I want to make a java application that mirrors the screen of a computer (with Windows 10) and shows it in itself. It's nothing too complex (I think): it's just an app that captures everything that is showed on the computer screen and shows it in itself. But I don't want to mirror the main screen. I want to mirror the secondary screen, the projected screen.
---> Reason why I need this:
I project contents on big screens in church which are almost 20 meters away from me and it's a bit hard to see the content, and there's no space to put another monitor next to mine... That's why I need an app that shows me in the main screen what is being exhibited.
I already searched about it on web and didn't find satisfactory results... The maximum I found was screenshot and literally record the screen and save as MP4 or another extension of your preference.
Someone could help me in this, please?
Conceptually, the idea is pretty simple. You want to use an instance of Robot to capture a snapshot of the screen.
The first thing you need to do though, is get the "area" of the screen you want to capture and this is not as easy it as might sound as Java doesn't seem to provide the "screen names" 🤨 (on Windows GraphicsDevice#getIDstring might return the name, but on MacOS it didn't)
So, I started by trying to look at the screen resolutions and tried to figure out which screen I wanted...
GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice lstGDs[] = ge.getScreenDevices();
for (GraphicsDevice gd : lstGDs) {
System.out.println(gd.getDisplayMode());
}
I could have also used getBounds and tried to figure out where each screen was positioned, but what ever works.
Once you have this information, you can use GraphicsDevice#getBounds to get the physical area of the screen, which you can feed to Robot
Now, you need some way to produce and consume those snapshots. You need to be aware of the fact that Swing is not thread safe and is single threaded. This means you can't capture the snapshot from the Event Dispatching Thread and should not try to update the UI from outside of the Event Dispatching Thread. See Concurrency in Swing for more details.
With this in mind, I decided to go with a SwingWorker. It does most of the heavy lifting for us and provides a simplified workflow. See Worker Threads and SwingWorker for more details.
Okay, the next issue to solve, is how to render the screen. The basic concept is just to paint the image onto a component, which isn't that hard, the hard part is scaling the image.
There's been a lot of discussion on the subject, but you could take a look at How do I resize images inside an application when the application window is resized? and Java: maintaining aspect ratio of JPanel background image
The first presents a concept of "scale to fit" and "scale to fill" algorithms and the second presents a better way to scale a image then using Image#getScaledInstance (which the example uses) as getScaledInstance doesn't always present the best result. You could also take a look at Quality of Image after resize very low -- Java which presents some more ideas and discussions.
import java.awt.AWTException;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.Robot;
import java.awt.image.BufferedImage;
import java.time.Duration;
import java.time.Instant;
import java.util.List;
import java.util.concurrent.atomic.AtomicBoolean;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingWorker;
class Main {
public static void main(String[] args) {
GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice lstGDs[] = ge.getScreenDevices();
for (GraphicsDevice gd : lstGDs) {
System.out.println(gd.getDisplayMode());
}
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private CaptureWorker worker;
private BufferedImage snapshot;
public TestPane() {
}
#Override
public void addNotify() {
super.addNotify();
startCapture();
}
#Override
public void removeNotify() {
super.removeNotify();
stopCapture();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
protected void startCapture() {
try {
stopCapture();
GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice gd = ge.getScreenDevices()[0];
worker = new CaptureWorker(gd, new CaptureWorker.Observer() {
#Override
public void imageAvaliable(CaptureWorker source, BufferedImage img) {
TestPane.this.snapshot = img;
repaint();
}
});
worker.execute();
} catch (AWTException ex) {
Logger.getLogger(Main.class.getName()).log(Level.SEVERE, null, ex);
}
}
protected void stopCapture() {
if (worker == null) {
return;
}
worker.stop();
worker = null;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (snapshot != null) {
