Why isn't my JFrame object animating as I would expect? - java

I'm trying to animate a circle as per a Head First Java exercise. The original exercise calls for using an internal "MyDrawPanel" class within the "AnimatedBall" class, but I'm trying to do an external MyDrawPanel class. I have no errors, but there also is no animation. I'm assuming it has something to do with me passing values to the MyDrawPanel constructor that don't update when I run my for loop, but I'd like to know why this is.
AnimatedBall2.java:
import javax.swing.JFrame;
public class AnimatedBall2 {
JFrame frame = new JFrame();
int height = 300;
int width = 300;
int x = 70;
int y = 70;
public static void main(String[] args){
AnimatedBall2 gui = new AnimatedBall2();
gui.go();
}
public void go(){
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
MyDrawPanel panel = new MyDrawPanel(x, y, height, width);
frame.getContentPane().add(panel);
frame.setSize(height,width);
frame.setVisible(true);
for(int i = 0; i < 100; i++){
x++;
y++;
panel.repaint();
try{
Thread.sleep(50);
} catch(Exception ex){}
}
}
}
MyDrawPanel.java:
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JPanel;
public class MyDrawPanel extends JPanel{
int x;
int y;
int height;
int width;
public MyDrawPanel(int x1, int y1, int z1, int z2){
x = x1;
y = y1;
height = z1;
width = z2;
}
public void paintComponent(Graphics g){
g.setColor(Color.white);
g.fillRect(0, 0, height, width);
g.setColor(Color.orange);
g.fillOval(x, y, 100, 100);
}
}

Swing is a single threaded framework, that is, there is a single thread which is responsible for processing all events within the system and scheduling painting.
Anything that blocks this thread, will prevent it from processing new events or paint requests.
This is a very bad idea...
public void go(){
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
MyDrawPanel panel = new MyDrawPanel(x, y, height, width);
frame.getContentPane().add(panel);
frame.setSize(height,width);
frame.setVisible(true);
for(int i = 0; i < 100; i++){
x++;
y++;
panel.repaint();
try{
Thread.sleep(50);
} catch(Exception ex){}
}
}
Add could potentially lock up your application...
Take a look at Concurrency in Swing for more details. You should also have a look at Initial Threads
In this case, I would recommended using a javax.swing.Timer, see How to use Swing Timers for more details.
The main problem is, you've decarled x and y in your AnimatedBall2 class...
public class AnimatedBall2 {
//...
int x = 70;
int y = 70
And in your MyDrawPanel class...
public class MyDrawPanel extends JPanel{
int x;
int y;
But your loop is updating the values in the AnimatedBall2 class, meaning that the values in MyDrawPanel never change
You will need to add an "update" method of some kind which can tell the MyDrawPanel that it should update it's x/y values accordingly...
Which brings us to...Swing is not thread safe, all modifications or interactions with the UI should be done within the context of the Event Dispatching Thread...This is why I'd recommend using a Swing Timer, as it triggers it's notifications within the context of the EDT.
When performing custom painting, you should call super.paintComponent before performing any custom painting of your own. You should also not relay on "magic" numbers
g.fillRect(0, 0, height, width);
The size of the component can be changed by the layout manager depending on it's needs, instead, you should be using getWidth and getHeight which will tell you exactly what the size of the current component is.
For example...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class AnimatedBall2 {
public static void main(String[] args) {
new AnimatedBall2();
}
public AnimatedBall2() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
final MyDrawPanel panel = new MyDrawPanel();
JFrame frame = new JFrame("I'm a banana");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(panel);
frame.pack();
frame.setVisible(true);
Timer timer = new Timer(50, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
panel.update();
}
});
timer.start();
}
});
}
public class MyDrawPanel extends JPanel {
int x;
int y;
int deltaX = 0;
int deltaY = 1;
public MyDrawPanel() {
x = 150;
y = 150;
setBackground(Color.WHITE);
}
public void update() {
x += deltaX;
y += deltaY;
if (x < 0) {
x = 0;
deltaX *= 1;
} else if (x > getWidth()) {
x = getWidth();
deltaX *= 1;
}
if (y < 0) {
y = 0;
deltaY *= -1;
} else if (y > getHeight()) {
y = getHeight();
deltaY *= -1;
}
repaint();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(300, 300);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.orange);
g.fillOval(x - 50, y - 50, 100, 100);
}
}
}

for(int i = 0; i < 100; i++){
x++;
y++;
panel.repaint();
try{
Thread.sleep(50);
} catch(Exception ex){}
}
x and y are int types, not pointers. so when you do x++ and y++. it is actually not updating the x, y values which you passed in in the constructor

