I have to do a little Game in Java Swing for school. I created some gifs for it and wanted to put them in and I did, but the problem is that the gifs flicker sometimes. I really can't find anything on the Internet and honestly I don't even know where to start to look exactly.
My code:
import javax.swing.*;
import java.awt.*;
import java.net.URL;
public class Chicken extends JFrame {
private int canvasWidth = 560;
private int canvasHeight = 480;
private Color sideGreen = new Color(14, 37, 14);
private Color gapGreen = new Color(56, 148, 56);
private Color edgeGreen = new Color(49, 129, 49);
private Image chicken;
private Image cookie;
private DrawCanvas canvas;
public Chicken() {
canvas = new DrawCanvas();
canvas.setPreferredSize(new Dimension(canvasWidth, canvasHeight));
try {
addImages();
} catch (Exception ex) {
ex.printStackTrace();
}
Container cp = getContentPane();
cp.add(canvas);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setResizable(false);
setTitle("Chicken");
pack();
setVisible(true);
}
private class DrawCanvas extends JPanel {
#Override
public void update(Graphics g) {
paintComponent(g);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
setDoubleBuffered(true);
setBackground(Color.BLACK);
g2.setColor(sideGreen);
g2.fillRect(0, 0, 80, canvasHeight);
g2.fillRect(canvasWidth - 80, 0, 80, 480);
g2.setColor(gapGreen);
g2.fillRect(80, 0, 400, 100);
g2.fillRect(80, canvasHeight - 100, 400, 100);
g2.setColor(edgeGreen);
g2.fillRect(80, 80, 400, 20);
g2.fillRect(80, canvasHeight - 100, 400, 20);
g2.drawImage(cookie, 85, 5, this);
g2.drawImage(chicken, 150, 120, this);
}
}
private void addImages() throws Exception {
ImageIcon iconCookie = new ImageIcon(new URL("https://i.stack.imgur.com/1PcWC.gif"));
Image cookieimage = iconCookie.getImage();
Image newimg = cookieimage.getScaledInstance(70, 70, Image.SCALE_DEFAULT);
iconCookie = new ImageIcon(newimg);
ImageIcon iconChicken = new ImageIcon(new URL("https://i.stack.imgur.com/qJA7G.gif"));
Image chickenimage = iconChicken.getImage();
Image newimgc = chickenimage.getScaledInstance(250, 250, Image.SCALE_DEFAULT);
iconChicken = new ImageIcon(newimgc);
chicken = iconChicken.getImage();
cookie = iconCookie.getImage();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> new Chicken());
}
}
Is there something wrong in the code? Or is there another way to do it and I've just done it wrong? The gifs should be fine, I've created them myself and they look fine when I view them from my PC.
Chicken
Cookie
Edit
Found out that the chicken isn't flickering when I remove the cookie, but I don't know why.
Remove setDoubleBuffered(true); from paintComponent. Probably temptative code. You could call it in the constructor, but by default double buffering is on. Move setBackground(Color.BLACK); to the constructor.
Then remove the update method.
You normally do not need to call super.paintComponent();. Comment it out, and try to see a change.
You might do setContentPane(canvas).
Should there still be a problem, then it is due to the inner workings of gif handling.
Related
i have been working on a flashing beacon on java using Jpanel, paint component and timers, however i am having trouble trying to get the buttons within the code to function. when the code is run, the flash button is supposed to prompt the beacon to start blinking/flashing whereas the steady button keeps it on the same colour. the alternating colours for the beacon are orange and grey.As well as this i cant seem to get rid of a button that keeps appearing in the top left of the window when the code is run. so far, this is what i have
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Ellipse2D;
/**
* Created by Enoch on 26/03/2015.