double scaleFactor = Math.min(1d, getScaleFactorToFill(new Dimension(snapshot.getWidth(), snapshot.getHeight()), getSize()));
int scaleWidth = (int) Math.round(snapshot.getWidth() * scaleFactor);
int scaleHeight = (int) Math.round(snapshot.getHeight() * scaleFactor);
Image imageToRender = snapshot.getScaledInstance(scaleWidth, scaleHeight, Image.SCALE_SMOOTH);
int x = (getWidth() - imageToRender.getWidth(this)) / 2;
int y = (getHeight() - imageToRender.getHeight(this)) / 2;
g2d.drawImage(imageToRender, x, y, this);
}
g2d.dispose();
}
public double getScaleFactor(int iMasterSize, int iTargetSize) {
double dScale = 1;
dScale = (double) iTargetSize / (double) iMasterSize;
return dScale;
}
public double getScaleFactorToFit(Dimension original, Dimension toFit) {
double dScale = 1d;
if (original != null && toFit != null) {
double dScaleWidth = getScaleFactor(original.width, toFit.width);
double dScaleHeight = getScaleFactor(original.height, toFit.height);
dScale = Math.min(dScaleHeight, dScaleWidth);
}
return dScale;
}
public double getScaleFactorToFill(Dimension masterSize, Dimension targetSize) {
double dScaleWidth = getScaleFactor(masterSize.width, targetSize.width);
double dScaleHeight = getScaleFactor(masterSize.height, targetSize.height);
double dScale = Math.max(dScaleHeight, dScaleWidth);
return dScale;
}
}
public class CaptureWorker extends SwingWorker<Void, BufferedImage> {
public interface Observer {
public void imageAvaliable(CaptureWorker source, BufferedImage img);
}
private AtomicBoolean keepRunning = new AtomicBoolean(true);
private Robot bot;
private Rectangle captureBounds;
private final Duration interval = Duration.ofMillis(250);
private Observer observer;
public CaptureWorker(GraphicsDevice device, Observer observer) throws AWTException {
captureBounds = device.getDefaultConfiguration().getBounds();
this.observer = observer;
bot = new Robot();
}
public void stop() {
keepRunning.set(false);
}
#Override
protected void process(List<BufferedImage> chunks) {
BufferedImage img = chunks.get(chunks.size() - 1);
observer.imageAvaliable(this, img);
}
#Override
protected Void doInBackground() throws Exception {
try {
while (keepRunning.get()) {
Instant anchor = Instant.now();
System.out.println("Snapshot");
BufferedImage image = bot.createScreenCapture(captureBounds);
System.out.println("Pubish");
publish(image);
Duration duration = Duration.between(anchor, Instant.now());
System.out.println("Took " + duration.toMillis());
duration = duration.minus(interval);
System.out.println("Time remaining " + duration.toMillis());
if (duration.isNegative()) {
long sleepTime = Math.abs(duration.toMillis());
System.out.println("Sleep for " + sleepTime);
Thread.sleep(sleepTime);
}
}
} catch (Exception exp) {
exp.printStackTrace();
}
return null;
}
}
}
Don't forget
You need to know which screen you want to capture. Take a look at the startCapture method, this where I configured the CaptureWorker. I just grabbed the screen at index 0 and was lucky enough to get the screen I wanted 🤪
Also, this is unsupported. This presents the "how to capture a screen and renderer it a window" portion of your question. How you decide which screen or how you might present that information to the user to configure is all up to you
Related
I am working on a simple 2D game. Each tick, I want to check an effects queue that will start a thread for a certain effect(fading transitions, audio fade in and out, etc). For example, pressing "Play" on the menu screen will add a "FadeOut" message to this queue, which will be processed and start a thread to draw a black rectangle with an increasing alpha value over my GamePanel.
I'm overriding paintComponent() and sending my Graphics object to my GameStateManager, which passes along the Graphics object to the current states' draw(). I currently don't have an effects state (which maybe I should) to route the paintComponent() graphics object to, but I do pass my gamepanel to my effects thread, where I can use getGraphics() to draw on it. Drawing a rectangle to the GamePanel directly just causes flickering, as the gameloop is still rendering the game.
I found I can draw a black rectangle with increasing alpha to a BufferedImage, set the composite to AlphaComposite.Src (which causes the new draw to replace the old) then draw the BufferedImage over the game panel. The problem is the BufferedImages drawn to the game panel don't get overridden each draw, so the fade out happens really quickly because these black BufferedImages of various alphas just stack on each other.
