How to draw objects from an ArrayList in Java - java

Okay, so I'm trying to make a program that draws a bunch of rectangles that move around the screen randomly. I have a Dot class where each dot holds its x and y values, and in my paint class I randomly change the x and y values and then repaint(). What I have right now doesn't load any thing other than a blank JFrame. I suspect that I'm drawing each dot wrong. The following is my code:
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.AbstractAction;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Movement extends JFrame {
public ArrayList<Dot> dots = new ArrayList<Dot>();
Random rn = new Random();
DrawPanel drawPanel = new DrawPanel();
public Movement() {
for(int i = 0; i < 100; i ++) {
Dot dot = new Dot(5, 5);
dots.add(dot);
}
ActionListener listener = new AbstractAction() {
public void actionPerformed(ActionEvent e) {
for(int i = 0; i < dots.size();i++) {
dots.get(i).setX(dots.get(i).getX() + rn.nextInt(20)-10);
dots.get(i).setY(dots.get(i).getY() + rn.nextInt(20)-10);
}
drawPanel.repaint();
}
};
Timer timer = new Timer(100, listener);
timer.start();
add(drawPanel);
pack();
setDefaultCloseOperation(EXIT_ON_CLOSE);
setLocationRelativeTo(null);
setVisible(true);
setBounds(100, 100, 500, 500);
}
private class DrawPanel extends JPanel {
protected void paintComponent(Graphics g) {
for(int i = 0; i < dots.size(); i ++) {
g.fillRect(dots.get(i).getX(), dots.get(i).getY(), 5, 5);;
super.paintComponent(g);
}
}
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
new Movement();
}
});
}
}
Dot class:
public class Dot {
private int x, y;
public Dot(int x, int y) {
this.x = x;
this.y = y;
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
}
Any and all help is appreciated.

If you call super.paintComponent(g); after you paint your own components you have wiped out your own painting. So,
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D)g;
for(int i = 0; i < dots.size(); i ++) {
g2d.fillRect(dots.get(i).x, dots.get(i).y, 5, 5);
}
}
Also,
// don't repeat type in constructor
// use built in point instead of custom class
public ArrayList<Point> dots = new ArrayList<>();
and
ActionListener listener = new AbstractAction() {
public void actionPerformed(ActionEvent e) {
for(int i = 0; i < dots.size();i++) {
dots.get(i).x = dots.get(i).x + rn.nextInt(20)-10;
dots.get(i).y = dots.get(i).y + rn.nextInt(20)-10;
}
drawPanel.repaint();
}
};
and it probably doesn't make any difference, but
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
Movement mf = new Movement();
}
});

You appear to be calling super.paintComponent after you paint dots. Not only that, you appear to be calling it inside the loop, calling it every time you paint a dot, after you paint it.
So you keep painting a dot, letting super.paintComponent paint a clear panel, then painting another dot, then undoing it again, paint another, undo... and so on.
Call super.paintComponent one time, and do it before you do your custom painting.

Related

Why is java copying instead of creating a new Instant When i use different variables?

