Blank Frame in Java Frame - java

I have been trying to create a 10x10 grid in Java, and I tried to use the drawLines function in order to do so. However, when I run the program, all I see is a blank window with that will not close. These are my two classes to draw the grid. Could someone explain why this code does not work?
import java.awt.*;
public class RandomWalk extends Canvas{
int width, height;
public RandomWalk(int w, int h) {
setSize(width = w, height = h);
}
public void paintGrid(Graphics g) {
width = getWidth();
height = getHeight();
for(int i = 0; i < 11; i++) {
g.drawLine(i*width/10, 0, i*width/10, height);
g.drawLine(0, i*height/10, width, i*height/10);
}
}
}
import java.awt.*;
public class GridViewer extends Frame{
GridViewer(String title, int w, int h) {
setTitle(title);
RandomWalk grid = new RandomWalk(w, h);
add(grid);
}
public static void main(String[] args) {
new GridViewer("Random Walk", 300, 300).setVisible(true);
}
}

Add a printout to paintGrid like : System.out.println("paintGrid invoked");
Does it ever get invoked ?
This might help: Performing Custom Painting

You u need to override paint() method in Canvas class to achieve your goal
and for the window closing, you need to add WindowListener to dispose the window (or u could simply use javax.swing.JFrame class instead of java.awt.Frame)
refer the below code
import java.awt.*;
import java.awt.event.*;
public class RandomWalk extends Canvas {
int width, height;
public RandomWalk(int w, int h) {
setSize(width = w, height = h);
}
#Override
public void paint(Graphics g) {
width = getWidth();
height = getHeight();
for (int i = 0; i < 11; i++) {
g.drawLine(i * width / 10, 0, i * width / 10, height);
g.drawLine(0, i * height / 10, width, i * height / 10);
}
}
}
public class GridViewer extends Frame {
GridViewer(String title, int w, int h) {
setTitle(title);
setSize(w, h);
RandomWalk grid = new RandomWalk(w, h);
add(grid);
addWindowListener(new WindowAdapter() {
#Override
public void windowClosing(WindowEvent e) {
dispose();
}
});
}
public static void main(String[] args) {
new GridViewer("Random Walk", 300, 300).setVisible(true);
}
}

