I am trying to make my own version of checkers and I have currently written the code to store draw the board and the pieces.
Every time I run the code I get a different result because the board is being drawn over some pieces. How do I get all the pieces to appear over the board all the time? I understand similar questions have been asked but they don't provide any useful help.
Here's the code that is draws the board:
public void paint(Graphics gr) {
Graphics2D gr2D = (Graphics2D) gr;
gr2D.setColor(color1);
BasicStroke stroke = new BasicStroke(strokeThickness,
BasicStroke.CAP_SQUARE, BasicStroke.JOIN_ROUND);
gr2D.setStroke(stroke);
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) {
gr.setColor((gr.getColor() == color2)
? color1 : color2);
gr.fillRect((int) (start + CHANGEVAL * i),
(int) (start + CHANGEVAL * j),
(int) CHANGEVAL,
(int) CHANGEVAL);
}
gr.setColor((gr.getColor() == color2)
? color1 : color2);
}
}
And here's the code that draws the pieces:
public static void setPieces() {
posX = 0;
posY = 0;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 4; j++) {
aryPiecePos[posX][posY] = SQUARE_STATE_RED;
board.repaint(board.getCoordX(posX), board.getCoordY(posY), Color.RED);
posX += 2;
}
posX = (posX == 8 ? 1 : 0);
posY += 1;
}
posX = 1;
posY = 5;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 4; j++) {
aryPiecePos[posX][posY] = SQUARE_STATE_BLACK;
board.repaint(board.getCoordX(posX), board.getCoordY(posY), Color.BLACK);
posX += 2;
}
posX = (posX == 8 ? 1 : 0);
posY += 1;
}
}
Also here's a link to all my code:
Here's a hyperlink to what I have currently: https://drive.google.com/open?id=0B2uJqRSB8ckHYW53NmZsZDdxWWs
What you draw first will be in a deeper layer so to speak.
g.setColor(Color.BLUE);
g.fillRect(x, y, width, height);
g.setColor(Color.GREEN);
g.fillRect(x, y, width, height);
With the above code the blue rectangle will not be visible, since the green one is drawn over it.
Therefore to solve your problem you need to draw the board first, then all the pieces.
Related
i want to paint black and white stripes on the image, switching every 20th column both horizontally and vertically on top of an image while staying inside it's borders. so far i can get a black square with 1 pixel wide vertical stripes. i've tried to at least get skinny white stripes on my horizontal lines by switching things around but it's still vertical.
public void zebraStripes() {
Image img = ImageViewer.getImage();
double numPixelsWide = img.getWidth();
int numPixelsHigh = img.getHeight();
Color c = Color.WHITE;
Color b = Color.BLACK;
double i = numPixelsWide;
if (i % 20 == 0) {
for (int x = 0; x < numPixelsHigh; x++) {
for (int y = 0; y < i; y++) {
img.setPixelColor(y, x, b);
}
for (int z = 19; z < i; z = z + 20) {
img.setPixelColor(z, x, c);
}
}
}
}
// paint black and white stripes (left to right) on the image, switching
// every 20th row
public void jailBird() {
Image img = ImageViewer.getImage();
double numPixelsWide = img.getWidth();
double numPixelsHigh = img.getHeight();
Color c = Color.WHITE;
Color b = Color.BLACK;
double i = numPixelsHigh;
if (i % 20 == 0) {
for (int x = 0; x < numPixelsHigh; x++) {
for (int y = 0; y < i; y++) {
img.setPixelColor(y, x, b);
}
for (int z = 19; z < i; z = z + 20) {
img.setPixelColor(z, x, c);
}
}
}
}
}
how do i get the white stripes to be 20 pixels wide and horizontal?
Not tested! Hope it gets you going.
// paint a 20 pixels wide horizontal line for every 40 pixels
for (int y = 0; y < numPixelsHigh; y += 40) {
// paint a stripe
for (int ys = y; ys < y + 20; ys++) {
for (int x = 0; x < numPixelsWide; x++) {
img.setPixelColor(x, ys, Color.BLACK);
}
}
}
How would I go about modifying my current code for a checker board so that the checker pieces recursively alternate in color? Just to be clear, I don't want each piece to be a solid color - I want them to have levels that alternate in color in on itself. So for example, the currently yellow pieces would change to being yellow and blue pieces, having an outer level of yellow, followed by a level of blue, then yellow, etc. I hope that makes sense? I don't believe I can highlight code, but the checker pieces start after the first nested for statement in the checkerBoard method. There are 2 cases, the first being the top 2 rows, and the second being the bottom two.