I made a fairly simple code and i got into an error which confused me.
So I have a class that creates two totally different variables and creating them using the new keyword
Player playerLeft = new Player(5,150);
Player playerRight = new Player( 150,150);
Player class:
import javax.swing.*;
import java.awt.*;
public class Player extends JComponent {
private int posY;
private int posX;
public Player(int x, int y) {
posX = x;
posY = y;
//repaint();
}
public float getMovementY() {
return movementY;
}
public void setMovementY(int movementY) {
this.movementY = movementY;
}
int movementY = 0;
public void paintComponent(Graphics g) {
Graphics2D _g2 = (Graphics2D) g;
Rectangle rect = new Rectangle(posX, posY, 20, 150);
_g2.fill(rect);
}
public void setLocation(int x, int y) {
posY = y;
posX = x;
repaint();
}
public void move() {
setLocation(posX, posY + movementY);
}
}
It's probably me not knowing something about Java but for me when I try to instantiate playerRight it just overwrites player left and drawsOut playerRight only.
Here is the complete code:
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.Timer;
import java.util.TimerTask;
public class mainJFrame extends JFrame implements KeyListener {
int relativeTimeMillsec = 0;
Player playerLeft = new Player(5, 150);
Player playerRight = new Player(150, 150);
Timer timer = new Timer();
TimerTask task = new TimerTask() {
#Override
public void run() {
relativeTimeMillsec++;
refreshTimeText(relativeTimeMillsec);
calcMovements();
}
};
//components
JLabel timeCounterLabel = new JLabel("Time: " + 0, SwingConstants.CENTER);
public mainJFrame() {
createComponents();
addKeyListener(this);
}
public void createComponents() {
this.setTitle("The title");
this.setSize(800, 600);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setVisible(true);
timer.scheduleAtFixedRate(task, 0, 10);
JButton testButton = new JButton("Label");
testButton.setSize(100, 25);
testButton.setLocation(this.getWidth() / 2 - testButton.getWidth() / 2, this.getHeight() / 2 - testButton.getHeight() / 2);
timeCounterLabel.setSize(200, 25);
timeCounterLabel.setLocation(this.getWidth() / 2 - timeCounterLabel.getWidth() / 2, 10);
//playerRight = new Player(this.getWidth()-45,this.getHeight()/2);
// this.add(testButton);
this.add(timeCounterLabel);
this.add(playerLeft);
this.add(playerRight);
}
public void paintComponent(Graphics g) {
{
super.repaint();
}
}
#Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_S) {
playerLeft.movementY = +2;
} else if (e.getKeyCode() == KeyEvent.VK_W) {
playerLeft.movementY = -2;
}
if (e.getKeyCode() == KeyEvent.VK_UP) {
playerRight.movementY = +2;
} else if (e.getKeyCode() == KeyEvent.VK_DOWN) {
playerRight.movementY = -2;
}
}
#Override
public void keyReleased(KeyEvent e) {
}
#Override
public void keyTyped(KeyEvent e) {
}
private double calcRealRelativeTime(int _relTime) {
return relativeTimeMillsec / (double) 100;
}
private void refreshTimeText(int _relTime) {
timeCounterLabel.setText("Time: " + Math.round(calcRealRelativeTime(_relTime)));
}
private void calcMovements() {
playerLeft.move();
playerRight.move();
}
}
Understand that a JFrame's contentPane (the container that holds its components) uses BorderLayout by default, and this code:
this.add(timeCounterLabel);
this.add(playerLeft);
this.add(playerRight);
is adding all components to the same default BorderLayout.CENTER position, meaning any components added will replace components added previously.
But more importantly, yours is a common problem and stems from your having your Player class extend from a GUI component. Don't do this, as then you will have a great deal of difficulty drawing multiple Player objects and having them interact easily (as you're finding out). Instead have Player be a logical (non-component) class, and have only one class extend JPanel and do all the drawing. This class can hold Player objects, perhaps held in a collection such as an ArrayList<Player>, and then iterate through the collection within its paintComponent method.
Other issues:
Do not use java.util.Timer and java.util.TimerTask for Swing animations since these classes do not follow Swing threading rules. Use instead a javax.swing.Timer.
Learn and use Java naming conventions. Variable names should all begin with a lower letter while class names with an upper case letter. Learning this and following this will allow us to better understand your code, and would allow you to better understand the code of others
If/when you do override a painting method such as paintComponent, be sure to call the super's method within your override, usually on the first line, so as not to break the painting chain. Also, use the #Override annotation before this method and any other methods that you think that you may be overriding so that the compiler catches possible errors with this.
For example (but not a complete example)
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
#SuppressWarnings("serial")
public class SimpleAnimation extends JPanel {
private static final int PREF_W = 800;
private static final int PREF_H = 600;
private static final int TIMER_DELAY = 20;
private Player2 playerLeft = new Player2(5, 150, Color.RED);
private Player2 playerRight = new Player2(150, 150, Color.BLUE);
public SimpleAnimation() {
playerLeft.setySpeed(1);
playerRight.setySpeed(-1);
new Timer(TIMER_DELAY, new TimerListener()).start();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
playerLeft.draw(g);
playerRight.draw(g);
}
#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) {
playerRight.move();
playerLeft.move();
repaint();
}
}
private static void createAndShowGui() {
SimpleAnimation mainPanel = new SimpleAnimation();
JFrame frame = new JFrame("SimpleAnimation");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> createAndShowGui());
}
}
class Player2 {
private static final int RECT_WIDTH = 20;
private static final int RECT_HEIGHT = 50;
private int x;
private int y;
private int ySpeed;
private Color color;
public Player2(int x, int y, Color color) {
this.x = x;
this.y = y;
this.color = color;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public void setySpeed(int ySpeed) {
this.ySpeed = ySpeed;
}
public int getySpeed() {
return ySpeed;
}
public void setLocation(int x, int y) {
setX(x);
setY(y);
}
public void move() {
setLocation(x, y + ySpeed);
}
public void draw(Graphics g) {
g.setColor(color);
g.fillRect(x, y, RECT_WIDTH, RECT_HEIGHT);
}
}

