Trying to figure out why my graphics program is not working - java

I cannot figure out why my graphics program's render function is not displaying my rectangle. Also, if I change the bufferstrategy to '3' I get funky behavior. Currently, my project has two main classes on called Main and the second called UniversalJframe. The UniversalJfame class should be called display, well at least you can think of it as being display. Please keep in mind I am still new to java programming.
public class Main extends Canvas implements Runnable{
public int w = 200;
public int h = 200;
public String t = "Hello";
private boolean running = false;
private UniversalJframe frame;
private Thread thread;
private BufferStrategy bs;
private Graphics g;
private PauseTest pause;
public void run(){
System.out.println("Run Method");
while(running){
render();
tick();
pause.pause();
}
stop();
}
public synchronized void start(){
if(running) { return; }
System.out.println("Starting Main Program");
running = true;
thread = new Thread(this);
thread.start();
}
public synchronized void stop(){
if(!running) { return; }
System.out.println("Stopping");
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
public void render(){
bs = frame.getCanvas().getBufferStrategy();
if(bs == null){
frame.getCanvas().createBufferStrategy(2);
return;
}
g = bs.getDrawGraphics();
//Draw Here
g.setColor(Color.GREEN);
g.fillRect(10, 10, 10, 10);
//End Draw
bs.show();
g.dispose();
}
public void tick(){
}
public Main(){
frame = new UniversalJframe(h, w, t, this);
pause = new PauseTest();
pause.setDuration(500000);
start();
}
public static void main(String args[]){
new Main();
System.out.println("Running Main Program");
}
}
public class UniversalJframe extends Canvas {
private static final long serialVersionUID = 1L;
private JFrame jFrame;
private Canvas canvas;
int height = 200; int width = 200;
String title = "";
Main obj;
public UniversalJframe(int height, int width, String title, Main obj){
this.height = height;
this.width = width;
this.obj = obj;
this.title = title;
init();
}
public Canvas getCanvas(){
return canvas;
}
private void init(){
jFrame = new JFrame(title);
jFrame.setSize(new Dimension(width, height));
jFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jFrame.setResizable(false);
jFrame.add(obj);
jFrame.setLocationRelativeTo(null);
jFrame.setVisible(true);
canvas = new Canvas();
canvas.setPreferredSize(new Dimension(width, height));
canvas.setMaximumSize(new Dimension(width, height));
canvas.setMinimumSize(new Dimension(width, height));
jFrame.add(canvas);
jFrame.pack();
}
}

You're using Canvas, which is an old AWT class.
Here's a fun example of a simple graphics application using Java Swing.
The eye balls follow the cursor around the drawing panel.
Here's the code. You can use the JFrame and drawing JPanel as a base for any graphics application.
package com.ggl.testing;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionAdapter;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class MovingEyes implements Runnable {
private static final int drawingWidth = 400;
private static final int drawingHeight = 400;
private static final int eyeballHeight = 150;
private static final int eyeballWidthMargin = 125;
private static final int eyeballOuterRadius = 50;
private static final int eyeballInnerRadius = 20;
private DrawingPanel drawingPanel;
private Eye[] eyes;
private JFrame frame;
public static void main(String[] args) {
SwingUtilities.invokeLater(new MovingEyes());
}
public MovingEyes() {
this.eyes = new Eye[2];
this.eyes[0] = new Eye(new Point(eyeballWidthMargin, eyeballHeight));
this.eyes[1] = new Eye(new Point(drawingWidth - eyeballWidthMargin,
eyeballHeight));
}
#Override
public void run() {
frame = new JFrame("Moving Eyes");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
drawingPanel = new DrawingPanel();
frame.add(drawingPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = -2977860217912678180L;
public DrawingPanel() {
this.addMouseMotionListener(new EyeballListener());
this.setBackground(Color.WHITE);
this.setPreferredSize(new Dimension(drawingWidth, drawingHeight));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
for (Eye eye : eyes) {
drawCircle(g, eye.getOrigin(), eyeballOuterRadius);
fillCircle(g, eye.getEyeballOrigin(), eyeballInnerRadius);
}
}
private void drawCircle(Graphics g, Point origin, int radius) {
g.drawOval(origin.x - radius, origin.y - radius, radius + radius,
radius + radius);
}
private void fillCircle(Graphics g, Point origin, int radius) {
g.fillOval(origin.x - radius, origin.y - radius, radius + radius,
radius + radius);
}
}
public class Eye {
private final Point origin;
private Point eyeballOrigin;
public Eye(Point origin) {
this.origin = origin;
this.eyeballOrigin = origin;
}
public Point getEyeballOrigin() {
return eyeballOrigin;
}
public void setEyeballOrigin(Point eyeballOrigin) {
this.eyeballOrigin = eyeballOrigin;
}
public Point getOrigin() {
return origin;
}
}
public class EyeballListener extends MouseMotionAdapter {
private final double eyeballDistance = eyeballOuterRadius
- eyeballInnerRadius - 5;
#Override
public void mouseMoved(MouseEvent event) {
Point p = event.getPoint();
for (Eye eye : eyes) {
Point origin = eye.getOrigin();
double theta = Math.atan2((double) (p.y - origin.y),
(double) (p.x - origin.x));
int x = (int) Math.round(Math.cos(theta) * eyeballDistance)
+ origin.x;
int y = (int) Math.round(Math.sin(theta) * eyeballDistance)
+ origin.y;
eye.setEyeballOrigin(new Point(x, y));
}
drawingPanel.repaint();
}
}
}

