I made a java paint application and I made a rainbow brush function; however, I want to make the randomized colors into a smooth gradient. It is currently just printing ovals of differently colors and you can notice each distinct oval. Is there a way to make it a gradient?
Paint Project - CLICK HERE TO SEE PROGRAM
My Rainbow Fuction:
public void rainbow() {
Random generator = new Random();
int r = generator.nextInt(256);
int g = generator.nextInt(256);
int b = generator.nextInt(256);
Color color = new Color(r, g, b);
g2.setPaint(color);
}
My Mouse Listeners:
public DrawArea() {
addMouseListener(new MouseAdapter() {
public void mousePressed(MouseEvent e) {
// save coord x,y when mouse is pressed
oldX = e.getX();
oldY = e.getY();
}
});
addMouseMotionListener(new MouseMotionAdapter() {
public void mouseDragged(MouseEvent e) {
// coord x,y when drag mouse
currentX = e.getX();
currentY = e.getY();
if (g2 != null) {
// draw oval if g2 context not null
g2.drawOval(oldX, oldY, 40, 40);
g2.fillOval(oldX, oldY, 40, 40);
// refresh draw area to repaint
repaint();
// store current coords x,y as olds x,y
oldX = currentX;
oldY = currentY;
}
}
});
}
Paint Component:
public void paintComponent(Graphics g) {
if (image == null) {
image = createImage(getSize().width, getSize().height);
g2 = (Graphics2D) image.getGraphics();
clear();
}
// enable antialiasing
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.drawImage(image, 0, 0, null);
}
I presume you're calling your rainbow function every ticks, which is why you get the effect as such.
To create the illusion of having a gradient, the r,g,b values must be changing slow enough to have the desired effect.
One way you can do that is by storing the value you want to LERP (see: https://en.wikipedia.org/wiki/Linear_interpolation) to.
//declare a variable to store the destinated Color;
public Color colorToBeLerped = null;
public Color currentColor = null;
public Color originalColor = null;
public final float deltaFactor = 0.2;
public void rainbow() {
if(currentColor==null||currentColor.equals(colorToBeLerped)){
Random generator = new Random();
int r = generator.nextInt(256);
int g = generator.nextInt(256);
int b = generator.nextInt(256);
colorToBeLerped = new Color(r, g, b);
originalColor = colorToBeLerped;
}
if(currentColor==null){
currentColor=colorToBeLerped;
}else{
//using the Color constructor that accepts float arguments, divide 255
currentColor= new Color((colorToBeLerped.getRed()-originalColor.getRed()*deltaFactor)/255,
(colorToBeLerped.getGreen()-originalColor.getGreen()*deltaFactor)/255,
(colorToBeLerped.getBlue()-originalColor.getBlue()*deltaFactor)/255);
}
g2.setPaint(currentColor);
}
Explaination:
1.Keep track of the color you want to lerp to, the current color you are in and the original color when the randomize function is called.
2.When we the first time rainbow function is called, current color will be set to the randomized color.
3.For every tick, if the current Color is not the destination color, we will increment by 1/5 of how much the difference is between original Color and destination Color.
4.A constant delta factor of 0.2 means that we will need 5 ticks to get from one color to another color, the lesser this variable is, the longer it will get from your original color to the destination color.
5.If we have reached the color, we will elect another new destination color.
*Not tested but I think you can figure out the rest
Related
I want to create a shape Object(in my case the object is a rectangle). Each time I click a button. Currently, I'm able to make it appear just once. The idea would be that each time I click the button, a new rectangle Object is created, additional to the old one. Therefore, if I click the button 5 times, I should have 5 rectangles.
I tried to do it with an ArrayList, but still, there is just one rectangle appearing. Does someone know how to do it!
Thank you very much in advance!