How to draw an array of Graphics

OK so i'm working on a school project (little animation) and I am currently trying to make rain. I'm not sure how I would go about drawing individual "drops" using JPanel. My Code so far:
Main Class:
public class RainPanel extends JPanel {
private static final long serialVersionUID = 1L;
public static void main(String[] args) {
new RainPanel();
}
private final int WIDTH = 800, HEIGHT = 800;
Drop drop;
public RainPanel() {
init();
}
public void init() {
JFrame frame = new JFrame("Rain");
JPanel drop = new Drop();
frame.setVisible(true);
frame.setSize(WIDTH, HEIGHT);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.add(drop);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
drop.paint(g);
}
Drop class:
public class Drop extends JPanel implements ActionListener{
private static final long serialVersionUID = 1L;
int x,y;
int yVel = 2;
Timer t = new Timer(5, this);
Random r = new Random();
ArrayList<Drop> DropArray;
public Drop() {
x = r.nextInt(800);
y = r.nextInt(800);
t.start();
}
public void paint(Graphics g) {
super.paintComponent(g);
DropArray = new ArrayList<>(100);
for (int i = 0; i < DropArray.size(); i++) {
DropArray.add(new Drop());
}
g.setColor(Color.BLUE);
g.fillRect(x, y, 3, 15);
}
public void update() {
y += yVel;
if (y > 800)
y = r.nextInt(800);
}
#Override
public void actionPerformed(ActionEvent e) {
update();
repaint();
}
I understand if you might be cringing hard right now (I'm fairly new to graphics coding and mostly familiar with Java itself). All i'm getting drawn currently is a single rain drop. Any suggestions are appreciated.
Don't call super.paintComponent from within paint, you're breaking the paint chain which could cause no end of issues. Override paintComponent directly instead
You shouldn't be modifying the state of a component or anything the component relies on from within any paint method, paint can be called a number of times in quick succession and this can cause no end of issues
Component based animation is not a simple task and unless you really, really need it, you should try and avoid it. Instead, write a class which is "paintable", which you can call from your paintComponent method
For example..
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Rectangle2D;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class RainDropsKeepFalling {
public static void main(String[] args) {
new RainDropsKeepFalling();
}
public RainDropsKeepFalling() {
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 RainPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class RainPane extends JPanel {
private List<Drop> drops = new ArrayList<>(100);
public RainPane() {
for (int index = 0; index < 100; index++) {
drops.add(new Drop(getPreferredSize()));
}
Timer timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
for (Drop drop : drops) {
drop.update(getSize());
repaint();
}
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (Drop drop : drops) {
Graphics2D g2d = (Graphics2D) g.create();
drop.paint(g2d);
g2d.dispose();
}
}
}
protected static final Random random = new Random();
public static class Drop {
private double vDelta = random.nextDouble() + 0.5;
private int height = 15;
private int width = 3;
private double x;
private double y = -height;
private Rectangle2D shape;
public Drop(Dimension size) {
x = random.nextInt(size.width - width) + width;
y = random.nextInt(size.height - height) + height;
shape = new Rectangle2D.Double(x, y, width, height);
}
public void paint(Graphics2D g2d) {
g2d.setColor(Color.BLUE);
g2d.fill(shape);
}
public void update(Dimension size) {
y += vDelta;
if (y > size.height) {
y = -height;
x = random.nextInt(size.width - width) + width;
}
shape.setRect(x, y, width, height);
}
}
}

