I have a project I am working on in that I have to create two objects, I would like the big rectangle(BLUE) to move around the frame every time I press the arrow keys on my keyboard while the small rectangle(RED) is moving away, once the big square touches/tags the small rectangle, screen refreshes and I can move the big rectangle again to chase down the small rectangle. Below is my main class, and IT class where I have implemented my two shapes.
The goal is to have the two rectangles, small rectangle runs away in the frame every time the big rectangle comes close until it's tagged. Would also have to add some kind of score panel on the frame to show updated scores and a timer to count down when the player starts playing.
I need help having the two rectangles move differently and not on top of each other. I would like the second rectangle to move away every time the first rectangle comes close to it moving around the Frame
`
My class IT
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
public class IT extends JPanel implements ActionListener, KeyListener {
Timer shapeTimer = new Timer(5, this);
public double xPos = 0, yPos = 0, movementX = 0, movementY = 0;
public int rectSize = 50;
public int rectSize2 = 35;
public int windowWidth;
int windowHeight;
public int xBound;
public int yBound;
public IT(int w, int h){
shapeTimer.start();
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
windowWidth = w;
windowHeight = h;
xBound = (windowWidth - rectSize);
yBound = (windowHeight - rectSize);
}
public void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Rectangle2D movableRect = new Rectangle2D.Double(xPos, yPos, rectSize, rectSize);
g2.setColor(Color.BLUE);
g2.draw(movableRect);
g2.fill(movableRect);
Rectangle2D movableRect2 = new Rectangle2D.Double(xPos, yPos, rectSize2, rectSize2);
g2.setColor(Color.RED);
g2.draw(movableRect2);
g2.fill(movableRect2);
}
public void actionPerformed(ActionEvent e){
repaint();
xPos += movementX;
yPos += movementY;
}
public void moveUp(){
if (yPos == 0){
movementY = 0;
movementX = 0;
}
movementY = -0.5;
movementX = 0;
}
public void moveDown(){
if (yPos == yBound){
movementY = 0;
movementX = 0;
}
movementY = 0.5;
movementX = 0;
}
public void moveLeft()
{
if (xPos == 0){
movementY = 0;
movementX = 0;
}
movementX = -0.5;
movementY = 0;
}
public void moveRight(){
if (xPos == xBound)
{
movementY = 0;
movementX = 0;
}
movementX = 0.5;
movementY = 0;
}
public void enlargeSquare(){
rectSize++;
rectSize2++;
}
public void shrinkSquare(){
rectSize--;
rectSize2--;
}
public void keyPressed(KeyEvent e){
int keyCode = e.getKeyCode();
if (keyCode == KeyEvent.VK_UP){
moveUp();
}
if (keyCode == KeyEvent.VK_DOWN){
moveDown();
}
if (keyCode == KeyEvent.VK_RIGHT){
moveRight();
}
if (keyCode == KeyEvent.VK_LEFT){
moveLeft();
}
if (keyCode == KeyEvent.VK_OPEN_BRACKET)
{
shrinkSquare();
}
if (keyCode == KeyEvent.VK_CLOSE_BRACKET)
{
enlargeSquare();
}
}
public void keyTyped(KeyEvent e){
}
public void keyReleased(KeyEvent e){
int keyCode = e.getKeyCode();
if (keyCode == KeyEvent.VK_UP){
movementX = 0;
movementY = 0;
}
if (keyCode == KeyEvent.VK_DOWN){
movementX = 0;
movementY = 0;
}
if (keyCode == KeyEvent.VK_RIGHT){
movementX = 0;
movementY = 0;
}
if (keyCode == KeyEvent.VK_UP){
movementX = 0;
movementY = 0;
}
}
}
`
MainTester class
`
import javax.swing.*;
import javax.swing.JFrame;
public class MainTester {
public static void main(String[] args) {
// TODO Auto-generated method stub
int frameWidth = 850;
int frameHeight = 650;
JFrame frmMain = new JFrame();
frmMain.setSize(frameWidth, frameHeight);
IT it = new IT(frameWidth, frameHeight);
frmMain.add(it);
frmMain.setVisible(true);
frmMain.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frmMain.setTitle("Tag Game");
}
}
`
Use key bindings, seriously, this is going to solve a swagger of issues related to KeyListener.
Decouple and seperate your logic. Each "entity" should be a self contained unit of work. In your case, they should contain information about their color, location and size at a minimum.
