Drawing graphics in Java - java

I am trying to draw a circle in side a square and having multiple square circles in java. I am almost done but my output isn't coming out as I wanted to. The picture is what I am trying to do but it's not working out.
Here is my code:
a.awt.*;
public class SquaredCircles {
public static final int WIDTH=400;
public static final int HEIGHT=400;
public static void main (String[] args) {
DrawingPanel panel = new DrawingPanel(WIDTH,HEIGHT);
Graphics g = panel.getGraphics ();
panel.setBackground(new Color(0, 255, 255 ) );
int x = 0;
int y = 0;
int size = 100;
int rows = 5;
int numSquares = 1;
drawManySquares ( g, numSquares, x, y, size, rows );
x = 10;
y = 120;
size = 24;
rows = 4;
numSquares = 4;
drawManySquares( g, numSquares, x, y, size, rows );
x = 150;
y = 20;
size = 40;
rows = 6;
numSquares = 5;
drawManySquares( g, numSquares, x, y, size, rows );
x = 130;
y = 275;
size = 36;
rows = 3;
numSquares = 3;
drawManySquares( g, numSquares, x, y, size, rows );
}
public static void drawManySquares( Graphics g, int numSquares, int x, int y, int size, int rows ) {
for ( int i = 0; i < numSquares; i++ ) {
for ( int j = 0; j < numSquares; j++ ) {
drawOneSquare( g, x + i size, y + j size, size, rows );
}
}
}
public static void drawOneSquare( Graphics g, int x, int y, int size, int rows ) {
g.setColor ( Color.GREEN);
g.fillRect(x , y, size, size);
g.setColor ( Color.YELLOW);
g.fillOval ( x, y, size, size);
g.setColor ( Color.BLACK);
g.drawLine(size / 2, x, size / 2, size);
g.setColor ( Color.BLACK);
g.drawLine(x, size / 2, size, size / 2);
for (int i = 0; i <= rows; i = i + 1) {
g.setColor ( Color.BLACK);
g.drawOval(x + (i* (size/rows)), y+ (i*(size/rows)), size - (i*(size/rows +10 )) , size - (i*(size/rows +10)));
}
}
}

Start by having a look at Painting in AWT and Swing and Performing Custom Painting to see how painting should be done in Swing
Break down your problem into manageable chunks. The first thing you need to be able to do is paint a circle of a given size at a specific location, something like
public void paintCircleAt(Graphics2D g2d, int radius, int centerX, int centerY, Color stroke, Color fill) {
Ellipse2D.Double circle = new Ellipse2D.Double(centerX - radius, centerY - radius, radius * 2, radius * 2);
g2d.setColor(fill);
g2d.fill(circle);
g2d.setColor(stroke);
g2d.draw(circle);
}
So, this allows you to paint a circle of a given radius around the center points of x/y filled and outlined with the specified color, pretty simple.
Now, you need someway to paint a series of circles around the same center point, something like...
public void paintCirclesIn(Graphics2D g2d, int count, int radius, int centerX, int centerY, Color stroke, Color fill) {
System.out.println(radius + "; " + centerX + "; " + centerY);
int delta = radius / count;
int innerRadius = radius;
for (int index = 0; index < count; index++, innerRadius -= delta) {
paintCircleAt(g2d, innerRadius, centerX, centerY, stroke, fill);
}
}
Okay, this basically calculates the difference (delta) between each circle and the paints that many circles with that much difference in their radius from the previous one. Because of the way the painting is done, we start with the outer circle and paint in.
And finally, we need someway to paint a square and circles, something like...
public void paintCirclesInSquare(Graphics2D g2d, int count, int x, int y, int width, int height, Color squareStroke, Color squareFill, Color circleStroke, Color circleFill) {
int centerX = x + (width / 2);
int centerY = y + (height / 2);
int radius = Math.min(centerX, centerY);
Rectangle2D box = new Rectangle2D.Double(x, y, width, height);
g2d.setColor(squareFill);
g2d.fill(box);
g2d.setColor(squareStroke);
g2d.draw(box);
paintCirclesIn(g2d, count, radius, centerX, centerY, circleStroke, circleFill);
g2d.drawLine(centerX, y, centerX, y + height);
g2d.drawLine(x, centerY, x + width, centerY);
}
This, again, simply reuses the existing code we already have and adds to it, painting the square, the circles in the square and finally the lines.