Removing a rectangle with color on mouse release

I am developing a game and in some part of my game I want the rectangle to disappear on mouse release. I have placed 26 rectangles in an arrayList and remove the particular rectangle clicked as the mouse is released. So if I remove the fill methods, the rectangle disappears successfully but if the fill methods are there, it does not work anymore.
Here is my paint method:
public void paintComponent(Graphics g)
{
super.paintComponent(g);
Image img = Toolkit.getDefaultToolkit().getImage(Rectangles2.class.getResource("background.jpg"));
g.drawImage(img, 0, 0, this.getWidth(), this.getHeight(), this);
Graphics2D g2 = (Graphics2D) g;
for (Rectangle s : rectanglesList) {
g2.draw(s);
}
g2.setColor(bColor);
g2.fill(box1);
g2.fill(box2);
g2.fill(box3);
g2.fill(box4);
g2.fill(box5);
g2.fill(box6);
g2.fill(box7);
g2.fill(box8);
g2.fill(box9);
g2.fill(box10);
g2.fill(box11);
g2.fill(box12);
g2.fill(box25);
g2.setColor(wColor);
g2.fill(box13);
g2.fill(box14);
g2.fill(box15);
g2.fill(box16);
g2.fill(box17);
g2.fill(box18);
g2.fill(box19);
g2.fill(box20);
g2.fill(box21);
g2.fill(box22);
g2.fill(box23);
g2.fill(box24);
g2.fill(box26);
}
Here is how I did the removing of the rectangle (Just an excerpt):
if (box1.getBounds().contains(x, y)) {
pickedPanelNum = 0;
rectanglesList.remove(box1);
panelsPane.repaint();
}
Here are the values of the bColor and wColor:
Color bColor = Color.BLACK;
Color wColor = Color.WHITE;
NOTE:
The pickedPanelNum is just for assigning an int value and has no connection to the problem.
I think it is because when I repaint, the fill methods are still there. However I have no idea for an alternate way of painting the rectangles.
I hope my problem is stated clearly. If you have ideas how I could solve this, please tell me. Thank you!
UPDATE:
Here is a shorter, runnable version of my program. (Background image isn't included though):
import java.awt.*;
import java.awt.Color.*;
import java.awt.event.*;
import javax.swing.*;
import java.util.*;
import java.awt.geom.Rectangle2D;
public class Rec extends JComponent
{
public ArrayList<Rectangle> rectanglesList = new ArrayList<Rectangle>();
public int arrx[] = new int[120];
public int arry[] = new int[120];
JFrame frame = new JFrame();
public int xSize = 2000;
public int ySize = 1000;
public int x;
public int y;
public int pickedPanelNum = 0;
public String pickedPanelDash = "";
public String pickedPanelColor = "";
Color bColor = Color.BLACK;
Color wColor = Color.WHITE;
boolean removedPanel = false;
public void launchFrame()
{
Random rand = new Random();
for(int x = 0;x<120;x++)
{
arrx[x] = rand.nextInt(640);
arry[x] = rand.nextInt(590);
}
Rectangle box1 = new Rectangle(arrx[103],arry[59],80,90);
Rectangle box2 = new Rectangle(arrx[105],arry[3],80,90);
rectanglesList.add(box1);
rectanglesList.add(box2);
JPanel mainPanel = new JPanel();
JPanel panelsPane = new JPanel()
{
public void paintComponent(Graphics g)
{
super.paintComponent(g);
Image img = Toolkit.getDefaultToolkit().getImage(Rectangles2.class.getResource("background.jpg"));
g.drawImage(img, 0, 0, this.getWidth(), this.getHeight(), this);
Graphics2D g2 = (Graphics2D) g;
for (Rectangle s : rectanglesList) {
g2.draw(s);
}
g2.setColor(bColor);
g2.fill(box1);
g2.setColor(wColor);
g2.fill(box2);
}
};
JPanel rightPane = new JPanel();
panelsPane.addMouseListener (new MouseAdapter ()
{
public void mousePressed(MouseEvent event)
{
x = event.getX();
y = event.getY();
}
public void mouseReleased(MouseEvent event)
{
if (box1.getBounds().contains(x, y)) {
pickedPanelNum = 0;
rectanglesList.remove(box1);
panelsPane.repaint();
}
if (box2.getBounds().contains(x, y)) {
pickedPanelNum = 1;
rectanglesList.remove(box2);
panelsPane.repaint();
}
}
});
panelsPane.addMouseMotionListener (new MouseAdapter ()
{
public void mouseDragged(MouseEvent event)
{
Rec obj = new Rec();
int dx = event.getX() - x;
int dy = event.getY() - y;
if (box1.getBounds().contains(x, y)) {
box1.x += dx;
box1.y += dy;
panelsPane.repaint();
}
if (box2.getBounds().contains(x, y)) {
box2.x += dx;
box2.y += dy;
panelsPane.repaint();
}
x += dx;
y += dy;
}
public void mouseReleased(MouseEvent event) {}
public void mouseClicked(MouseEvent event) {}
public void mouseEntered(MouseEvent event) {}
public void mouseExited(MouseEvent event) {}
});
panelsPane.setPreferredSize(new Dimension (800, ySize-315));
rightPane.setPreferredSize(new Dimension (530, ySize-315));
mainPanel.setPreferredSize(new Dimension (xSize, ySize));
frame.setPreferredSize(new Dimension (xSize, ySize));
rightPane.setBackground(Color.gray);
mainPanel.add(panelsPane);
