I currently have a JPanel inside a JFrame and i need the view to follow an object, the reason i cant move the world is because the object is orbiting another object and so working out how to move the world would be a little more difficult.
Ok, below is an example on how to do this. Note that a SSCCE doesn't need to be OO, so you probably shouldn't copy + paste this into your current project. I will not explain the steps, because pretty much everything was explained in the link I posted. Still, here are the references for the 2D camera and for the object moving in circular path.
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.AffineTransform;
import javax.swing.Timer;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Example {
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new Example();
}
});
}
public Example() {
JFrame frame = new JFrame();
frame.setContentPane(new DrawingPanel());
frame.setSize(400, 300);
frame.setExtendedState(JFrame.MAXIMIZED_BOTH);
frame.setVisible(true);
}
class DrawingPanel extends JPanel {
int angle = 0;
int rotation = 0;
int radius = 150;
int ovalX = 150;
int ovalY = 150;
int ovalWidth = 100;
int ovalHeight = 100;
int ovalCenterX = ovalX + ovalWidth / 2;
int ovalCenterY = ovalY + ovalHeight / 2;
int recX;
int recY;
int recWidth = 50;
int recHeight = 50;
int recCenterX;
int recCenterY;
int WORLD_SIZE_X = 6000;
int WORLD_SIZE_Y = 6000;
int camX;
int camY;
public DrawingPanel() {
ActionListener al = new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
angle++;
rotation++;
recCenterX = (int) ((int) ovalCenterX + Math.sin(Math.toRadians(angle)) * radius);
recCenterY = (int) ((int) ovalCenterY + Math.cos(Math.toRadians(angle)) * radius);
recX = recCenterX - recWidth / 2;
recY = recCenterY - recHeight / 2;
repaint();
}
};
Timer timer = new Timer(15, al);
timer.start();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D gg = (Graphics2D) g;
gg.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
int VIEWPORT_SIZE_X = getWidth();
int VIEWPORT_SIZE_Y = getHeight();
int offsetMaxX = WORLD_SIZE_X - VIEWPORT_SIZE_X;
int offsetMaxY = WORLD_SIZE_Y - VIEWPORT_SIZE_Y;
camX = recCenterX - VIEWPORT_SIZE_X / 2;
camY = recCenterY - VIEWPORT_SIZE_Y / 2;
if (camX > offsetMaxX) {
camX = offsetMaxX;
}
if (camY > offsetMaxY) {
camY = offsetMaxY;
}
gg.translate(-camX, -camY);
gg.setColor(Color.BLUE);
gg.fillOval(ovalX, ovalY, ovalWidth, ovalHeight);
AffineTransform old = gg.getTransform();
gg.rotate(Math.toRadians(rotation), recCenterX, recCenterY);
gg.setColor(Color.RED);
gg.drawRect(recX, recY, recWidth, recHeight);
gg.setTransform(old);
gg.setColor(Color.GREEN);
gg.drawLine(ovalCenterX, ovalCenterY, recCenterX, recCenterY);
}
}
}
Related
The game runs at about 2000 to 3100 fps in normal window mode. If i set the JFrame component to fullscreen and scale up my JPanel to also the same resolution, the fps drops to 20-70.