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);
}
}

JPanel size is not known on start

When I create a Board instance from my Square instance, I try to assign the size of the window to the integers x and y. I fail to do this because it seems like on start the size is 0. In the constructor in Board.java, x and y shouldn't be -50 like they end up now.
Square.java:
package Square;
import javax.swing.*;
public class Square extends JFrame {
public Square(){
add(new Board());
setSize(800, 800);
setVisible(true);
}
public static void main(String[] args){
new Square();
}
}
Board.java
package Square;
import javax.swing.*;
import java.awt.*;
public class Board extends JPanel{
int x,y;
public Board(){
x = width-50;
y = height-50;
}
public int width = (int) getSize().getWidth();
public int height = (int) getSize().getHeight();
public void paintComponent(Graphics g){
super.paintComponent(g);
g.fillRect(x,y, 100, 100);
}
}
Full Code for clarification:
Square.java
package Square;
import javax.swing.*;
public class Square extends JFrame {
public Square(){
Board board = new Board();
board.start();
add(board);
setTitle("Square");
setSize(800, 800);
setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
}
public static void main(String[] args){
Square square = new Square();
square.setVisible(true);
square.setLocation(2000, 150);
}
}
Board.java
package Square;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Board extends JPanel implements ActionListener{
Timer timer;
int x, y;
int velX = 0;
int velY = 0;
public Board(){
setFocusable(true);
timer = new Timer(1, this);
addKeyListener(new TAdapter());
}
class TAdapter extends KeyAdapter{
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
switch(keyCode){
case KeyEvent.VK_ESCAPE: x = width()/2-50; y = height()/2-50; break;
case KeyEvent.VK_RIGHT: velX = 1; break;
case KeyEvent.VK_DOWN: velY = 1; break;
case KeyEvent.VK_LEFT: velX = -1; break;
case KeyEvent.VK_UP: velY = -1; break;
}
}
public void keyReleased(KeyEvent e){
velX = 0;
velY = 0;
}
}
public int width(){ return (int) getSize().getWidth();}
public int height(){ return (int) getSize().getHeight();}
public void start(){
timer.setInitialDelay(100);
timer.start();
x = width()/2-50;
y = height()/2-50;
}
#Override
public void actionPerformed(ActionEvent e) {
x += velX;
y += velY;
repaint();
}
public void paintComponent(Graphics g){
super.paintComponent(g);
g.setColor(Color.RED);
g.fillRect(x,y, 100, 100);
}
}
Put the calculation into your paintComponent method. In general you want to avoid having code in paintComponent that will slow it down, but these calls shouldn't give too much penalty. Also, if your program is re-sizable, you'll need to be able to re-calculate the sizes of things on the go like this:
public void paintComponent(Graphics g){
super.paintComponent(g);
int x = getWidth() - 50;
int y = getHeight() - 50;
g.fillRect(x, y, 100, 100);
}
but of course in your real program, you will want to avoid "magic" numbers
Another issue: don't call setSize() on your JFrame. Instead, if you want to specify a hard size, do so in the JPanel by overriding its getPreferredSize() method. This will also then give you the suggested parameters that can be used for your calculations.
For 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 DrawRect extends JPanel {
private static final int PREF_W = 800;
private static final int PREF_H = PREF_W;
private static final int DELTA = 50;
private static final Color RECT_COLOR = Color.red;
private static final int RECT_WIDTH = 100;
private static final int TIMER_DELAY = 15;
private int rectX = PREF_W - DELTA;
private int rectY = PREF_H - DELTA;
public DrawRect() {
new Timer(TIMER_DELAY, new TimerListener()).start();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(RECT_COLOR);
g.fillRect(rectX, rectY, RECT_WIDTH, RECT_WIDTH);
}
#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) {
rectX--;
rectY--;
repaint();
}
}
private static void createAndShowGui() {
JFrame frame = new JFrame("DrawRect");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new DrawRect());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
Also, check out the key bindings animation code from this answer of mine.
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
import java.util.EnumMap;
import java.util.HashMap;
import java.util.Map;
public class GamePanel extends JPanel {
private static final int ANIMATION_DELAY = 15;
private final int HEIGHT = 400;
private final int WIDTH = 600;
private Square square;
private EnumMap<Direction, Boolean> dirMap = new EnumMap<>(Direction.class);
private Map<Integer, Direction> keyToDir = new HashMap<>();
// !! private Circle circle;
private Timer animationTimer;
public GamePanel() {
for (Direction dir : Direction.values()) {
dirMap.put(dir, Boolean.FALSE);
}
keyToDir.put(KeyEvent.VK_UP, Direction.UP);
keyToDir.put(KeyEvent.VK_DOWN, Direction.DOWN);
keyToDir.put(KeyEvent.VK_LEFT, Direction.LEFT);
keyToDir.put(KeyEvent.VK_RIGHT, Direction.RIGHT);