mainPanel.add(rightPane);
frame.add(mainPanel);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
}
public static void main(String args[])
{
Rec obj = new Rec();
obj.launchFrame();
}
}
Even if you remove box1 from the List, there is nothing stopping it from getting filled in your paintComponent method, the for-loop is only drawing the outline of the rectangles within the list, but you code implicitly fills them anyway.
So, first, get rid of all the box{n} variables. Next change the paintComponent method...
public void paintComponent(Graphics g) {
super.paintComponent(g);
//Image img = Toolkit.getDefaultToolkit().getImage(Rectangles2.class.getResource("background.jpg"));
//g.drawImage(img, 0, 0, this.getWidth(), this.getHeight(), this);
Graphics2D g2 = (Graphics2D) g;
for (Rectangle s : rectanglesList) {
g2.setColor(bColor);
g2.fill(s);
g2.setColor(wColor);
g2.draw(s);
}
}
So, this just uses the rectanglesList to first draw the rectangles and the fill them
Then, lets update the mouseReleased...
public void mouseReleased(MouseEvent event) {
// Because the rectangles are painted in order, the later
// rectangles are painted over the eailer ones, so, we reverse
// the list so we can check for the higher positioned
// rectangles
List<Rectangle> copy = new ArrayList<>(rectanglesList);
Collections.reverse(copy);
for (Rectangle r : copy) {
if (r.contains(event.getPoint())) {
rectanglesList.remove(r);
break;
}
}
event.getComponent().repaint();
}
Okay, this is little more funky, but basically, we reverse the list of rectangles (because those rectangles that appear later in the list are painted over those that appear before them) and checks to see if the mouse was clicked within any one of them. The moment we find a match, we break out of the loop and repaint the component which generated the event
And, because it's nice to see this stuff running, a complete example...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Iterator;
import java.util.List;
import java.util.Random;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Rec extends JComponent {
public ArrayList<Rectangle> rectanglesList = new ArrayList<Rectangle>();
public int arrx[] = new int[120];
public int arry[] = new int[120];
JFrame frame = new JFrame();
public int xSize = 2000;
public int ySize = 1000;
public int x;
public int y;
public int pickedPanelNum = 0;
public String pickedPanelDash = "";
public String pickedPanelColor = "";
Color bColor = Color.BLACK;
Color wColor = Color.WHITE;
boolean removedPanel = false;
public void launchFrame() {
Random rand = new Random();
for (int x = 0; x < 10; x++) {
arrx[x] = rand.nextInt(640);
arry[x] = rand.nextInt(590);
rectanglesList.add(new Rectangle(arrx[x], arry[x], 80, 90));
}
JPanel mainPanel = new JPanel();
JPanel panelsPane = new JPanel() {
public void paintComponent(Graphics g) {
super.paintComponent(g);
// Image img = Toolkit.getDefaultToolkit().getImage(Rectangles2.class.getResource("background.jpg"));
// g.drawImage(img, 0, 0, this.getWidth(), this.getHeight(), this);
Graphics2D g2 = (Graphics2D) g;
for (Rectangle s : rectanglesList) {
g2.setColor(bColor);
g2.fill(s);
g2.setColor(wColor);
g2.draw(s);
}
}
};
JPanel rightPane = new JPanel();
panelsPane.addMouseListener(new MouseAdapter() {
public void mousePressed(MouseEvent event) {
x = event.getX();
y = event.getY();
}
public void mouseReleased(MouseEvent event) {
// Because the rectangles are painted in order, the later
// rectangles are painted over the eailer ones, so, we reverse
// the list so we can check for the higher positioned
// rectangles
List<Rectangle> copy = new ArrayList<>(rectanglesList);
Collections.reverse(copy);
for (Rectangle r : copy) {
if (r.contains(event.getPoint())) {
rectanglesList.remove(r);
break;
}
}
event.getComponent().repaint();
}
});
panelsPane.addMouseMotionListener(new MouseAdapter() {
public void mouseDragged(MouseEvent event) {
}
public void mouseReleased(MouseEvent event) {
}
public void mouseClicked(MouseEvent event) {
}
public void mouseEntered(MouseEvent event) {
}
public void mouseExited(MouseEvent event) {
}
});
panelsPane.setPreferredSize(new Dimension(800, ySize - 315));
rightPane.setPreferredSize(new Dimension(530, ySize - 315));
mainPanel.setPreferredSize(new Dimension(xSize, ySize));
frame.setPreferredSize(new Dimension(xSize, ySize));
rightPane.setBackground(Color.gray);
mainPanel.add(panelsPane);
mainPanel.add(rightPane);
frame.add(mainPanel);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
}
public static void main(String args[]) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
Rec obj = new Rec();
obj.launchFrame();
}
});
}
}