Related

Trying to create disappearing squares in Java

class GraphicsExampleComponent extends JComponent
{
//#Override
public void paintComponent(Graphics g)
{
//make the first call to your recursive routine
drawSquare1(g, 0, 0, 80);
}
public void drawSquare1(Graphics g, int x, int y, int size)
{
//draw a rectangle
g.drawRect(x, y, size, size);
g.fillRect(x, y, size, size);
//reset the parameters
x = x + size + 10;
y = y + (size/4);
size = size/4;
//determine if you should call it again.
if (size<4 || x>600)
drawSquare1(g, x, y, size);
}
My assignment is to create disappearing squares that get 25% smaller as they move to the right. When I run the code, it just creates the one square and stops. Can anyone help me understand what I am doing wrong.
disappearing squares that get 25% smaller as they move to the right.
Ok, let's step back for a second and break this down a bit.
You need to know...
The amount of space to be covered
The amount of space already covered (by the square)
The original size of the square
The size of the square should be when it reaches the other side (25% smaller)
When you have all this, you can calculate the size of the square at any point along its journey.
To determine the amount of space, you can use the component's width, via getWidth().
To determine the space already covered, you could start by having a look at box's current x position
// Assuming that box is a instance of Rectangle
double progress = (double)box.x / (double)getWidth();
We could argue that we should look at the middle of the box, or the trailing edge, but both of those are easy to implement.
Next, we need know the range of change (from start to end size), we can then use that to calculate the delta to be applied to the box...
double range = startSize - endSize;
double value = (range * progress);
box.width = (int)startSize - (int)value;
box.height = (int)startSize - (int)value;
Soooo, this will provide with the means to determine the size of the component based on it's current location (horizontally) through the component.
Next, you need some way to update the box's position and update the UI.
One of the better solutions is to use a Swing Timer. This will allow you to perform a repeating action (with a specified delay between updates) which won't block the UI and will generate updates within the Event Dispatching Queue, which is important because Swing is not Thread safe.
Have a look at How to Use Swing Timers for more details.
And finally, all we need, is to update the component with current state, via it's paintComponent method ... easy :P
Runnable example
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
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 static class TestPane extends JPanel {
protected static double startSize = 50;
protected static double endSize = startSize * 0.25;
private Rectangle box;
private Timer timer;
public TestPane() {
box = new Rectangle(0, 100 - 25, 50, 50);
timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (box.x + box.width >= getWidth()) {
box.x = getWidth() - box.width;
box.width = (int)endSize;
box.height = (int)endSize;
timer.stop();
repaint();
}
box.x += 1;
double progress = (double)box.x / (double)getWidth();
double range = startSize - endSize;
double value = (range * progress);
box.width = (int)startSize - (int)value;
box.height = (int)startSize - (int)value;
repaint();
}
});
}
#Override
public void addNotify() {
super.addNotify();
box.x = 0;
timer.start();
}
#Override
public void removeNotify() {
super.removeNotify();
timer.stop();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.RED);
g2d.fill(box);
g2d.dispose();
}
}
}
The condition if (size < 4 || x>600) is never true because when drawSquare1 is invoked for the first time size=80 and x=0.
Changing it to say if (size > 4 && x<600) will paint 3 squares on the screen without any noticeable animation.
To animate it we'll need to add some delay between paintings and remove previously painted squares.
To do so we use a swing Timer. We use the timer to repeatedly invoke drawSquare1.
drawSquare1 should modify the parameters controlling the painting, and call repaint.
import java.awt.*;
import javax.swing.*;
public class Main {
Main() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationByPlatform(true);
GraphicsExampleComponent board = new GraphicsExampleComponent();
frame.add(board);
frame.pack();
frame.setVisible(true);
board.animate();
}
public static void main(String[] args) {
new Main();
}
}
class GraphicsExampleComponent extends JComponent{
private final static int W = 200, H = 100, MIN_SIZE = 4, STEP = 10, DELAY = 2000;
private int x= 0, y = 0, size = 80;
private Timer timer;
void animate(){
timer = new Timer(DELAY, e->drawSquare());
timer.start();
}
public void drawSquare(){
//check stop criteria
if (size < MIN_SIZE || x >= getWidth()) {
timer.stop();
return;
}
//reset the parameters
x = x + size + STEP;
y = y + size/4;
size = size/4;
repaint();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
//draw a rectangle
g.fillRect(x, y, size, size);
g.dispose();;
}
#Override
public Dimension preferredSize() {
return new Dimension(W, H);
}
}
(Test in online here)
Thank you everyone for the help. I unfortunately could not use a timer due to us not learning about it in class and we are not allowed to use methods/codes that we haven't gone over. To fix this I had to fix my base case by making it size >= 4 && x < 600.

