";
private Font font1;
int myX = 100;
int myY = 400;
int count = 0;
private BufferedImage background;
private BufferedImage sprite;
public SpaceShip() throws IOException {
URL backgroundUrl = new URL(BACKGROUND_PATH);
URL spriteUrl = new URL(SPRITE_PATH);
background = ImageIO.read(backgroundUrl);
sprite = ImageIO.read(spriteUrl);
MouseAdapter myMouseAdapter = new MouseAdapter() {
public void mousePressed(MouseEvent evt) {
moveIt(evt);
count = count + 1;
}
#Override
public void mouseDragged(MouseEvent evt) {
moveIt(evt);
}
};
addMouseListener(myMouseAdapter);
addMouseMotionListener(myMouseAdapter);
}
#Override
public Dimension getPreferredSize() {
if (background != null) {
return new Dimension(background.getWidth(), background.getHeight());
}
return super.getPreferredSize();
}
public void moveIt(MouseEvent evt) {
myY = evt.getY() - sprite.getHeight() / 2;
myX = evt.getX() - sprite.getWidth() / 2;
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
font1 = new Font("Serif", Font.BOLD, 36);
g.drawImage(background, 0, 0, this);
g.drawImage(sprite, myX, myY, this);
g.setColor(Color.yellow);
int rectCount = 10;
int height = getHeight() / rectCount;
int width = 272;
int x = getWidth() - width;
for (int i = 0; i < rectCount; i++) {
int y = i * height;
g.drawRect(x, y, width, height);
}
g.setFont(font1);
g.drawString(Integer.toString(count), 500, 100);
}
public static void main(String[] args) {
JFrame frame = new JFrame("Basic Game");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
SpaceShip ex;
try {
ex = new SpaceShip();
frame.getContentPane().add(ex);
frame.pack();
frame.setResizable(false);
frame.setVisible(true);
ex.requestFocus();
} catch (IOException e) {
e.printStackTrace();
}
}
}

Images do not appear correctly on MouseEvent in swing

I have a 3x3 check board-like image rendered on a JPanel which is added onto a JFrame. Then I have 9 more JPanels (1 on top of each square) and on click something needs to be drawn on the corresponding square. My problem is that it only works for the top-left square. The rest of the drawings seem to be drawn below the checkboard image. So if I comment out the part that loads the checkboard image,and click as if they were there then the drawings appear correctly. I get the same result with a layered pane. Absolute positioning is used and the coordinates seem to be correct since if I remove the checkboard image then the drawings appear where they should and the drawings do not occupy more than a square.
My code is structured as follows:
'main' class creates the frame and adds an instance of another class which extends JPanel and which also draws the checkboard image using paintComponent(Graphics g).
'main' class has also 9 instances added of a class that extends JPanel and draws something on a mouse click using paintComponent(Graphics g). Each instance is placed on top of a square
Please note that because I was going to do it with just Rectangles I named the second class Rectangles but it is rectangualar JPanels not java Rectangle instances
Code:
public class Main3
{
private JFrame frame=new JFrame("");
private Rectangles rect00=new Rectangles(0,0,129,129);
private Rectangles rect01=new Rectangles(136,0,129,129);
private Rectangles rect02=new Rectangles(268,0,129,129);
private Rectangles rect10=new Rectangles(0,136,129,129);
private Rectangles rect11=new Rectangles(134,136,129,129);
private Rectangles rect12=new Rectangles(269,137,129,129);
private Rectangles rect20=new Rectangles(0,270,129,129);
private Rectangles rect21=new Rectangles(136,269,129,129);
private Rectangles rect22=new Rectangles(269,270,129,129);
public void Display()
{
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.setLayout(null);
frame.setSize(600,400);
sub inter=new sub();
inter.setLayout(null);
inter.setBounds(0,0,600,400);
inter.setSize(600,400);