Now, from here, you could write a method which took the number of columns/rows you wanted, the x/y position to start from, the size of each of square, the number of circles you need and the colors and reuse this functionality, but I'll leave that up to you ;)
Runnable example for you to play with...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Rectangle2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class CirclesAndSquares {
public static void main(String[] args) {
new CirclesAndSquares();
}
public CirclesAndSquares() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
public TestPane() {
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_DITHERING, RenderingHints.VALUE_DITHER_ENABLE);
g2d.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, RenderingHints.VALUE_FRACTIONALMETRICS_ON);
g2d.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2d.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_PURE);
int x = getWidth() / 2;
int y = getHeight() / 2;
// paintCircleAt(g2d, Math.min(x, y), y, y, Color.BLACK, Color.YELLOW);
// paintCirclesIn(g2d, 5, Math.min(x, y), x, y, Color.BLACK, Color.YELLOW);
paintCirclesInSquare(g2d, 5, 0, 0, getWidth() - 1, getHeight() - 1, Color.BLACK, Color.GREEN, Color.BLACK, Color.YELLOW);
g2d.dispose();
}
public void paintCirclesInSquare(Graphics2D g2d, int count, int x, int y, int width, int height, Color squareStroke, Color squareFill, Color circleStroke, Color circleFill) {
int centerX = x + (width / 2);
int centerY = y + (height / 2);
int radius = Math.min(centerX, centerY);
Rectangle2D box = new Rectangle2D.Double(x, y, width, height);
g2d.setColor(squareFill);
g2d.fill(box);
g2d.setColor(squareStroke);
g2d.draw(box);
paintCirclesIn(g2d, count, radius, centerX, centerY, circleStroke, circleFill);
g2d.drawLine(centerX, y, centerX, y + height);
g2d.drawLine(x, centerY, x + width, centerY);
}
public void paintCirclesIn(Graphics2D g2d, int count, int radius, int centerX, int centerY, Color stroke, Color fill) {
System.out.println(radius + "; " + centerX + "; " + centerY);
int delta = radius / count;
int innerRadius = radius;
for (int index = 0; index < count; index++, innerRadius -= delta) {
paintCircleAt(g2d, innerRadius, centerX, centerY, stroke, fill);
}
}
public void paintCircleAt(Graphics2D g2d, int radius, int centerX, int centerY, Color stroke, Color fill) {
Ellipse2D.Double circle = new Ellipse2D.Double(centerX - radius, centerY - radius, radius * 2, radius * 2);
g2d.setColor(fill);
g2d.fill(circle);
g2d.setColor(stroke);
g2d.draw(circle);
}
}
}

Related

Drawing lines in loop

How to draw horizontal lines between those four lines and have same space between them like on image.
DrawPanel.java:
import java.awt.Graphics;
import javax.swing.JPanel;
public class DrawPanel extends JPanel {
public void paintComponent(Graphics g) {
super.paintComponent(g);
int width = getWidth();
int height = getHeight();
int pieces = 5;
g.drawLine(0, height/2, width/2, 0);
g.drawLine(width/2, 0, width, height/2);
g.drawLine(0, height, width/2, height/2);
g.drawLine(width/2, height/2, width, height);
for (int i = 0; i < pieces; i++) {
int y = height * i/pieces;
if (y > height / 2)
g.drawLine(0, y, width / 2, y);
}
}
}
DrawPanelTest.java:
import javax.swing.JFrame;
public class DrawPanelTest {
public static void main(String[] args) {
DrawPanel panel = new DrawPanel();
JFrame application = new JFrame();
application.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
application.add(panel);
application.setSize(1280,720);
application.setVisible(true);
}
}
What i've got so far:
how to make those lines in bottom left corner fit between lines not in the for loop (something like show above)?
You could draw the bottom triangle to overwrite the lines, or you can calculate the distance away from the center that you need to start/end drawing the lines.