I wrote this short program to test composite settings and see what is getting overridden. All drawing is done in the draw(), which would be my run() in the effects thread.
import java.awt.AlphaComposite;
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class ScratchPad extends JPanel implements Runnable
{
private JFrame oFrame = null;
private Thread oGameThread = null;
private Graphics2D oPanelGraphics = null;
private Graphics2D oImageGraphics = null;
private BufferedImage oImage = null;
public static void main(String args[]) throws Exception
{
new ScratchPad();
}
public ScratchPad()
{
createFrame();
initPanel();
addAndShowComponents();
oGameThread = new Thread(this, "Game_Loop");
oGameThread.start();
}
private void addAndShowComponents()
{
oFrame.add(this);
oFrame.setVisible(true);
}
private void initPanel()
{
this.setOpaque(true);
this.setBackground(Color.cyan);
}
private void createFrame()
{
oFrame = new JFrame("Fade");
oFrame.setSize(700, 300);
oFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
oFrame.setLocationRelativeTo(null);
}
public void run()
{
oImage = new BufferedImage(200, 200, BufferedImage.TYPE_INT_ARGB);
while(true)
{
try
{
draw();
Thread.sleep(100);
}
catch(InterruptedException e)
{
}
}
}
private void draw()
{
oPanelGraphics = (Graphics2D)this.getGraphics();
oImageGraphics = oImage.createGraphics();
oImageGraphics.setComposite(AlphaComposite.Src);
oImageGraphics.setColor(new Color(0,0,0,90));
oImageGraphics.fillRect(0, 0, oImage.getWidth(), oImage.getHeight());
oPanelGraphics.drawImage(oImage, 10, 10, null);
oImageGraphics.setColor(new Color(0,0,0,60));
oImageGraphics.fillRect(0, 0, oImage.getWidth(), oImage.getHeight());
oPanelGraphics.drawImage(oImage, 220, 10, null);
oImageGraphics.setColor(new Color(0,0,0,30));
oImageGraphics.fillRect(0, 0, oImage.getWidth(), oImage.getHeight());
oPanelGraphics.drawImage(oImage, 430, 10, null);
// Drawing this image over location of first image, should overwrite first
// after setting composite to 'Src'
oPanelGraphics.setComposite(AlphaComposite.Src);
oImageGraphics.setColor(new Color(0,0,0,10));
oImageGraphics.fillRect(0, 0, oImage.getWidth(), oImage.getHeight());
oPanelGraphics.drawImage(oImage, 10, 10, null);
oImageGraphics.dispose();
oPanelGraphics.dispose();
}
} // end class
What's interesting is setting the composite on 'oPanelGraphics' causes any alpha to the BufferedImage to go away, resulting in a fully opaque black image being drawn over the image that was previously there. Even setting the color to something other than black doesn't have an effect.
What's also interesting is setting the composite for the BufferedImage to:
oImageGraphics.setComposite(AlphaComposite.SrcIn);
causes nothing to be shown. The Oracle documentation on compositing graphics in Java2D states this for 'SrcIn':
"If pixels in the source and the destination overlap, only the source pixels in the overlapping area are rendered."
So, I would expect this to have the same behavior I get with AlphaComposite.Src.
Maybe someone out there can shed some light on whats going on with these composites, and how I could achieve my desired effect.
There are a number issues with what you "seem" to be trying to do
Don't call getGraphics on a component. This can return null and only returns a snapshot of what was last painted during a Swing paint cycle. Anything you paint to it will be erased on the next paint cycle
You should also never dispose of Graphics context you did not create, doing so could effect other components that are painted by Swing
Painting is compounding, this means that painting to the same Graphics context (or BufferedImage) over and over again, will continue to apply those changes over the top of what was previously painted
You also don't seem to have a concept of how animation should work. Instead of trying to paint your fade effect in a single pass, where the results can't be applied to the screen, you need to apply a phase on each cycle and allow that to be updated to the screen before the next pass runs.