import java.awt.*;
import java.applet.*;
public class Checkerboard extends Applet
{
private final int DIST = 100;
private final int SIZE = 1000;
public void checkerBoard(int row, int col, int x, int y, boolean b, Graphics g)
{
for ( row = 0; row < 8; row++ )
{
for ( col = 0; col < 8; col++)
{
x = col * 100;
y = row * 100;
if ( (row % 2) == (col % 2) )
g.setColor(Color.black);
else
g.setColor(Color.red);
g.fillRect(x, y, 100, 100);
}
}
for ( row = 0; row < 2; row++ )
{
for ( col = 0; col < 8; col++)
{
x = col * 100;
y = row * 100;
g.setColor(Color.yellow);
g.fillOval(x, y, 100, 100);
}
}
for ( row = 7; row > 5; row-- )
{
for ( col = 0; col < 8; col++)
{
x = col * 100;
y = row * 100;
g.setColor(Color.green);
g.fillOval(x, y, 100, 100);
}
}
}
public void paint(Graphics g)
{
checkerBoard(0, 0, 0, 0, true, g);
}
}
is this what you want
for ( row = 0; row < 2; row++ )
{
for ( col = 0; col < 8; col++)
{
for ( int ring = 0; ring < 5; ring++) {
x = col * 100 + (ring * 10);
y = row * 100 + (ring * 10);
if((ring & 1) == 0){
g.setColor(Color.yellow);
}else{
g.setColor(Color.blue);
}
g.fillOval(x, y, 100-(ring*20), 100-(ring*20));
}
}
}
recursive method would be like,
private void drawCircle(int x, int y, int circleSize, int ringSize, Color primary, Color alternate, Graphics g){
if(circleSize > 0){
g.setColor(primary);
g.fillOval(x, y, circleSize,circleSize);
drawCircle(x+ringSize/2,y+ringSize/2,circleSize-ringSize,ringSize,alternate,primary, g);
}
}
for ( row = 0; row < 2; row++ )
{
for ( col = 0; col < 4; col++)
{
int y = row * 100;
int x = ((col * 2) + (col & 1)) * 100; // want to alternate squares
drawCircle(x, y, 100, 20, Color.Yellow, Color.Blue,g);
}
}
It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.
Closed 10 years ago.
I am making an isometric game and I only managed to create a zigzag isometric map. My original idea was diamond shape but I cant manage to do so.
Diamond:
coobird.net/img/tile-diamond-good-order.png
Zigzag:
coobird.net/img/tile-zigzag-compact.png
Here is a bit of my code to show you what is happening:
World:
public void chunkGenerate() {
moduleX = ((ListManager.getTileWidth()*8));
moduleY = ((ListManager.getTileHeight()*8));
for (int x = 0; x <= width; x++) {
for (int y = 0; y <= height; y++) {
if ((x%moduleX) == 0) {
if ((y%moduleY) == 0) {
chunkList.add(new Chunk(x,y));
}
}
}
}
}
Chunk:
public void Generate() {
for (int x = 0; x < 8; x++) {
for (int y = 0;y< 8; y++) {
tileList.add(new Tile(location.getX()+(x*ListManager.getTileWidth()),location.getY()+(y*ListManager.getTileHeight()),0));
}
}
}
Rendering:
for (Chunk c : w.getChunkList()) {
g2d = (Graphics2D) g.create();
for (int i = 0; i<c.getTileList().size(); i+=2) {
g2d.drawImage(test2, (c.getTileList().get(i).getLocation().getX()+c.getTileList().get(i).getOffset().getxOffset()), (c.getTileList().get(i).getLocation().getY()+c.getTileList().get(i).getOffset().getyOffset()+w.getvOffset()), this);
g2d.drawImage(test2, (c.getTileList().get(i).getLocation().getX()), (c.getTileList().get(i).getLocation().getY()+w.getvOffset()), this);
}
for (int i = 1;i<c.getTileList().size(); i+=2) {
g2d.drawImage(test2, (c.getTileList().get(i).getLocation().getX()), (c.getTileList().get(i).getLocation().getY()+w.getvOffset()), this);
g2d.drawImage(test2, (c.getTileList().get(i).getLocation().getX()+c.getTileList().get(i).getOffset().getxOffset()), (c.getTileList().get(i).getLocation().getY()+c.getTileList().get(i).getOffset().getyOffset()+w.getvOffset()), this);
}
}
I need help with making the map into a diamond, instead of zigzag. If you need further information on the code, comment below. Also one bug with this code is that there is like a 1 pixel wide space every couple of tiles. I don't know why.. I tried adjusting the offsets, didn't help..