Since we know the height and width of the triangle (half the pyramid) you can calculate the top angle. Once you know the top angle, you can use that to calculate the width of the bottom side at each iteration of the line.
public class PyramidLinesTest {
public static void main(String[] args) {
DrawPanel panel = new DrawPanel();
JFrame application = new JFrame();
application.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
application.add(panel);
application.setSize(1280,720);
application.setVisible(true);
}
static class DrawPanel extends JPanel {
public void paintComponent(Graphics g) {
super.paintComponent(g);
int width = getWidth();
int height = getHeight();
int pieces = 5;
drawPyramids(g, width, height);
drawLines(g, width, height, pieces);
}
private void drawPyramids(Graphics g, int width, int height) {
g.drawLine(0, height/2, width/2, 0);
g.drawLine(width/2, 0, width, height/2);
g.drawLine(0, height, width/2, height/2);
g.drawLine(width/2, height/2, width, height);
}
private void drawLines(Graphics g, int width, int height, int pieces) {
// Determine the size of the side and bottom (adjacent and opposite)
double halfY = height / 2;
double halfW = width / 2;
// Tan = O / A
// Tan = halfW / halfY
double tanTheta = halfW / halfY;
double theta = Math.atan(tanTheta); // Radians Math.toDegrees()
double dist = halfY / pieces;
for (int i = 0; i < pieces; i++) {
// Start at halfY and move down by I distance
int y = (int) (halfY + (i * dist));
// Calculate the distance away from halfX using theta
// tan(theta) = O / A
// O = tan(theta) * A
int fromHalfW = (int) (Math.tan(theta) * (i * dist));
// Draw the lines accordingly
g.drawLine(0, y, (int) (halfW - fromHalfW), y);
g.drawLine((int) (halfW + fromHalfW), y, width, y);
}
}
}
}

Java Graphics - Remove part of rounded rectangle under text?

I'm trying to render text on top of a rounded rectangle, but I want the part of the rounded rectangle under the text to be cut out. Here's what I want it to look like:
The problem is that I can't find any easy way of doing this. I tried using clearRect, but that just creates a black rectangle, and I want to have an image underneath (for now it's just white).
I then had the idea that maybe I could just fill the area I want to remove of the rectangle with white, then filter out all the white pixels. This didn't work as well as I hoped, as there are still white pixels left over:
Here's the code I have currently:
public static void createRoundedRectImg(int width, int height)
{
BufferedImage img = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
Graphics g = img.getGraphics();
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
g.setColor(Color.WHITE);
g.fillRect(0, 0, width, height);
int padding = 50;
g.setColor(Color.BLUE);
g.drawRoundRect(padding, padding, width - (padding * 2), height - (padding * 2), 50, 50);
float textSize = 84f;
Font font = g.getFont().deriveFont(textSize).deriveFont(Font.BOLD);
g.setFont(font);
String text = "TEXT";
Rectangle2D stringBounds = g.getFontMetrics(font).getStringBounds(text, g);
int textWidth = (int) stringBounds.getWidth();
int textHeight = (int) (stringBounds.getHeight() + g.getFontMetrics(font).getDescent());
int textX = (width / 2) - (textWidth / 2);
int textY = g.getFontMetrics(font).getDescent() * 2 + padding;
//g.clearRect(textX, textY - textHeight, textWidth, textHeight);
g.setColor(Color.WHITE);
g.fillRect(textX, textY - textHeight, textWidth, textHeight);
g.setColor(Color.GREEN);
g.drawString(text, textX, textY);
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
Color c = new Color(img.getRGB(x, y));
if (c.getRGB() == Color.WHITE.getRGB())
img.setRGB(x, y, new Color(0, 0, 0, 255).getRGB());
}
}
g.dispose();
}
Is there a simpler way of just clearing the part of the rounded rectangle under the text? After that is done I want to overlay the whole thing on top of an image, so I need the background to be transparent.
You could use the subtract method of the Area class to remove a rectangular section from a stroked RoundRectangle2D.