*/
class BelishaBeacon extends JPanel {
Color startLight, stopLight, color;
public void paintComponent(Graphics g) {
super.paintComponents(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(color);
Ellipse2D firstOval = new Ellipse2D.Double(130, 70, 50, 50);
g2.draw(firstOval);
g2.fill(firstOval);
g2.setColor(Color.BLACK);
Rectangle rect1 = new Rectangle(150, 119, 10, 35);
g2.draw(rect1);
g2.fill(rect1);
g2.setColor(Color.WHITE);
Rectangle rect2 = new Rectangle(150, 150, 10, 35);
g2.draw(rect2);
g2.fill(rect2);
g2.setColor(Color.BLACK);
Rectangle rect3 = new Rectangle(150, 180, 10, 35);
g2.draw(rect3);
g2.fill(rect3);
g2.setColor(Color.WHITE);
Rectangle rect4 = new Rectangle(150, 210, 10, 35);
g2.draw(rect4);
g2.fill(rect4);
g2.setColor(Color.BLACK);
Rectangle rect5 = new Rectangle(150, 240, 10, 35);
g2.draw(rect5);
g2.fill(rect5);
g2.setColor(Color.WHITE);
Rectangle rect6 = new Rectangle(150, 270, 10, 35);
g2.draw(rect6);
g2.fill(rect6);
g2.setColor(Color.BLACK);
Rectangle rect7 = new Rectangle(150, 300, 10, 35);
g2.draw(rect7);
g2.fill(rect7);
g2.setColor(Color.WHITE);
Rectangle rect8 = new Rectangle(150, 330, 10, 35);
g2.draw(rect8);
g2.fill(rect8);
g2.setColor(Color.BLACK);
Rectangle rect9 = new Rectangle(150, 360, 10, 35);
g2.draw(rect9);
g2.fill(rect9);
g2.setColor(Color.WHITE);
Rectangle rect10 = new Rectangle(150, 390, 10, 35);
g2.draw(rect10);
g2.fill(rect10);
}
public BelishaBeacon() {
startLight = Color.ORANGE;
stopLight = Color.LIGHT_GRAY;
color = startLight;
new Blinker(this);
setBackground(Color.white);
}
public void blink()
{
color = (color == startLight ? stopLight : startLight);
repaint();
}
}
//
class Blinker
{
BelishaBeacon blinkPanel;
public Blinker(BelishaBeacon bp)
{
blinkPanel = bp;
new Timer(500, new ActionListener()
{
public void actionPerformed(ActionEvent e)
{
blinkPanel.blink();
}
}).start();
}
}
//
class BelishaBeaconViewer extends JFrame {
JButton jbtFlash = new JButton("Flash");
JButton jbtSteady = new JButton("Steady");
JPanel bPanel = new JPanel();
BelishaBeacon bBPanel = new BelishaBeacon();
public BelishaBeaconViewer() {
bPanel.add(jbtFlash);
this.add(bPanel, BorderLayout.SOUTH);
bPanel.add(jbtSteady);
this.add(bBPanel, BorderLayout.CENTER);
jbtFlash.addActionListener(new FlashListener());
jbtSteady.addActionListener(new SteadyListener());
}
class FlashListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
repaint();
}
}
class SteadyListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
repaint();
}
}
public static void main(String[] args) {
JFrame bBFrame = new BelishaBeaconViewer();
bBFrame.setTitle("Belisha Beacon");
bBFrame.setSize(300, 300);
bBFrame.setDefaultCloseOperation((JFrame.EXIT_ON_CLOSE));
bBFrame.setVisible(true);
}
}
i cant seem to get rid of a button that keeps appearing in the top left of the window
//super.paintComponents(g); // typo
super.paintComponent(g); // should be
Don't start the Timer automatically.
The FlashListener should start the Timer, no need for the repaint
The SteadyListner should stop the Timer, no need for the repaint.
First of all I am making a minigame with the Five Nights At Freddy's graphics and jump scares. I already know how to import and draw a picture (png and etc). The only one I don't know how to import, are gifs.
Here Is My Code:
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
public class Minigame extends JPanel
{
/**
*
*/
private static final long serialVersionUID = 1L;
GameEvents gameEvents = new GameEvents();
Timer gameTimer = new Timer(1, gameEvents);
int i = 0;
int horizontalposition = 500;
int verticalposition = 500;
BufferedImage Picture;
BufferedImage Picture2;
BufferedImage Picture3;
BufferedImage Picture4;
BufferedImage Picture5;
BufferedImage Picture6;
//Don't forget to declare your variables!