This is the main class, FYI there is also a rectangle Class(not attached)
import controlP5.*;
ControlP5 cp5;
Rectangle rect; // rect begins as null
Button rc;
ArrayList<Rectangle> rectList;
void setup(){
size(1000, 1000);
rectList = new ArrayList<Rectangle>();
cp5 = new ControlP5(this);
rc = cp5.addButton("Rectangle").
setPosition(5, 4).
setColorBackground(color(52, 55, 76));
rc.onRelease(new CallbackListener() {
public void controlEvent(CallbackEvent theEvent) {
// only create the rectangle when the button is clicked
rect = new Rectangle(100, 100, 100, 100);
}
});
}
void draw(){
background(255);
// if the rect exists, draw it on the screen
if(rect != null) {
rect.displayRect();
showRect();
}
for(int i = 0; i < rectList.size(); i++){
//((Rectangle)rectList.get(i)).update();
((Rectangle)rectList.get(i)).displayRect();
}
}
public void showRect(){
for(Rectangle r: rectList){
r.displayRect();
rect(r.getXvalue(), r.getYvalue(), r.getWvalue(), r.getHvalue());
}
}
You have a list, but you never add anything to that list. The list remains empty.
Drop the member field rect, delete this line:
Rectangle rect; // rect begins as null
When you instantiate a new Rectangle, immediately add it to the list.
rc.onRelease( new CallbackListener() {
public void controlEvent(CallbackEvent theEvent) {
// When the button is clicked, instantiate a new rectangle and remember it by adding to our list of rectangles.
rectList.add(
new Rectangle( 100, 100, 100, 100 )
);
}
});
Some chiding: This was not a good Question for Stack Overflow. You could easily have found this bug by using a debugger to step through the code. You would have seen that the list remains empty. Before posting, do your own debugging exhaustively.
You should post your Rectangle class to make it easier for others to test and help out.
As Basil pointed out (+1) you're only rendering a new rectangle for one frame when there's a click event.
The idea would be that each time I click the button, a new rectangle Object is created, additional to the old one. Therefore, if I click the button 5 times, I should have 5 rectangles.
This statement is a bit ambiguous. I get you'd like to render a rectangle per click, however in the click handler the rect has the exact same dimensions and coordinates. Even if you would make minor fixes, rendering 5 identical rectangles on top of each other will likely appear as if it's a single rectangle.
Regarding the code you posted, this stands out to me:
Rectangle rect; // rect begins as null: what is the purpose of the rect if you have this underneath: ArrayList<Rectangle> rectList; ?
showRect(); is called in draw(): it loops over rectList and not only calls displayRect() which I'd assume would render the current rect, but also re-renders the same data on the following line (rect(r.getXvalue(), r.getYvalue(), r.getWvalue(), r.getHvalue());)
underneath, there's a for loop over the same list calling displayRect() yet again. My guess is 2 out 3 calls to render rectangles are redundant. (Also the array list is typed therefore, no need to cast like this: (Rectangle)rectList.get(i)), rectList.get(i) should suffice)
The only other minor caveat I have is around naming: ideally you would want to stick to Java naming conventions in Processing. (For example getXValue() instead of getXvalue(), etc.)
Regarding the ControlP5 button you could use controlEvent() which is a bit simpler than setting a callback. Even simpler is to use this automatic variable plugging functionality. In short, if a function has the same name as a button's name it will be called automatically:
Automatic controller-event detection
ControlP5 offers a range of controllers that allow you to easily change and adjust values while your sketch is running. Each controller is identified by a unique name assigned when creating a controller. ControlP5 locates variables and functions inside your sketch and will link controllers to matching variables or functions automatically
(from controlP5 reference)
Here's a basic example that prints a message to console each time the button is clicked:
import controlP5.*;
ControlP5 cp5;
void setup() {
size(1000, 1000);
cp5 = new ControlP5(this);
cp5.addButton("rectangle").
setPosition(5, 4).
setColorBackground(color(52, 55, 76));
}
void draw(){
background(255);
}
void rectangle(){
println("rectangle button clicked");
}
(I've kept the name rectangle instead of Rectangle to keep in line with Java naming conventions. The text label is displayed in uppercase anyway)
Back to your main question, if you want to add new rectangle per button press and render them the code be as simple as:
import controlP5.*;
ControlP5 cp5;
ArrayList<Rectangle> rectList = new ArrayList<Rectangle>();
int x = 100;
int y = 100;
void setup() {
size(1000, 1000);
rectList = new ArrayList<Rectangle>();
cp5 = new ControlP5(this);
cp5.addButton("rectangle").
setPosition(5, 4).
setColorBackground(color(52, 55, 76));
}
void draw() {
background(255);
for (int i = 0; i < rectList.size(); i++) {
rectList.get(i).display();
}
}
void rectangle(){
rectList.add(new Rectangle(x, y, 100, 100));
// increment x, y to avoid superimposed rectangles
x += 50;
y += 50;
}
class Rectangle{
private int x, y, w, h;
Rectangle(int x, int y, int w, int h){
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
void display(){
rect(x, y, w, h);
}
// currently not used
public int getX(){
return x;
}
public int getY(){
return x;
}
public int getWidth(){
return x;
}
public int getHeight(){
return x;
}
}
Rectangle rect; stands out. If this was an OOP homework assignment or exercise perhaps the intention was to have a basic drawing app functionality where the user could have a rectangle drawing tool ?