float strokeWidth = 1.5f;
RoundRectangle2D roundedRect = new RoundRectangle2D.Double(padding, padding, width - (padding * 2), height - (padding * 2), 50, 50);
Rectangle2D rectMask = new Rectangle2D.Double(textX, padding-strokeWidth, textWidth, 2*strokeWidth);
Stroke stroke = new BasicStroke(strokeWidth);
Area roundedRectArea = new Area(stroke.createStrokedShape(roundedRect));
roundedRectArea.subtract(new Area(rectMask));
g.setColor(Color.BLACK);
g.fill(roundedRectArea);
g.drawString(text, textX, textY);
Which produces:
Full code:
public static void createRoundedRectImg(int width, int height)
{
BufferedImage img = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
Graphics2D g = img.createGraphics();
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
g.setColor(Color.WHITE);
g.fillRect(0, 0, width, height);
float textSize = 84f;
Font font = g.getFont().deriveFont(textSize).deriveFont(Font.BOLD);
g.setFont(font);
int padding = 50;
String text = "TEXT";
Rectangle2D stringBounds = g.getFontMetrics(font).getStringBounds(text, g);
int textWidth = (int) stringBounds.getWidth();
int textX = (width / 2) - (textWidth / 2);
int textY = g.getFontMetrics(font).getDescent() * 2 + padding;
float strokeWidth = 1.5f;
RoundRectangle2D roundedRect = new RoundRectangle2D.Double(padding, padding, width - (padding * 2),
height - (padding * 2), 50, 50);
Rectangle2D rectMask = new Rectangle2D.Double(textX, padding - strokeWidth, textWidth, 2 * strokeWidth);
Stroke stroke = new BasicStroke(strokeWidth);
Area roundedRectArea = new Area(stroke.createStrokedShape(roundedRect));
roundedRectArea.subtract(new Area(rectMask));
g.setColor(Color.BLACK);
g.fill(roundedRectArea);
g.drawString(text, textX, textY);
g.dispose();
try
{
ImageIO.write(img, "png", new File("round.png"));
} catch (IOException e)
{
e.printStackTrace();
}
}
Try this.
public static void createRoundedRectImg(int width, int height)
{
BufferedImage img = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
Graphics2D g = (Graphics2D)img.getGraphics();
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
g.setColor(Color.WHITE);
g.fillRect(0, 0, width, height);
int padding = 50;
g.setComposite(AlphaComposite.Clear);
g.fillRoundRect(padding, padding, width - (padding * 2), height - (padding * 2), 50, 50);
g.setComposite(AlphaComposite.SrcOver);
g.setColor(Color.BLUE);
g.drawRoundRect(padding, padding, width - (padding * 2), height - (padding * 2), 50, 50);
float textSize = 84f;
Font font = g.getFont().deriveFont(textSize).deriveFont(Font.BOLD);
g.setFont(font);
String text = "TEXT";
Rectangle2D stringBounds = g.getFontMetrics(font).getStringBounds(text, g);
int textWidth = (int) stringBounds.getWidth();
int textHeight = (int) (stringBounds.getHeight() + g.getFontMetrics(font).getDescent());
int textX = (width / 2) - (textWidth / 2);
int textY = g.getFontMetrics(font).getDescent() * 2 + padding;
g.setColor(Color.WHITE);
g.fillRect(textX, textY - textHeight, textWidth, textHeight);
g.setColor(Color.GREEN);
g.drawString(text, textX, textY);
g.dispose();
}
You could just use a TitledBorder. Since the curve is proportional to the line size I created a RoundedBorder class with most of the code from the paintBorder() method in the API to allow the size of the arc corners to be specified. It is now a simple pixel amount for both width and height of the arc radius.
first, create a RoundedBorder instance. Try 30 for the arc radius.
then, using the BorderFactor, create a TitledBorder instance and pass the rounded instance as the first agument.
import java.awt.Color;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.Shape;
import java.awt.geom.Path2D;
import java.awt.geom.RoundRectangle2D;
import javax.swing.BorderFactory;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.border.Border;
import javax.swing.border.LineBorder;
import javax.swing.border.TitledBorder;
public class TitledBorderDemo extends JPanel {
JFrame frame = new JFrame();
public static void main(String[] args) {
SwingUtilities
.invokeLater(() -> new TitledBorderDemo().start());
}
#Override
public Dimension getPreferredSize() {
return new Dimension(300, 300);
}
public void start() {
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Border b = new RoundedBorder(Color.black, 2, 30);
Border titled = BorderFactory.createTitledBorder(b, "Text",
TitledBorder.CENTER, TitledBorder.DEFAULT_POSITION,
new Font("Arial", Font.BOLD, 48));
setBorder(titled);
frame.add(this);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
}
class RoundedBorder extends LineBorder {
private int arc;
public RoundedBorder(Color color, int lineThickness, int arc) {
super(color, lineThickness);
this.arc = arc;
}
#Override
public void paintBorder(Component c, Graphics g, int x, int y,
int width, int height) {
if ((this.thickness > 0) && (g instanceof Graphics2D)) {
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
Color oldColor = g2d.getColor();
g2d.setColor(this.lineColor);
Shape outer;
Shape inner;
int offs = this.thickness;
int size = offs + offs;
outer = new RoundRectangle2D.Float(x, y, width, height,
arc, arc);
inner = new RoundRectangle2D.Float(x + offs, y + offs,
width - size, height - size, arc, arc);
Path2D path = new Path2D.Float(Path2D.WIND_EVEN_ODD);
path.append(outer, false);
path.append(inner, false);
g2d.fill(path);
g2d.setColor(oldColor);
}
}
}
The above, when run, produces the following image.