The following is a really basic example of what I'm talking about. It takes a "base" image (this could be the "base" state of the game, but I've used a static image) and the paints effects over the top.
import java.awt.AlphaComposite;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private Engine engine;
private Image frame;
public TestPane() {
engine = new Engine();
engine.setEngineListener(new EngineListener() {
#Override
public void updateDidOccur(Image img) {
frame = img;
repaint();
}
});
engine.start();
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
engine.addEffect(new FadeOutEffect(Color.BLACK));
}
});
}
#Override
public Dimension getPreferredSize() {
return engine.getSize();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (frame != null) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.drawImage(frame, 0, 0, null);
g2d.dispose();
}
}
}
public interface EngineListener {
public void updateDidOccur(Image img);
}
public class Engine {
// This is the "base" image, without effects
private BufferedImage base;
private Timer timer;
private EngineListener listener;
private List<Effect> effects = new ArrayList<Effect>(25);
public Engine() {
try {
base = ImageIO.read(new File("/Volumes/Big Fat Extension/Dropbox/MegaTokyo/megatokyo_omnibus_1_3_cover_by_fredrin-d4oupef 50%.jpg"));
} catch (IOException ex) {
ex.printStackTrace();
}
timer = new Timer(10, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
int width = base.getWidth();
int height = base.getHeight();
BufferedImage frame = new BufferedImage(width, height, base.getType());
Graphics2D g2d = frame.createGraphics();
g2d.drawImage(base, 0, 0, null);
Iterator<Effect> it = effects.iterator();
while (it.hasNext()) {
Effect effect = it.next();
if (!effect.applyEffect(g2d, width, height)) {
it.remove();
}
}
g2d.dispose();
if (listener != null) {
listener.updateDidOccur(frame);
}
}
});
}
public void start() {
timer.start();
}
public void stop() {
timer.stop();
}
public void addEffect(Effect effect) {
effects.add(effect);
}
public void setEngineListener(EngineListener listener) {
this.listener = listener;
}
public Dimension getSize() {
return base == null ? new Dimension(200, 200) : new Dimension(base.getWidth(), base.getHeight());
}
}
public interface Effect {
public boolean applyEffect(Graphics2D context, int width, int height);
}
public class FadeOutEffect implements Effect {
private int tick = 0;
private Color fadeToColor;
public FadeOutEffect(Color fadeToColor) {
this.fadeToColor = fadeToColor;
}
#Override
public boolean applyEffect(Graphics2D context, int width, int height) {
tick++;
float alpha = (float) tick / 100.0f;
if (alpha > 1.0) {
return false;
}
Graphics2D g2d = (Graphics2D) context.create();
g2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, alpha));
g2d.setColor(fadeToColor);
g2d.fillRect(0, 0, width, height);
g2d.dispose();
return true;
}
}
}
Remember, every effect or change should be applied within the same "main loop", this means you shouldn't have multiple threads, in fact, since Swing is not thread safe, you should avoid having any additional threads if possible. This example make use of a Swing Timer to act as the "main loop" because the ActionListers actionPerformed method is called within the context of the EDT, making it safe to update the UI from. It also provides a simple synchronisation method, as the UI can't be painted while the actionPerformed method is been called
I testing to implement graphics into MVC structure but Im a bit stuck. Here is what I got so far. For now I just want to get the red ball to bounce back and forth. And use the button start to start the thread and button stop to stop the thread that runs the GameLoop in the controller.
But I think Im mixing this up a bit. Would very much appreciate some feedback!
Heres what I got so far:
GameModell
suppose to controll the bouncing. If the location of the ball is under 40 px or above 80 px - multiply the locationX with -1 to make the ball change direction
GameView
Here Im putting the labels on a JFrame. I also want to display the buttons start and stop to controll the thread but I guess they are hidden by the JPanel in TheGraphics class
GameController
Starts and stops the thread with ActionListeners. Contains the GameLoop
TheGraphics
Paints the ball and controll the direction
I guess I got a lot of thing that are all wrong but this is the best I can do at the moment. Would very much apreciate some help!
Thanks!