If that's the case rect could be selection rectangle which could cloned into rectList so it persists.
You could implement rectangle selection like so:
when the mouse is pressed remember the coordinates: these are the starting point of the selection
as the mouse is dragged the end point coordinates are the current mouse coordinates, hence the selection rectangle dimensions are the difference between the current mouse coordinates and the previously stored mouse coordinates
as the mouse is released, reset the selection rectangle (so it no longer displays)
Here's a basic example sketch:
Rectangle selection = new Rectangle(0, 0, 0, 0);
void setup(){
size(1000, 1000);
}
void draw(){
background(255);
selection.display();
}
void mousePressed(){
// store selection start
selection.x = mouseX;
selection.y = mouseY;
}
void mouseDragged(){
// update selection dimension as the difference between the current mouse coordinates and the previous ones (selection x, y)
selection.w = mouseX - selection.x;
selection.h = mouseY - selection.y;
}
void mouseReleased(){
selection.w = selection.h = selection.x = selection.y = 0;
}
class Rectangle{
private int x, y, w, h;
Rectangle(int x, int y, int w, int h){
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
void display(){
rect(x, y, w, h);
}
}
Resetting the Rectangle properties to 0 could be nicely encapsulated into a method:
void reset(){
x = y = w = h = 0;
}
The release handler would also be useful to add a new rectangle to rectList which has the same properties (x, y, w, h) as the selection, but before the selection is reset. something like:
void mouseReleased(){
// add a copy of the selection to rectList
rectList.add(new Rectangle(selection.x, selection.y, selection.w, selection.h));
// reset selection
selection.reset();
}
Again, the copy functionality is something that could be nicely encapsulated as a method as well:
Rectangle copy(){
return new Rectangle(x, y, w, h);
}
Putting it all together would look like this:
import controlP5.*;
ControlP5 cp5;
ArrayList<Rectangle> rectList = new ArrayList<Rectangle>();
Rectangle selection = new Rectangle(0, 0, 0, 0);
void setup() {
size(1000, 1000);
rectList = new ArrayList<Rectangle>();
cp5 = new ControlP5(this);
cp5.addButton("rectangle").
setPosition(5, 4).
setColorBackground(color(52, 55, 76));
}
void draw() {
background(255);
// draw previous rectangles (black)
stroke(0);
for (int i = 0; i < rectList.size(); i++) {
rectList.get(i).display();
}
// draw current selection (green)
stroke(0, 192, 0);
selection.display();
}
void rectangle(){
println("selected drawing tool is rectangle");
}
void mousePressed(){
// store selection start
selection.x = mouseX;
selection.y = mouseY;
}
void mouseDragged(){
// update selection dimension as the difference between the current mouse coordinates and the previous ones (selection x, y)
selection.w = mouseX - selection.x;
selection.h = mouseY - selection.y;
}
void mouseReleased(){
// add a new rectangle to the list: a copy of the selection
rectList.add(selection.copy());
// reset selection
selection.reset();
}
class Rectangle{
private int x, y, w, h;
Rectangle(int x, int y, int w, int h){
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
void display(){
rect(x, y, w, h);
}
Rectangle copy(){
return new Rectangle(x, y, w, h);
}
void reset(){
x = y = w = h = 0;
}
}
At this stage the button is a bit redundant, however it could useful in the future if other shapes are required (e.g. an Ellipse would be an obviously simple one to implement since ellipse() has the same parameters as rect(), just need to ensure ellipseMode(CORNER) is set to use the same selection x,y coordinates the rectangle does)
Hopefully this is useful. The initial code, as mentioned before looks a bit messy, as if it's put together in a haste before a deadline.