Related

Not able to draw the circle, inspite of using a logical way

I tried to plot a circle using the java awt, what I get in output is just few small which are separated by much distance apart and doesn't look like a circle as a whole. Code is given below :
class DrawFrame extends JFrame {
int хс, yc, r, x, y;
float p;
DrawFrame(int rr, int c1, int c2) {
setSize(1000, 1000);
setTitle("circle drawing algo");
r = rr;
xc = c1;
yc = c2;
}
public void paint(Graphics g) {
Circl(g);
}
public void Circl(Graphics g) {
x = xc - r;
while (x <= (xc + r)) {
for (y = yc - r; y <= (yc + r); y++) {
p = x * x + y * y - r * r;
if (p == 0.0)
g.drawOval(x, y, 2, 2);
}
x++;
}
}
You should start by having a read of Performing Custom Painting and Painting in AWT and Swing to get a better understanding of how the painting system works and how you should work with it.
You shouldn't override the paint method of top level components, apart from not been double buffered, they are actually compound components. This means that they have a number of additional components laid out on top of them which provide the overall functionality of the window.
This means that it's possible for what you've painted to the surface of the frame to be ignored, as the content on top of it paints over it.
You're also ignoring the complexity of the painting process, unless you're prepared to take over the responsibility of the paint method yourself, you should always call its super method.
A better place to start is with a JPanel (which is simpler) and override its paintComponent method
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane(100, 100, 100));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
int xc, yc, r;
public TestPane(int rr, int c1, int c2) {
r = rr;
xc = c1;
yc = c2;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(r * 2, r * 2);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
circle(g);
}
public void circle(Graphics g) {
// Credit to LAD for the algorithm updates
int x = xc - r;
while (x <= (xc + r)) {
for (int y = yc - r; y <= (yc + r); y++) {
float p = (x - xc) * (x - xc) + (y - yc) * (y - yc) - (r * r);
if (p <= 0.0f)
{
g.drawOval(x, y, 2, 2);
}
}
x++;
}
}
}
}
Credit to LAD for the algorithm updates
The first thing to change is to make JFrame visible by adding
setVisible(true); to its constructor.
It is recommended to use names that have a clear meaning to make the code more readable. Make the fields scope as limited as possible, in this case make them private:
private int сenterX, centerY, radius;
(x,y and p are method variables and do not need to be fields )
Avoid using magic numbers. Use constants instead:
private static final int W = 1000, H = 1000, DOT_SIZE =2 ;
Putting it together, using correct Java naming conventions and fixing the algorithm:
import java.awt.Graphics; //add imports to make tour code mcve
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
class DrawFrame extends JFrame {
private final int сenterX, centerY, radius;
private static final int W = 1000, H = 1000, DOT_SIZE =2 ;
DrawFrame(int radius, int centerX, int centerY) {
setSize(W, H);
setTitle("circle drawing algo");
this.radius = radius;
сenterX = centerX;
this.centerY = centerY;
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//make program stop when closing frame
setVisible(true); //make frame visible
}
#Override
public void paint(Graphics g) {
super.paint(g);
circl(g);
}
public void circl(Graphics g) {
int x, y;
x = сenterX - radius;
while (x <= сenterX + radius) {
//calculate x
y = (int)Math.sqrt(radius*radius - (сenterX -x)*(сenterX -x ));
g.drawOval(x, centerY-y, 2, 2); // 2 y values for every x
g.drawOval(x, centerY+y, 2, 2);
x++;
}
}
// add main to make your code mcve
public static void main(String[] args) {
SwingUtilities.invokeLater(()-> new DrawFrame(100, 400, 400));
}
}
The next improvement could be to refactor so the painting is done on a JPanel rather than on the JFrame itself, using Graphics.drawOval:
class DrawFrame extends JFrame {
DrawFrame(int radius, int centerX, int centerY) {
setTitle("circle drawing algo");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//make program stop when closing frame
add(new DrawingPane(radius, centerX, centerY));
pack();
setVisible(true); //make frame visible
}
// add main to make your code mcve
public static void main(String[] args) {
SwingUtilities.invokeLater(()-> new DrawFrame(100, 400, 400));
}
}
class DrawingPane extends JPanel{
private final int сenterX, centerY, radius;
private static final int W = 1000, H = 1000, DOT_SIZE =2 ;
DrawingPane(int radius, int centerX, int centerY) {
setPreferredSize(new Dimension(W, H));
this.radius = radius;
сenterX = centerX;
this.centerY = centerY;
}
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
g.drawOval(сenterX, centerY, radius, radius);
}
}
I edited your code a bit and changed the draw algorithm a little in order to completely draw the circle. Here is the refactored code:
class DrawFrame extends JFrame {
int xc, yc, r, x, y;
float p;
DrawFrame(int rr, int c1, int c2) {
setSize(1000, 1000);
setTitle("circle drawing algo");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // Handles the window being closed
setVisible(true); // Makes the window visible
r = rr;
xc = c1;
yc = c2;
}
public void paint(Graphics g) {
Graphics2D g2 = (Graphics2D)g;
GradientPaint gp = new GradientPaint(0f,0f,Color.blue,0f,30f,Color.green); // Just sets a color for the paint
g2.setPaint(gp);
Circl(g2);
}
public void Circl(Graphics g) {
x = xc-r;
while (x <= (xc+r)) {
for (y = yc-r; y <= (yc+r); y++) {
p = (x-xc)*(x-xc)+(y-yc)*(y-yc)-(r*r); // Edited this line so that it’s now the correct circle formula
if (p <= 0.0f) // If the point is 0 or less, then the point is within the circle bounds
g.drawOval(x, y, 2, 2);
}
x++;
}
}
public static void main(String[] args) {
new DrawFrame(100, 500, 500);
}
}
The code is a bit slow, though, as the drawOval method seems to be quite slow when called a bunch of times. So, this code is mainly suited for the algorithm aspect, as you could easily fill out an oval by calling the following once:
g.drawOval(x, y, 200, 200);
g.fillOval(x, y, 200, 200);
You set initial value of x as x = xc - r, y as y = yc - r. And
converting Cartesian to Polar coordinate like p = x * x + y * y - r *
r . Assume that if xc=500, and yc=500, r=50, "p" will never be 0. So
I think you forgot to calculate xc, yc when you draw. I modified your
code little bit and attached the result.
package testProject;
import java.awt.*;
import javax.swing.*;
public class DrawFrame extends JPanel {
int xc=500, yc=500, r=150, x, y;
int real_x, real_y;
float p;
public static void main(String[] args) {
JFrame.setDefaultLookAndFeelDecorated(true);
JFrame frame = new JFrame("circle drawing algo");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setBackground(Color.white);
frame.setSize(1000, 1000);
DrawFrame panel = new DrawFrame();
frame.add(panel);
frame.setVisible(true);
}
public void paint(Graphics g) {
Circl(g);
}
public void Circl(Graphics g) {
x = -r;
while (x <= r) {
y = -r;
while (y <= r) {
p = x * x + y * y - r * r;
// here is the change
if (p>=0 && p<= xc) {
g.drawOval(x+xc, y+yc, 3, 3);
}
y++;
}
x++;
}
}
}

