It is very simple program and i have tried my best but the JPanel doesn't come up with a background image. I just want a simple background image on my panel.
Here is my code:
import javax.swing.*;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import java.io.*;
import java.awt.Graphics;
class PanelEx extends JPanel
{
BufferedImage img;
PanelEx()
{
try
{
img = ImageIO.read(new File("C:/Users/Pictures/s_4261.jpg"));
}
catch(Exception ex)
{
ex.printStackTrace();
}
}
public void printComponent(Graphics g)
{
g.drawImage(img,0,0,null);
}
}
class JPanelEx2 extends JFrame
{
PanelEx pe;
public static void main(String args[])
{
new JPanelEx2();
}
JPanelEx2()
{
pe = new PanelEx();
add(pe);
setTitle("JPanel Title");
setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
setSize(320,240);
setVisible(true);
}
}
Thanks in advance
Replace
public void printComponent(Graphics g) {
with
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Don't use a JPanel. Just use a JLabel with an Icon then you don't need custom code.
See Background Panel for more information as well as a solution that will paint the image on a JPanel with 3 different painting options:
scaled
tiled
actual
Related
Trying to draw an image to a JFrame, but only the oval is drawn. Any idea as to why this might be? Images are in the correct folder, and no errors show up in the console.
import java.awt.Graphics;
import java.awt.Image;
import javax.swing.*;
public class DisplayImages extends JFrame
{
private Image background;
private Image pic;
public static void main(String[] args)
{
DisplayImages sf = new DisplayImages();
sf.go();
}
public void go()
{
background = new ImageIcon("images/background.jpg").getImage();
pic = new ImageIcon("images/translucent.png").getImage();
setSize(800,600);
setVisible(true);
}
public void paint(Graphics g)
{
g.drawImage(background,0,0,null);
g.drawImage(pic,20,20,null);
g.drawImage(pic,120,120,null);
g.drawOval(20,100,30,40);
}
}
Result
I have been wanting to program a 2D game from scratch in Java for a while. The pixel aesthetic is one of my favorites, so I am aiming for a pixel 2D game. However, whenever I try to use BufferedImage to draw my tiles, the tiles become extremely distorted.
The tile drawn is actually bigger than the real tile and it seems like it has been stretched. Basically, say I have a 16x16 tile and I draw it. I can visually tell it is distorted when I run the program, and when I take a screenshot, I can measure the pixels and it has somehow become a 20x20.
I have also noticed that when I set a JFrame or a JPanel in the JFrame to a certain size, it is not the actual size that is produced. In my program I create a 320x320 JPanel and put it in a JFrame, but when I take a screenshot and measure the window, it comes up to about 399x399.
Can someone please tell me how to fix this. I stop every game project because the graphics keep looking like rubbish.
This is the Main class:
package main;
import javax.swing.SwingUtilities;
public class Main {
public static void main(String args[]) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
Engine e = new Engine();
e.start();
}
});
}
}
This is the Engine class:
package main;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
public class Engine {
public JFrame f;
public void initFrame() {
f = new JFrame();
f.setTitle("Something");
f.setResizable(false);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setLocationRelativeTo(null);
}
public void start() {
initFrame();
BufferedImage tree;
try {
tree = ImageIO.read(new File("res/boy_down_1.png"));
Panel p = new Panel(tree);
f.add(p);
f.pack();
} catch (IOException e) {
e.printStackTrace();
}
f.setVisible(true);
}
}
This is the Panel class:
package main;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import javax.swing.JPanel;
public class Panel extends JPanel {
BufferedImage i;
public Panel(BufferedImage image) {
i = image;
this.setDoubleBuffered(true);
this.setPreferredSize(new Dimension(320, 320));
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.drawImage(i, 20, 20, null);
g2d.dispose();
}
}
This is the 16x16 I am trying to draw
This is what my computer shows me
I have tried multiple ways to specify the size of the image, but Java seems to distort my image no matter what I do. Thank you in advance.
I would like to display an image in an area in my Jframe but the image takes up much space.
I would like to take it fair precise dimensions.