For simplicity, I started out with something which could just be painted...
public interface Entity {
public void paint(Graphics2D g2d);
}
Now, you could have a lot of different interfaces which reflect this which can be painted, moved, controlled, represents effects or what ever you need - then your classes should implement the interfaces they need. Then, your engine just deals with the "concepts" it wants to - need all "paintable" entities, need all "movable" entities, etc, when it needs to.
Next I created a concept of a "player". A player is a "paintable" entity, but which can be controlled by the player in some way, so it takes the current state of the "input"s and updates itself based on those states (more about that to come)
public static class PlayerEntity implements Entity {
protected static final int DELTA = 2;
private Rectangle bounds = new Rectangle(0, 0, 35, 35);
private Color fillColor;
public PlayerEntity(Color fillColor, Point location) {
this.fillColor = fillColor;
this.bounds.setLocation(location);
}
public Color getFillColor() {
return fillColor;
}
public Rectangle getBounds() {
return bounds;
}
public Point getCenter() {
return new Point((int)getBounds().getCenterX(), (int)getBounds().getCenterY());
}
public void update(Set<PlayerAction> actions, Dimension size) {
Rectangle currentBounds = getBounds();
int x = currentBounds.x;
int y = currentBounds.y;
if (actions.contains(PlayerAction.UP)) {
y -= DELTA;
}
if (actions.contains(PlayerAction.DOWN)) {
y += DELTA;
}
if (actions.contains(PlayerAction.LEFT)) {
x -= DELTA;
}
if (actions.contains(PlayerAction.RIGHT)) {
x += DELTA;
}
if (y < 0) {
y = 0;
}
if (y + currentBounds.height > size.height) {
y = size.height - currentBounds.height;
}
if (x < 0) {
x = 0;
}
if (x + currentBounds.width > size.width) {
x = size.width - currentBounds.width;
}
getBounds().setLocation(x, y);
}
#Override
public void paint(Graphics2D g2d) {
g2d.setColor(getFillColor());
g2d.fill(getBounds());
}
}
For reference, PlayerAction represents all the valid actions which can be performed by the player, for simplicity sake, I've just stuck to movement:
public enum PlayerAction {
UP, DOWN, LEFT, RIGHT;
}
Next I created a "monster" entity, in this case, the "monster" will always try and follow the player, this implementation is loosely based on Java: Move image towards mouse position
public static class MonsterEntity implements Entity {
protected static final int DELTA = 1;
private Rectangle bounds = new Rectangle(0, 0, 15, 15);
private Color fillColor;
public MonsterEntity(Color fillColor, Point location) {
this.fillColor = fillColor;
this.bounds.setLocation(location);
}
public Color getFillColor() {
return fillColor;
}
public Rectangle getBounds() {
return bounds;
}
public Point getCenter() {
return new Point((int)getBounds().getCenterX(), (int)getBounds().getCenterY());
}
public void moveTowards(Point target) {
Rectangle bounds = getBounds();
Point center = getCenter();
int xDelta = target.x < center.x ? -DELTA : DELTA;
int yDelta = target.y < center.y ? -DELTA : DELTA;
getBounds().setLocation(bounds.x + xDelta, bounds.y + yDelta);
}
#Override
public void paint(Graphics2D g2d) {
g2d.setColor(getFillColor());
g2d.fill(getBounds());
}
}
The monster is always trying to move it's center to the target location (which will eventually be the center of the player)
Now, this is where things become complicated.
We need:
A renderable surface onto which we can paint the player and monster(s)
Input bindings
A "game loop" to update the state of the entities and schedule repaints
For simplicity, I started with a JPanel, made use of Swing Timer and the key bindings API.
public class MainPane extends JPanel {
// This represents the "input bindings", these represent
// abstract actions which can be applied to the player
// or game state.