How can I pass values to paintComponent

I have an array of 100 random ints. I want to create a bar graphic from them. I know how to create a single rectangle in a frame but without passing values.
This is the draw class:
import javax.swing.*;
import java.awt.*;
public class draw extends JPanel
{
public void drawing() {
repaint();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLUE);
g.fillRect(100, 150, 12, 3);
}
}
I want to replace the values in g.fillRect(100,150,12,3) with my random int values. But since i call repaint() from main to call paintComponent, i cant pass values to paintComponent. How do i do it? if its impossible, what alternatives do i have?
You can do it by introducing fields and intitialize then using a constructors, setters, or both :
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JPanel;
public class Draw extends JPanel {
int x, y, width, height;
public Draw(int x, int y, int width, int height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
void setX(int x) {this.x = x;}
void setY(int y) {this.y = y;}
void setWidth(int width) {this.width = width;}
void setHeight(int height) {this.height = height;}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLUE);
g.fillRect(x, y, width, height);
}
}
How can I pass values to paintComponent
You can't pass values to paintComponent().
But since i call repaint() from main to call paintComponent, i cant pass values to paintComponent. How do i do it?
For whatever object you want to customize and draw by yourself, you can create a class for that and have a method like draw() to do the painting, for example:
//Just a normal class with a draw() method
class BarGraph{
private int x;
private int y;
private int width;
private int height;
private Color color;
public BarGraph(int x, int y, int width, int height){
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
public void setColor(Color color){
this.color = color;
}
public void draw(Graphics g){
g.setColor(color);
g.fillRect(x, y, width, height);
}
}
Then in your main panel for displaying your customized image:
class DrawingSpace extends JPanel{
private BarGraph barGraph;
public DrawingSpace(){
barGraph = new BarGraph(50, 50, 400, 100);
barGraph.setColor = (Color.RED);
}
#Override
public void paintComponent(Graphics g){
super.paintComponent(g){
barGraph.draw(g); //draw your own customized object
}
}
}
So instead of trying to pass values to dictate how paintComponent draws, you can pass/set your values in your own class (in this case, BarGraph class). From the Graphics content, implement how you want it to be painted.
In your paintComponent, simply call the draw method which already has "a set of instructions" for how it should be drawn.
We cannot pass values to paintComponent method as parameters because, we are just overriding an existing method which is called by Swing. But we can have an instance variable (values in my example) in the class which is accessible inside paintComponent method (as suggested in other answers/comments).
I'm putting an example program below since, sometimes examples convey ideas better.
import javax.swing.JFrame;
import javax.swing.JPanel;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Graphics;
public class BarGraph extends JPanel
{
private static final int GRAPH_HEIGHT = 300;
private static final int BAR_WIDTH = 50;
private static final int GAP_BETWEEN_BARS = 20;
private static final int GRAPH_X_OFFSET = 50;
private int[] values;
public BarGraph(int[] values)
{
this.values = values;
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
g.setColor(Color.BLUE);
for (int i = 0; i < values.length; i++)
{
g.fillRect(
GRAPH_X_OFFSET + (i * (GAP_BETWEEN_BARS + BAR_WIDTH)),
GRAPH_HEIGHT - values[i],
BAR_WIDTH,
values[i]
);
}
}
public static void main(String[] args)
{
int[] graphValues = {100, 150, 50, 250, 200, 75};
JFrame frame = new JFrame("Graph");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new BarGraph(graphValues), BorderLayout.CENTER);
frame.setBounds(300, 200, 600, 400);
frame.setVisible(true);
}
}

how do you draw a line that resize when window size change? [duplicate]