Java: Rotate Rectangle

I am trying to rotate a Rectangle from the vertices closest to the origin, but it is placing it way off the frame.
I have the following class:
class MyRectangle {
MyRectangle(int x, int y, int w, int h, int a){
xPos = x;
yPos = y;
width = w;
height = h;
angle = a;
}
public int xPos;
public int yPos;
public int width;
public int height;
public int angle;
public void paintComponent(Graphics g) {
g.drawRect(xPos, yPos, width, height);
Rectangle rect2 = new Rectangle(xPos, yPos, width, height);
Graphics2D gg = (Graphics2D) g.create();
AffineTransform transform = new AffineTransform();
transform.rotate(angle, rect2.getX() + rect2.width/2, rect2.getY() + rect2.height/2);
AffineTransform old = gg.getTransform();
gg.transform(transform);
gg.rotate(Math.toDegrees(-angle));
gg.draw(rect2);
}
}
I am caling the rectangle with:
MyRectangle rect = new MyRectangle(10, 200, 30, 50, 70);
It is showing up like this:
I included the original un-rotated rectangle. It should rotate from the bottom left vertex.

How to make sure that points drawn on JFrame at random location does not overlap already drawn shapes?

I am creating 100 particles at random location all over my JPanel using random function to calculate x and y. But I have two rectangles also drawn on the panel and I do not want my points to overlap on that area.
Is there any way, by which I can create the particles all over the JPanel except those areas covered by rectangle?
int x,y=0;
super.paintComponent(g);
for(int i=0;i<list.size();i++)
{
x=randomInteger(11,670); // bounds of x between which the particles should be generated (reduced by 1 each)
y=randomInteger(11,440); // bounds of y between which the particles should be generated (reduced by 1 each)
int radius = 4;
g.fillOval(x, y, radius, radius);
}
x=randomInteger(11,670);
y=randomInteger(11,440);
drawRobot(g,x,y,50);
createObstacles(g,150,225,100,40);
createObstacles(g,500,300,40,100);
int xpoints[] = {50, 40, 60, 120};
int ypoints[] = {50, 75, 100, 130};
int npoints = 4;
createPolygonObstacle(g,xpoints,ypoints,npoints);
}
private void createPolygonObstacle(Graphics g, int xpoints[], int ypoints[], int npoints)
{
g.fillPolygon(xpoints, ypoints, npoints);
}
private void createObstacles(Graphics g, int x, int y, int width, int height)
{
g.setColor(Color.BLACK);
g.fillRect(x, y, width, height);
}
private void drawRobot(Graphics g, int x, int y, int radius)
{
g.setColor(Color.GREEN);
g.fillOval(x, y, radius, radius);
}
private static int randomInteger(int min, int max)
{
Random rand = new Random();
int randomNum = rand.nextInt((max - min) + 1) + min;
return randomNum;
}
You could take advantage of the Shape API...
Rectangle rect = new Rectangle (x, y, width, height);
Then you could use it's contains method to determine if it contains a given point...
if (rect.contains(x, y)) {
// You bad little particle...
}
You should also know that the Graphics2D can also draw and paint Shape, so you could also do...
((Graphics2D)g).fill(rect);
Which should make your life some what easier. As of Java 1.4 (I think), the paint engine is guaranteed to use Graphics2D, so your paintComponent method will always receive an instance of a Graphics2D object.
Take a look at 2D Graphics for more details
Random r = new Random();
public void generateParticle(){
int x = r.nextInt();
int y = r.nextInt();
if(x > LeftEdgeOfRectangle || x < RightEdgeOfRectangle){
generateParticle();
return();
}
if(y > TopEdgeOfRectangle || y < BottomEdgeOfRectangle){
generateParticle();
return();
}
[drawParticleHere]
}

Canvas - good rendering practices?

I've been using the Canvas a lot lately for little Java games and i've noticed a lot of strange things can happen. For example, earlier today I created a little game in which the objective is to shoot enemy ships and get points. The game draws tiny 32x32 images on the screen (sometimes slightly bigger) and for a reason I am oblivious to, the game renders oddly.
