I have another question, this is also extra credit and not homework. This time I need to create a border with out using java2d. The instructions are...
Write a method called drawRectangleBorder having six parameters which does not use the graphics package. It draws a rectangular border starting at the x and y coordinates given as the first two parameters, having a width and height given by the third and fourth parameters, the width of the border given by the fifth parameter in the color given by the sixth parameter. The parameter list is: x, y, width, height, borderWidth, color
I used a previous method I made to create a border around the outside of a picture but the best I can make it do now is a couple scattered boxes. The most recent version will not show anything
public void drawRectangleBorder(
int x, int y, int width, int height, int border, Color newColor) {
int startX = 0;
int startY = 0;
// top and bottom
for (startX = x; x < width; x++) {
for (startY = y; y < border; y++) {
// top pixel
this.getPixel(startX, startY).setColor(newColor);
// bottom pixel
this.getPixel(startX + width, startY + height).setColor(newColor);
} // for-y
} // for-x
// left and right
for (startX = x; x < border; x++) {
for (startY = y; y < height; y++) {
// left pixel
this.getPixel(startX, startY).setColor(newColor);
// right pixel
this.getPixel(startX + width, StartY + height).setColor(newColor);
} // for-y
} // for-x
return;
} // end drawRectangleBorder
Again I thank you for any input.
You can alter the pixels in a java.awt.BufferedImage as shown here.
I might be too sleepy but I think your forgetting to set the pixel back into this (whatever this is ^^)
I'm guessing this.getPixel sends your back a copy so you might want to do something like
Pixel p = this.getPixel( startX, startY );
p.setColor(newColor);
this.setPixel(startX, startY, p);
Related
I have coordinates of rectangle to draw and I want to centre some text inside this rectangle.
int x, y, width, height;
String str = "This is a text";
x = 15;
y = 15;
width = 20;
heights = 30;
g.drawRect(x, y, width, height);
g.drawString(str, x + width/2, y + height/2);
If you want to center the text then you need to know the length of the text so you know its width relative to the width of the rectangle. This is done by getting the FontMetrics instance from the Graphics object.
So the basic code would be:
FontMetrics fm = g.getFontMetrics();
int stringWidth = fm.getStringWidth(...);
int xDiff = (width - stringWidth) / 2;
g.drawString(str, x + xDiff, ...);
Of course you will also need to center based on the height.
Doc says...
public abstract void drawString(String theString,
int x,
int y)
Renders the text of the specified iterator applying its attributes in accordance with the specification of the TextAttribute class.
The baseline of the leftmost character is at position (x, y) in this graphics context's coordinate system.
So... you are drawing your string starting at the center point of the rect but not the string.
https://docs.oracle.com/javase/7/docs/api/java/awt/FontMetrics.html - get the font metrics from the gc and figure out how wide the string is. Then subtract half of that from the start x. Do something similar for y (remember that height doesn't start at base.)
I need to draw a line in JPanel with mouse, clicking two points in panel. First click would be the start of the line, and second click would be the end of the line.
This is my programm
I have something like this:
private void jPanel1MouseClicked(java.awt.event.MouseEvent evt) {
// TODO add your handling code here:
Graphics g = this.jPanel1.getGraphics();
int x = evt.getX();
int y = evt.getY();
g.drawLine(x, y, x, y);
}
But it only draws pixel.
Line with coordinates
I need something like this, but just drawing it with mouse clicking.
You're drawing a line from (x, y) to (x, y) which is why you're getting just a single pixel. You need to capture the co-ordinates of the first click, and then draw the line on the second click.
private int startX = -1;
private int startY = -1;
private void jPanel1MouseClicked(java.awt.event.MouseEvent evt) {
if (startX == -1 && startY == -1) {
startX = evt.getX();
startY = evt.getY();
} else {
Graphics g = this.jPanel1.getGraphics();
g.drawLine(startX, startY,
evt.getX(), evt.getY());
// reset the start point
startX = -1;
startY = -1;
}
}
From the doc
Draws a line, using the current color, between the points (x1, y1) and (x2, y2) in this graphics context's coordinate system.
In your case x1=x2 and y1=y2, that's why your line is 1 pixel long. After each click you must record the coordinates of your click so that you can use them as the origin of the line for the next click.