MAIN:
public class MVCgame {
public static void main(String[] args) {
GameModel gm = new GameModel();
GameView gv = new GameView();
GameController gc = new GameController(gm, gv);
}
}
MODEL:
public class GameModel {
private int multi = 1;
public void setMulti(int locX) {
if(locX < 40 || locX > 80) {
multi = multi * -1;
}
}
public int multi() {
return multi;
}
}
VIEW:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class GameView extends JFrame {
private JPanel jp = new JPanel();
private JButton start = new JButton("Start");
private JButton stop = new JButton("Stop");
TheGraphics gr = new TheGraphics();
public GameView() {
add(jp);
add(gr);
jp.add(start);
jp.add(stop);
setSize(250, 250);
setVisible(true);
}
public void addListener(ActionListener theListener) {
start.addActionListener(theListener);
stop.addActionListener(theListener);
}
public JButton getStart() {
return start;
}
public JButton getStop() {
return stop;
}
// GUESS I SHOULD PUT THIS IN THE VIEW???
public void paintEllipse(Graphics theG) {
Graphics2D g2d = (Graphics2D) theG;
g2d.setColor(new Color(255, 0, 0));
g2d.fillOval(0, 0, 10, 10);
}
}
CONTROLLER:
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class GameController implements Runnable {
GameView gv;
GameModel gm;
private Thread thread;
private boolean running = false;
public GameController(GameModel gm, GameView gv) {
this.gv = gv;
this.gm = gm;
gv.addListener(theListener);
start();
}
ActionListener theListener = new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (e.getSource() == gv.getStart()) {
start();
System.out.println("PLAY = ");
} else if (e.getSource() == gv.getStop()) {
stop();
System.out.println("STOP = ");
}
}
};
public synchronized void start() {
thread = new Thread(this);
thread.start();
running = true;
}
public synchronized void stop() {
thread.interrupt();
running = false;
}
// GameLoop
public void run() {
long lastTime = System.nanoTime();
double amountOfTicks = 60.0;
double ns = 1000000000 / amountOfTicks;
double delta = 0;
long timer = System.currentTimeMillis();
int frames = 0;
while (running) {
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
while (delta >= 10) {
// tick();
delta--;
// repainting the graphics
gv.gr.drawer();
gm.setMulti(gv.gr.drawer());
System.out.println("gv.gr.drawer() = " + gv.gr.drawer() + " gm.multi() " + gm.multi());
// I want to use this value in the model to change the direction
}
if (running) {
}
frames++;
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println("FPS: " + frames);
frames = 0;
}
}
}
}
THE GRAPHICS:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JPanel;
public class TheGraphics extends JPanel {
private int locX = 40;
public TheGraphics() {
}
public int drawer() {
locX++;
repaint();
return locX;
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(new Color(255, 0, 0));
g2d.fillOval(locX, 30, 10, 10);
}
}
GameModell suppose to controll the bouncing. If the location of the ball is under 40 px or above 80 px - multiply the locationX with -1 to make the ball change direction
public void setMulti(int locX) {
if(locX < 40 || locX > 80) {
multi = multi * -1;
}
}
Really bad idea. You should always check position and direction (sign(speed)). Otherwise, your object might get stuck out of bounds always changing direction without moving from place forever.
Apart from this, using the MVC concept is overkill in my eyes and shouldn't be used in such a small project nor in a game. In a game, you should more or less put all three together. Of course you can, but the advantages and disadvantages of the MVC concept don't fit the needs of a game in many ways (except for the GUI, perhaps).
Your main loop might look something like this (you kind of did this already, but why is the tick() commented out in your code?):
while (running) {
update(); // Update all game objects
paint(); // Paint them all
}
Each game object will have its own update() and paint() implementation. You absolutely need to separate the logic of update and paint, even if they are in the same class. So this one:
public int drawer() {
locX++;
repaint();
return locX;
}
is an absolute no-go.
Edit: (Referring your update answer)
You are using the method location() for different purposes. According to the Java name convention, you should rename it getLocation() and setLocation() depending on the use to clarify the code.
(Even if this is not really MVC anymore, I'd let GameFrame implement ActionListener instead of specifying it as variable of GameController.)