Current offsets: (Tile constructor)
offset = new IsometricOffset(21,11);
Closest I got to having no space was 20,10 but there was still a tiny space
here is a pic:
http://img845.imageshack.us/img845/6242/picbz.png
Thanks for the help!
edit:
Apparently two of the tiles on the screen are actually only 1 tile in the engine. I am working on fixing it.
EDIT:
Changed and got this:
img526.imageshack.us/img526/3121/test333.png
drawing:
for (Chunk c : w.getChunkList()) {
/*for (int i = 0; i<c.getTileList().size(); i++) {
g2d.drawImage(test2, (c.getTileList().get(i).getLocation().getX()), (c.getTileList().get(i).getLocation().getY()+w.getvOffset()), this);
}*/
for (int i = 0;i<c.getTileList().size(); i++) {
g2d.drawImage(test2, (c.getTileList().get(i).getLocation().getX()+c.getTileList().get(i).getOffset().getxOffset()), (c.getTileList().get(i).getLocation().getY()+c.getTileList().get(i).getOffset().getyOffset()+w.getvOffset()), this);
}
}
(I tried drawing without the offsets it drew the same thing as the picture)
Generating:
for (int x = 0; x < 8; x++) {
for (int y = 0;y< 8; y++) {
tileList.add(new Tile(location.getX()+(x*ListManager.getTileWidth()/2),location.getY()+(y*ListManager.getTileHeight()/2),0));
}
location.setX(location.getX()+ListManager.getTileWidth()/2);
location.setY(location.getY()+ListManager.getTileHeight()/2);
}
After experimenting:
Generate:
public void Generate() {
for (int x = 0; x < 8; ++x) {
for (int y = 0;y< 8; ++y) {
tileList.add(new Tile(location.getX()+(y*ListManager.getTileWidth()/2),location.getY()-(y*ListManager.getTileHeight()/2),0));
}
location.setX(location.getX()+ListManager.getTileHeight()/2);
location.setY(location.getY()+ListManager.getTileWidth()/2);
}
}
result: This is the closest i got:
http://img814.imageshack.us/img814/3450/bombombom.png
Try to imagine your map rotated by 45 degree.
(0, 3)
(0, 2) (1, 2)
(0, 1) (1, 1) (2, 2)
(1, 0) (2, 1)
(2, 0)
And the rendering cycle must be like that:
x = 0, y = 100,
for (dx = 0; dx < 3; ++dx) {
for (dy = 0; dy < 3; ++dy) {
drawTile(x + dy * width / 2, y - dy * height / 2);
}
x += width / 2;
y += height / 2;
}
UPD: Proof of working.
Code (actionscript, but there is no difference for algorithm):
var x:Number = 100, y:Number = 100,
dx:Number, dy:Number, px:Number, py:Number,
halfWidth:Number = 40, halfHeight:Number = 20,
s:Sprite = new Sprite(),
g:Graphics = s.graphics;
g.lineStyle(1, 0xffffff);
for (dx = 0; dx < 3; ++dx) {
for (dy = 0; dy < 3; ++dy) {
px = x + dy * halfWidth;
py = y - dy * halfHeight;
g.moveTo(px - halfWidth , py);
g.lineTo(px, py - halfHeight);
g.lineTo(px + halfWidth, py);
g.lineTo(px, py + halfHeight);
g.lineTo(px - halfWidth, py);
}
x += halfWidth;
y += halfHeight;
}
addChild(s);
Result:
I have a set of bitmaps. They are all transparent to some extent, and I don't know in advance which parts are transparent. I would like to create a new bitmap out of the original bitmap that excludes the transparent parts, but in a square. I think this image explains it:
I know how to create a bitmap out of a existing bitmap, but I don't know how to find out which part is transparent and how to use that to achieve my goal.
This is how I plan on doing this:
public Bitmap cutImage(Bitmap image) {
Bitmap newBitmap = null;
int width = image.getWidth();
int height = image.getHeight();
newBitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(newBitmap);
//This is where I need to find out correct values of r1 and r1.