How can I do this in Java
This is my simple code :
I am open to any proposal if I did not use the right method or the right class to instantiate the image.
import java.awt.*;
import javax.swing.*;
public class ExempleDeplace extends JFrame{
private JLabel myLabel;
public ExempleDeplace(){
setLayout(new FlowLayout());
setTitle("Fenetre, modele Duchi");
setSize(500,700);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JLabel j = new JLabel(new ImageIcon("src/images/bateau.png"));
add(j);
setVisible(true);
}
public static void main (String[] args) {
ExempleDeplace c = new ExempleDeplace();
}
}
You can paint the image in a JPanel as the whole panel. Then whenever the panel is resized, the image will be resized along with it. Here's a quick-n-dirty runnable demo:
import java.awt.BorderLayout;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class ImgFrame extends JFrame {
private static BufferedImage IMG;
static{
try {
IMG = ImageIO.read(new File("img/Original_Doge_meme.jpg")); //Replace with your image path
} catch (IOException e) {
e.printStackTrace();
}
}
public ImgFrame(){
add(new ImgPanel(), BorderLayout.CENTER);
setSize(500,700);
setVisible(true);
setDefaultCloseOperation(EXIT_ON_CLOSE);
}
class ImgPanel extends JPanel{
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
g.drawImage(IMG, 0, 0, getWidth(), getHeight(), this);
}
}
public static void main(String[] args){
new ImgFrame();
}
}
It's probably cleaner to just resize the image. I highly recommend the image resizing utility methods provided by filthyrichclients.
I actually highly recommend the book as well, as it was one of the few books that actually demonstrated the power of Swing...
Once you have the code, you will want to call
createCompatibleImage(myImage, myWidth,myHeight);
I am learning how to work with Gui's in java. Currently I'm trying to make a simple program that opens a Gui and draws an image to the background. The problem is that the background is completely white instead of the image.
Code:
Main.java:
package com.flaghacker.buckygame;
public class Main
{
public static void main(String[] args)
{
GuiFrame guiFrame = new GuiFrame();
}
}
GuiFrame.java:
package com.flaghacker.buckygame;
import javax.swing.JFrame;
public class GuiFrame extends JFrame
{
private GuiPanel guiPanel;
public GuiFrame()
{
//General
super("Title");
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//Size
this.setSize(1100, 650);
this.setResizable(true);
//Components
guiPanel = new GuiPanel();
this.add(guiPanel);
//Final
this.setVisible(true);
}
}
GuiPane.java:
package com.flaghacker.buckygame;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
import java.awt.Graphics;
import java.awt.Image;
public class GuiPanel extends JPanel
{
private Image backGround;
public GuiPanel()
{
backGround = new ImageIcon("D:\\Install\\Java Projects\\Testing\\Bucky\\Back.jpg").getImage();
}
#Override
public void paint(Graphics g)
{
super.paint(g);
g.drawImage(backGround, 0, 0, null);
}
}
I test your code and it works ... the possible problem are two
first) your image isn't in
"D:\\Install\\Java Projects\\Testing\\Bucky\\Back.jpg"
i suggested you to use
"D:/Install/Java Projects/Testing/Bucky/Back.jpg"
and verify
Case insensitive.
second) the image Back.jpg have width and height more high of 1100 650 so you display only a top left angle of image
This is a really general question, but how should I add an animated background for a JPanel. I want the background to be behind all the panel's components and graphics. Right now, I have two separate classes (one for the main panel and the other for the background). The background class uses repaint() to animate a grid moving across the screen. I've tried to make the main panel background transparent, but that hasn't gotten me anywhere.
Even more info:
My main panel is part of a CardLayout and it has many different classes in it. So when I'm adding my main panel to my main frame, I'm doing frame.getContentPane().add(cards, BorderLayout.CENTER)
cards is a JPanel which acts as a container for the mainpanel and all the panels inside main panel.
Can anybody help me out in getting a panel animated background?
You can use Toolkit.getImage() to load animated image and then draw the image in container's paintComponent. Make sure the ImageObserver is set (not null) in order to update animation frames properly. For details how image is loaded, observed and updated see How Images are Loaded appendix in Java AWT Reference.