One thing you should really change is this one:
private int locX = 0;
public void location(int loc) {
this.locX = (int) loc;
}
Basically, you are duplicating the location value every frame and create unused redundant data. Another problem is, that this might work fine for only one variable, but what if you add more than the position to your model later on? Instead TheGraphics has to render on an instance of the data model, not its values. As long you are using one GameModel
private GameModel model; // set value once at initialisation
and rendering its values in paintComponent will work fine, but if you want to add more than one GameModel (handling GameModel more like a GameObjectModel), you will need to pass it as parameter in the paint method.
public void update() {
repaint();
}
Remove it and try getting around without. A method called from one place forwarding to a different method is a bad idea most of the time, especially if it obfuscates the functionality with a different name.
gv.gr.update();
gv.gr.location(gm.location());
You are first repainting your image and then setting the location? Basically, your game runs one frame behind all the time. Swap that order.
gv.gr.location(gm.location());
gv.gr.repaint();
Will be fine (I already said about location()).
I've been taking AP Computer Science this year as a sophomore in high school and we mainly cover material like loops, classes, methods, general CS logic, and some math stuff. I am missing what I really loved about coding in the first place, making games. Now every game I have made had some sort of way to manage it whether it was using timers in visual basic or a XNA plugin for c# that setup a update method for me. The problem is I have not learned how to do this for java in my course. I've read up a little on threads and implements runnable but i'm not really sure where I'm going with it.
Class 1
import java.awt.FlowLayout;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
public class GFXScreen extends JFrame
{
/**
* #param screenHeigth
* #param screenHeigth
* #param The file name of the image. Make sure to include the extension type also
* #param The title at the top of the running screen
* #param The height of the screen
* #param The width of the screen
*/
public GFXScreen(String fileName, String screenTitle, int screenHeight, int screenWidth)
{
setLayout(new FlowLayout());
image1 = new ImageIcon(getClass().getResource(fileName));
label1 = new JLabel(image1);
this.add(label1);
//Set up JFrame
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
this.setVisible(true);
this.setTitle(screenTitle);
this.setSize(screenWidth, screenHeight);
}
/**
* #param desired amount to move picture
*/
public void updatePic(int increment)
{
//update pos
label1.setBounds(label1.bounds().x, label1.bounds().y - increment,
label1.bounds().width, label1.bounds().height);
}
private ImageIcon image1;
private JLabel label1;
}
Class 2
public class MainClass implements Runnable {
public static void main(String[] args)
{
(new Thread(new MainClass())).start();
GFXScreen gfx = new GFXScreen("pixel_man.png", "pixel_Man", 1000, 1000);
}
public void run()
{
gfx.updatePic(1);
}
}
In this instance what I want to happen is, I want a picture that starts in the top to slowly move down smoothly to the bottom. How would i do this?
Suggestions:
Again, a Swing Timer works well for simple Swing animations or simple game loops. It may not be the greatest choice for complex or rigorous tame loops as its timing is not precise.
Most game loops will not be absolutely precise with time slices
And so your game model should take this into consideration and should note absolute time slices and use that information in its physics engine or animation.
If you must use background threading, do take care that most all Swing calls are made on the Swing event thread. To do otherwise will invite pernicious infrequent and difficult to debug program-ending exceptions. For more details on this, please read Concurrency in Swing.
I avoid using null layouts, except when animating components, as this will allow my animation engine to place the component absolutely.
When posting code here for us to test, it's best to avoid code that uses local images. Either have the code use an image easily available to all as a URL or create your own image in your code (see below for a simple example).
Your compiler should be complaining to you about your using deprecated methods, such as bounds(...), and more importantly, you should heed those complaints as they're there for a reason and suggest increased risk and danger if you use them. So don't use those methods, but instead check the Java API for better substitutes.
Just my own personal pet peeve -- please indicate that you've at least read our comments. No one likes putting effort and consideration into trying to help, only to be ignored. I almost didn't post this answer because of this.
For example:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import javax.swing.AbstractAction;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
#SuppressWarnings("serial")
public class GfxPanel extends JPanel {
private static final int BI_WIDTH = 26;
private static final int BI_HEIGHT = BI_WIDTH;
private static final int GAP = 6;
private static final Point INITIAL_LOCATION = new Point(0, 0);
private static final int TIMER_DELAY = 40;
public static final int STEP = 1;
private ImageIcon image1;
private JLabel label1;
private Point labelLocation = INITIAL_LOCATION;
private int prefW;
private int prefH;
private Timer timer;
public GfxPanel(int width, int height) {
// the only time I use null layouts is for component animation.