Is it possible to make a graphics object final for internal loop?

It seems like if my graphics object were final, as the error says it should be that I would never be able to change it. I have been reading about assigning variables to final variables before using them in my timer loop in order to get around this, but I don't even know how to begin to approach that for a graphics object. Would I need to copy the final graphics object back to the normal graphics object? Here is some code.
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.Graphics2D;
import java.awt.Graphics;
import java.util.ArrayList;
public class Test extends JPanel{
abstract class graphic {
public Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
public int[] location = new int[] {screenSize.width/2,screenSize.height/2};
}
public class gladiator extends graphic {
void draw(Graphics g) {
g.setColor(Color.green);
g.fillArc(location[0], location[1], 100, 100, 45, 90);
g.setColor(Color.black);
g.fillArc((location[0]+50-10),(location[1]+50-10), 20, 20, 0, 360);
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
gladiator[] gladiator = new gladiator[2];
ArrayList<gladiator> gladiatorList = new ArrayList<gladiator>();
for (int a =0; a < 2; a++) {
final gladiator[a] = new gladiator();
final gladiatorList.add(gladiator[a]);
}
new Timer(200, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
for (int a = 0; a < gladiatorList.size(); a++) {
gladiator[a].draw(g);
}
repaint();
System.out.println("repainting");
}
}).start();
}
public void setLocation(int x, int y){
//this.location[0] = x;
//this.location[1] = y;
}
public static void main(String[] args){
JFrame jf=new JFrame();
jf.setDefaultCloseOperation
(JFrame.EXIT_ON_CLOSE);
jf.setPreferredSize(Toolkit.getDefaultToolkit().getScreenSize());
jf.add(new Test());
jf.pack();
jf.setVisible(true);
}
}
This is the bit which returns that pretty much all of the line inside the for loop should be final.
new Timer(200, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
for (int a = 0; a < gladiatorList.size(); a++) {
gladiator[a].draw(g);
}
repaint();
System.out.println("repainting");
}
}).start();
Thanks!
To use a local variable inside an anonymous class defined in the same method, you must make the local variable final.
This doesn't prevent you from modifying the object to which a reference variable points.
In your case, your anonymous class is using g, gladiator and gladiatorList. So mark all these final:
protected void paintComponent( final Graphics g) {
...
final gladiator[] gladiator = new gladiator[2];
final ArrayList<gladiator> gladiatorList = new ArrayList<gladiator>();
You really shouldn't have the timer in your paintComponent, it fires off a new timer whenever the OS feels like painting the component. You can see this by simply changing your repainting sysout to System.out.println("repainting in: " + this);
As for the finality of the Graphics variable:
final Graphics2D g2d = (Graphics2D) g.create();
Use g2d inside the timer.
Edit:
A full example:
public class ExampleAnimationOfMyStuff extends JPanel {
MovingRectangle[] rectangles = new MovingRectangle[20];
public ExampleAnimationOfMyStuff() {
for (int i = 0; i < rectangles.length; i++) {
rectangles[i] = new MovingRectangle();
}
}
public static void main(String[] args) {
JFrame frame = new JFrame("Animated rectangles");
ExampleAnimationOfMyStuff anime = new ExampleAnimationOfMyStuff();
frame.getContentPane().add(anime);
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
anime.animate();
frame.setVisible(true);
}
#Override
#Transient
public Dimension getPreferredSize() {
return new Dimension(1000, 1000);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (MovingRectangle rectangle : rectangles) {
g.setColor(rectangle.color);
g.fillRect(rectangle.x, rectangle.y, rectangle.width,
rectangle.height);
}
}
public void animate() {
new Timer(100, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
for (MovingRectangle rectangle : rectangles) {
rectangle.tick();
}
repaint();
System.out.println("repainting");
}
}).start();
}
public static class MovingRectangle extends Rectangle {
public static Random random = new Random();
int speedX, speedY;
Color color;
public void tick() {
if (getX() + speedX > 1000 || getX() + speedX < 0) {
speedX *= -1;
}
if (getY() + speedY > 1000 || getY() + speedY < 0) {
speedY *= -1;
}
setRect(getX() + speedX, getY() + speedY, getWidth(), getHeight());
}
public MovingRectangle() {
super(random.nextInt(1000), random.nextInt(1000), random
.nextInt(40), random.nextInt(40));
this.speedX = (random.nextDouble() > 0.5) ? 4 : -4;
this.speedY = (random.nextDouble() > 0.5) ? 4 : -4;
this.color = new Color(random.nextInt(256), random.nextInt(256),
random.nextInt(256));
}
}
}
The above code seperates the timer from the paintcomponent using an array of custom objects (like you have), no need to declare things final and also removes the flickering you experienced (due to new timers firing off). It paints pretty rectangles on the screen that move about ;)
If you make your variable final, it means that that variable will always be a reference to the same object instance. It does not mean that the contents of the object instance cannot be changed. You cannot assign a new reference to that variable, but you can do anything you want to the instance itself (call methods that might modify its state, read/write the fields, etc.).