private enum InputKey {
PRESSED_UP, PRESSED_DOWN, PRESSED_LEFT, PRESSED_RIGHT,
RELEASED_UP, RELEASED_DOWN, RELEASED_LEFT, RELEASED_RIGHT;
public KeyStroke getKeyStroke() {
switch (this) {
case PRESSED_UP: return KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false);
case PRESSED_DOWN: return KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false);
case PRESSED_LEFT: return KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false);
case PRESSED_RIGHT: return KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false);
case RELEASED_UP: return KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true);
case RELEASED_DOWN: return KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true);
case RELEASED_LEFT: return KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, true);
case RELEASED_RIGHT: return KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, true);
}
return null;
}
}
private PlayerEntity playerEntity;
private MonsterEntity monsterEntity;
private Timer timer;
private Set<PlayerAction> actions = new HashSet<PlayerAction>();
public MainPane() {
InputMap inputMap = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap actionMap = getActionMap();
inputMap.put(InputKey.PRESSED_UP.getKeyStroke(), InputKey.PRESSED_UP);
inputMap.put(InputKey.PRESSED_DOWN.getKeyStroke(), InputKey.PRESSED_DOWN);
inputMap.put(InputKey.PRESSED_LEFT.getKeyStroke(), InputKey.PRESSED_LEFT);
inputMap.put(InputKey.PRESSED_RIGHT.getKeyStroke(), InputKey.PRESSED_RIGHT);
inputMap.put(InputKey.RELEASED_UP.getKeyStroke(), InputKey.RELEASED_UP);
inputMap.put(InputKey.RELEASED_DOWN.getKeyStroke(), InputKey.RELEASED_DOWN);
inputMap.put(InputKey.RELEASED_LEFT.getKeyStroke(), InputKey.RELEASED_LEFT);
inputMap.put(InputKey.RELEASED_RIGHT.getKeyStroke(), InputKey.RELEASED_RIGHT);
actionMap.put(InputKey.PRESSED_UP, new MoveAction(actions, PlayerAction.UP, true));
actionMap.put(InputKey.PRESSED_DOWN, new MoveAction(actions, PlayerAction.DOWN, true));
actionMap.put(InputKey.PRESSED_LEFT, new MoveAction(actions, PlayerAction.LEFT, true));
actionMap.put(InputKey.PRESSED_RIGHT, new MoveAction(actions, PlayerAction.RIGHT, true));
actionMap.put(InputKey.RELEASED_UP, new MoveAction(actions, PlayerAction.UP, false));
actionMap.put(InputKey.RELEASED_DOWN, new MoveAction(actions, PlayerAction.DOWN, false));
actionMap.put(InputKey.RELEASED_LEFT, new MoveAction(actions, PlayerAction.LEFT, false));
actionMap.put(InputKey.RELEASED_RIGHT, new MoveAction(actions, PlayerAction.RIGHT, false));
Dimension size = getPreferredSize();
Point center = new Point((size.width - 35) / 2, (size.height - 35) / 2);
playerEntity = new PlayerEntity(Color.BLUE, center);
monsterEntity = new MonsterEntity(Color.RED, new Point(size.width - 15, size.height - 15));
}
#Override
public void addNotify() {
super.addNotify();
if (timer != null) {
timer.stop();
}
timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
performTick();
}
});
timer.start();
}
#Override
public void removeNotify() {
super.removeNotify();
if (timer != null) {
timer.stop();
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
protected void performTick() {
playerEntity.update(actions, getSize());
monsterEntity.moveTowards(playerEntity.getCenter());
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
playerEntity.paint(g2d);
monsterEntity.paint(g2d);
g2d.dispose();
}
}
Movement (or input) is controlled through the key bindings API, this triggers a MoveAction which updates a centralised state repository (which is then passed to the PlayerEntity so it apply the state accordingly).
For simplicity, I've only used a single Action, but you could make a couple, one representing "press/activate" or "release/deactivate"
public class MoveAction extends AbstractAction {
private Set<PlayerAction> actions;
private PlayerAction action;
private boolean activate;
public MoveAction(Set<PlayerAction> directions, PlayerAction direction, boolean activate) {
this.actions = directions;
this.action = direction;
this.activate = activate;
}
#Override
public void actionPerformed(ActionEvent e) {
if (activate) {
actions.add(action);
} else {
actions.remove(action);
}
}
}
See How to Use Actions for more details about actions.
But why follow this workflow?!
It decouples and decentralises a lot of the workflows. In fact, if you really wanted to, you could also seperate out the Timer and "paint" workflows to seperate classes, further decoupling the classes.
Key bindings solve all the issues related to KeyListener weirdness. It also decouples the input - want to add touch controls/buttons, no worries, it's done via Actions. Want to add joystick/controllers, no worries, it's done via Actions.
Want more monsters?