setLayout(null);
this.prefW = width;
this.prefH = height;
// My program creates its image so you can run it without an image file
image1 = new ImageIcon(createMyImage());
label1 = new JLabel(image1);
label1.setSize(label1.getPreferredSize());
label1.setLocation(labelLocation);
this.add(label1);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(prefW, prefH);
}
public void startAnimation() {
if (timer != null && timer.isRunning()) {
timer.stop();
}
labelLocation = INITIAL_LOCATION;
timer = new Timer(TIMER_DELAY, new TimerListener());
timer.start();
}
// My program creates its image so you can run it without an image file
private Image createMyImage() {
BufferedImage bi = new BufferedImage(BI_WIDTH, BI_HEIGHT,
BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = bi.createGraphics();
g2.setColor(Color.red);
g2.fillRect(0, 0, BI_WIDTH, BI_HEIGHT);
g2.setColor(Color.blue);
int x = GAP;
int y = x;
int width = BI_WIDTH - 2 * GAP;
int height = BI_HEIGHT - 2 * GAP;
g2.fillRect(x, y, width, height);
g2.dispose();
return bi;
}
private class TimerListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
int x = labelLocation.x + STEP;
int y = labelLocation.y + STEP;
labelLocation = new Point(x, y);
label1.setLocation(labelLocation);
repaint();
if (x + BI_WIDTH > getWidth() || y + BI_HEIGHT > getHeight()) {
System.out.println("Stopping Timer");
((Timer) e.getSource()).stop();
}
}
}
private static void createAndShowGui() {
final GfxPanel gfxPanel = new GfxPanel(900, 750);
JButton button = new JButton(new AbstractAction("Animate") {
#Override
public void actionPerformed(ActionEvent arg0) {
gfxPanel.startAnimation();
}
});
JPanel buttonPanel = new JPanel();
buttonPanel.add(button);
JFrame frame = new JFrame("GFXScreen");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(gfxPanel);
frame.getContentPane().add(buttonPanel, BorderLayout.PAGE_END);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
What I always use is an infinite loop that calls an update method each iteration, in that method, you would do whatever was required to update the state of the game or render a GUI.
Example
public static void main(String[] args){
// Initialise game
while(true){
updateGame();
}
}
public static void updateGame(){
// Update things here.
}
What I also do ,which is a little more complex, is create and interface called IUpdateListener and have certain classes that are specialised for a certain element of the game. I would example have an InputListener, an AIListener, each handling a certain element of game updating.
public interface IUpdateListener{
public void update();
}
public class Main{
public static ArrayList<IUpdateListener> listeners = new ArrayList<IUpdateListener>();
public static void main(String[] args){
listeners.add(new InputListener());
while(true){
for(IUpdateListener listener : listeners){
listener.update();
}
}
}
}
public class InputListener implements IUpdateListener{
public void update(){
// Handle user input here etc
}
}
I have a simple physics loop that does a calculation for a time interval, waits for the interval to pass, and then renders the results on the screen. It's very simple code (even though the timing is probably wrong, but that's exactly what I'm trying to learn about) and works well when I am moving the mouse around the screen.
package physicssim;
import java.awt.Graphics;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class PhysicsSim extends JFrame {
private static class PhysicsObject {
public PhysicsObject(double x, double y, double v_x, double v_y) {
this.x = x;
this.y = y;
this.v_x = v_x;
this.v_y = v_y;
}
public double x;
public double y;
public double v_x;
public double v_y;
}
PhysicsObject particle;
boolean running = true;
DrawPane drawPane;
public PhysicsSim() {
particle = new PhysicsObject(10,10, .1, .2);
drawPane = new DrawPane(particle);
this.setSize(800,600);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setContentPane(drawPane);
this.setVisible(true);
}
private static class DrawPane extends JPanel {
PhysicsObject p;
public DrawPane(PhysicsObject p) {
this.p = p;
}
#Override
public void paint(Graphics g) {
super.paint(g); //To change body of generated methods, choose Tools | Templates.