How to draw an array of Graphics

OK so i'm working on a school project (little animation) and I am currently trying to make rain. I'm not sure how I would go about drawing individual "drops" using JPanel. My Code so far:
Main Class:
public class RainPanel extends JPanel {
private static final long serialVersionUID = 1L;
public static void main(String[] args) {
new RainPanel();
}
private final int WIDTH = 800, HEIGHT = 800;
Drop drop;
public RainPanel() {
init();
}
public void init() {
JFrame frame = new JFrame("Rain");
JPanel drop = new Drop();
frame.setVisible(true);
frame.setSize(WIDTH, HEIGHT);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.add(drop);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
drop.paint(g);
}
Drop class:
public class Drop extends JPanel implements ActionListener{
private static final long serialVersionUID = 1L;
int x,y;
int yVel = 2;
Timer t = new Timer(5, this);
Random r = new Random();
ArrayList<Drop> DropArray;
public Drop() {
x = r.nextInt(800);
y = r.nextInt(800);
t.start();
}
public void paint(Graphics g) {
super.paintComponent(g);
DropArray = new ArrayList<>(100);
for (int i = 0; i < DropArray.size(); i++) {
DropArray.add(new Drop());
}
g.setColor(Color.BLUE);
g.fillRect(x, y, 3, 15);
}
public void update() {
y += yVel;
if (y > 800)
y = r.nextInt(800);
}
#Override
public void actionPerformed(ActionEvent e) {
update();
repaint();
}
I understand if you might be cringing hard right now (I'm fairly new to graphics coding and mostly familiar with Java itself). All i'm getting drawn currently is a single rain drop. Any suggestions are appreciated.
Don't call super.paintComponent from within paint, you're breaking the paint chain which could cause no end of issues. Override paintComponent directly instead
You shouldn't be modifying the state of a component or anything the component relies on from within any paint method, paint can be called a number of times in quick succession and this can cause no end of issues
Component based animation is not a simple task and unless you really, really need it, you should try and avoid it. Instead, write a class which is "paintable", which you can call from your paintComponent method
For example..
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Rectangle2D;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class RainDropsKeepFalling {
public static void main(String[] args) {
new RainDropsKeepFalling();
}
public RainDropsKeepFalling() {
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 RainPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class RainPane extends JPanel {
private List<Drop> drops = new ArrayList<>(100);
public RainPane() {
for (int index = 0; index < 100; index++) {
drops.add(new Drop(getPreferredSize()));
}
Timer timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
for (Drop drop : drops) {
drop.update(getSize());
repaint();
}
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (Drop drop : drops) {
Graphics2D g2d = (Graphics2D) g.create();
drop.paint(g2d);
g2d.dispose();
}
}
}
protected static final Random random = new Random();
public static class Drop {
private double vDelta = random.nextDouble() + 0.5;
private int height = 15;
private int width = 3;
private double x;
private double y = -height;
private Rectangle2D shape;
public Drop(Dimension size) {
x = random.nextInt(size.width - width) + width;
y = random.nextInt(size.height - height) + height;
shape = new Rectangle2D.Double(x, y, width, height);
}
public void paint(Graphics2D g2d) {
g2d.setColor(Color.BLUE);
g2d.fill(shape);
}
public void update(Dimension size) {
y += vDelta;
if (y > size.height) {
y = -height;
x = random.nextInt(size.width - width) + width;
}
shape.setRect(x, y, width, height);
}
}
}