(This is a prototype, hardcoded resolutions will be later swapped out)
This is my relevant code (if this is not enough, I can provide more):
Game.java
import javax.swing.JFrame;
public class Game {
public static void main(String[] args) {
JFrame window = new JFrame("Platformer Test");
window.setContentPane(new GamePanel(window));
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setResizable(true);
//window.setUndecorated(true);
window.pack();
window.setVisible(true);
}
}
GamePanel.java
package Main;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
import javax.swing.JPanel;
// custom imports
import GameState.GameStateManager;
#SuppressWarnings("serial")
public class GamePanel extends JPanel implements Runnable, KeyListener{
// dimensions
public static final int WIDTH = 320;
public static final int HEIGHT = 240;
public static final int SCALE = 2;
// Graphic Device (used for fullscreen)
static GraphicsDevice device = GraphicsEnvironment.getLocalGraphicsEnvironment().getScreenDevices()[0];
private JFrame frame;
// game Thread
private Thread thread;
private boolean running;
private double GameTicks = 60;
// image
private BufferedImage image;
private Graphics2D g;
boolean renderFPS = false;
int frames = 0;
// game state manager
private GameStateManager gsm;
public GamePanel(JFrame frame) {
super();
this.frame = frame;
// set Window Size
setFocusable(true);
setFullscreen(true);
}
private void setFullscreen(boolean t) {
if(t) {
setPreferredSize(new Dimension(1920, 1080));
device.setFullScreenWindow(frame);
requestFocus();
}else {
setSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
requestFocus();
}
}
public void addNotify() {
super.addNotify();
if (thread == null) {
thread = new Thread(this);
addKeyListener(this);
thread.start();
}
}
private void init() {
// create image --> Game is drawn on here
image = new BufferedImage(
WIDTH, HEIGHT,
BufferedImage.TYPE_INT_RGB
);
// get graphics component of game image
g = (Graphics2D) image.getGraphics();
// starts game clock
running = true;
// adds new GameStateManager
gsm = new GameStateManager();
}
#Override
public void run() {
init();
//game loop setup
double ns = 1000000000 / GameTicks;
double delta = 0;
long lastTime = System.nanoTime();
long timer = System.currentTimeMillis();
int ticks = 0;
// game loop
while(running) {
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
while(delta >= 1) {
update();
ticks++;
delta--;
}
if(running)
render();
frames++;
if(System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println("FPS: " + frames + ", ticks: " + ticks);
renderFPS = true;
frames = 0;
ticks = 0;
}
}
}
private void update() {
gsm.update();
}
private void render() {
gsm.render(g);
int fps = 0;
// Draw To Screen
Graphics g2 = getGraphics();
g2.drawImage(image, 0, 0, WIDTH * SCALE, HEIGHT * SCALE, null);
//g2.drawImage(image, 0, 0, 1920, 1080, null);
if(renderFPS) {
fps = frames;
}
g2.setColor(Color.red);
g2.drawString("FPS: " + fps, 100,100);
g2.dispose();
}
#Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
#Override
public void keyPressed(KeyEvent e) {
// TODO Auto-generated method stub
gsm.keyPressed(e.getKeyCode());
}
#Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub
gsm.keyReleased(e.getKeyCode());
}
}
Swing is not thread safe, you shouldn't be updating the UI, or the state the UI relies on, from outside the context of the Event Dispatching Thread. This means you shouldn't be using Thread as your "game loop".
See Concurrency in Swing for more details and How to Use Swing Timers for the most common solution.
Don't use JPanel#getGraphics, this is not how painting in Swing is done. Instead, override paintComponent. See Painting in AWT and Swing
and Performing Custom Painting for more details.
Don't use KeyListener, seriously, it's just not worth all the hacking around to make it work. Instead, use the key bindings API
The following, simple, example runs at roughly 171 updates a second (it separates the "timer ticks" and "paint ticks", as in Swing, it's not really possible to know when something is actually rendered to the screen) in both windowed and full screen
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.time.Duration;
import java.time.Instant;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public final class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
GraphicsDevice device = GraphicsEnvironment.getLocalGraphicsEnvironment().getScreenDevices()[0];
JFrame frame = new JFrame();
frame.add(new GamePanel());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
// device.setFullScreenWindow(frame);
}
});
}
public class GamePanel extends JPanel {
private Timer timer;
private int ticksPerSecond = 0;
private int paintsPerSecond = 0;
private int xDelta = 1;
private Rectangle boxy = new Rectangle(0, 0, 50, 50);
// Graphic Device (used for fullscreen)
public GamePanel() {
timer = new Timer(5, new ActionListener() {
private Instant lastTick;
private int ticks = 0;
#Override
public void actionPerformed(ActionEvent e) {
if (lastTick == null) {
lastTick = Instant.now();
}
if (Duration.between(lastTick, Instant.now()).toMillis() >= 1000) {
ticksPerSecond = ticks;
lastTick = Instant.now();
ticks = 0;
}
ticks++;
boxy.x += xDelta;
if (boxy.x + boxy.width > getWidth()) {
boxy.x = getWidth() - boxy.width;
xDelta *= -1;
} else if (boxy.x < 0) {
boxy.x = 0;
xDelta *= -1;
}
boxy.y = (getHeight() - boxy.height) / 2;
repaint();
}
});
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
public void addNotify() {
super.addNotify();
timer.start();
}
#Override
public void removeNotify() {
timer.stop();
super.removeNotify();
}
private Instant lastPaint;
private int paints = 0;
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (lastPaint == null) {
lastPaint = Instant.now();
}
if (Duration.between(lastPaint, Instant.now()).toMillis() >= 1000) {
paintsPerSecond = paints;
lastPaint = Instant.now();
paints = 0;
}
paints++;
Graphics2D g2d = (Graphics2D) g.create();
FontMetrics fm = g2d.getFontMetrics();
g2d.drawString("Ticks p/s " + ticksPerSecond, 10, 10 + fm.getAscent());
g2d.drawString("Paints p/s " + paintsPerSecond, 10, 10 + fm.getAscent() + fm.getHeight());
g2d.fill(boxy);
g2d.dispose();
}
}
}
If you "really" need absolute control over the painting process, then you should be using a BufferStrategy, see BufferStrategy and BufferCapabilities and the JavaDocs which has an excellent example of how it should be used.