Smooth out Java paint animations

I would like to make my app draw moving image a little smoother than how it is currently drawing them. I am not sure what to do to do that.
This is what my main game Thread looks like:
#Override
public void run(){
int delay = 500; //milliseconds
ActionListener taskPerformer = new ActionListener(){
#Override
public void actionPerformed(ActionEvent evt){
Car car = new Car();
int speed = (int)(3 + Math.floor(Math.random() * (6 - 3)));
car.setSpeed(speed);
MainLoop.this.gameObjects.vehicles.add(car.create("/Media/Graphics/blueCar.png", width - 20, 78));
car.driveTo(0, 78);
}
};
new Timer(delay, taskPerformer).start();
try{
while(true){
this.repaint();
for(GameObject go : this.gameObjects.vehicles){
// loops through objects to move them
Vehicle vh = (Vehicle) go;
this.moveVehicle(vh);
if(vh.getX() <= vh.getDestX()){
vh.markForDeletion(true);
}
}
this.gameObjects.destroyVehicles();
Thread.sleep(1);
}
}catch(Exception e){
e.printStackTrace();
}
}
This is a method that calculates the items next x/y position
protected void moveVehicle(Vehicle vh){
int cx = vh.getX();
int dx = vh.getDestX();
int cy = vh.getY();
int dy = vh.getDestY();
// move along x axis
// getMaxSpeed() = Number between 3 and 6
if(cx > dx && vh.movingX() == -1){
vh.setX(cx - vh.getMaxSpeed());
}else if(cx < dx && vh.movingX() == 1){
vh.setX(cx + vh.getMaxSpeed());
}else{
vh.setX(dx);
}
// move along y axis
// getMaxSpeed() = Number between 3 and 6
if(cy > dy && vh.movingY() == -1){
vh.setY(cy - vh.getMaxSpeed());
}else if(cy < dy && vh.movingY() == 1){
vh.setY(cy + vh.getMaxSpeed());
}else{
vh.setY(dy);
}
}
This is my paint method:
#Override
public void paintComponent(Graphics graphics){
super.paintComponent(graphics);
Graphics2D g = (Graphics2D) graphics;
for(GameObject go : gameObjects.vehicles){
g.drawImage(go.getSprite(), go.getX(), go.getY(), this);
}
}
This is possibly more info than needed, but I would like to know, what should I do to make items move from left -> right top -> bottom as smoothly as possible, without much of a performance loss?
Edit: Requested sscce:
package sscce;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Sscce extends JPanel implements Runnable{
ArrayList<Square> squares = new ArrayList<>();
public Sscce(){
JFrame frame = new JFrame();
frame.setSize(500, 500);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
frame.add(this);
Thread t = new Thread(this);
t.start();
}
public static void main(String[] args){
new Sscce();
}
#Override
public void run(){
int delay = 500; //milliseconds
ActionListener taskPerformer = new ActionListener(){
#Override
public void actionPerformed(ActionEvent evt){
Square squ = new Square();
Sscce.this.squares.add(squ);
squ.moveTo(0);
}
};
new Timer(delay, taskPerformer).start();
while(true){
try{
for(Square s : this.squares){
int objX = s.getX();
int desX = s.getDestX();
if(objX <= desX){
System.out.println("removing");
this.squares.remove(s);
}else{
s.setX(s.getX() - 10);
}
}
this.repaint();
Thread.sleep(30);
}catch(Exception e){
}
}
}
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
for(Square s : squares){
g.setColor(Color.blue);
g.fillRect(s.getX(), s.getY(), 50, 50);
}
}
}
class Square{
public int x = 0, y = 0, destX = 0;
public Square(){
this.x = 400;