Change:
private MonsterEntity monsterEntity;
to:
private List<MonsterEntity> monsterEntitys = new ArrayList<>(32);
Change:
monsterEntity = new MonsterEntity(Color.RED, new Point(size.width - 15, size.height - 15));
to:
monsterEntitys.add(new MonsterEntity(Color.RED, new Point(size.width - 15, size.height - 15)));
monsterEntitys.add(new MonsterEntity(Color.RED, new Point(0, 0)));
monsterEntitys.add(new MonsterEntity(Color.RED, new Point(size.width - 15, 0)));
monsterEntitys.add(new MonsterEntity(Color.RED, new Point(0, size.height - 15)));
Change:
monsterEntity.paint(g2d);
to:
for (MonsterEntity entity : monsterEntitys) {
entity.paint(g2d);
}
And now you have more monsters! Have fun with that!
Runnable example...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.util.HashSet;
import java.util.Set;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.add(new MainPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public enum PlayerAction {
UP, DOWN, LEFT, RIGHT;
}
public class MainPane extends JPanel {
private enum InputKey {
PRESSED_UP, PRESSED_DOWN, PRESSED_LEFT, PRESSED_RIGHT,
RELEASED_UP, RELEASED_DOWN, RELEASED_LEFT, RELEASED_RIGHT;
public KeyStroke getKeyStroke() {
switch (this) {
case PRESSED_UP: return KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false);
case PRESSED_DOWN: return KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false);
case PRESSED_LEFT: return KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false);
case PRESSED_RIGHT: return KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false);
case RELEASED_UP: return KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true);
case RELEASED_DOWN: return KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true);
case RELEASED_LEFT: return KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, true);
case RELEASED_RIGHT: return KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, true);
}
return null;
}
}
private PlayerEntity playerEntity;
private MonsterEntity monsterEntity;
private Timer timer;
private Set<PlayerAction> actions = new HashSet<PlayerAction>();
public MainPane() {
InputMap inputMap = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap actionMap = getActionMap();
inputMap.put(InputKey.PRESSED_UP.getKeyStroke(), InputKey.PRESSED_UP);
inputMap.put(InputKey.PRESSED_DOWN.getKeyStroke(), InputKey.PRESSED_DOWN);
inputMap.put(InputKey.PRESSED_LEFT.getKeyStroke(), InputKey.PRESSED_LEFT);
inputMap.put(InputKey.PRESSED_RIGHT.getKeyStroke(), InputKey.PRESSED_RIGHT);
inputMap.put(InputKey.RELEASED_UP.getKeyStroke(), InputKey.RELEASED_UP);
inputMap.put(InputKey.RELEASED_DOWN.getKeyStroke(), InputKey.RELEASED_DOWN);
inputMap.put(InputKey.RELEASED_LEFT.getKeyStroke(), InputKey.RELEASED_LEFT);
inputMap.put(InputKey.RELEASED_RIGHT.getKeyStroke(), InputKey.RELEASED_RIGHT);
actionMap.put(InputKey.PRESSED_UP, new MoveAction(actions, PlayerAction.UP, true));
actionMap.put(InputKey.PRESSED_DOWN, new MoveAction(actions, PlayerAction.DOWN, true));
actionMap.put(InputKey.PRESSED_LEFT, new MoveAction(actions, PlayerAction.LEFT, true));
actionMap.put(InputKey.PRESSED_RIGHT, new MoveAction(actions, PlayerAction.RIGHT, true));
actionMap.put(InputKey.RELEASED_UP, new MoveAction(actions, PlayerAction.UP, false));
actionMap.put(InputKey.RELEASED_DOWN, new MoveAction(actions, PlayerAction.DOWN, false));
actionMap.put(InputKey.RELEASED_LEFT, new MoveAction(actions, PlayerAction.LEFT, false));
actionMap.put(InputKey.RELEASED_RIGHT, new MoveAction(actions, PlayerAction.RIGHT, false));
Dimension size = getPreferredSize();
Point center = new Point((size.width - 35) / 2, (size.height - 35) / 2);