Lots of things might effect the performance of the paint process, for example
A crazy experiment...
So, this example allows you to change the number of entities been rendered on the screen. Each entity is moving in it's own direction and is rotating (no collision detection).
I can get this to run up to roughly 20-25, 0000 entities before I start seeing a (significant) change in the number of updates per second. I rolled it to 100, 000 and it dropped to roughly 42 updates per second.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.time.Duration;
import java.time.Instant;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.util.List;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JSlider;
import javax.swing.Timer;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
public final class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
GraphicsDevice device = GraphicsEnvironment.getLocalGraphicsEnvironment().getScreenDevices()[0];
GamePanel gamePanel = new GamePanel();
JSlider slider = new JSlider(1, 100000);
slider.setValue(100);
slider.addChangeListener(new ChangeListener() {
#Override
public void stateChanged(ChangeEvent e) {
if (slider.getValueIsAdjusting()) {
return;
}
gamePanel.setBoxCount(slider.getValue());
}
});
JFrame frame = new JFrame();
frame.add(gamePanel);
frame.add(slider, BorderLayout.SOUTH);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
device.setFullScreenWindow(frame);
}
});
}
public class GamePanel extends JPanel {
private Timer timer;
private int ticksPerSecond = 0;
private int paintsPerSecond = 0;
private List<Box> boxes = new ArrayList<>(100);
// Graphic Device (used for fullscreen)
public GamePanel() {
for (int index = 0; index < 100; index++) {
boxes.add(new Box());
}
timer = new Timer(5, new ActionListener() {
private Instant lastTick;
private int ticks = 0;
#Override
public void actionPerformed(ActionEvent e) {
if (lastTick == null) {
lastTick = Instant.now();
}
if (Duration.between(lastTick, Instant.now()).toMillis() >= 1000) {
ticksPerSecond = ticks;
lastTick = Instant.now();
ticks = 0;
}
ticks++;
for (Box box : boxes) {
box.update(getSize());
}
repaint();
}
});
}
public void setBoxCount(int count) {
if (count < boxes.size()) {
boxes = boxes.subList(0, count);
return;
}
while (boxes.size() < count) {
boxes.add(new Box());
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
public void addNotify() {
super.addNotify();
timer.start();
}
#Override
public void removeNotify() {
timer.stop();
super.removeNotify();
}
private Instant lastPaint;
private int paints = 0;
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (lastPaint == null) {
lastPaint = Instant.now();
}
if (Duration.between(lastPaint, Instant.now()).toMillis() >= 1000) {
paintsPerSecond = paints;
lastPaint = Instant.now();
paints = 0;
}
paints++;
Graphics2D g2d = (Graphics2D) g.create();
for (Box box : boxes) {
box.paint(g2d);
}
FontMetrics fm = g2d.getFontMetrics();
int yPos = 10 + fm.getAscent();
g2d.drawString("Ticks p/s " + ticksPerSecond, 10, yPos + fm.getAscent());
yPos += fm.getHeight();
g2d.drawString("Paints p/s " + paintsPerSecond, 10, yPos + fm.getAscent());
yPos += fm.getHeight();
g2d.drawString("Count " + boxes.size(), 10, yPos + fm.getAscent());
g2d.dispose();
}
}
private List<Color> colors = new ArrayList<>(Arrays.asList(new Color[]{
Color.BLACK, Color.BLUE, Color.CYAN, Color.DARK_GRAY, Color.GRAY, Color.GREEN,
Color.LIGHT_GRAY, Color.MAGENTA, Color.ORANGE, Color.PINK, Color.RED, Color.WHITE,