For example, my ship has a health bar above it's head:
As you can see by the image, the textures are really small. Despite this, the game lags and sometimes things render incorrectly like this for example:
If you look closely at the top of the health bar, you can see that it's been shifted upwards slightly, it puzzles me how his happens as all of my rendering is buffered.
My rendering code:
public void render(){
BufferStrategy bs = getBufferStrategy();
if(bs == null){
createBufferStrategy(3);
return;
}
Graphics2D g = (Graphics2D)bs.getDrawGraphics();
toDrawG.setColor(new Color(0x222222));
toDrawG.fillRect(0, 0, WIDTH, HEIGHT);
draw((Graphics2D)toDrawG);
g.drawImage(toDraw, 0, 0, null);
g.dispose();
bs.show();
}
public void draw(Graphics2D g){
if(Settings.planets){
renderer.renderPlanets();
}
if(level != null){
for(int i = 0 ; i < level.entityList.size(); i++){
if(level.entityList.get(i) != null){
level.entityList.get(i).render(renderer);
}
}
}
renderer.overlayString("Space Game", 20, 20, 24, 0xFFFFFF);
renderer.overlayString(VERSION, 20, 50, 24, 0xFFFFFF);
renderer.overlayString("FPS: " + renderer.fps, 20, 70, 24, 0xFFFFFF);
renderer.overlayString("Ships spawned: " + level.shipsSpawned, 20, 90, 24, 0xFFFFFF);
renderer.overlayString("Time Survived: " + level.time / 100 + "s", 20, 110, 24, 0xFFFFFF);
renderer.overlayString("Physics FPS: " + fps, 20, 130, 24, 0xFFFFFF);
if(currentGui != null){
currentGui.render(renderer);
}else{
map.drawMinimap(SpaceGame.WIDTH-Minimap.WIDTH-20, SpaceGame.HEIGHT- Minimap.HEIGHT-30);
}
}
And my "Render.class" if you need to study it:
package com.maestrum;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.image.BufferedImage;
import java.awt.image.ConvolveOp;
import java.awt.image.Kernel;
import java.util.Random;
public class Render implements Runnable{
public Graphics2D g2d;
public double xScroll,yScroll;
public int frames;
public int fps;
public long lastTime;
public int[] pSequence = new int[40];
public SpaceGame game;
public Entity trackedEntity;
public Random rand;
public Render(SpaceGame game, Graphics2D g){
this.game = game;
this.g2d = g;
this.rand = new Random();
for(int i = 0 ; i < 40; i++){
pSequence[i] = rand.nextInt(15) + 1;
}
}
#Override
public void run() {
renderLoop();
}
public void renderLoop(){
while(true){
game.render();
if(System.currentTimeMillis() - lastTime >= 1000){
fps = frames;
frames = 0;
lastTime = System.currentTimeMillis();
}
frames++;
}
}
public void renderPlanets(){
overlayImage(ImageHandler.background, 0, 0, 1.5);
for(int i = 0 ; i < 20; i++){
overlayImage(ImageHandler.planets[pSequence[i]/4][pSequence[i]%4], i * 400 - xScroll/pSequence[i], i * pSequence[i]*40 - yScroll/pSequence[i]*2, pSequence[i]);
}
}
private class PlanetRenderer {
}
public void overlayString(String s, double x, double y, int fontSize, int colour){
drawString(s, x+xScroll, y+yScroll, fontSize, colour);
}
public void overlayRectangle(double x, double y, int xs, int ys, int colour){
drawRectangle(x+xScroll, y+yScroll, xs, ys, colour);
}
public void overlayBlurred(BufferedImage img, double x, double y, double scale){
drawImageBlurred(img, x+xScroll, y+yScroll, scale);
}
public void overlayImage(BufferedImage img, double x, double y, double scale){
drawImage(img, x+xScroll, y+yScroll, scale);
}
public BufferedImage execute(BufferedImage img) {
// TODO Auto-generated method stub
float weight = 1.0f/2.0f;
float [] elements = {weight, weight, weight, weight, weight, weight, weight, weight, weight};
Kernel k = new Kernel (3,3,elements);
ConvolveOp op = new ConvolveOp(k);
BufferedImage dest = new BufferedImage(img.getWidth(), img.getHeight(), img.getType());