// !! addKeyListener(new DirectionListener());
setKeyBindings();
setBackground(Color.white);
setPreferredSize(new Dimension(WIDTH, HEIGHT));
setFocusable(true);
square = new Square();
animationTimer = new Timer(ANIMATION_DELAY, new AnimationListener());
animationTimer.start();
}
private void setKeyBindings() {
int condition = WHEN_IN_FOCUSED_WINDOW;
final InputMap inputMap = getInputMap(condition);
final ActionMap actionMap = getActionMap();
boolean[] keyPressed = { true, false };
for (Integer keyCode : keyToDir.keySet()) {
Direction dir = keyToDir.get(keyCode);
for (boolean onKeyPress : keyPressed) {
boolean onKeyRelease = !onKeyPress; // to make it clear how bindings work
KeyStroke keyStroke = KeyStroke.getKeyStroke(keyCode, 0,
onKeyRelease);
Object key = keyStroke.toString();
inputMap.put(keyStroke, key);
actionMap.put(key, new KeyBindingsAction(dir, onKeyPress));
}
}
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
square.display(g);
}
private class AnimationListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent evt) {
boolean repaint = false;
for (Direction dir : Direction.values()) {
if (dirMap.get(dir)) {
square.move(dir);
repaint = true;
}
}
if (repaint) {
repaint();
}
}
}
private class KeyBindingsAction extends AbstractAction {
private Direction dir;
boolean pressed;
public KeyBindingsAction(Direction dir, boolean pressed) {
this.dir = dir;
this.pressed = pressed;
}
#Override
public void actionPerformed(ActionEvent evt) {
dirMap.put(dir, pressed);
}
}
private static void createAndShowGUI() {
GamePanel gamePanel = new GamePanel();
JFrame frame = new JFrame("GamePanel");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(gamePanel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
gamePanel.requestFocusInWindow();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGUI();
}
});
}
}
enum Direction {
UP(0, -1), DOWN(0, 1), LEFT(-1, 0), RIGHT(1, 0);
private int incrX;
private int incrY;
private Direction(int incrX, int incrY) {
this.incrX = incrX;
this.incrY = incrY;
}
public int getIncrX() {
return incrX;
}
public int getIncrY() {
return incrY;
}
}
class Square {
private int x = 0;
private int y = 0;
private int w = 20;
private int h = w;
private int step = 1;
private Color color = Color.red;
private Color fillColor = new Color(255, 150, 150);
private Stroke stroke = new BasicStroke(3f, BasicStroke.CAP_ROUND,
BasicStroke.JOIN_ROUND);
public void display(Graphics g) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(fillColor);
g2d.fillRect(x, y, w, h);
g2d.setStroke(stroke);
g2d.setColor(color);
g2d.drawRect(x, y, w, h);
g2d.dispose();
}
public void setStep(int step) {
this.step = step;
}
public void move(Direction dir) {
x += step * dir.getIncrX();
y += step * dir.getIncrY();
}
}
Hey your codestyle is horrible, but i try to help :). You can't get a size of an undrawn window. First Things first, your Constructor is wrong, you add the Board that actually create the Board Obj. Calling the Constructor of Board, which has no drawn parent yet and no x,y set. Try to initialize your variables in the Constructor. So just use width and height and fill the values in the constructor. Next, just tell your board its creation size by passing its parent size trough constructor variables.
I think you try to learn java and this is much more elegant. Furthermore, try to do all parent modification before adding some to it. So first setSize, add some Layout (Border/Flow/whatuwish) then get the frames ContentPane and add your Board component. To make things clear, you can't get e.g. the parent and parent size in Contructor because your board Obj isn't created and added yet. If you wish to getParent() and its size, create the Object add it to JFrame and than you can call getParent().getSize(). You get 0 because your JPanel isn't drawn at this time (before creation). If you wish to get the Parent Size just pass the JFrame Ref to Constructor or its size. Another Advise, don't create things in things in things, keep in mind with your code you create your JPanel as first Obj... Here is some example code:
Square:
public class Square extends JFrame {
public static void main(String[] args){
Square square = new Square();
square.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Dimension d = new Dimension(800,800);
square.setPreferredSize(d);
square.setSize(d);
//too much, every Jframe has BorderLayout enabled
square.getContentPane().setLayout(new BorderLayout());
square.getContentPane().add(new Board(square), BorderLayout.CENTER);
square.pack();
square.setVisible(true);
}
}
Board:
public class Board extends JPanel{
int x,y;
JFrame parent;
public Board(JFrame parent){
int width = parent.getPreferredSize().width;
int height = parent.getPreferredSize().height;
x = width-50;
y = height-50;
}
public void paintComponent(Graphics g){
super.paintComponent(g);
g.fillRect(x,y, 100, 100);
}
}
You can take x and y values after the panel has become visible, in the next EDT cycle, by using SwingUtilities.invokeLater, for example.