Color.YELLOW
}));
public class Box {
private Color fill;
private Rectangle shape;
private int x;
private int y;
private int xDelta;
private int yDelta;
private int rotationDelta;
private int angle = 0;
public Box() {
Random rnd = new Random();
int width = rnd.nextInt(45) + 5;
int height = rnd.nextInt(45) + 5;
x = rnd.nextInt(400) - width;
y = rnd.nextInt(400) - height;
xDelta = rnd.nextInt(2) + 1;
yDelta = rnd.nextInt(2) + 1;
if (rnd.nextBoolean()) {
xDelta *= -1;
}
if (rnd.nextBoolean()) {
yDelta *= -1;
}
rotationDelta = rnd.nextInt(5);
if (rnd.nextBoolean()) {
rotationDelta *= -1;
}
shape = new Rectangle(x, y, width, height);
Collections.shuffle(colors);
fill = colors.get(0);
shape = new Rectangle(0, 0, width, height);
}
public void update(Dimension bounds) {
x += xDelta;
y += yDelta;
angle += rotationDelta;
if (x + getWidth() > bounds.width) {
x = bounds.width - getWidth();
xDelta *= -1;
} else if (x < 0) {
x = 0;
xDelta *= -1;
}
if (y + getWidth() > bounds.height) {
y = bounds.height - getWidth();
yDelta *= -1;
} else if (y < 0) {
y = 0;
yDelta *= -1;
}
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getWidth() {
return shape.width;
}
public int getHeight() {
return shape.height;
}
public void paint(Graphics2D g2d) {
g2d = (Graphics2D) g2d.create();
g2d.translate(x, y);
g2d.rotate(Math.toRadians(angle), getWidth() / 2, getHeight() / 2);
g2d.setColor(fill);
g2d.fill(shape);
g2d.dispose();
}
}
}
I am trying to draw a circle like this: http://35.197.37.158/Circle/
using drawline function and animate it same as the attached link.
here is what I tried but it draw a line of circle and delete the previous one
This is the class that have my code for drawing a circle and animating it using swin Timer. anyone have better idea to animate the circle ?
import java.awt.Color;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.GeneralPath;
import javax.swing.*;
public class CustomPanel extends JPanel implements ActionListener{
Point [] coordinates;
GeneralPath circle;
final int C = 10;
int j =0;
int i =j;
Point p;
Point p2 ;
Timer clock = new Timer(100, this);
public CustomPanel()
{
LinesCoordinates();
clock.setInitialDelay(50);
clock.start();
}
private void LinesCoordinates()
{
int numberOfLines = 360/C;
coordinates = new Point[numberOfLines];
double cx = 200.0;
double cy = 200.0;
double r = 75.0;
int count = 0;
for(int theta = 0; theta < 360; theta+=C)
{
int x = (int)(cx + r * Math.cos(Math.toRadians(theta)));
int y = (int)(cy + r * Math.sin(Math.toRadians(theta)));
coordinates[count++] = new Point(x, y);
}
}
#Override
public void actionPerformed(ActionEvent e) {
Redraw();
repaint();
}
public void Redraw(){
j=j+1;
p = p2;
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.setPaint(Color.red);
// while (j<=coordinates.length){
while(i<=j){
j--;
p2 = coordinates[j % coordinates.length];
g2.drawLine(p.x, p.y, p2.x , p2.y);
}}}
And this is my Main
public static void main(String[] args)
{
// SwingUtilities.invokeLater(new Runnable() {
// public void run() {
JFrame frame = new JFrame("Circle ");
CustomPanel co = new CustomPanel();
frame.add(co);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(300, 300);
frame.setVisible(true);
}
Since I was not able to get your solution draw the circle I had to rewrite your code a bit. Here is my solution preserving your JPanel listening to Timer approach. Hopefully this will work for you. I can send the complete NetBeans project if you want.