Minigame()
{
gameTimer.start();
this.addKeyListener(gameEvents);
try
{
Picture = ImageIO.read(getClass().getResource("Child.gif"));
Picture2 = ImageIO.read(getClass().getResource("Freddycake_Gif.gif"));
Picture3 = ImageIO.read(getClass().getResource("Purple_man.png"));
Picture4 = ImageIO.read(getClass().getResource("Cake_Child_Idle.png"));
Picture5 = ImageIO.read(getClass().getResource("Cake_Child.gif"));
//The format for this is Picture = ImageIO.read(getClass().getResource("NameOfFile.typeoffile"));
}
catch (IOException e)
{
System.out.println("Pictures failed to load");
}
}
#Override
protected void paintComponent(Graphics g)
{
g.setColor(Color.black);
g.fillRect(0,0,this.getWidth(), this.getHeight());
///g.drawImage(Picture, horizontalposition, verticalposition, 100, 150, null);
g.drawImage(Picture, 200, 10, 70, 100, null);
g.drawImage(Picture, 200, 100, 70, 100, null);
g.drawImage(Picture, 200, 200, 70, 100, null);
g.drawImage(Picture, 200, 300, 70, 100, null);
g.drawImage(Picture, 200, 400, 70, 100, null);
g.drawImage(Picture, 200, 500, 70, 100, null);
g.drawImage(Picture2, horizontalposition, verticalposition, 100, 150, null);
g.drawImage(Picture3, 1100, 50, 100, 150, null);
g.drawImage(Picture4, 900, 50, 100, 150, null);
//g.drawImage(Picture5, 900, 50, 100, 150, null);
}
public class GameEvents implements ActionListener, KeyListener
{
#Override
public void actionPerformed(ActionEvent arg0)
{
repaint();
}
#Override
public void keyPressed(KeyEvent key) //stuff inside here happens when a key is pressed
{
if(key.getKeyChar()=='d')
{
horizontalposition=horizontalposition+50;
}
if(key.getKeyChar()=='s')
{
verticalposition=verticalposition+50;
}
if(key.getKeyChar()=='w')
{
verticalposition=verticalposition-50;
}
if(key.getKeyChar()=='a')
{
horizontalposition=horizontalposition-50;
}
if(horizontalposition<0)
{
horizontalposition=0;
}
System.out.println(key.getKeyChar());
System.out.println('d');
}
#Override
public void keyReleased(KeyEvent arg0) {
}
#Override
public void keyTyped(KeyEvent arg0) {
}
}
public static void main(String[] args)
{
JFrame f = new JFrame("Java Graphics Example Project");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Minigame p = new Minigame();
f.setSize(1500,700);
f.add(p);
f.setVisible(true);
p.requestFocusInWindow();
}
}
Any yes, I already know how to do g.drawImage();
Look up this answer response: Show animated GIF
If you don't feel like it, I'll just put the code of the person who replied here. However, they explain it there and really go in detail.
THIS IS THE CODE FROM STACKER WHO EXPLAINED IT ON THE LINK I GAVE YOU
public static void main(String[] args) throws MalformedURLException {
URL url = new URL("<URL to your Animated GIF>");
Icon icon = new ImageIcon(url);
JLabel label = new JLabel(icon);
JFrame f = new JFrame("Animation");
f.getContentPane().add(label);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
}
I'm just getting back into Java programming and long story short, I made an Applet without knowing those can only run in browsers so I tried to change to code so I could put it in a runnable .Jar, but when I run my code it doesn't do anything.
public static void main(String args[])
{
setBackground(Color.black); //Sets the background to black.
Font myFont = new Font("Arial", Font.PLAIN, 14); //Makes "myFont" a font that is plain.
setFont(myFont); //Sets the font to "myFont"..
}
private static void setFont(Font myFont) {
}
private static void setBackground(Color black) {
}
public void paint(java.awt.Graphics g) {
g.setColor(Color.blue); //Sets anything in "paint" to be in blue.
int xArray[] = {20, 110, 200, 200, 110, 20, 20}; //This line, and the line below are the cords for the bowtie.
int yArray[] = {20, 45, 20, 100, 65, 100, 20};
g.drawPolygon(xArray, yArray, 7); //Draws the bowtie.
g.drawString("Bow ties are no longer cool.", 20, 150); //Writes the text.
}
}
The code is only doing what you tell it to:
The main method will run of course.
It then calls setFont, setBackground, both methods of which do nothing since you've written them to do nothing
And then the main method and the program ends.
A paint(...) method will have no effect if it is not overriding the paint method of a Swing component, which yours is not.
Better to override the paintComponent method of a Swing component, which the tutorials will tell you all about.