rect00.setBounds(rect00.getX(),rect00.getY(),rect00.getWidth(),rect00.getHeight());
rect01.setBounds(rect01.getX(),rect01.getY(),rect01.getWidth(),rect01.getHeight());
rect02.setBounds(rect02.getX(),rect02.getY(),rect02.getWidth(),rect02.getHeight());
rect10.setBounds(rect10.getX(),rect10.getY(),rect10.getWidth(),rect10.getHeight());
rect11.setBounds(rect11.getX(),rect11.getY(),rect11.getWidth(),rect11.getHeight());
rect12.setBounds(rect12.getX(),rect12.getY(),rect12.getWidth(),rect12.getHeight());
rect20.setBounds(rect20.getX(),rect20.getY(),rect20.getWidth(),rect20.getHeight());
rect21.setBounds(rect21.getX(),rect21.getY(),rect21.getWidth(),rect21.getHeight());
rect22.setBounds(rect22.getX(),rect22.getY(),rect22.getWidth(),rect22.getHeight());
rect00.setOpaque(false);
rect01.setOpaque(false);
rect02.setOpaque(false);
rect10.setOpaque(false);
rect11.setOpaque(false);
rect12.setOpaque(false);
rect20.setOpaque(false);
rect21.setOpaque(false);
rect22.setOpaque(false);
inter.add(rect00);
inter.add(rect01);
inter.add(rect02);
inter.add(rect10);
inter.add(rect11);
inter.add(rect12);
inter.add(rect20);
inter.add(rect21);
inter.add(rect22);
frame.add(inter);
frame.setResizable(false);
frame.setVisible(true);
}
public static void main(String args[])
{
new main().Display();
}
private class sub extends JPanel
{
private BufferedImage image;
public sub ()
{
try
{
image=ImageIO.read(new File("image.jpg"));
}
catch (IOException e)
{
e.printStackTrace();
}
}
#Override
public Dimension getPreferredSize()
{
return (new Dimension(600,400));
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
}
}
This is the other class
public class Rectangles extends JPanel implements MouseListener
{
private int Posx;
private int Posy;
private int width;
private int height;
private boolean selected=false;
public Rectangles(int Posx,int Posy,int width,int height)
{
this.Posx=Posx;
this.Posy=Posy;
this.width=width;
this.height=height;
this.addMouseListener(this);
}
#Override
protected void paintComponent(Graphics g)
{
if(selected==true)
{
Graphics2D g2 = (Graphics2D) g;
super.paintComponent(g2);
g2.setColor(new Color(250, 235, 215));
g2.drawRect(Posx,Posy,width,height);
Graphics2D g3=(Graphics2D)g;
g2.setColor(new Color(0,0,0));
g3.setStroke(new BasicStroke(20));
g3.drawLine(Posx,Posy,Posx+width,Posy+height);
g3.drawLine(Posx+width,Posy,Posx,Posy+height);
}
}
public int getX()
{
return Posx;
}
public int getY()
{
return Posy;
}
public int getWidth()
{
return width;
}
public int getHeight()
{
return height;
}
public void setSelected()
{
selected=true;
}
#Override
public void mouseClicked(MouseEvent arg0)
{
}
#Override
public void mouseEntered(MouseEvent arg0)
{
}
public void mouseExited(MouseEvent arg0)
{
}
#Override
public void mousePressed(MouseEvent arg0)
{
}
#Override
public void mouseReleased(MouseEvent arg0)
{
selected=true;
repaint();
}
}
1) You dont honor the components paint chain.
As per java docs for paintComponent(Graphics g):
 Further, if you do not invoker super's implementation you must honour
the opaque property, that is if this component is opaque, you must
completely fill in the background in a non-opaque color. If you do not
honor the opaque property you will likely see visual artifacts.
2) super.paintComponent would in most cases be the first call in the method.
3) But there is more, your cast to Graphics2D twice, that should not be done:
Graphics2D g2 = (Graphics2D) g;
...
Graphics2D g3=(Graphics2D)g;
omit the g3 its not needed you already have casted to a Graphics2D object
4) Another problem lies here in sub class. You do this in your main code:
inter.add(rect00);
inter.add(rect01);
...
but in inter which is your variable name for the instance of sub class you only have:
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
Thus it will only draw a single image no matter how many rectangles you add!