I want to know how to check collision between elements inside a group and other element of the games, in other word, I want to know how to draw a rectangle around elements of the group, cause so far every time I try, the rectangle is always in the wrong position, I tried using stageToLocalCoordinates but the result was always messed up (sometimes I get the rectangle in the correct position but when I move the group the rectangle seems to have a "mirror effect" {move in the opposite direction} )
Use ShapeRenderer..
Make a function in all of your elements of the group that is returning a Rectangle.
public Rectangle getBounds()
{
return new Rectangle(x,y,width,height);
}
Now in the class with your stage, before drawing your elements (actors) draw the rectangle.
shapeRenderer.setProjectionMatrix(stage.getCamera().combined);
shapeRenderer.begin(ShapeType.Filled);
shapeRenderer.setColor(Color.BLUE); // put any color you want
// for each actor of your stage do this
shapeRenderer.rect(actor.getBounds().x,actor.getBounds().y,actor.getBounds().width,actor.getBounds().height);
Edit:
To convert a rectangle to a polygon you can use this method made by me some time ago
public static float[] rectangleToVertices(float x, float y, float width,
float height) {
float[] result = new float[8];
result[0] = x;
result[1] = y;
result[2] = x + width;
result[3] = y;
result[4] = x + width;
result[5] = y + height;
result[6] = x;
result[7] = y + height;
return result;
}
And
Polygon poly=new Polygon(rectangleToVertices(.....));
Put your polygon in your gamescreen class.
In the render method set the polygon position..
I'm making a map editor for an isometric game, and I'm a bit stuck on rendering an isometric guide grid (a grid that shows where objects will be placed). That is, I need to draw lines across a Graphics object in such a way that it forms a grid with cells of variable width and height. What can I do to accomplish this?
So far I have:
//The number of cells in each direction
int nv=h/cellh;
int nh=w/cellw;
for(int i=1;i<=nv;++i){
g.drawLine(0,i*cellh,i*cellh*2,0);
}
But that just draws bottom left to upper right lines that begin on the left side.
This will work as you expect:
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.GREEN);
int width = getWidth();
int height = getHeight();
int sizeW = 50;
int sizeH = 50;
int countW = width / sizeW;
int countH = height / sizeH;
for (int i = 0; i <= countW + countH; i++) {
g.drawLine(0, i * sizeH, i * sizeH, 0);
g.drawLine(width - i * sizeW, 0, width, i * sizeW);
}
}
I am currently attempting to draw images on the screen at a regular rate like in a video game.
Unfortunately, because of the rate at which the image is moving, some frames are identical because the image has not yet moved a full pixel.
Is there a way to provide float values to Graphics2D for on-screen position to draw the image, rather than int values?
Initially here is what I had done:
BufferedImage srcImage = sprite.getImage ( );
Position imagePosition = ... ; //Defined elsewhere
g.drawImage ( srcImage, (int) imagePosition.getX(), (int) imagePosition.getY() );
This of course thresholds, so the picture doesn't move between pixels, but skips from one to the next.
The next method was to set the paint color to a texture instead and draw at a specified position. Unfortunately, this produced incorrect results that showed tiling rather than correct antialiasing.
g.setRenderingHint ( RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON );
BufferedImage srcImage = sprite.getImage ( );
g.setPaint ( new TexturePaint ( srcImage, new Rectangle2D.Float ( 0, 0, srcImage.getWidth ( ), srcImage.getHeight ( ) ) ) );
AffineTransform xform = new AffineTransform ( );
xform.setToIdentity ( );
xform.translate ( onScreenPos.getX ( ), onScreenPos.getY ( ) );
g.transform ( xform );
g.fillRect(0, 0, srcImage.getWidth(), srcImage.getHeight());
What should I do to achieve the desired effect of subpixel rendering of an Image in Java?
You can use a BufferedImage and AffineTransform, draw to the buffered image, then draw the buffered image to the component in the paint event.
/* overrides the paint method */
#Override
public void paint(Graphics g) {
/* clear scene buffer */
g2d.clearRect(0, 0, (int)width, (int)height);
/* draw ball image to the memory image with transformed x/y double values */
AffineTransform t = new AffineTransform();
t.translate(ball.x, ball.y); // x/y set here, ball.x/y = double, ie: 10.33
t.scale(1, 1); // scale = 1
g2d.drawImage(image, t, null);
// draw the scene (double percision image) to the ui component
g.drawImage(scene, 0, 0, this);
}
Check my full example here: http://pastebin.com/hSAkYWqM
You can composite the image yourself using sub-pixel accuracy, but it's more work on your part. Simple bilinear interpolation should work well enough for a game. Below is psuedo-C++ code for doing it.