I'm surprised that you're expecting it to do more. If you want a GUI to actually show, then get most of your code out of the static realm and into the class or instance realm, have your code extend JPanel, override its paintComponent, and put your JPanel in a JFrame in your main method. Most important, read the tutorials as they will show you the best path for this. You can find links to the Swing tutorials and other Swing resources here: Swing Info
For example,
import java.awt.*;
import javax.swing.*;
public class SwingExample extends JPanel {
private static final int PREF_W = 400;
private static final int PREF_H = 300;
public SwingExample() {
setBackground(Color.black); //Sets the background to black.
Font myFont = new Font("Arial", Font.PLAIN, 14); //Makes "myFont" a font that is plain.
setFont(myFont); //Sets the font to "myFont"..
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.blue); //Sets anything in "paint" to be in blue.
int xArray[] = {20, 110, 200, 200, 110, 20, 20}; //This line, and the line below are the cords for the bowtie.
int yArray[] = {20, 45, 20, 100, 65, 100, 20};
g.drawPolygon(xArray, yArray, 7); //Draws the bowtie.
g.drawString("Bow ties are no longer cool.", 20, 150); //Writes the text.
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
private static void createAndShowGui() {
SwingExample mainPanel = new SwingExample();
JFrame frame = new JFrame("SwingExample");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
I am using a quite basic setup with a class extending JPanel, which I add to a JFrame.
import java.awt.*;
import javax.swing.*;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
import java.awt.event.*;
import java.awt.geom.RoundRectangle2D;
import java.awt.image.*;
import java.io.*;
import javax.imageio.ImageIO;
public class PinTestMCVE extends JPanel implements ActionListener{
BufferedImage loadedImage;
JButton calcButton;
public static void main(String[] args) {
new PinTestMCVE();
}
public PinTestMCVE() {
loadedImage = getTestImage();
JPanel toolbarPanel = new JPanel();
calcButton = new JButton("calcButton...");
toolbarPanel.add(calcButton);
calcButton.addActionListener(this);
JFrame jf = new JFrame();
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jf.getContentPane().setLayout(new BorderLayout());
jf.getContentPane().add(toolbarPanel, BorderLayout.NORTH);
jf.getContentPane().add(this, BorderLayout.CENTER);
jf.setSize(1250, 950);
jf.setVisible(true);
}
public void paintComponent(Graphics g) {
g.drawImage(loadedImage, 0, 0, this);
}
public void actionPerformed(ActionEvent e) {
System.out.println("ActionEvent " + e.getActionCommand());
if(e.getSource().equals(calcButton)){
this.repaint();
}
}
//Please ignore the inner workings of this
public static BufferedImage getTestImage(){
BufferedImage image = new BufferedImage(500, 500, BufferedImage.TYPE_INT_RGB);
Graphics2D g2d = image.createGraphics();
g2d.setPaint(Color.GRAY);
g2d.fillRect ( 0, 0, image.getWidth(), image.getHeight() );
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setPaint(Color.gray);
int x = 5;
int y = 7;
GradientPaint redtowhite = new GradientPaint(x, y, Color.red, 200, y, Color.blue);
g2d.setPaint(redtowhite);
g2d.fill(new RoundRectangle2D.Double(x, y, 200, 200, 10, 10));
return image;
}
}
What happens is that INITIALLY the window is painted properly, but once paintComponent is called, a strip of the old image (with the same height as the toolbar panel) is visible below the newly painted images - similar to playing card sticking out from a deck. But then, if I manually resize the window by for instance dragging the border, the background is grayed out as it should.
What is going on and how do I fix this?
As outlined here, you need to pack() the frame before calling setVisible(). You can override getPreferredSize() to specify a suitable initial Dimension. Also consider using a Border. See also Initial Threads.