(I assume this because it reminds me of my code as a student :))
I'd recommend taking a short walk away from the computer, remembering what the task is and pen on paper breaking the task into small, clear, easy to implement subtasks. Once that is as clear as it can be, implement one subtask at a time in isolation. Initially the code may break or get messy, but eventually it will work (and it will be easier to write compared to the whole drawing program). Once that works, cleanup the code so that all unnecessary code is removed and it's easy to move the code to another sketch and run it without errors. Repeat the process for each subtask which should result in multiple minimal sketches solving one single problem. Once all parts are solved in isolation you can start putting the code together into one main sketch, however I recommend adding one subtask code as a time and testing first. When mixing code from multiple sketches conflicts/errors may arise and it will far easier to tackle merging two sketches a time than all of the subtask sketches in one go. Best of luck !
I have a simple elevator simulator. The painting class of that simulator, paints a wall on the left side and a wall on the right - both are Line2D Objects. In the center is a rectangle that represents the cabin.
My Member Variables are:
private PaintableElevator paintableObject;
private Line2D wallLeftSide = new Line2D.Double();
private Line2D wallRightSide = new Line2D.Double();
private Rectangle2D elevator = new Rectangle2D.Double();
paintableObject gives the information where to paint as proportions. For example, if it says that the cabin has a height of 0.1, than its height on the panel is: this.getHeight * 0.1
I also have a component Listener that just reacts on rezize Events as follows:
#Override
public void componentResized (ComponentEvent e)
{
wallLeftSide.setLine(new Point2D.Double(0, changeYCoordsOrigin(getHeight() * paintableObject.getTotalHeight())), new Point2D.Double(0, getWidth()));
wallRightSide.setLine(new Point2D.Double(getWidth(), changeYCoordsOrigin(getHeight() * paintableObject.getTotalHeight())), new Point2D.Double(getWidth(), getHeight()));
elevator.setRect(0, changeYCoordsOrigin(getHeight() * paintableObject.getHeightInShaft()), getWidth(), paintableObject.getCabinHeight() * getHeight() *-1);
}
My Problem is that Graphics 2D sets the origin of their coords to the top left hand side. I would like it to have on the button left side. thats why i use my method changeYCoordOrigin()
public double changeYCoordsOrigin (double coord)
{
return getHeight() - coord;
}
My hope was that I could convert my coords by calculating them minus the current height. That worked. But when I want to set a negative height for the rectangle, my component dont show anything.
But this is very important, because I want to drive my little cabin by the following code:
#Override
public void setHeigth (double height)
{
elevator.setRect(0, getHeight() * height, getWidth(), paintableObject.getCabinHeight());
repaint();
}
When just dont use changeYCoordOrigin and use a positive height, my elevator drives down, when i want to drive up. Because of that it is important to change the origin of the coordinates, or simulate that.
My paint Method just paints that objects:
#Override
public void paint (Graphics g)
{
if (g instanceof Graphics2D)
{
Graphics2D g2 = (Graphics2D) g;
g2.draw(wallLeftSide);
g2.draw(wallRightSide);
g2.setBackground(Color.gray);
g2.draw(elevator);
}
}
im trying to paint random (not yet) circles on a JPanel through click on a JMenu.
Im using a JTextField (and have to keep this) for some output.
Here is my Class:
class RandomDrawer extends JPanel implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
//double x = Math.random();
//double y = Math.random();
Random generator = new Random();
int x = generator.nextInt(100)+1;
int y = generator.nextInt(100)+1;
//System.out.printf("x = %d y = %d\n", x, y);
status.setText(String.format("rnd draw x: %d y: %d", x, y));
Graphics2D gg = (Graphics2D) canvas.getGraphics();
gg.setColor(Color.BLACK);
gg.drawOval(50, 50, 50, 50);
}
}
As long i let the line
status.setText(String.format("rnd draw x: %d y: %d", x, y));
stay in there i get nothing drawn. Without it i get my circle, im not sure what the problem is. I cant figure out why nothing is drawn.
Thanks a lot
EDIT:
Hello, i tried to understand the given informations.
Sadly I have to draw using the Graphics2D class, so i guess i can not draw using shapes. So i tried this, sadly it wont draw yet, can u give me some tips?
I tried to create a new class DrawShape, my thought was that i could keep track with those objects.