Graphical object does not update as the xPosition updates

I am trying to create a planet (blue circle), and have it move when i update the x-position. Here's the main class.
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JFrame;
public class Main extends Canvas implements Runnable{
public int width = 1400;
public int height = (width/16)* 9;
Dimension dim = new Dimension(width, height);
JFrame frame;
boolean running;
NewBody earth;
public Main(){
this.setPreferredSize(dim);
this.setBackground(Color.BLACK);
}
public void start(){
running = true;
Thread thread = new Thread(this, "display");
thread.start();
}
public void run(){
long startTime = System.currentTimeMillis();
double conv = Math.pow(10, 3);
while(running){
long now = System.currentTimeMillis();
if((now-startTime)/conv >= 1){
earth.incXPos();
startTime = now;
return;
}
update();
}
}
public void update(){
repaint();
}
public void stop(){
running = false;
}
public void paint(Graphics g){
Graphics2D g2d = (Graphics2D)g;
g2d.setColor(Color.BLUE);
g2d.fillOval(earth.xPos,earth.yPos, earth.radius*2, earth.radius*2);
}
public static void main(String args[]){
Main main = new Main();
main.frame = new JFrame();
main.frame.setResizable(false);
main.frame.add(main);
main.frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
main.frame.pack();
main.frame.setVisible(true);
main.earth = new NewBody(0, 0,0, 50);
main.start();
}
}
And here is the NewBody blueprint, from which I am creating "earth"
public class NewBody {
Main main = new Main();
public int xOrigo = 1400/2;
public int yOrigo = 800/2;
public double mass;
public double velocity;
public int xPos;
public int yPos;
public double force;
public double vectorAngle;
public double fx;
public double fy;
public double acceleration;
public int radius;
public NewBody(double mass, int xPos, int yPos, int radius){
this.mass = mass;
this.xPos = xOrigo + xPos - radius;
this.yPos = yOrigo + yPos - radius;
this.radius = radius;
}
public void incXPos(){
this.xPos++;
}
The problem is that when I run the program, the blue circle just stays in the same position, where it was initialized. It just flickers extremely fast, and nothing else happens. I am quite new to coding, and I do not seem to get any error message and therefore I do not know how to proceed. I have been stuck on this for some hours now.
Do you have any ideas?
The return; statement in your run() method causes the method short circuits exit and thus quit immediately after calling incXPos() just once. This occurs even before update() is called and so repaint() is never called.
I'd do things a bit differently though:
I'd draw in a JPanel
I'd draw in its paintComponent method.
I'd use a Swing Timer instead of a Thread to do my animation loop.
I'd be sure to call the super's paintComponent(g) inside of my override.
For example:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
public class SimpleAnimation extends JPanel {
private static final int PREF_W = 1400;
private static final int PREF_H = (PREF_W * 9) / 16; // do int mult **first**
private static final int TIMER_DELAY = 13;
private NewBody earth = new NewBody(0, 0, 0, 50);
public SimpleAnimation() {
new Timer(TIMER_DELAY, new TimerListener()).start();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
// to allow for smooth graphics
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setColor(Color.BLUE);
g2d.fillOval(earth.xPos, earth.yPos, earth.radius * 2, earth.radius * 2);
}
#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) {
earth.incXPos();
repaint();
}
}
private static void createAndShowGui() {
SimpleAnimation mainPanel = new SimpleAnimation();
JFrame frame = new JFrame("SimpleAnimation");
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();
}
});
}
}
class NewBody {
// !! Main main = new Main();
public int xOrigo = 1400 / 2;
public int yOrigo = 800 / 2;
public double mass;
public double velocity;
public int xPos;
public int yPos;
public double force;
public double vectorAngle;
public double fx;
public double fy;
public double acceleration;
public int radius;
public NewBody(double mass, int xPos, int yPos, int radius) {
this.mass = mass;
this.xPos = xOrigo + xPos - radius;
this.yPos = yOrigo + yPos - radius;
this.radius = radius;
}
public void incXPos() {
this.xPos++;
}
}