playerEntity = new PlayerEntity(Color.BLUE, center);
monsterEntity = new MonsterEntity(Color.RED, new Point(size.width - 15, size.height - 15));
}
#Override
public void addNotify() {
super.addNotify();
if (timer != null) {
timer.stop();
}
timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
performTick();
}
});
timer.start();
}
#Override
public void removeNotify() {
super.removeNotify();
if (timer != null) {
timer.stop();
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
protected void performTick() {
playerEntity.update(actions, getSize());
monsterEntity.moveTowards(playerEntity.getCenter());
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
playerEntity.paint(g2d);
monsterEntity.paint(g2d);
g2d.dispose();
}
}
public class MoveAction extends AbstractAction {
private Set<PlayerAction> actions;
private PlayerAction action;
private boolean activate;
public MoveAction(Set<PlayerAction> directions, PlayerAction direction, boolean activate) {
this.actions = directions;
this.action = direction;
this.activate = activate;
}
#Override
public void actionPerformed(ActionEvent e) {
if (activate) {
actions.add(action);
} else {
actions.remove(action);
}
}
}
public interface Entity {
public void paint(Graphics2D g2d);
}
public static class MonsterEntity implements Entity {
protected static final int DELTA = 1;
private Rectangle bounds = new Rectangle(0, 0, 15, 15);
private Color fillColor;
public MonsterEntity(Color fillColor, Point location) {
this.fillColor = fillColor;
this.bounds.setLocation(location);
}
public Color getFillColor() {
return fillColor;
}
public Rectangle getBounds() {
return bounds;
}
public Point getCenter() {
return new Point((int)getBounds().getCenterX(), (int)getBounds().getCenterY());
}
public void moveTowards(Point target) {
Rectangle bounds = getBounds();
Point center = getCenter();
int xDelta = target.x < center.x ? -DELTA : DELTA;
int yDelta = target.y < center.y ? -DELTA : DELTA;
getBounds().setLocation(bounds.x + xDelta, bounds.y + yDelta);
}
#Override
public void paint(Graphics2D g2d) {
g2d.setColor(getFillColor());
g2d.fill(getBounds());
}
}
public static class PlayerEntity implements Entity {
protected static final int DELTA = 2;
private Rectangle bounds = new Rectangle(0, 0, 35, 35);
private Color fillColor;
public PlayerEntity(Color fillColor, Point location) {
this.fillColor = fillColor;
this.bounds.setLocation(location);
}
public Color getFillColor() {
return fillColor;
}
public Rectangle getBounds() {
return bounds;
}
public Point getCenter() {
return new Point((int)getBounds().getCenterX(), (int)getBounds().getCenterY());
}
public void update(Set<PlayerAction> actions, Dimension size) {
Rectangle currentBounds = getBounds();
int x = currentBounds.x;
int y = currentBounds.y;
if (actions.contains(PlayerAction.UP)) {
y -= DELTA;
}
if (actions.contains(PlayerAction.DOWN)) {
y += DELTA;
}
if (actions.contains(PlayerAction.LEFT)) {
x -= DELTA;
}
if (actions.contains(PlayerAction.RIGHT)) {
x += DELTA;
}
if (y < 0) {
y = 0;
}
if (y + currentBounds.height > size.height) {
y = size.height - currentBounds.height;
}
if (x < 0) {
x = 0;
}
if (x + currentBounds.width > size.width) {
x = size.width - currentBounds.width;
}
getBounds().setLocation(x, y);
}
#Override
public void paint(Graphics2D g2d) {
g2d.setColor(getFillColor());
g2d.fill(getBounds());
}
}
}
Other considerations...
Right now the speed/delta is actually really high. I would consider making use of the Shape API, using things like Point2D and Rectangle2D which provide double based properties instead of int, which would give away to reduce the delta values and slow down the entities.