this.y = 100;
}
public void moveTo(int destX){
this.destX = destX;
}
public int getX(){
return this.x;
}
public int getDestX(){
return this.destX;
}
public void setX(int x){
this.x = x;
}
public int getY(){
return this.y;
}
}
First note, for some reason, I had issues with the JPanel implementing Runnable when running it under MacOS - I have no idea why, but that's why I moved it out.
It is possible for your squares to be update while it is been used to paint which will cause an exception (also, removing elements from a list while you're iterating it isn't a good idea either ;))
Instead, I have two lists. I have a model, which the list can modify and then the paint list which the paint method can use. This allows the thread to modifiy the model, while a paint process is underway.
To prevent any clash, I've added in a lock, which prevents one thread from modifying/accessing the paint list, while another thread has it locked.
Now. Down to the real problem. The main issue you're having isn't the amount of time between the updates, but the distance you are moving. Reduce the distance (to make it slower) and standarise the updates.
Most people won't notice anything much over 25fps, so trying to do much more then that is just wasting CPU cycles and starving the repaint manager, preventing it from actually updating the screen.
It's a balancing act to be sure...
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.locks.ReentrantLock;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TestAnimation11 extends JPanel {
private ArrayList<Square> squares = new ArrayList<>();
private ReentrantLock lock;
public TestAnimation11() {
lock = new ReentrantLock();
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame();
frame.setSize(500, 500);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
frame.add(TestAnimation11.this);
Thread t = new Thread(new UpdateEngine());
t.start();
}
});
}
public static void main(String[] args) {
new TestAnimation11();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Square[] paint = null;
lock.lock();
try {
paint = squares.toArray(new Square[squares.size()]);
} finally {
lock.unlock();
}
for (Square s : paint) {
g.setColor(Color.blue);
g.fillRect(s.getX(), s.getY(), 50, 50);
}
}
public class UpdateEngine implements Runnable {
private List<Square> model = new ArrayList<>(squares);
#Override
public void run() {
int ticks = 0;
List<Square> dispose = new ArrayList<>(25);
while (true) {
ticks++;
dispose.clear();
for (Square s : model) {
int objX = s.getX();
int desX = s.getDestX();
if (objX <= desX) {
dispose.add(s);
} else {
s.setX(s.getX() - 2);
}
}
model.removeAll(dispose);
if (ticks == 11) {
Square sqr = new Square();
sqr.moveTo(0);
model.add(sqr);
} else if (ticks >= 25) {
ticks = 0;
}
lock.lock();
try {
squares.clear();
squares.addAll(model);
} finally {
lock.unlock();
}
repaint();
try {
Thread.sleep(40);
} catch (Exception e) {
}
}
}
}
class Square {
public int x = 0, y = 0, destX = 0;
public Square() {
this.x = 400;
this.y = 100;
}
public void moveTo(int destX) {
this.destX = destX;
}
public int getX() {
return this.x;
}
public int getDestX() {
return this.destX;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return this.y;
}
}
}

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