package circleanimation;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JPanel;
import javax.swing.Timer;
public class CustomPanel extends JPanel implements ActionListener {
final int numberOfPoints = 20;
Point[] circleCoordinates = new Point[numberOfPoints];
int nextPointToAnimate = 1;
Timer clock = new Timer(100, this);
public CustomPanel() {
calculateCirclePoints();
clock.setInitialDelay(50);
clock.start();
}
private void calculateCirclePoints() {
int angle = 360 / numberOfPoints;
double cx = 150.0;
double cy = 150.0;
double r = 75.0;
int count = 0;
for (int totalAngle = 0; totalAngle < 360; totalAngle = totalAngle + angle) {
int x = (int) (cx + r * Math.cos(Math.toRadians(totalAngle)));
int y = (int) (cy + r * Math.sin(Math.toRadians(totalAngle)));
circleCoordinates[count++] = new Point(x, y);
}
}
#Override
protected void paintComponent(Graphics g) {
g.setColor(Color.red);
for (int i = 0; i < nextPointToAnimate; i++) {
Point firstPoint = circleCoordinates[i];
Point secondPoint;
if (i == numberOfPoints - 1) {
secondPoint = circleCoordinates[0];
} else {
secondPoint = circleCoordinates[i + 1];
}
g.drawLine(firstPoint.x, firstPoint.y, secondPoint.x, secondPoint.y);
}
}
#Override
public void actionPerformed(ActionEvent e) {
nextPointToAnimate++;
if (nextPointToAnimate == numberOfPoints) {
clock.stop();
}
repaint();
}
}
I'm having issues drawing some circles to my JFrame. I originally had it using the default layout and realized this was only adding the most recent circle, so I changed the layout to null, and now nothing gets drawn. I've also tried frame.setLayout(new FlowLayout()) which also doesn't draw anything. Any help would be appreciated!
import java.util.ArrayList;
import java.util.Random;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JLabel;
/**
* #author Christopher Nielson
*
*/
public class Main {
private static JFrame frame;
private static Random rand;
private static Jiggler jiggler;
private static ArrayList<JComponent> circles;
private static int fps;
public static void main(String[] args) {
frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(null);
frame.setBounds(100, 100, 450, 450);
rand = new Random();
circles = new ArrayList<JComponent>();
int x = frame.getWidth();
int y = frame.getHeight();
for (int i = 0; i < Integer.parseInt(args[0]); i++) {
circles.add(new Circle(rand.nextInt(frame.getWidth()), rand.nextInt(frame.getHeight()),
rand.nextInt(frame.getWidth() / 10) + 100, rand.nextInt(frame.getHeight() / 10) + 100, null));
}
circles.forEach(current -> {
frame.add(current);
});
frame.setVisible(true);
jiggler = new Jiggler(circles, new JLabel("FPS: ")); // TODO add fps
jiggler.run();
}
}
And this is one reason you'll see us recommending time and time again to avoid using null layouts like the plague.
Having said that, your main problem is a design problem, not a layout problem, and that problem being that your Circle class shouldn't extend JComponent or any component for that matter, since if you want to draw multiple circles, you should have only one component, probably a JPanel doing the drawing, and the Circles should be logical classes, classes that have a public void draw(Graphics g) method, not component classes. You would pass the List of Circles to your drawing JPanel, and it would draw the Circles in its paintComponent method by calling the draw(g) methods of each Circle in the list.
For example:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.RenderingHints;
import java.awt.Shape;
import java.awt.event.*;
import java.awt.geom.*;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
#SuppressWarnings("serial")
public class DrawChit extends JPanel {
private static final int PREF_W = 900;
private static final int PREF_H = 700;
private static final int MAX_SHAPES = 30;
private List<MyShape> shapes = new ArrayList<>();
public DrawChit() {
setBackground(Color.WHITE);
for (int i = 0; i < MAX_SHAPES; i++) {
double x = (PREF_W - 100) * Math.random();
double y = (PREF_H - 100) * Math.random();
double w = 100 + (Math.random() * PREF_W) / 10;
double h = 100 + (Math.random() * PREF_H) / 10;
Ellipse2D ellipse = new Ellipse2D.Double(x, y, w, h);
float hue = (float) Math.random();
double delta = 0.3;
float saturation = (float) (Math.random() * delta + (1 - delta));
float brightness = (float) (Math.random() * delta + (1 - delta));
Color color = Color.getHSBColor(hue, saturation, brightness);
shapes.add(new MyShape(ellipse, color));
}
// we'll throw a black square in the middle!