op.filter(img, dest);
return dest;
}
public void drawImageBlurred(BufferedImage img, double x, double y, double scale){
x -= xScroll;
y -= yScroll;
BufferedImage image = new BufferedImage((int)(img.getWidth()*scale), (int)(img.getHeight()*scale), BufferedImage.TYPE_INT_ARGB);
Graphics g = image.getGraphics();
g.drawImage(img, 0, 0, (int)(img.getWidth()*scale), (int)(img.getHeight()*scale), null);
execute(image);
g2d.drawImage(image, (int)x, (int)y, null);
g.dispose();
}
public void drawString(String s, Vector2D pos, int fontSize, int colour){
drawString(s, pos.x, pos.y, fontSize, colour);
}
public void drawString(String s, double x, double y, int fontSize, int colour){
if(s == null){
return;
}
x -= xScroll;
y -= yScroll;
BufferedImage img = new BufferedImage(s.length()*fontSize+1, fontSize*2, BufferedImage.TYPE_INT_ARGB);
Graphics g = img.getGraphics();
g.setColor(new Color(colour));
g.setFont(new Font("Consolas", Font.BOLD, fontSize));
g.drawString(s, 0, img.getHeight()/2);
g2d.drawImage(img, (int)x, (int)y, null);
g.dispose();
}
public void drawImage(BufferedImage img, Vector2D pos, double scale){
drawImage(img, pos.x, pos.y, scale);
}
public void drawLine(Vector2D v1, Vector2D v2, int colour, int width){
drawLine(v1.x, v1.y, v2.x, v2.y, colour, width);
}
public void drawLine(double x1, double y1, double x2, double y2, int colour, int lWidth){
x1 -= xScroll;
y1 -= yScroll;
x2 -= xScroll;
y2 -= yScroll;
g2d.setColor(new Color(colour));
g2d.setStroke(new BasicStroke(lWidth));
g2d.drawLine((int)x1, (int)y1, (int)x2, (int)y2);
}
public void drawImage(BufferedImage img, double x, double y, double scale){
x -= xScroll;
y -= yScroll;
BufferedImage image = new BufferedImage((int)(img.getWidth()*scale), (int)(img.getHeight()*scale), BufferedImage.TYPE_INT_ARGB);
Graphics g = image.getGraphics();
g.drawImage(img, 0, 0, (int)(img.getWidth()*scale), (int)(img.getHeight()*scale), null);
g2d.drawImage(image, (int)x, (int)y, null);
g.dispose();
}
public void drawRectangle(Vector2D pos, int xs, int ys, int colour){
drawRectangle(pos.x, pos.y, xs, ys, colour);
}
public void drawRectangle(double x, double y, int xs, int ys, int colour){
if(xs <= 0){
return;
}
x -= xScroll;
y -= yScroll;
BufferedImage image = new BufferedImage(xs, ys, BufferedImage.TYPE_INT_RGB);
Graphics2D g = (Graphics2D) image.getGraphics();
g.setColor(new Color(colour));
g.fillRect(0, 0, xs, ys);
g2d.drawImage(image, (int)x, (int)y, null);
g.dispose();
}
public void drawImageRotated(BufferedImage img, Vector2D pos, double scale, double angle) {
drawImageRotated(img, pos.x, pos.y, scale, angle);
}
public void drawImageRotated(BufferedImage img, double x, double y, double scale, double angle) {
x -= xScroll;
y -= yScroll;
BufferedImage image = new BufferedImage((int)(img.getWidth() * 1.5D), (int)(img.getHeight() * 1.5D), 2);
Graphics2D g = (Graphics2D)image.getGraphics();
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.rotate(Math.toRadians(angle), image.getWidth() / 2, image.getHeight() / 2);
g.drawImage(img, image.getWidth() / 2 - img.getWidth() / 2, image.getHeight() / 2 - image.getHeight() / 2, null);
g2d.drawImage(image, (int)(x-image.getWidth()*scale/2), (int)(y-image.getHeight()*scale/2), (int)(image.getWidth()*scale), (int)(image.getHeight()*scale), null);
g.dispose();
}
}
As you can see in the rendering class, the render process is done as many times a second as possible. This is to give the game the highest possible FPS. If you missed the point of what I'm asking; What good practices should I take into account when rendering stuff using Java? And, what could possibly be causing the space ships health bar to render like so?