Rect r1 = new Rect(?, ?, ?, ?);
Rect r2 = new Rect(?, ?, ?, ?);
canvas.drawBitmap(image, r1, r2, null);
return newBitmap;
}
Does anyone know how to achieve this?
EDIT:
I got it work using the following algorithm to find left, right, top and bottom values:
private int x1;
private int x2;
private int y1;
private int y2;
private void findRectValues(Bitmap image)
{
for(int x = 0; x < image.getWidth(); x++)
{
for(int y = 0; y < image.getHeight(); y++)
{
if(image.getPixel(x, y) != Color.TRANSPARENT)
{
System.out.println("X1 is: " + x);
x1 = x;
break;
}
}
if(x1 != 0)
break;
}
for(int x = image.getWidth()-1; x > 0; x--)
{
for(int y = 0; y < image.getHeight(); y++)
{
if(image.getPixel(x, y) != Color.TRANSPARENT)
{
System.out.println("X2 is: " + x);
x2 = x;
break;
}
}
if(x2 != 0)
break;
}
for(int y = 0; y < image.getHeight(); y++)
{
for(int x = 0; x < image.getWidth(); x++)
{
if(image.getPixel(x, y) != Color.TRANSPARENT)
{
System.out.println("Y1 is: " + y);
y1 = y;
break;
}
}
if(y1 != 0)
break;
}
for(int y = image.getHeight()-1; y > 0; y--)
{
for(int x = 0; x < image.getWidth(); x++)
{
if(image.getPixel(x, y) != Color.TRANSPARENT)
{
System.out.println("Y2 is: " + y);
y2 = y;
break;
}
}
if(y2 != 0)
break;
}
}
i think this is a bit more efficient and it works great for me
public Bitmap cropBitmapToBoundingBox(Bitmap picToCrop, int unusedSpaceColor) {
int[] pixels = new int[picToCrop.getHeight() * picToCrop.getWidth()];
int marginTop = 0, marginBottom = 0, marginLeft = 0, marginRight = 0, i;
picToCrop.getPixels(pixels, 0, picToCrop.getWidth(), 0, 0,
picToCrop.getWidth(), picToCrop.getHeight());
for (i = 0; i < pixels.length; i++) {
if (pixels[i] != unusedSpaceColor) {
marginTop = i / picToCrop.getWidth();
break;
}
}
outerLoop1: for (i = 0; i < picToCrop.getWidth(); i++) {
for (int j = i; j < pixels.length; j += picToCrop.getWidth()) {
if (pixels[j] != unusedSpaceColor) {
marginLeft = j % picToCrop.getWidth();
break outerLoop1;
}
}
}
for (i = pixels.length - 1; i >= 0; i--) {
if (pixels[i] != unusedSpaceColor) {
marginBottom = (pixels.length - i) / picToCrop.getWidth();
break;
}
}
outerLoop2: for (i = pixels.length - 1; i >= 0; i--) {
for (int j = i; j >= 0; j -= picToCrop.getWidth()) {
if (pixels[j] != unusedSpaceColor) {
marginRight = picToCrop.getWidth()
- (j % picToCrop.getWidth());
break outerLoop2;
}
}
}
return Bitmap.createBitmap(picToCrop, marginLeft, marginTop,
picToCrop.getWidth() - marginLeft - marginRight,
picToCrop.getHeight() - marginTop - marginBottom);
}
If all the images you want to crop are more or less in the center of the original canvas, I guess you could so something like this:
Start from each border working your way inwards the image searching for non-transparent pixels
Once you've found the top-left pixel and the right-bottom, you'll have your desired target.
Copy the image as you please
Now, the question remains is what you consider a transparent pixel. Does alpha trasparency counts? if so, how much alpha until you decide it's transparent enough to be cut from the image?
To find the non-transparent area of your bitmap, iterate across the bitmap in x and y and find the min and max of the non-transparent region. Then crop the bitmap to those co-ordinates.