See Working with Geometry for some more details
I have two problems, and I'm sorry for the terrible title. The first one is that the cs enum doesn't work when I change it and try to detect it. The second problem is, even if the enum works the rectangle doesn't change color. Here is the code:
public class MenuState extends State implements ActionListener, MouseListener, MouseMotionListener {
public String start = "/images/start.png/";
public String exit = "/images/exit.png/";
public String bg = "/images/bg.jpg/";
public float alpha = 1f;
Timer timer = new Timer(20, this);
//public JButton bu = new JButton("suh");
Color c = Color.lightGray;
Boolean hover = false;
Random r = new Random();
Random r2 = new Random();
bu cs = bu.RELEASED;
private AudioPlayer bh;
float r1 = r.nextFloat();
float g2 = r.nextFloat();
float b = r.nextFloat();
public MenuState() {
}
private enum bu{
RELEASED,
HOVER
}
#Override
public void tick() {
}
#Override
public void render(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
alpha += -0.01f;
if (alpha <= 0) {
alpha = 0;
timer.stop();
}
g2d.setColor(Color.black);
g2d.fillRect(0, 0, 1280, 720);
g2d.setColor(c);
g2d.fillRect(0, 0, 1280, 720);
g2d.drawImage(getImage(bg), 0, 0, null);
Rectangle button = new Rectangle(new Dimension(380,90));
g.setColor(c);
if(cs == cs.HOVER) {
System.out.println("s");
g.setColor(Color.gray);
g.fillRect(button.x,button.y,button.width,button.height);
}
g2d.fillRect(1000/2,300, button.width, button.height);
g2d.fillRect(1000 / 2, 397, button.width, button.height);
g2d.setColor(new Color(241, 196, 15));
g2d.setFont(new Font("SansSerif", Font.PLAIN, 120));
g2d.drawString("-1", 1280 / 2, 120);
//g2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, alpha));
}
public Image getImage(String s){
ImageIcon i = new ImageIcon(getClass().getResource(s));
return i.getImage();
}
#Override
public void actionPerformed(ActionEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void mouseClicked(MouseEvent e) {
}
public void mouseEntered(MouseEvent e) {
}
#Override
public void mouseExited(MouseEvent e) {
}
#Override
public void mousePressed(MouseEvent e) {
int mx = e.getX();
int my = e.getY();
if(mx >= 1000 / 2 && mx <= 1000 / 2 + 380) {
if(my >= 300 && my <= 390) {
bh = new AudioPlayer("/images/click1.mp3/");
bh.play();
State.setState(new GameState());
}
}
if(mx >= 1000 / 2 && mx <= 1000 / 2 + 380) {
if(my >= 397 && my <= 487) {
System.exit(1);
}
}
}
#Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseDragged(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseMoved(MouseEvent e) {
int mx = e.getX();
int my = e.getY();
if(mx >= 1000 / 2 && mx <= 1000 / 2 + 380) {
if(my >= 300 && my <= 390) {
cs = cs.HOVER;
}
}
if(!(mx >= 1000 / 2) && !(mx <= 1000 / 2 + 380)) {
if(!(my >= 300) && !(my <= 390)) {
cs = cs.RELEASED;
}
}
}
public Color getColor() {
return c;
}
public void setColor(Color color) {
this.c = color;
}
}
EDIT:
I tried adding getters and setters, but I don't think it really changed anything. Here they are:
public void setCS(bu s) {
this.cs = s;
}
public bu getBU() {
return cs;
}
Good day, I'm new to StackOverflow and Java programming. I currently have a school project that needs multi threading and I just need your advice on how to fix my code. I have spent too much time looking for answers on how to create a moving multiple images using a thread. I knew I'm almost near to find the solution but I'm running out of time as the submission is fast approaching. I believed I'll be more efficient if I seek help from somehow who knows better in Java.
Many thanks in advance.
Below is my current code, and it seems that image is flickering while moving.
// Bounce.java
import javax.swing.JFrame;
public class Bounce {
public static void main(String args[]) {
myBall s = new myBall(10, 20, 2, 2);
myBall s1 = new myBall(100, 10, 2, 2);
myBall s2 = new myBall(40, 10, 2, 2);
JFrame f = new JFrame();
f.add(s);
f.add(s1);
f.add(s2);
f.setVisible(true);
f.setSize(600, 400);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setTitle("Moving Ball");
}
}
The next code is in separate file.
// myBall.java
import java.awt.*;
import java.awt.geom.Ellipse2D;
import javax.swing.*;
public class myBall extends JPanel implements Runnable {
private Thread animator;
int x = 0, y = 0, velX = 2, velY = 2;
Timer t;
public myBall(int x, int y, int velX, int velY) {
JFrame jf = new JFrame();
jf.setSize(600,400);
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jf.add(this);
jf.setVisible(true);
this.x = (int )(Math.random() * 560);
this.y = (int )(Math.random() * 360);
this.velX = velX;
this.velY = velY;
}
#Override
public void addNotify() {
super.addNotify();
animator = new Thread(this);
animator.start();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Ellipse2D ellipse = new Ellipse2D.Double(x, y, 40, 40);
g2.fill(ellipse);
}
public void cycle() {
if(x < 0 || x > 560) {
velX = -velX;
}
if(y < 0 || y > 360) {
velY = -velY;
}
x += velX;
y += velY;
System.out.println(x);
}
#Override
public void run() {
while(true) {
for (int i = 0; i < 600; i++) {
cycle();
repaint();
try {
Thread.sleep(10);
} catch (InterruptedException e) {
System.out.println("interrupted");
}
}
}
}
}
Here you go. I normally don't do this, but you asked nicely and your code was pretty clean, so I assumed you been working a lot on it.