Here is a simple example:
import java.awt.*;
import javax.swing.*;
import java.net.URL;
class AnimatedPanelDemo {
static class ImagePanel extends JPanel {
private Image image;
ImagePanel(Image image) {
this.image = image;
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image,0,0,getWidth(),getHeight(),this);
}
}
private static void createAndShowUI() {
try {
JFrame frame = new JFrame("Image");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
Image image = Toolkit.getDefaultToolkit().getImage(new URL(
"http://duke.kenai.com/iconSized/duke.running.gif"));
ImagePanel imagePanel = new ImagePanel(image);
imagePanel.add(new JLabel("Some label"));
frame.add(imagePanel);
frame.setSize(100, 100);
frame.setVisible(true);
}
catch (Exception e) {
e.printStackTrace();
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowUI();
}
});
}
}
Well, this is my first answer on stackoverflow.
Will try to help with my learning curve with this complex AWT and Swift API.
Below there's the contructor that extends JFrame
package xpto;
import java.awt.Dimension;
import java.awt.GraphicsConfiguration;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.Toolkit;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionListener;
import java.awt.event.WindowEvent;
import java.awt.event.WindowListener;
import java.awt.event.WindowStateListener;
import java.awt.image.ImageObserver;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import sun.java2d.SunGraphicsEnvironment;
import java.awt.Graphics;
import java.awt.Graphics2D;
public class FrameLuckyRaffle extends JFrame {
/**
*
*/
private JLabel backgroundLabel;
private ImageIcon imageIcon;
private Image bgImage;
/**
* Constructor of this frame.
*/
public FrameLuckyRaffle(String background, final String dbname) {
try {
setTitle("Lucky Raffle of "+ dbname);
GraphicsConfiguration config = this.getGraphicsConfiguration();
Rectangle usableBounds = SunGraphicsEnvironment.
getUsableBounds(config.getDevice());
setDefaultCloseOperation(DISPOSE_ON_CLOSE);
setBounds(100, 100, (int)(usableBounds.getWidth()*0.8),
(int)(usableBounds.getHeight()*0.8));
setMinimumSize(new Dimension(1024, 700));
setResizable(true);
setDefaultLookAndFeelDecorated(true);
backgroundLabel = new JLabel() {
public void paintComponent(Graphics g) {
// alternative --> g.drawImage(bgImage, 0, 0, null);
// I prefer to control the new ImageObserver parameter as bellow
g.drawImage(bgImage, 0, 0, new ImageObserver() {
#Override
public boolean imageUpdate(Image img, int infoflags,
int x, int y, int width, int height) {
img.getScaledInstance(getWidth(),getHeight(),
Image.SCALE_FAST);
return true;
}
});
// this is used to have easier control on
// image manipulation on my application
Graphics2D g2d = (Graphics2D)g;
super.paintComponent(g2d);
revalidate();
repaint();
}
};
backgroundLabel.setBounds(0, 0, 0, 0);
// this is necessary if you want more child
// components to be visible on the JFrame afterwards
backgroundLabel.setOpaque(false);
setContentPane(backgroundLabel);
addWindowListener(new WindowListener() {
#Override
public void windowOpened(WindowEvent e) {
// Set Frame Background
imageIcon = new ImageIcon(Toolkit.getDefaultToolkit().
createImage(FrameBusinessPure.class.getResource(background)));
bgImage = imageIcon.getImage().
getScaledInstance(getWidth(),getHeight(), Image.SCALE_FAST);
}
// Even after closing the window, JVM didn't Garbage Collected the instanced
// objects, for some reason. Forcing the objects to null helped on that.
#Override
public void windowClosed(WindowEvent e) {
backgroundLabel = null;
imageIcon = null;
bgImage = null;
System.gc();
}
});
addWindowStateListener(new WindowStateListener() {
#Override
public void windowStateChanged(WindowEvent e) {
// if you flush the object on runtime you will surpass the
// memory leak on using GIFs and most complex graphics
bgImage.flush();
bgImage = imageIcon.getImage().
getScaledInstance(getWidth(),getHeight(), Image.SCALE_FAST);
}
});
addMouseMotionListener(new MouseMotionListener() {
#Override
public void mouseDragged(MouseEvent e) {
// if you flush the object on runtime you will surpass the
// memory leak on using GIFs and most complex graphics
bgImage.flush();
bgImage = imageIcon.getImage().
getScaledInstance(getWidth(),getHeight(), Image.SCALE_FAST);
});
}catch (Exception e) {
e.printStackTrace();
}
}
}
Feel free to learn more on below link
https://www.oracle.com/java/technologies/painting.html