int rectW = 200;
int rectX = (PREF_W - rectW) / 2;
int rectY = (PREF_H - rectW) / 2;
shapes.add(new MyShape(new Rectangle(rectX, rectY, rectW, rectW), Color.BLACK));
MyMouse myMouse = new MyMouse();
addMouseListener(myMouse);
addMouseMotionListener(myMouse);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// use anti-aliasing to make graphics smooth
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
// iterate through the shapes list, filling all
for (MyShape shape : shapes) {
shape.fill(g2);
}
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
private class MyMouse extends MouseAdapter {
private Point p0 = null;
private MyShape shape = null;
#Override
public void mousePressed(MouseEvent e) {
if (e.getButton() != MouseEvent.BUTTON1) {
return;
}
// iterate *backwards* so get top-most Shape
for (int i = shapes.size() - 1; i >= 0; i--) {
if (shapes.get(i).contains(e.getPoint())) {
p0 = e.getPoint();
shape = shapes.get(i);
// move selected shape to the top!
shapes.remove(shape);
shapes.add(shape);
repaint();
return;
}
}
}
#Override
public void mouseDragged(MouseEvent e) {
if (p0 != null) {
moveShape(e.getPoint());
}
}
#Override
public void mouseReleased(MouseEvent e) {
if (p0 != null) {
moveShape(e.getPoint());
p0 = null;
shape = null;
}
}
// translates the shape
private void moveShape(Point p1) {
int deltaX = p1.x - p0.x;
int deltaY = p1.y - p0.y;
shape.translate(deltaX, deltaY);
p0 = p1;
repaint();
}
}
private static void createAndShowGui() {
DrawChit mainPanel = new DrawChit();
JFrame frame = new JFrame("Draw Chit");
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 MyShape {
private Path2D path = new Path2D.Double();
private Color color;
public MyShape(Shape shape, Color color) {
path.append(shape, true);
this.color = color;
}
public boolean contains(Point p) {
return path.contains(p);
}
public void draw(Graphics2D g2) {
g2.setColor(color);
g2.draw(path);
}
public void fill(Graphics2D g2) {
g2.setColor(color);
g2.fill(path);
}
public void translate(int deltaX, int deltaY) {
path.transform(AffineTransform.getTranslateInstance(deltaX, deltaY));
}
}
How can I draw in java figure like this?
Here is my code which has to draw at least half of this figure
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JComponent;
import javax.swing.JFrame;
public class Main {
public static void main(String[] a) {
JFrame window = new JFrame();
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setBounds(30, 30, 300, 300);
window.getContentPane().add(new MyCanvas());
window.setVisible(true);
}
}
class MyCanvas extends JComponent {
private static final long serialVersionUID = 1L;
public void paint(Graphics g) {
int i =0;
for ( i = 0; i < 100; i++) {
int x=1+i*3;
g.drawLine(x, 200, 2+(x+(i/2)), 400-((i*i)/20));
}
}
}
And I get this one.
A little animation to show you the logic you need to be looking for in terms of line rotation. Think of the line like a hand on a clock. How would to animate a hand on a clock. It's pretty much the exact same concept. The only difference is that the x1 (the x point for the center point of the clock hand), instead of remaining still, it moves along the x axis (which is the y1 constant) while the hand is turning. So for every tick of the clock (hand rotation), the x location is also moved horizontally. That's the way I looked at it.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Main {
public static void main(String[] a) {
JFrame window = new JFrame();
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setResizable(false);
window.getContentPane().add(new MyCanvas());
window.pack();
window.setVisible(true);
}
}
class MyCanvas extends JPanel {
int x1 = 0;
int rotate = 50;
List<Line> lines;
Timer timer = null;
public MyCanvas() {
lines = new ArrayList<>();
timer = new Timer(75, new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (rotate < -50) {
((Timer) e.getSource()).stop();
} else {
lines.add(new Line(x1, rotate));
repaint();
x1 += 5;
rotate--;
}
}
});
JButton start = new JButton("Start the Magic");
start.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e) {
timer.start();
}
});
add(start);
}
public Dimension getPreferredSize() {
return new Dimension(502, 400);
}
private static final long serialVersionUID = 1L;
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
g.fillRect(0, 0, getWidth(), getHeight());
for (Line line : lines) {
line.drawLine(g);
}
}
class Line {
int x1;
int rotate;
int y1 = 200;
public Line(int x1, int rotate) {
this.x1 = x1;
this.rotate = rotate;
}
void drawLine(Graphics g) {
int Radius = (int) (Math.min(getWidth(), getHeight()) * 0.4);
int sLength = (int) (Radius * 0.9);
int xSecond = (int) (x1 + sLength * Math.sin(rotate * (2 * Math.PI / 100)));
int ySecond = (int) (y1 - sLength * Math.cos(rotate * (2 * Math.PI / 100)));
g.setColor(Color.GREEN);
g.drawLine(x1, y1, xSecond, ySecond);
}
}
}
Me so much :D
float centerY = 250;
float x1 = 0;
float x2 = 0;
float y2 = 400;
float way2 = 0;
for (int i = 0; i < 125; i++)
{
x2 += cos(way2*PI/-180)*10;
y2 += sin(way2*PI/-180)*10;
way2 += centerY/y2*0.235*10;
x1 += y2/600*10;
g.drawLine(x1,centerY,x2,y2);
}
Here's what I figured out, little different though :)
public void paint(Graphics g) {
for (int i = 0; i < 100; i++) {
int x = 1 + i * 3;
g.drawLine(x, 200, x + i, 400 - i * i / 20);
g.drawLine(600 - x, 200, 600 - (x + i), 400 - i * i / 20);
}
}
We need to rework on the function '400 - i * i / 20'.