public class Start {
public static void main(String args[]) {
JFrame f = new JFrame();
Gui gui = new Gui();
gui.addBalls();
f.add(gui);
f.setSize(600, 400);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setTitle("Moving Ball");
f.setVisible(true);
}
}
Class GUI:
public class Gui extends JPanel implements Runnable {
private Thread animator;
int x = 0, y = 0, velX = 2, velY = 2;
Timer t;
ArrayList<myBall> myBalls = new ArrayList<>();
#Override
public void addNotify() {
super.addNotify();
animator = new Thread(this);
animator.start();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
for (myBall ball: myBalls) {
int x = ball.getX();
int y = ball.getY();
Ellipse2D ellipse = new Ellipse2D.Double(x, y, 40, 40);
g2.fill(ellipse);
}
}
public void cycle() {
for (myBall ball: myBalls) {
int x = ball.getX();
int y = ball.getY();
if(x < 0 || x > 560) {
ball.reverseX();
}
if(y < 0 || y > 360) {
ball.reverseY();
}
ball.move();
System.out.println(x);
}
}
#Override
public void run() {
while(true) {
for (int i = 0; i < 600; i++) {
cycle();
repaint();
try {
Thread.sleep(10);
} catch (InterruptedException e) {
System.out.println("interrupted");
}
}
}
}
public void addBalls() {
for (int i = 0; i < 4; i++) {
int x = (int )(Math.random() * 560);
int y = (int )(Math.random() * 360);
int velX = -5;
int velY = 5;
myBalls.add(new myBall(x, y, velX, velY));
}
}
}
Class Ball:
public class myBall {
int x;
int y;
int velX;
int velY;
public myBall(int x, int y, int velX, int velY) {
this.x = (int )(Math.random() * 560);
this.y = (int )(Math.random() * 360);
this.velX = velX;
this.velY = velY;
}
public void move() {
x+=velX;
y+=velY;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public void reverseX() {
velX = -velX;
}
public void reverseY() {
velY = -velY;
}
}
Here i have a code which draws a rectangle on the mouseClicked position using the paintComponent.I can get the output message but anything related to graphics and .draw() wont work.
Code:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public final class testclass extends JFrame {
static JPanel p;
Timer t;
int x = 1;
int y = 1;
int xspeed = 1;
int yspeed = 1;
public testclass() {
initComponents();
this.setBounds(100, 300, 500, 500);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
t.start();
this.add(p);
}
public void initComponents() {
final ActionListener action = new ActionListener() {
public void actionPerformed(ActionEvent evt) {
System.out.println("Hello!");
p.repaint();
}
};
t = new Timer(50, action);
p = new JPanel() {
public void paintComponent(Graphics g) {
super.paintComponent(g);
final Graphics2D gD = (Graphics2D) g;
moveBALL();
gD.drawOval(x, y, 25, 25);
p.addMouseListener(new MouseListener() {
#Override
public void mouseReleased(MouseEvent e) {
System.out.println("a");
}
#Override
public void mousePressed(MouseEvent e) {
System.out.println("b");
}
#Override
public void mouseExited(MouseEvent e) {
System.out.println("c");
}
#Override
public void mouseEntered(MouseEvent e) {
System.out.println("d");
}
#Override
public void mouseClicked(MouseEvent e) {
gD.drawRect(e.getX(), e.getY(), 10, 60);
gD.setColor(Color.green);
System.out.println("clicked");
}
});
}
void moveBALL() {
x = x + xspeed;
y = y + yspeed;
if (x < 0) {
x = 0;
xspeed = -xspeed;
} else if (x > p.getWidth() - 20) {
x = p.getWidth() - 20;
xspeed = -xspeed;
}
if (y < 0) {
y = 0;
yspeed = -yspeed;
} else if (y > p.getHeight() - 20) {
y = p.getHeight() - 20;
yspeed = -yspeed;
}
}
};
}
public static void main(String args[]) {
EventQueue.invokeLater(new Runnable() {
public void run() {
new testclass().setVisible(true);
p.setBackground(Color.WHITE);
}
});
}
}
What is the proper way to implement a mouseListener() in this program?
Thanks.
Some suggestions on current code:
Watch class naming scheme i.e testclass should be TestClass or even better Test (but thats nit picking). All class names begin with capital letter and each new word thereafter is capitalized.
Dont extend JFrame unnecessarily.