NullPointerException - I don't understand

what is wrong with this code?
I keep getting the error
Exception in thread "Thread-2" java.lang.NullPointerException
at GUI.render(GUI.java:68)
at GUI.run(GUI.java:51)
please help
import graphics.*;
import javax.swing.*;
import java.awt.*;
import java.awt.Canvas;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
public class GUI extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
final static String LABEL_TEXT = "Game";
public static final int Width = 1020;
public static final int Height = 680;
private Thread thread;
private Screen screen;
private Render render;
private BufferedImage img;
private boolean running = false;
private int[] pixels;
public void display() {
screen = new Screen(Height, Width);
vimg = new BufferedImage(Width, Height, BufferedImage.TYPE_INT_RGB);
pixels = ((DataBufferInt)img.getRaster().getDataBuffer()).getData();
}
private void start() {
if(running)
return;
running = true;
thread = new Thread(this);
thread.start();
}
private void stop() {
if(!running)
return;
running = false;
try {
thread.join();
} catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
public void run() {
while (running){
tick();
render();
}
}
public void tick() {
}
private void render() {
BufferStrategy bs = this.getBufferStrategy();;
if(bs == null) {
createBufferStrategy(3);
return;
}
screen.render();
for (int i = 0; i <Width*Height; i++){
pixels[i] = screen.pixels[i];
}
Graphics g = bs.getDrawGraphics();
g.drawImage(img, 0, 0, Width, Height, null);
g.dispose();
bs.show();
}
/**
* Create and show the GUI.
*/
public static void main(String[] args) {
/*Create Canvas*/
GUI game = new GUI();
/*Create and set up the frame*/
JFrame frame = new JFrame("GUI");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
/*Add content pane to frame*/
frame.add(game);
/*Size and then display the frame.*/
frame.setSize(Width, Height);
frame.setVisible(true);
frame.setLocationRelativeTo(null);
game.start();
}
}
package graphics;
public class Render {
public final int width;
public final int height;
public int[] pixels;
public Render(int height, int width) {
this.width = width;
this.height = height;
pixels = new int[width*height];
}
public void draw(Render render, int xOffset, int yOffset) {
for (int y =0; y<height; y++) {
int yPix = y + yOffset;
for (int x =0; x<width; x++) {
int xPix = x + xOffset;
pixels[xPix+yPix*width] = pixels[x+y*width];
}
}
}
}
package graphics;
import java.util.Random;
import graphics.Render;
public class Screen extends Render{
private Render test;
public Screen(int width, int height) {
super(width, height);
Random rand = new Random();
test = new Render(256, 256);
for (int i =0; i< 256*256; i++){
test.pixels[i] = rand.nextInt();
}
}
public void render() {
draw(test, 0, 0);
}
}
You haven't called display() to initialize your variables before you use them.