I've written an app that custom draws everything inside paint() based on fixed pixel positions. Then I disabled resize of the frame so its always visible.
However, now I would like to be able to resize it but I dont want to change my drawling code. I was hoping I could grab the 300x300 square of the Graphics g object and resize it to the JFrame current size after all of my drawling code, but I have no idea what I'm doing.
Here sample code. In this I want the 100x100 square to remain in the middle, proportionate to the resized JFrame:
package DrawAndScale;
import java.awt.Color;
import java.awt.Graphics;
public class DASFrame extends javax.swing.JFrame {
public DASFrame() {
setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE);
this.setSize(300, 300);
}
public static void main(String args[]) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
new DASFrame().setVisible(true);
}
});
}
#Override
public void paint(Graphics g) {
g.setColor(Color.BLACK);
g.fill3DRect(100, 100, 100, 100, true);
}
}
Thanks.
Assuming you rename your method that paints for 300x300 as paint300, define a buffered image:
#Override public void paint(Graphics g) {
Image bufferImage = createImage(300, 300); // empty image
paint300(bufferImage.getGraphics()); // fill the image
g.drawImage(bufferImage, 0, 0, null); // send the image to graphics device
}
Above is when you want to draw at full size (300x300).
If your window is resized:
#Override public void paint(Graphics g) {
Image bufferImage = createImage(300, 300);
paint300(bufferImage.getGraphics());
int width = getWidth();
int height = getHeight();
CropImageFilter crop =
new CropImageFilter((300 - width)/2, (300 - height)/2 , width, height);
FilteredImageSource fis = new FilteredImageSource(bufferImage, crop);
Image croppedImage = createImage(fis);
g.drawImage(croppedImage, 0, 0, null);
}
The new classes are from from java.awt.image.*.
I didn't test this code. It's just to send you in the right direction.
if you want to painting Custom paint then look for JLabel or JPanel and including Icon/ImageIcon inside, simple example about that
import java.awt.*;
import javax.swing.*;
public class MainComponentPaint extends JFrame {
private static final long serialVersionUID = 1L;
public MainComponentPaint() {
setTitle("Customize Preffered Size Test");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public void display() {
add(new CustomComponent());
pack();
setMinimumSize(getSize());
setPreferredSize(getSize());
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
setVisible(true);
}
});
}
public static void main(String[] args) {
MainComponentPaint main = new MainComponentPaint();
main.display();
}
}
class CustomComponent extends JComponent {
private static final long serialVersionUID = 1L;
#Override
public Dimension getPreferredSize() {
return new Dimension(50, 50);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
int w = getWidth();
int h = getHeight();
for (int i = 0; i < Math.max(w, h); i += 20) {
g.drawLine(i, 0, i, h);
g.drawLine(0, i, w, i);
}
}
}
Not an expert, but you could just scale the Graphics2D object (the passed Graphics is in fact a Graphics2D instance), where the x and y ratios are the ratios of the fixed size you chose to draw and the actual size of the frame.
See http://download.oracle.com/javase/6/docs/api/java/awt/Graphics2D.html#scale%28double,%20double%29
You could do this with some math.
public void paint(Graphics g){
int height = 100;
int width = 100;
int x = (this.getWidth() / 2) - (width / 2);
int y = (this.getHeight() / 2) - (height / 2);
g.setColor(Color.BLACK);
g.fill3DRect(x, y, width, height, true);
}
Or if you wanted to keep the width and height of the box with the same proportion, use int width = this.getWidth() / 3; and int height = this.getHeight() / 3.
The other option is to use Graphics2D.scale(), as JB pointed out, the passed Graphics object is actually a Graphics2D object.