Also dont do
g2.drawLine(Posx, Posy, Posx + width, Posy + height); rather
g2.drawLine(0, 0, Posx + width, Posy + height); as the JPanel has been added at co-ordinates x and y on its container, when you draw on the JPanel we want to start at the top left i.e 0,0, changing the value would move the image further down on its conatiner
See fixed code here:
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.ArrayList;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Test {
private JFrame frame = new JFrame("");
private Rectangles rect00 = new Rectangles(0, 0, 129, 129);
private Rectangles rect01 = new Rectangles(136, 0, 129, 129);
private Rectangles rect02 = new Rectangles(268, 0, 129, 129);
private Rectangles rect10 = new Rectangles(0, 136, 129, 129);
private Rectangles rect11 = new Rectangles(134, 136, 129, 129);
private Rectangles rect12 = new Rectangles(269, 137, 129, 129);
private Rectangles rect20 = new Rectangles(0, 270, 129, 129);
private Rectangles rect21 = new Rectangles(136, 269, 129, 129);
private Rectangles rect22 = new Rectangles(269, 270, 129, 129);
public void Display() {
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.setLayout(null);
frame.setSize(600, 400);
sub inter = new sub();
inter.setLayout(null);
inter.setBounds(0, 0, 600, 400);
inter.setSize(600, 400);
rect00.setBounds(rect00.getX(), rect00.getY(), rect00.getWidth(), rect00.getHeight());
rect01.setBounds(rect01.getX(), rect01.getY(), rect01.getWidth(), rect01.getHeight());
rect02.setBounds(rect02.getX(), rect02.getY(), rect02.getWidth(), rect02.getHeight());
rect10.setBounds(rect10.getX(), rect10.getY(), rect10.getWidth(), rect10.getHeight());
rect11.setBounds(rect11.getX(), rect11.getY(), rect11.getWidth(), rect11.getHeight());
rect12.setBounds(rect12.getX(), rect12.getY(), rect12.getWidth(), rect12.getHeight());
rect20.setBounds(rect20.getX(), rect20.getY(), rect20.getWidth(), rect20.getHeight());
rect21.setBounds(rect21.getX(), rect21.getY(), rect21.getWidth(), rect21.getHeight());
rect22.setBounds(rect22.getX(), rect22.getY(), rect22.getWidth(), rect22.getHeight());
rect00.setOpaque(false);
rect01.setOpaque(false);
rect02.setOpaque(false);
rect10.setOpaque(false);
rect11.setOpaque(false);
rect12.setOpaque(false);
rect20.setOpaque(false);
rect21.setOpaque(false);
rect22.setOpaque(false);
inter.addPanel(rect00);
inter.addPanel(rect01);
inter.addPanel(rect02);
inter.addPanel(rect10);
inter.addPanel(rect11);
inter.addPanel(rect12);
inter.addPanel(rect20);
inter.addPanel(rect21);
inter.addPanel(rect22);
frame.add(inter);
frame.setResizable(false);
frame.setVisible(true);
}
public static void main(String args[]) {
new Test().Display();
}
private class sub extends JPanel {
private BufferedImage image;
private ArrayList<Rectangles> rects = new ArrayList<>();
public sub() {
try {
image = ImageIO.read(new File("c:/image.png"));
} catch (IOException e) {
e.printStackTrace();
}
}
#Override
public Dimension getPreferredSize() {
return (new Dimension(600, 400));
}
void addPanel(Rectangles r) {
rects.add(r);
add(r);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (Rectangles r : rects) {
g.drawImage(image, r.getX(), r.getY(), null);
}
}
}
}
class Rectangles extends JPanel implements MouseListener {
private int Posx;
private int Posy;
private int width;
private int height;
private boolean selected = false;
public Rectangles(int Posx, int Posy, int width, int height) {
this.Posx = Posx;
this.Posy = Posy;
this.width = width;
this.height = height;
this.addMouseListener(this);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (selected == true) {
Graphics2D g2 = (Graphics2D) g;
g2.setColor(new Color(250, 235, 215));
g2.drawRect(0,0, width, height);
g2.setColor(new Color(0, 0, 0));
g2.setStroke(new BasicStroke(20));
g2.drawLine(0,0, width,height);
g2.drawLine(getWidth(),0, 0, height);
}
}
public int getX() {
return Posx;
}
public int getY() {
return Posy;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public void setSelected() {
selected = true;
}
#Override
public void mouseClicked(MouseEvent arg0) {
}
#Override
public void mouseEntered(MouseEvent arg0) {
}
public void mouseExited(MouseEvent arg0) {
}
#Override
public void mousePressed(MouseEvent arg0) {
}
#Override
public void mouseReleased(MouseEvent arg0) {
selected = true;
repaint();
}
}
A few other pointers:
Dont use Absolute/Null layout. A GridLayout or GridBagLayout would suit your needs fine. (see here for more.)
Dont do JFrame#setSize(...); rather use Correct LayoutManager and call pack() on JFrame before setting it visible.
Dont call setSize on your Rectangles instances, simply override getPreferredSize like you did with sub panel??
No need for implementing MouseListener, just use MouseAdapter thus giving you the freedom to choose which methods to override and not just override all.
Have a read on Concurrency in Swing especailly Event-Dispatch-Thread

Categories

Resources