Please is possible to listening for MouseEvents from Icon / ImageIcon (in API aren't implemented any notifiers), without listening from container (JPanel, JLabel) or by converting events by using SwingUtilities, implements and to add XxxListener to plain vanilla Icon / ImageIcon
EDIT
something like as code (#pietblok), but maybe not an answer to my question, I'm not sure if create an Graphics Object, BufferedImage and paintIcon is last of property
(I saw a few similair code, this is in SSCCE form)
import java.awt.Color;
import java.awt.Component;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.util.Map;
import java.util.WeakHashMap;
import javax.swing.Icon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.SwingUtilities;
public class TestMouseAwareIcon {
public static class MouseAwareIcon extends MouseAdapter implements Icon {
private static final long serialVersionUID = 1L;
private int size = 80, halfSize = 40;
private final BufferedImage image;
private Map components = new WeakHashMap();
public MouseAwareIcon() {
super();
image = createImage();
}
#Override
public int getIconHeight() {
return image.getHeight();
}
#Override
public int getIconWidth() {
return image.getWidth();
}
#Override
public void mouseClicked(MouseEvent event) {
Object source = event.getSource();
if (source instanceof Component) {
Component component = (Component) source;
Point paintPoint = (Point) components.get(component);
if (paintPoint == null) {
System.out.println("unknown component");
} else {
Point mousePoint = event.getPoint();
int imageX = mousePoint.x - paintPoint.x;
int imageY = mousePoint.y - paintPoint.y;
if (imageX >= 0 && imageX < this.getIconWidth() && imageY >= 0
&& imageY < this.getIconHeight()) {
int argb = image.getRGB(imageX, imageY);
int alpha = (argb << 0) >>> 24;
int red = (argb << 8) >>> 24;
int green = (argb << 16) >>> 24;
int blue = (argb << 24) >>> 24;
System.out.println("Color clicked on "
+ component.getName() + ": " + alpha + ","
+ red + "," + green + "," + blue);
int fillX = halfSize * (imageX / halfSize);
int fillY = halfSize * (imageY / halfSize);
Graphics2D g2 = image.createGraphics();
g2.setColor(new Color(255 - red, 255 - green,
255 - blue, alpha));
g2.fill3DRect(fillX, fillY, halfSize, halfSize, true);
g2.dispose();
component.repaint();
} else {
System.out.println("Clicked outside image area");
}
}
}
}
#Override
public void paintIcon(Component component, Graphics g, int x, int y) {
((Graphics2D) g).drawImage(image, null, x, y);
if (!components.containsKey(component)) {
component.addMouseListener(this);
}
components.put(component, new Point(x, y));
}
private BufferedImage createImage() {
BufferedImage image1 = new BufferedImage(size, size,
BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = image1.createGraphics();
Color[] colors = new Color[]{Color.BLACK, Color.RED, Color.GREEN,
Color.BLUE};
int colorIndex = 0;
for (int x = 0; x < size; x += halfSize) {
for (int y = 0; y < size; y += halfSize) {
g2.setColor(colors[colorIndex]);
g2.fill3DRect(x, y, halfSize, halfSize, true);
colorIndex++;
}
}
g2.dispose();
return image1;
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
final JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JLabel label = new JLabel(new MouseAwareIcon());
label.setName("label");
frame.getContentPane().add(label);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
}
No, it is not possible, you must use an existing JComponent like JPanel or JLabel or implement an ad-hoc JComponent to do what you want.