Painting a circle at the center of JButton

I want to paint a circle at the middle of JButton. Here is what I tried:
JButton jButton = new JButton(new CircleIcon());
public class CircleIcon implements Icon{
#Override
public void paintIcon(Component c, Graphics g, int x, int y) {
g.drawOval(10, 10, 20, 20);
}
#Override
public int getIconWidth() {
return 10;
}
#Override
public int getIconHeight() {
return 10;
}
}
I got this:
But I need something like this:
My question is what is the quare in the middle of the button on the first picture? And how to make it as in the second one?
The Swing tutorial on How to Use Icons should help: Creating a Custom Icon Implementation
import java.awt.*;
import javax.swing.*;
public class CircleIconTest {
public JComponent makeUI() {
JPanel p = new JPanel();
p.add(new JButton(new CircleIcon()));
return p;
}
public static void main(String... args) {
EventQueue.invokeLater(() -> {
JFrame f = new JFrame();
f.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
f.getContentPane().add(new CircleIconTest().makeUI());
f.setSize(320, 240);
f.setLocationRelativeTo(null);
f.setVisible(true);
});
}
}
class CircleIcon implements Icon {
#Override
public void paintIcon(Component c, Graphics g, int x, int y) {
//g.drawOval(10, 10, 20, 20);
Graphics2D g2 = (Graphics2D) g.create();
//Draw the icon at the specified x, y location:
g2.drawOval(x, y, getIconWidth() - 1, getIconHeight() - 1);
//or
//g2.translate(x, y);
//g2.drawOval(0, 0, getIconWidth() - 1, getIconHeight() - 1);
g2.dispose();
}
#Override
public int getIconWidth() {
return 20;
}
#Override
public int getIconHeight() {
return 20;
}
}
what is the quare in the middle of the button on the first picture?
You have probably painted a rectangle over your codes. You should just look for drawRectangle( code line on your code block.
how to make it as in the second one?
There are 2 possible solution for it.
1 - You can set some size for the button. Because it seems need to get bigger to be seen like the latter picture. Try this
jButton.setPreferredSize(new Dimension(40, 40));
2 - You are using static values to draw a circle. I would use dynamic values for it. just like this.
JButton JButton = new JButton() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
int nGap = 10;
int nXPosition = nGap;
int nYPosition = nGap;
int nWidth = getWidth() - nGap * 2;
int nHeight = getHeight() - nGap * 2;
g.setColor(Color.RED);
g.drawOval(nXPosition, nYPosition, nWidth, nHeight);
g.fillOval(nXPosition, nYPosition, nWidth, nHeight);
}
};
JButton.setHorizontalAlignment(JLabel.CENTER);
JButton.setVerticalAlignment(JLabel.CENTER);
This is the button display at different sizes.
jButton.setFocusPainted(false); // This will prevent the square highlight on focus!