In my understanding there should be a drawn oval right now
gg.drawOval(100,100,100,100);
Thank you.
class DrawShape {
public DrawShape(String string) {
// TODO Auto-generated constructor stub
}
}
class RandomDrawer extends JPanel implements ActionListener {
/* (non-Javadoc)
* #see java.awt.event.ActionListener#actionPerformed(java.awt.event.ActionEvent)
*/
private List<DrawShape> shapes = new ArrayList<DrawShape>();
public void addShape(DrawShape s) {
shapes.add(s);
repaint();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
final Graphics2D gg = (Graphics2D) g;
gg.setColor(Color.BLACK);
gg.drawOval(100, 100, 100, 100);
}
#Override
public void actionPerformed(ActionEvent e) {
Random generator = new Random();
int x = generator.nextInt(100)+100;
int y = generator.nextInt(100)+100;
if (e.getActionCommand()==("Draw RandomCircle")) {
System.out.printf("x = %d y = %d\n", x, y);
status.setText(String.format("rnd draw x:%d y:%d ", x, y));
DrawShape circle = new DrawShape("Circle");
addShape(circle);
int count = shapes.size();
System.out.printf("objects in array: %d\n", count);
}
else if (e.getActionCommand()==("Draw RandomRectangle")) {
System.out.printf("x = %d y = %d\n", x, y);
//status.setText(String.format("rnd draw x: y: "));
//Graphics2D gg = (Graphics2D) canvas.getGraphics();
//gg.setColor(Color.BLACK);
//gg.drawRect(x, y, generator.nextInt(x), generator.nextInt(y));
}
}
}
Painting and such happens event-driven. If a a piece of a component needs to be redrawn its paintComponent method is called.
This means you need a component that nows how to draw by for instance:
public class DrawShape {
public final String text;
public final Color color;
public final Shape shape;
public DrawShape(String text, Color color, Shape shape) {
this.text = text;
this.color = color;
this.shape = shape;
}
}
public class CanvasWithShapes extends JPanel {
private List<DrawShape> shapes = new ArrayList<>();
public void addShape(DrawShape shape) {
shapes.add(shape);
}
#Override
public void paintComponent(Graphics g) {
final Graphics2D gg = (Graphics2D) g;
// Java 8: shapes.stream().forEach((shape) -> gg.draw(shape));
for (DrawShape drawShape : shapes) {
gg.setColor(drawShape.color);
gg.draw(drawShape.shape);
Rectangle bounds = shape.getBounds();
gg.drawString(shape.text, bounds.x+ 10, bounds.y + 20);
}
}
}
And then just add shapes to be redrawn a bit later.
Shape oval = ...;
c.add(oval);
c.repaint(50L); // A bit later
More detailed
A Shape has many implementations of interest like rectangle and oval.
Graphics2D can draw and fill a Shape. So in your case it would be ideal to add such a Shape. Maybe together with color and text. So I took your DrawShape class to hold these properties.
Random generator = new Random();
int x = generator.nextInt(100)+100;
int y = generator.nextInt(100)+100;
if (e.getActionCommand().equals("Draw RandomCircle")) {
System.out.printf("x = %d y = %d\n", x, y);
status.setText(String.format("rnd draw x:%d y:%d ", x, y));
int w = generator.nextInt(100) + 10;
int h = w;
Shape circle = new Ellipse2D.Double(x, y, w, h);
addShape(new DrawShape(text, Color.BLACK, circle));
int count = shapes.size();
System.out.printf("objects in array: %d\n", count);
} else if (e.getActionCommand().equals("Draw RandomRectangle")) {
System.out.printf("x = %d y = %d\n", x, y);
generator.nextInt(y));
int w = generator.nextInt(100) + 10;
int h = generator.nextInt(100) + 10;
Shape rect = Rectangle2D.Double(x, y, w, h)
addShape(new DrawShape(text, Color.BLACK, rect));
}
Graphics2D gg = (Graphics2D) canvas.getGraphics();
Don't use the getGraphics() method to do painting. The painting is temporary. It will be lost if you resize the frame for example.
Instead you need to override the paintComponent() method of your panel.
If you want to paint multiple objects then you need to keep track of each object. Check out Custom Painting Approaches for the two common ways to do this:
keep of List of Objects to paint and then iterate through the List each time the component is repainted.
paint the Object directly to a BufferedImage and then just paint the BufferedImage.
The example paints Rectangles. Basically you need a method like the addRectangle(...) method to add a new object to paint. So every time you click your button you add the new random shape.