moving buffered image to specific coordinates

I am trying to move the blue square around the grid by pressing the arrow keys. I already set up the KeyListener but when I repaint the frame, I have to move the frame around in order for it to update. How do I make it a smooth animation (moving the square from one coordinate to another)?
Example:
if (keyCode == KeyEvent.VK_LEFT){
x5=x5-xChange;
frame.repaint();
}
My images are buffered images and are all set to specific coordinates.
Here is my graphics class:
public static class myGraphicsPanel extends JPanel {
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(block1,x1,y1,null);
g.drawImage(block2,x2,y2,null);
g.drawImage(block3,x3,y3,null);
g.drawImage(block4,x4,y4,null);
g.drawImage(block5,x5,y5,null);
g.drawImage(block6,x6,y6,null);
g.drawImage(block7,x7,y7,null);
g.drawImage(block8,x8,y8,null);
g.drawImage(blue,x9,y9,null);
}
You question is lacking a lot of information, how is the screen updated? How is the screen created? What relationship do the objects have with each other?
Many of these questions could be answered with a MCVE
Animation is the illusion of change over time. So you need a few things. You need some way to change the current state and some way to trigger and update to the UI over time.
The simplest (and safest) way to do this within Swing is to use a Swing Timer
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.Random;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
import javax.swing.Timer;
public class TestAnimation {
public static void main(String[] args) {
new TestAnimation();
}
public TestAnimation() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
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);
} catch (IOException ex) {
ex.printStackTrace();
}
}
});
}
public class TestPane extends JPanel {
private BufferedImage img;
private int xDelta, yDelta;
private int xPos, yPos;
public TestPane() throws IOException {
img = ImageIO.read(new File("/Users/shane/Dropbox/MegaTokyo/thumnails/2.jpg"));
Random rnd = new Random();
do {
xDelta = rnd.nextInt(4);
} while (xDelta == 0);
do {
yDelta = rnd.nextInt(4);
} while (yDelta == 0);
if (rnd.nextBoolean()) {
xDelta *= -1;
}
if (rnd.nextBoolean()) {
yDelta *= -1;
}
xPos = (getPreferredSize().width - img.getWidth()) / 2;
yPos = (getPreferredSize().height - img.getHeight()) / 2;
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
xPos += xDelta;
yPos += yDelta;
if (xPos + img.getWidth() > getWidth()) {
xPos = getWidth() - img.getWidth();
xDelta *= -1;
} else if (xPos < 0) {
xPos = 0;
xDelta *= -1;
}
if (yPos + img.getHeight() > getHeight()) {
yPos = getHeight() - img.getHeight();
yDelta *= -1;
} else if (yPos < 0) {
yPos = 0;
yDelta *= -1;
}
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.drawImage(img, xPos, yPos, this);
g2d.dispose();
}
}
}
}
Have a closer look at Concurrency in Swing and w to Use Swing Timers for more details
But, how do you do this using the key board? Surprisingly, it's very similar.
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TestAnimation {
public static void main(String[] args) {
new TestAnimation();
}
public TestAnimation() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
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);
} catch (IOException ex) {
ex.printStackTrace();
}
}
});
}
public class TestPane extends JPanel {
private BufferedImage img;
private int xPos, yPos;
public TestPane() throws IOException {
img = ImageIO.read(new File("/Users/shane/Dropbox/MegaTokyo/thumnails/2.jpg"));
xPos = (getPreferredSize().width - img.getWidth()) / 2;
yPos = (getPreferredSize().height - img.getHeight()) / 2;
addKeyBinding("up", KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0), new KeyAction(0, -4));
addKeyBinding("down", KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0), new KeyAction(0, 4));
addKeyBinding("left", KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0), new KeyAction(-4, 0));
addKeyBinding("right", KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0), new KeyAction(4, 0));
}
protected void addKeyBinding(String name, KeyStroke keyStroke, Action action) {
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(keyStroke, name);
am.put(name, action);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.drawImage(img, xPos, yPos, this);
g2d.dispose();
}
}
public class KeyAction extends AbstractAction {
private int xDelta, yDelta;
public KeyAction(int xDelta, int yDelta) {
this.xDelta = xDelta;
this.yDelta = yDelta;
}
#Override
public void actionPerformed(ActionEvent e) {
xPos += xDelta;
yPos += yDelta;
if (xPos + img.getWidth() > getWidth()) {
xPos = getWidth() - img.getWidth();
} else if (xPos < 0) {
xPos = 0;
}
if (yPos + img.getHeight() > getHeight()) {
yPos = getHeight() - img.getHeight();
} else if (yPos < 0) {
yPos = 0;
}
repaint();
}
}
}
}
Have a look at How to use key bindings and How to use actions for more details
Try not to repaint the whole panel but only the area on which the square will be drawn, use
repaint(int x, int y , int width , int height);
where x and y will be the coordinates and width and height will width and height of your square.
You could give each of your BufferedImages a target variable. You would check to see if the current x position was greater than or less than the target variables, and make changes according the the value. You can do this with y coordinate too.
int x1 = 100;
int x2 = 100;
int xTarget1 = 200; // x target coordinate
int xTarget2 = 200;
// And so on, for as many BufferedImages
int xChange = 1;
// A loop, wherever it may be.
public void loop() {
if(x1 > xTarget1) {
x1 = x1 - xChange;
else if(x1 < xTarget1) {
x1 = x1 + xChange;
}
// Same for the other BufferedImages
}
And then you would draw it. This should create a more smooth move of your images. It will be a constant move unless you change the speed variable through the change. I hopes this helps.