How to double buffer rectangles

It always works with images but rectangles and ovals never buffer right. I have a basic game loop in my gamepanel class that draws the player repeatedly. It doesn't remove the rectangle, just leaves a trace. I want to use a rectangle instead of an image for learning purposes. I tried using repaint in the game loop, but it flickered like crazy and still didn't work. I looked at another tutorial on this in this website but they used opengl witch is foreign to me and I don't want to take the time to figure it out.
JFrame:
import javax.swing.JFrame;
public class Game {
public static void main(String[] args) {
JFrame f = new JFrame();
f.setTitle("OMG I MADE A GAME");
f.setResizable(true);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setContentPane(new Panel());
f.pack();
f.setVisible(true);
}
}
JPanel Class:
import java.awt.*;
import java.awt.image.BufferedImage;
import java.awt.event.*;
import javax.swing.JPanel;
import com.game.entity.Player;
public class Panel extends JPanel implements Runnable, KeyListener{
private static final long serialVersionUID = -5122190028751177848L;
// dimensions
public static final int WIDTH = 320;
public static final int HEIGHT = 240;
public static final int SCALE = 2;
// game thread
private Thread thread;
private boolean running;
// image
private BufferedImage image;
private Graphics2D g;
private Player p;
public Panel() {
super();
setPreferredSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
setFocusable(true);
requestFocus();
}
// DRAWS PANEL TO FRAME
public void addNotify() {
super.addNotify();
if(thread == null) {
thread = new Thread(this);
addKeyListener(this);
thread.start();
}
}
private void init() {
image = new BufferedImage(
WIDTH, HEIGHT,
BufferedImage.TYPE_INT_RGB );
g = (Graphics2D) image.getGraphics();
p = new Player(100, 100);
running = true;
}
public void run() {
init();
// game loop
while(running) {
update();
draw();
drawToScreen();
System.out.println("ELAPSED :" + System.nanoTime()/ 1000000 + " Seconds");
try {
Thread.sleep(10);
}
catch(Exception e) {
e.printStackTrace();
}
}
}
private void update() {
p.update();
}
private void draw(){
// NAME (remember it loops)
String name = "2014 Jay H.";
g.setFont(new Font("Name", 0, 12));
g.setColor(Color.WHITE);
g.drawString(name, 0, 10);
g.setColor(Color.BLUE);
g.fillRect( 0, 10, 65, 5);
//TITLE looks sexy :D
g.setColor(Color.GREEN);
g.setFont(new Font("Title", 0, WIDTH/ 10));
g.drawString("JAY'S GAME", WIDTH/ 5, 100);
//DRAW PLAYER
p.draw(g);
}
// SCREEN IMAGE (dont have to use. Just use this^)
private void drawToScreen() {
Graphics g2 = getGraphics();
g2.drawImage(image, 0, 0,
WIDTH * SCALE, HEIGHT * SCALE,null);
g2.dispose();
}
public void keyTyped(KeyEvent key) {}
// PUBLIC KEYRELEASES
public void keyPressed(KeyEvent key) {
int KeyCode = key.getKeyCode();
//EXIT SYSTEM
if(KeyCode == KeyEvent.VK_Q) {System.exit(0);
} //UP
if(KeyCode == KeyEvent.VK_W){p.setDY(-2);}
}
// PUBLIC KEYRELEASES
public void keyReleased(KeyEvent key) {
int KeyCode = key.getKeyCode();
//UP
if(KeyCode == KeyEvent.VK_W) {p.setDY(0);}
}
}
Player Class:
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.Image;
import javax.swing.ImageIcon;
//FOR NOW THE PLAYER IS A RECTANGLE
public class Player {
// PLAYER CORDINATES AND VELOCITY
int x,y,dx,dy;
public Player(int x, int y) {
//NEEDED TO USE THE X AND Y
this.x =x;
this.y = y;
}
public void update() {
x += dx;
y += dy;
}
// DRAW TO PANEL CLASS
public void draw(Graphics2D g) {
//BODY
g.setColor(Color.PINK);
g.fillRect(x, y, 20, 20);
//EYES
g.setColor(Color.BLACK);
g.fillRect(x+3, y+2, 5, 10);
g.fillRect(x+ 12, y+2, 5, 10);
//EYERIS
g.setColor(Color.WHITE);
g.fillRect(x+3, y+2, 2, 10);
g.fillRect(x+15, y+2, 2, 10);
//NOSE
g.setColor(Color.MAGENTA);
g.fillRect(x+5, y+13, 10, 5);
//NOSTRILLS
g.setColor(Color.red);
g.fillRect(x+6, y+15, 2, 2);
g.fillRect(x+12, y+15, 2, 2);
}
//GET METHODS FOR CORDINATES AND VELOCITY (Unused for now... i think)
public int getX() {return x;}
public int getY() {return y;}
public int getDX() {return dx;}
public int getDY() {return dy;}
//SET METHODS TO CHANGE
public void setX(int x) {this.x = x;}
public void setY(int y) {this.y = y;}
public void setDX(int dx) {this.dx = dx;}
public void setDY(int dy) {this.dy = dy;}
}
You need to "reset" the background of the buffer before you paint to it.
Remember, painting is accumilitive, that is, what ever you painted previously, will remain. You will need to rebuild each frame from scratch each time you paint to it
Flickering will occur for two reasons...
You are using AWT based components, which aren't double buffered
You are overriding paint of a top level container like JFrame, which isn't double buffered.
You should either use a BufferStrategy or override the paintComponent method of a Swing based component, like JPanel which are double buffered by default

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