Presumably, your problem arises from the setText() invocation modifying the Graphics object in some unexpected way. It is rarely appropriate to use getGraphics() in your own code. Instead, paint with the Graphics that is given to you.
Your approach is anyway flawed. If you manage to draw on a GUI component only once, as you are trying to do, then whatever you have drawn will disappear when the component is next repainted. Repainting can happen for a wide variety of reasons, many of them unrelated to the program's own behavior.
What you need to do is store some kind of data that the component's paintComponent() method will rely upon to do your custom painting every time. It follows that you will need to override the paintComponent() method of the component on which you want the circles to be drawn. For example, you might create a class that records all the needed drawing details for one circle, and give RandomDrawer a List of those objects as a member variable. The action listener manipulates that list appropriately and schedules a repainting, and paintComponent() is overridden to perform the actual painting.
This question already has an answer here:
Clear portion of graphics with underlying image
(1 answer)
Closed 7 years ago.
I'm in the process of making a 2D game in which a player roams around a maze.
I want to implement some sort of "darkness", even something as simple as a transparent shape around the player surrounded by black, like this:
The problem I've found using Swing is that, while this is possible, it means having to redraw everything, which produces an annoying "flickering" effect every time it happens. Is there a way to make some sort of overlay, or just a good way of doing this in general in Swing? I'm not very experienced with GUI/visual stuff right now so I'd like to stick with Swing if possible.
EDIT: This is my method to paint the background, i.e. the floor, walls and exit:
public final void paintBG(Graphics g){
g.setColor(Color.LIGHT_GRAY); // Screen background
g.fillRect(0, 0, getWidth(), getHeight());
// Draw the Walls of the maze
// scalex and y are for scaling images/walls within the maze since I let users specify how big they want the maze
for (int j = 0; j < this.height; j++, y += scaley) {
x = 20;
for (int i = 0; i < this.width; i++, x += scalex) {
if (!(maze[j][i].northwall.isBroken())) // If the north wall isn't broken
{
g.drawImage(walltile, x, y, scalex, scaley / 5, null); // Draw a wall there (image, xpos, ypos, width, height, observer)
}
if (!(maze[j][i].eastwall.isBroken())) // etc
{
g.drawImage(walltile, x + scalex, y, scalex / 5, scaley, null);
}
if (!(maze[j][i].southwall.isBroken())) {
g.drawImage(walltile, x, y + scaley, scalex, scaley / 5, null);
}
if (!(maze[j][i].westwall.isBroken())) {
g.drawImage(walltile, x, y, scalex / 5, scaley, null);
}
if ((j == mazeinfo.getTargetM()) && (i == mazeinfo.getTargetN())) {
// Draw the exit
g.drawImage(jeep, x + (scalex / 2), y + (scaley / 2), cx, cy, null);
g.setColor(Color.LIGHT_GRAY);
if (maze[j][i].northwall.isEdge()) {
// Paint over the edge creating a 'way out'
g.fillRect(x, y, scalex, scaley / 4);
} else if (maze[j][i].eastwall.isEdge()) {
g.fillRect(x + scalex, y, scalex / 4, scaley);
} else if (maze[j][i].southwall.isEdge()) {
g.fillRect(x, y + scaley, scalex, scaley / 4);
} else if (maze[j][i].westwall.isEdge()) {
g.fillRect(x, y, scalex / 4, scaley);
}
}
}
}
}
I then have "paintPlayer" and "paintEnemy" methods to paint those sprites each time they move. The background only gets painted once, at the start.
Possibilities:
You may be drawing directly in a top level window such as a JFrame. If so, don't draw in the paintComonent method of a JPanel so that you use the automatic double buffering availabe.
You may be reading in an image from within a painting method, and if so, don't. These methods must paint and paint only and must be blindingly fast.
You may not be using a BufferedImage in your painting method but creating an image de-novo, and if so, don't. Draw the BufferedImage using Graphics#drawImage(...).
Perhaps your animation code is off. You may be calling repaint() from within paint or paintComponent, something that should never be done.
And the possible guesses can go on and on...
Edit
Your code shows that you may be re-paint the maze with every painting iteration -- don't do this. Instead draw the above into a BufferedImage, and draw that image within your paintComponent method. Then change the BufferedImage if the walls structurally change.
Note that the maze's logical structure (the non-visual data that tells which wall is open, which is closed) should be part of your program's data, and not its code.