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
import java.awt.geom.RoundRectangle2D;
import java.awt.image.*;
public class PinTestMCVE extends JPanel implements ActionListener{
private static final int SIZE = 200;
BufferedImage loadedImage;
JButton calcButton;
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new PinTestMCVE();
}
});
}
public PinTestMCVE() {
loadedImage = getTestImage();
JPanel toolbarPanel = new JPanel();
calcButton = new JButton("calcButton...");
toolbarPanel.add(calcButton);
calcButton.addActionListener(this);
JFrame jf = new JFrame();
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jf.add(toolbarPanel, BorderLayout.NORTH);
jf.add(this, BorderLayout.CENTER);
jf.pack();
jf.setLocationRelativeTo(null);
jf.setVisible(true);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(SIZE, SIZE);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(loadedImage, 0, 0, this);
}
#Override
public void actionPerformed(ActionEvent e) {
System.out.println("ActionEvent " + e.getActionCommand());
if(e.getSource().equals(calcButton)){
this.repaint();
}
}
//Please ignore the inner workings of this
public static BufferedImage getTestImage(){
BufferedImage image = new BufferedImage(SIZE, SIZE, BufferedImage.TYPE_INT_RGB);
Graphics2D g2d = image.createGraphics();
g2d.setPaint(Color.GRAY);
g2d.fillRect ( 0, 0, image.getWidth(), image.getHeight() );
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setPaint(Color.gray);
GradientPaint redtowhite = new GradientPaint(5, 5, Color.red, SIZE, 5, Color.blue);
g2d.setPaint(redtowhite);
g2d.fill(new RoundRectangle2D.Double(5, 5, SIZE - 10, SIZE - 10, 10, 10));
return image;
}
}
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Tetris extends JFrame {
public Tetris() {
add(new GamePanel());
setDefaultCloseOperation(EXIT_ON_CLOSE);
setResizable(false);
setSize(800, 600);
setVisible(true);
setLocationRelativeTo(null);
setTitle("Tetris");
}
public class GamePanel extends JPanel {
public GamePanel(){
TetrisBoard tetraBoard= new TetrisBoard();
GridBagLayout layout= new GridBagLayout();
this.setLayout(layout);
GridBagConstraints c = new GridBagConstraints();
c.gridx = 2;
c.gridy = 1;
c.ipadx = 190;
c.ipady = 390;
c.insets.left= 360;
layout.setConstraints(tetraBoard, c);
this.add(tetraBoard);
setBackground(Color.WHITE);
}
#Override
public void paint(Graphics g){
super.paint(g);
g.setFont(new Font("Birth Std", Font.PLAIN, 12));
g.setColor(Color.LIGHT_GRAY);
g.drawString("200", 36, 63);
g.drawString("200", 36, 88);
g.drawString("200", 36, 114);
}
}//GamePanel class
public class TetrisBoard extends JPanel implements Runnable{
private Thread animator= new Thread(this);
private final int DELAY= 50;
public TetrisBoard(){
setFocusable(true);
//setBackground(Color.WHITE);
setDoubleBuffered(true);
//this.setBackground(Color.BLACK);
setOpaque(false);
}
#Override
public void addNotify() {
super.addNotify();
animator = new Thread(this);
animator.start();
}//addNotify
#Override
public void paint (Graphics g){
super.paint(g);
g.drawRect (20, 30, 130, 50);
}//paint
#Override
public void run() {
long beforeTime, timeDiff, sleep;
beforeTime = System.currentTimeMillis();
while (true) {
repaint();
timeDiff = System.currentTimeMillis() - beforeTime;
sleep = DELAY - timeDiff;
if (sleep < 0)
sleep = 2;
try {
Thread.sleep(sleep);
} catch (InterruptedException e) {
System.out.println("interrupted");
}
beforeTime = System.currentTimeMillis();
}
}
}//TetrisBoard class
public static void main(String[] args) {
Tetris t = new Tetris();
}
}
With this code the result is that it doesn't paint anything at all. I just want the background to be transparent not the images painted over the background, but it looks like the paint method doesn't paint if I setOpaque(false).
Edit: as requested I posted a simple code, TetraBoard is added to the GamePanel (using that GridBagLayout), and GamePanel is added to the frame, those 3 classes are separate files. I want TetraBoard to have a transparent background, so that I can see the background of GamePanel, but what I paint on tetraboard must be visible. If I setOpaque(false), TetraBoard is transparent, but it set on transparent everything I paint on it.
Edit: Assuming I understand what you're trying to do, replace the following line in the TetrisBoard constructor:
setOpaque(false);
with:
setBackground(new Color(0,0,0,0));
For example:
JPanel p = new JPanel() {
#Override
public void paintComponent(Graphics g) { // as suggested Andrew
g.setColor(Color.RED);
g.drawArc(0, 0, 100, 100, 0, 360); // arc will be painted on transparent bg
}
};
p.setBackground(new Color(0, 0, 0, 0)); // as suggested Perry
...
So, you have to do two actions:
1) override paintComponent(Graphics g) of JPanel
2) and set bg color to transparent: new Color(0, 0, 0, 0)