Bitmap CropBitmapTransparency(Bitmap sourceBitmap)
{
int minX = sourceBitmap.getWidth();
int minY = sourceBitmap.getHeight();
int maxX = -1;
int maxY = -1;
for(int y = 0; y < sourceBitmap.getHeight(); y++)
{
for(int x = 0; x < sourceBitmap.getWidth(); x++)
{
int alpha = (sourceBitmap.getPixel(x, y) >> 24) & 255;
if(alpha > 0) // pixel is not 100% transparent
{
if(x < minX)
minX = x;
if(x > maxX)
maxX = x;
if(y < minY)
minY = y;
if(y > maxY)
maxY = y;
}
}
}
if((maxX < minX) || (maxY < minY))
return null; // Bitmap is entirely transparent
// crop bitmap to non-transparent area and return:
return Bitmap.createBitmap(sourceBitmap, minX, minY, (maxX - minX) + 1, (maxY - minY) + 1);
}
I have a sprite sheet which has each image centered in a 32x32 cell. The actual images are not 32x32, but slightly smaller. What I'd like to do is take a cell and crop the transparent pixels so the image is as small as it can be.
How would I do that in Java (JDK 6)?
Here is an example of how I'm currently breaking up the tile sheet into cells:
BufferedImage tilesheet = ImageIO.read(getClass().getResourceAsStream("/sheet.png");
for (int i = 0; i < 15; i++) {
Image img = tilesheet.getSubimage(i * 32, 0, 32, 32);
// crop here..
}
My current idea was to test each pixel from the center working my way out to see if it is transparent, but I was wondering if there would be a faster/cleaner way of doing this.
There's a trivial solution – to scan every pixel. The algorithm bellow has a constant performance of O(w•h).
private static BufferedImage trimImage(BufferedImage image) {
int width = image.getWidth();
int height = image.getHeight();
int top = height / 2;
int bottom = top;
int left = width / 2 ;
int right = left;
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
if (image.getRGB(x, y) != 0){
top = Math.min(top, y);
bottom = Math.max(bottom, y);
left = Math.min(left, x);
right = Math.max(right, x);
}
}
}
return image.getSubimage(left, top, right - left + 1, bottom - top + 1);
}
But this is much more effective:
private static BufferedImage trimImage(BufferedImage image) {
WritableRaster raster = image.getAlphaRaster();
int width = raster.getWidth();
int height = raster.getHeight();
int left = 0;
int top = 0;
int right = width - 1;
int bottom = height - 1;
int minRight = width - 1;
int minBottom = height - 1;
top:
for (;top <= bottom; top++){
for (int x = 0; x < width; x++){
if (raster.getSample(x, top, 0) != 0){
minRight = x;
minBottom = top;
break top;
}
}
}
left:
for (;left < minRight; left++){
for (int y = height - 1; y > top; y--){
if (raster.getSample(left, y, 0) != 0){
minBottom = y;
break left;
}
}
}
bottom:
for (;bottom > minBottom; bottom--){
for (int x = width - 1; x >= left; x--){
if (raster.getSample(x, bottom, 0) != 0){
minRight = x;
break bottom;
}
}
}
right:
for (;right > minRight; right--){
for (int y = bottom; y >= top; y--){
if (raster.getSample(right, y, 0) != 0){
break right;
}
}
}
return image.getSubimage(left, top, right - left + 1, bottom - top + 1);
}
This algorithm follows the idea from pepan's answer (see above) and is 2 to 4 times more effective. The difference is: it never scans any pixel twice and tries to contract search range on each stage.
The worst case of the method's performance is O(w•h–a•b)
This code works for me. The algorithm is simple, it iterates from left/top/right/bottom of the picture and finds the very first pixel in the column/row which is not transparent. It then remembers the new corner of the trimmed picture and finally it returns the sub image of the original image.
There are things which could be improved.
The algorithm expects, there is the alpha byte in the data. It will fail on an index out of array exception if there is not.
The algorithm expects, there is at least one non-transparent pixel in the picture. It will fail if the picture is completely transparent.
private static BufferedImage trimImage(BufferedImage img) {
final byte[] pixels = ((DataBufferByte) img.getRaster().getDataBuffer()).getData();
int width = img.getWidth();
int height = img.getHeight();
int x0, y0, x1, y1; // the new corners of the trimmed image
int i, j; // i - horizontal iterator; j - vertical iterator
leftLoop:
for (i = 0; i < width; i++) {
for (j = 0; j < height; j++) {
if (pixels[(j*width+i)*4] != 0) { // alpha is the very first byte and then every fourth one
break leftLoop;
}
}
}
x0 = i;
topLoop:
for (j = 0; j < height; j++) {
for (i = 0; i < width; i++) {
if (pixels[(j*width+i)*4] != 0) {
break topLoop;
}
}
}
y0 = j;
rightLoop:
for (i = width-1; i >= 0; i--) {
for (j = 0; j < height; j++) {
if (pixels[(j*width+i)*4] != 0) {
break rightLoop;
}
}
}
x1 = i+1;
bottomLoop:
for (j = height-1; j >= 0; j--) {
for (i = 0; i < width; i++) {
if (pixels[(j*width+i)*4] != 0) {
break bottomLoop;
}
}
}
y1 = j+1;
return img.getSubimage(x0, y0, x1-x0, y1-y0);
}
I think this is exactly what you should do, loop through the array of pixels, check for alpha and then discard. Although when you for example would have a star shape it will not resize the image to be smaller be aware of this.