Java - draw graphics using a method and a constructor

I am working on a java 2d game library. I want a method named paintImage() to do graphics.drawImage() every time paintImage() is called.
public void paintImage(image1, x, y){
//i want it to run graphics.drawImage every time it is called.
}
public void anotherMethod(){
paintImage(...);
paintImage(...);
//paint as many times as i want.
}
public void paintComponent(Graphics graphics){
graphics.drawImage();
super.paintComponents();
}
Thanks for your time and please leave a suggestion, sorry but its kind of hard to explain this.
For Single Image Display
public class DrawingDemo {
private JPanel panel;
private MyImage imageData;
public DrawingDemo() {
...
panel = new JPanel() {
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
if (imageData != null) {
g.drawImage(imageData.getImage(), imageData.getX(), imageData.getY(), this);
}
}
};
...
}
public void paintImage(Image image1, int x, int y) {
imageData = new MyImage(image1, x, y);
panel.repaint();
}
public void anotherMethod() {
paintImage(...);
paintImage(...);
}
}
public class MyImage { // bean class for storing image information
private Image image;
private int x;
private int y;
public MyImage(Image image, int x, int y) {
this.image = image;
this.x = x;
this.y = y;
}
public Image getImage(){
return image;
}
public int getX(){
return x;
}
public int getY(){
return y;
}
... you can add setter methods
}
UPDATE : For multiple image display
private JPanel panel;
private ArrayList<MyImage> imageData; // or any other data structure you like
public DrawingDemo() {
imageData = new ArrayList<>();
JFrame frame = new JFrame();
frame.setSize(800, 600);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
panel = new JPanel() {
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
for (MyImage myImage : imageData) {
g.drawImage(myImage.getImage(), myImage.getX(), myImage.getY(), this);
}
}
};
frame.add(panel);
frame.setVisible(true);
}
public void paintImage(Image image1, int x, int y) {
imageData.add(new MyImage(image1, x, y));
panel.repaint();
}
public void anotherMethod() {
paintImage(new ImageIcon("/home/blackadmin/Desktop/image.jpg").getImage(), 0, 0);
paintImage(new ImageIcon("/home/blackadmin/Desktop/image2.jpg").getImage(), 50, 50);
paintImage(new ImageIcon("/home/blackadmin/Desktop/image3.jpg").getImage(), 100, 100);
}
OUTPUT :
Have a look at this answer
Comment if you don't understand anything, hope this will help
What I think you're looking to do is to make changes to some states in your class and then redrawing your images with changes based on those state changes -- in other words perhaps you're looking to do animation. If so, then your image drawing should all be done either within the paintComponent method using its Graphics object, or in another method called by paintComponent one that uses the Graphics object passed into paintCocalzmponent. This can be done by passing a Graphics parameter into the other method. Your anotherMethod would then request that the JVM repaint the GUI by calling repaint(). For example:
public void anotherMethod() {
x++;
y++;
repaint(); // this will stimulate JVM to call paint/paintComponent
}
private void paintImage(Graphics g, BufferedImage img, int x, int y2) {
g.drawImage(img, x, y2, this);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
paintImage(g, image1, x, y);
}
A complete example of this is as follows:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.beans.Transient;
import javax.swing.*;
public class PaintEg extends JPanel {
private static final int IMG_W = 30;
private static final int IMG_H = IMG_W;
private static final int PREF_W = 400;
private static final int PREF_H = PREF_W;
private static final int TIMER_DELAY = 20;
private BufferedImage image1;
private int x;
private int y;
public PaintEg() {
image1 = createImg();
new Timer(TIMER_DELAY, new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
anotherMethod();
}
}).start();
}
private BufferedImage createImg() {
BufferedImage img = new BufferedImage(IMG_W, IMG_H, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = img.createGraphics();
g2.setBackground(Color.red);
g2.clearRect(0, 0, IMG_W, IMG_H);
g2.setColor(Color.blue);
g2.fillRect(IMG_W / 4, IMG_H / 4, IMG_W / 2, IMG_H / 2);
g2.dispose();
return img;
}
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
public void anotherMethod() {
x++;
y++;
repaint(); // this will stimulate JVM to call paint/paintComponent
}
private void paintImage(Graphics g, BufferedImage img, int x, int y2) {
g.drawImage(img, x, y2, this);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
paintImage(g, image1, x, y);
}
private static void createAndShowGUI() {
PaintEg paintEg = new PaintEg();
JFrame frame = new JFrame("PaintEg");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(paintEg);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGUI();
}
});
}
}

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