Normally, to draw a sprite at location (a,b), you'd do something like this:
for (x = a; x < a + sprite.width; x++)
{
for (y = b; y < b + sprite.height; y++)
{
*dstPixel = alphaBlend (*dstPixel, *spritePixel);
dstPixel++;
spritePixel++;
}
dstPixel += destLineDiff; // Move to start of next destination line
spritePixel += spriteLineDiff; // Move to start of next sprite line
}
To do sub-pixel rendering, you do the same loop, but account for the sub-pixel offset like so:
float xOffset = a - floor (a);
float yOffset = b - floor (b);
for (x = floor(a), spriteX = 0; x < floor(a) + sprite.width + 1; x++, spriteX++)
{
for (y = floor(b), spriteY = 0; y < floor (b) + sprite.height + 1; y++, spriteY++)
{
spriteInterp = bilinearInterp (sprite, spriteX + xOffset, spriteY + yOffset);
*dstPixel = alphaBlend (*dstPixel, spriteInterp);
dstPixel++;
spritePixel++;
}
dstPixel += destLineDiff; // Move to start of next destination line
spritePixel += spriteLineDiff; // Move to start of next sprite line
}
The bilinearInterp() function would look something like this:
Pixel bilinearInterp (Sprite* sprite, float x, float y)
{
// Interpolate the upper row of pixels
Pixel* topPtr = sprite->dataPtr + ((floor (y) + 1) * sprite->rowBytes) + floor(x) * sizeof (Pixel);
Pixel* bottomPtr = sprite->dataPtr + (floor (y) * sprite->rowBytes) + floor (x) * sizeof (Pixel);
float xOffset = x - floor (x);
float yOffset = y - floor (y);
Pixel top = *topPtr + ((*(topPtr + 1) - *topPtr) * xOffset;
Pixel bottom = *bottomPtr + ((*(bottomPtr + 1) - *bottomPtr) * xOffset;
return bottom + (top - bottom) * yOffset;
}
This should use no additional memory, but will take additional time to render.
I successfully solved my problem after doing something like lawrencealan proposed.
Originally, I had the following code, where g is transformed to a 16:9 coordinate system before the method is called:
private void drawStar(Graphics2D g, Star s) {
double radius = s.getRadius();
double x = s.getX() - radius;
double y = s.getY() - radius;
double width = radius*2;
double height = radius*2;
try {
BufferedImage image = ImageIO.read(this.getClass().getResource("/images/star.png"));
g.drawImage(image, (int)x, (int)y, (int)width, (int)height, this);
} catch (IOException ex) {
Logger.getLogger(View.class.getName()).log(Level.SEVERE, null, ex);
}
}
However, as noted by the questioner Kaushik Shankar, turning the double positions into integers makes the image "jump" around, and turning the double dimensions into integers makes it scale "jumpy" (why the hell does g.drawImage not accept doubles?!). What I found working for me was the following:
private void drawStar(Graphics2D g, Star s) {
AffineTransform originalTransform = g.getTransform();
double radius = s.getRadius();
double x = s.getX() - radius;
double y = s.getY() - radius;
double width = radius*2;
double height = radius*2;
try {
BufferedImage image = ImageIO.read(this.getClass().getResource("/images/star.png"));
g.translate(x, y);
g.scale(width/image.getWidth(), height/image.getHeight());
g.drawImage(image, 0, 0, this);
} catch (IOException ex) {
Logger.getLogger(View.class.getName()).log(Level.SEVERE, null, ex);
}
g.setTransform(originalTransform);
}
Seems like a stupid way of doing it though.
Change the resolution of your image accordingly, there's no such thing as a bitmap with sub-pixel coordinates, so basically what you can do is create an in memory image larger than what you want rendered to the screen, but allows you "sub-pixel" accuracy.
When you draw to the larger image in memory, you copy and resample that into the smaller render visible to the end user.
For example: a 100x100 image and it's 50x50 resized / resampled counterpart:
See: http://en.wikipedia.org/wiki/Resampling_%28bitmap%29