Here in an example of using a LayerUI from Oracle's Swing UI documentation. Just change the AlphaComposite constant to something darker.
The following is a LayerUI subclass that draws a translucent circle wherever the mouse moves inside a panel.
class SpotlightLayerUI extends LayerUI<JPanel> {
private boolean mActive;
private int mX, mY;
#Override
public void installUI(JComponent c) {
super.installUI(c);
JLayer jlayer = (JLayer)c;
jlayer.setLayerEventMask(
AWTEvent.MOUSE_EVENT_MASK |
AWTEvent.MOUSE_MOTION_EVENT_MASK
);
}
#Override
public void uninstallUI(JComponent c) {
JLayer jlayer = (JLayer)c;
jlayer.setLayerEventMask(0);
super.uninstallUI(c);
}
#Override
public void paint (Graphics g, JComponent c) {
Graphics2D g2 = (Graphics2D)g.create();
// Paint the view.
super.paint (g2, c);
if (mActive) {
// Create a radial gradient, transparent in the middle.
java.awt.geom.Point2D center = new java.awt.geom.Point2D.Float(mX, mY);
float radius = 72;
float[] dist = {0.0f, 1.0f};
Color[] colors = {new Color(0.0f, 0.0f, 0.0f, 0.0f), Color.BLACK};
RadialGradientPaint p =
new RadialGradientPaint(center, radius, dist, colors);
g2.setPaint(p);
g2.setComposite(AlphaComposite.getInstance(
AlphaComposite.SRC_OVER, .6f));
g2.fillRect(0, 0, c.getWidth(), c.getHeight());
}
g2.dispose();
}
#Override
protected void processMouseEvent(MouseEvent e, JLayer l) {
if (e.getID() == MouseEvent.MOUSE_ENTERED) mActive = true;
if (e.getID() == MouseEvent.MOUSE_EXITED) mActive = false;
l.repaint();
}
#Override
protected void processMouseMotionEvent(MouseEvent e, JLayer l) {
Point p = SwingUtilities.convertPoint(e.getComponent(), e.getPoint(), l);
mX = p.x;
mY = p.y;
l.repaint();
}
}
To keep the spotlight's center updated on your player, create an event for player movement and register the LayerUI to listen for updates. See the setLayerEventMask() example in the JLayer link below.
source: How to Decorate Components with the JLayer Class
Hello I have an application where you click one point and then anotherand it draws a line that has a stroke of 20. I want to be able to click any part of the line and delete it.
private Shape line = new Line2D.Double(x, y, fx, fy);
public highlight(int x, int y, int fx, int fy, int page, boolean fin) {
this.x = x;
this.y = y;
this.fx = fx;
this.fy = fy;
line = new Line2D.Double(x, y, fx, fy);
this.fin = fin;
this.page = page;
}
public void tick() {
line = new Line2D.Double(x, y, fx, fy);
if (!fin) {
play.cannotdrawline = true;
fx = Comp.mx;
fy = Comp.my;
} else {
play.cannotdrawline = false;
}
if(line.intersects(Comp.mx,Comp.my,1,1) && play.candeleteline){
if(Comp.ml){
remove = true;
}
}
}
public void render(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setStroke(new BasicStroke(20, BasicStroke.CAP_ROUND, BasicStroke.JOIN_ROUND));
// g.setColor(new Color(190,240,93, 143));
if (line.intersects(Comp.mx, Comp.my,1,1) && play.candeleteline) {
g.setColor(Color.blue);
} else {
g.setColor(Color.red);
}
g.drawLine(x, y, fx, fy);
//g2d.draw(line);
}
}
This all works fine, I can delete it but I have to click one the very middle line of pixels to be able to delete it. I know how to set the stroke for drawing a line but I don't know how to set the stroke for the line shape (which is the part that checks if you can delete the line or not). How can I do this?
Thanks in advance.
I know how to set the stroke for drawing a line but I don't know how to set the stroke for the line shape (which is the part that checks if you can delete the line or not). How can I do this?
As far as I know, you can't since, similar to Color, the Stroke is a property of the Graphics2D object and not of the Shape. You can however associate a certain Stroke with certain Shape using a Map, or using a custom class if need be, for instance if you need to associate multiple properties such as Stroke and Color with Shape, just like any other Java association could be made.