NOTE: take a look at this video, I ran that program and got 80FPS with 50000 particles, however with my rendering code (which is obviously of a much lower quality) I can render only a mere 100 or so particles, before things start messing up.
http://www.youtube.com/watch?v=6M3Ze4Eu87Y
This is my tick() function, it gets called every game tick (10ms)
public void tick(){
if(System.currentTimeMillis() - lastTime >= 1000){
fps = frames;
frames = 0;
lastTime = System.currentTimeMillis();
}
frames++;
if(renderer.trackedEntity != null){
renderer.xScroll = renderer.trackedEntity.pos.x-SpaceGame.WIDTH/2;
renderer.yScroll = renderer.trackedEntity.pos.y-SpaceGame.HEIGHT/2;
}
if(level != null && !paused){
level.tick();
}
if(currentGui != null && currentGui.pausesGame()){
paused = true;
}else{
paused = false;
}
}
i think the answer by #mantrid should fix your problem.
as far as performance goes ... there are some obvious "sins" in your code:
Don't draw an image into an image to draw an image
public void drawImage(BufferedImage img, double x, double y, double scale){
x -= xScroll;
y -= yScroll;
BufferedImage image = new BufferedImage((int)(img.getWidth()*scale), (int)(img.getHeight()*scale), BufferedImage.TYPE_INT_ARGB);
Graphics g = image.getGraphics();
g.drawImage(img, 0, 0, (int)(img.getWidth()*scale), (int)(img.getHeight()*scale), null);
g2d.drawImage(image, (int)x, (int)y, null);
g.dispose();
}
I don't see the point of this. Why not just do this:
public void drawImage(BufferedImage img, double x, double y, double scale){
g2d.drawImage(img, (int)(x-xScroll), (int)(y-yScroll), (int)(img.getWidth()*scale), (int)(img.getHeight()*scale), null);
}
AAAAAAAAAAAAA
The next one actually burnt my eyes
public void drawRectangle(double x, double y, int xs, int ys, int colour){
if(xs <= 0){
return;
}
x -= xScroll;
y -= yScroll;
BufferedImage image = new BufferedImage(xs, ys, BufferedImage.TYPE_INT_RGB);
Graphics2D g = (Graphics2D) image.getGraphics();
g.setColor(new Color(colour));
g.fillRect(0, 0, xs, ys);
g2d.drawImage(image, (int)x, (int)y, null);
g.dispose();
}
Why? This is so much simpler and quicker:
public void drawRectangle(double x, double y, int xs, int ys, int colour){
if(xs <= 0)
return;
g2d.setColor(new Color(colour));
g2d.fillRect((int)(x-xScroll), (int)(y-yScroll), xs, ys);
}
The same goes for the drawImageRotated and drawString.
Just draw to the g2d buffer directly, what are you afraid of?
drawImageBlurred
First of all... you're doing it again!
Second: You seem to be applying a convolve operation to an image on each frame, why not just do that operation once (e.g. at the start of the app, or even better yet, in an image editing program).
I don't mean this in a bad way at all, but you are clearly not very experienced with programming in general. I think you could take a look at processing (http://processing.org). I'm sort of biased here because i'm using it myself almost everyday. It is a great learning and prototyping environment written in java that should allow you to stop thinking about implementation details (like flipping buffers) and focus on what you really care for (make a game!).
Alright, hope what i said makes sense. Good luck with your coding! :)
The health bar might be shifted because when game lags, xScroll and yScroll are updated while components/overlays are still being rendered into backbuffer.
To fix that:
1) move game objects proportionally to amout of time elapsed from latest update to keep game speed always constant. add delta parameter to level.tick() and all game objects update method
2) put level.tick() and game.render() within the same loop sequence to ensure game objects are updated first:
currentTime = System.currentTimeMillis();
delta = currentTime - lastTime;
if(level != null && !paused){
level.tick(delta); // introduce delta here
game.render();
}
lastTime = currentTime;
In general, consider these additional steps:
1) set Component.setIgnoreRepaint(true) to speed up rendering
2) optimize images for current display at the start
GraphicsConfiguration gc = GraphicsEnvironment
.getLocalGraphicsEnvironment()
.getDefaultScreenDevice()
.getDefaultConfiguration();
Image optimized = gc.createCompatibleImage(img.getWidth(),img.getHeight(),Transparency.BITMASK);
optimized.getGraphics().drawImage(unoptimized, 0, 0, null);

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