Dont call setBounds on JFrame rather use appropriate LayoutManager and/or override getPreferredSize() of JPanel and return dimensions which fits its content.
Always call pack() on JFrame before setting it visible (taking above into consideration).
Use MouseAdapter vs MouseListener
Dont call moveBall() in paintComponent rather call it in your Timer which repaints the screen, not only slightly better design but we also should not do possibly long running tasks in paint methods.
As for your problem I think your logic is a bit skewed.
One approach would see the Rectangle (or Rectangle2D) get replaced by its own custom class (which will allow us to store attributes like color etc). Your ball would also have its own class which has the method moveBall() and its attributes like x and y position etc. On every repaint() your JPanel would call the method to move the ball, the JPanel itself could wrap the moveBall() in its own public method which we could than call from the timer which repaints the screen.
Here is an example of your code with above fixes implemented (please analyze it and if you have any questions let me know):
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Rectangle2D;
import java.util.ArrayList;
import javax.swing.*;
public class Test {
private MyPanel p;
private Timer t;
public Test() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
initComponents();
frame.add(p);
frame.pack();
frame.setVisible(true);
t.start();
}
private void initComponents() {
final ActionListener action = new ActionListener() {
#Override
public void actionPerformed(ActionEvent evt) {
p.moveEntities();//moves ball etc
p.repaint();
}
};
t = new Timer(50, action);
p = new MyPanel();
p.addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
p.addEntity(e.getX(), e.getY(), 10, 50, Color.GREEN);
System.out.println("clicked");
}
});
p.setBackground(Color.WHITE);
}
public static void main(String args[]) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new Test();
}
});
}
}
class MyPanel extends JPanel {
int width = 300, height = 300;
ArrayList<MyRectangle> entities = new ArrayList<>();
MyBall ball = new MyBall(10, 10, 25, 25, Color.RED, width, height);
void addEntity(int x, int y, int w, int h, Color c) {
entities.add(new MyRectangle(x, y, w, h, c));
}
void moveEntities() {
ball.moveBALL();
}
#Override
protected void paintComponent(Graphics grphcs) {
super.paintComponent(grphcs);
Graphics2D g2d = (Graphics2D) grphcs;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setColor(ball.getColor());
g2d.fillOval((int) ball.x, (int) ball.y, (int) ball.width, (int) ball.height);
for (MyRectangle entity : entities) {
g2d.setColor(entity.getColor());
g2d.fillRect((int) entity.x, (int) entity.y, (int) entity.width, (int) entity.height);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(width, height);
}
}
class MyRectangle extends Rectangle2D.Double {
Color color;
public MyRectangle(double x, double y, double w, double h, Color c) {
super(x, y, w, h);
color = c;
}
public void setColor(Color color) {
this.color = color;
}
public Color getColor() {
return color;
}
}
class MyBall extends Ellipse2D.Double {
int xspeed = 1;
int yspeed = 1;
Color color;
private final int maxWidth;
private final int maxHeight;
public MyBall(double x, double y, double w, double h, Color c, int maxWidth, int maxHeight) {
super(x, y, w, h);
color = c;
this.width = w;//set width and height of Rectangle2D
this.height = h;
//set max width and height ball can move
this.maxWidth = maxWidth;
this.maxHeight = maxHeight;
}
public void setColor(Color color) {
this.color = color;
}
public Color getColor() {
return color;
}
void moveBALL() {
x = x + xspeed;
y = y + yspeed;
if (x < 0) {
x = 0;
xspeed = -xspeed;
} else if (x > maxWidth - ((int) getWidth() / 2)) {// i dont like hard coding values its not good oractice and resuaibilty is diminshed
x = maxWidth - ((int) getWidth() / 2);
xspeed = -xspeed;
}
if (y < 0) {
y = 0;
yspeed = -yspeed;
} else if (y > maxHeight - ((int) getHeight() / 2)) {
y = maxHeight - ((int) getHeight() / 2);
yspeed = -yspeed;
}
}
}
First of all the paint component is called every time swing needs to redraw the component.
And you are adding a new instance of mouse listener to the panel every time the paint is called.
Just move the line
p.addMouseListener(new MouseListener() {...}
out of the paint component, preferably after the initialization of the panel.
default template is
JPanel p = new JPanel(){
#Override
public void paintComponent(Graphics g) {
}
};
p.addMouseListener(new MouseListener() or new MouseAdapter()
//Your overridden methods
});
Hope this helps.