A simple fix for code above. I used the median for RGB and fixed the min() function of x and y:
private static BufferedImage trim(BufferedImage img) {
int width = img.getWidth();
int height = img.getHeight();
int top = height / 2;
int bottom = top;
int left = width / 2 ;
int right = left;
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
if (isFg(img.getRGB(x, y))){
top = Math.min(top, y);
bottom = Math.max(bottom, y);
left = Math.min(left, x);
right = Math.max(right, x);
}
}
}
return img.getSubimage(left, top, right - left, bottom - top);
}
private static boolean isFg(int v) {
Color c = new Color(v);
return(isColor((c.getRed() + c.getGreen() + c.getBlue())/2));
}
private static boolean isColor(int c) {
return c > 0 && c < 255;
}
[Hi I tried the following. In the images file idle1.png is the image with a big transparent box while testing.png is the same image with minimum bounding box
'BufferedImage tempImg = (ImageIO.read(new File(fileNPath)));
WritableRaster tempRaster = tempImg.getAlphaRaster();
int x1 = getX1(tempRaster);
int y1 = getY1(tempRaster);
int x2 = getX2(tempRaster);
int y2 = getY2(tempRaster);
System.out.println("x1:"+x1+" y1:"+y1+" x2:"+x2+" y2:"+y2);
BufferedImage temp = tempImg.getSubimage(x1, y1, x2 - x1, y2 - y1);
//for idle1.png
String filePath = fileChooser.getCurrentDirectory() + "\\"+"testing.png";
System.out.println("filePath:"+filePath);
ImageIO.write(temp,"png",new File(filePath));
where the get functions are
public int getY1(WritableRaster raster) {
//top of character
for (int y = 0; y < raster.getHeight(); y++) {
for (int x = 0; x < raster.getWidth(); x++) {
if (raster.getSample(x, y,0) != 0) {
if(y>0) {
return y - 1;
}else{
return y;
}
}
}
}
return 0;
}
public int getY2(WritableRaster raster) {
//ground plane of character
for (int y = raster.getHeight()-1; y > 0; y--) {
for (int x = 0; x < raster.getWidth(); x++) {
if (raster.getSample(x, y,0) != 0) {
return y + 1;
}
}
}
return 0;
}
public int getX1(WritableRaster raster) {
//left side of character
for (int x = 0; x < raster.getWidth(); x++) {
for (int y = 0; y < raster.getHeight(); y++) {
if (raster.getSample(x, y,0) != 0) {
if(x > 0){
return x - 1;
}else{
return x;
}
}
}
}
return 0;
}
public int getX2(WritableRaster raster) {
//right side of character
for (int x = raster.getWidth()-1; x > 0; x--) {
for (int y = 0; y < raster.getHeight(); y++) {
if (raster.getSample(x, y,0) != 0) {
return x + 1;
}
}
}
return 0;
}'[Look at Idle1.png and the minimum bounding box idle = testing.png][1]
Thank you for your help regards Michael.Look at Idle1.png and the minimum bounding box idle = testing.png]images here
If your sheet already has transparent pixels, the BufferedImage returned by getSubimage() will, too. The default Graphics2D composite rule is AlphaComposite.SRC_OVER, which should suffice for drawImage().
If the sub-images have a distinct background color, use a LookupOp with a four-component LookupTable that sets the alpha component to zero for colors that match the background.
I'd traverse the pixel raster only as a last resort.
Addendum: Extra transparent pixels may interfere with collision detection, etc. Cropping them will require working with a WritableRaster directly. Rather than working from the center out, I'd start with the borders, using a pair of getPixels()/setPixels() methods that can modify a row or column at a time. If a whole row or column has zero alpha, mark it for elimination when you later get a sub-image.