g.fillOval((int)p.x, (int) p.y, 10, 10);
}
}
public void start() {
int FPS = 60;
long TIME_BETWEEN_FRAMES_NS = 1000000000/FPS;
// Initial draw
drawPane.repaint();
long lastDrawTime = System.nanoTime();
while(running) {
// Update physics
particle.x+=particle.v_x*(TIME_BETWEEN_FRAMES_NS*.0000001);
particle.y+=particle.v_y*(TIME_BETWEEN_FRAMES_NS*.0000001);
// While there is time until the next draw wait
while(TIME_BETWEEN_FRAMES_NS > (System.nanoTime()-lastDrawTime)) {
try {
Thread.sleep(1);
} catch (InterruptedException ex) {
Logger.getLogger(PhysicsSim.class.getName()).log(Level.SEVERE, null, ex);
}
}
drawPane.repaint();
long currentTime = System.nanoTime();
System.out.println(currentTime - lastDrawTime);
lastDrawTime = currentTime;
}
}
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
PhysicsSim sim = new PhysicsSim();
sim.start();
}
}
The last bit about printing the time difference was just a sanity check to make sure that it was in fact calling around the requested interval. The results are fairly consistent so I don't see why there should be any choppiness.
As I mentioned above, this code works great if I a moving the mouse around the screen, everything is smooth.
If I am not moving the mouse it becomes very choppy until I start moving the mouse over the application.
I assume this is something simple, but I hope that you guys can help me. Thank you.
Alright, it looks like my problem was I was drawing directly to g in paint(). After replacing with the following everything worked correctly.
#Override
public void paint(Graphics g) {
BufferedImage img = new BufferedImage(800, 600, BufferedImage.TYPE_3BYTE_BGR);
img.getGraphics().fillOval((int) p.x, (int) p.y, 10, 10);
g.drawImage(img, 0, 0, null);
}
I was considering deleting this code snippet because it's rough and shameful, but maybe it will help someone else. Happy coding.
I tried making a program that flips a coin(shows image of heads first and later shows image of tails) and I encountered problems trying to have the image of the coin viewed when I ran the problem; only a blank screen would show. I don't know whether this is from an improper saving method of the jpg images or from an error in the code. I also came across an error before again coding the program where I had the heads image show and tails image not show.
CoinTest.java runs coin runner and Coin.java is the class for the program.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class CoinTest extends JPanel
implements ActionListener
{
private Coin coin;
public CoinTest ()
{
Image heads = (new ImageIcon("quarter-coin-head.jpg")).getImage();
Image tails = (new ImageIcon("Indiana-quarter.jpg")).getImage();
coin = new Coin(heads, tails);
Timer clock = new Timer(2000, this);
clock.start();
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
int x = getWidth() / 2;
int y = getHeight() / 2;
coin.draw(g, x, y);
}
public void actionPerformed(ActionEvent e)
{
coin.flip();
repaint();
}
public static void main(String[] args)
{
JFrame w = new JFrame("Flipping coin");
w.setSize(300, 300);
w.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
CoinTest panel = new CoinTest();
panel.setBackground(Color.WHITE);
Container c = w.getContentPane();
c.add(panel);
w.setVisible(true);
}
}
Now the actual Coin class.
import java.awt.Image;
import java.awt.Graphics;
public class Coin
{
private Image heads;
private Image tails;
private int side = 1;
public Coin(Image h, Image t)
{
heads = h;
tails = t;
}
//flips the coin
public void flip()
{
if (side == 1)
side = 0;
else
side = 1;
}
//draws the appropriate side of the coin - centered in the JFrame
public void draw(Graphics g, int x, int y)
{
if (side == 1)
g.drawImage(heads, heads.getWidth(null)/3, heads.getHeight(null)/3, null);
else
g.drawImage(heads, tails.getWidth(null)/3, tails.getHeight(null)/3, null);
}
}
Firstly, ensure that both images are in the correct location to load.
Secondly, you have a typo here:
if (side == 1)
g.drawImage(heads, heads.getWidth(null)/3, heads.getHeight(null)/3, null);
else
g.drawImage(heads, tails.getWidth(null)/3, tails.getHeight(null)/3, null);
^^^^
should be tails...
The width and height of the applet are coded in the tag. The code that draws the applet uses the two methods to get these values at run time. So now, different tags can ask for the same applet to paint different sized rectangles. The source code does not need to be recompiled for different sizes.