G2D updating with lists of coordinates

I want to make a program to simulate ants.Let's say I have 100 ants and every one of them has coordinates (2 integers). I use the Java Graphics (Graphics2D).
Now I want a class that reads a list like that:
List<List<Integer>> list = new ArrayList();
This list has for example:
[100,200],[200,100]
as coordinates in it. Now I want the class to update al the time and delete all "dots" (ants) and after that draw them new with the coordinates out of the List.
Right now this won't work.
public class FrameHandler {
Panel panel = new Panel();
public FrameHandler() {
//initialize frame
frame.repaint();
List<List<Integer>> test = new ArrayList();
List<Integer> t1 = new ArrayList();
t1.add(100);
t1.add(200);
test.add(gunther);
frame.add(panel);
panel.setList(test);
//the thread sleeps for 5 seconds
List<Integer> t2 = new ArrayList();
t2.add(100);
t2.add(100);
test.add(gunther2);
panel.removeAll();
panel.setList(olaf);
}
public void setList(List<Integer> list) {
panel.setList(list);
}
public void setSize(int width, int height) {
frame.setSize(width, height);
}
private class Panel extends JPanel {
List<List<Integer>> antList = new ArrayList();
private void doDrawing(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
for(int i = 0; i < antList.size(); i++) {
g2d.fillRect(antList.get(i).get(0), antList.get(i).get(1), 2, 2);
}
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
public void setList(List<List<Integer>> list) {
antList = list;
}
}
}
If you have another idea how to solve the problem, maybe with an API or another method of doing graphics I would be happy to hear it.
Now I want the class to update al the time and delete all "dots" (ants) and after that draw them new with the coordinates out of the List.
This is basically how painting works in Swing, on each paint cycle, you are expected to repaint the entire state of the component from scratch. See Painting in AWT and Swing for more details.
So the question becomes, how do you update the List. While there are a number ways you might do this, using a Swing Timer might be the simplest (and generally the safest). See How to use Swing Timers for more details.
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class FrameHandler {
public static void main(String[] args) {
new FrameHandler();
}
public FrameHandler() {
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 static class TestPane extends JPanel {
protected static final Random RANDOM_DELTA = new Random();
private List<List<Integer>> ants;
public TestPane() {
Random rnd = new Random();
ants = new ArrayList<>(25);
for (int index = 0; index < 10; index++) {
List<Integer> ant = new ArrayList<>(2);
// You should also have a look at the java.awt.Point class :P
ant.add(rnd.nextInt(200 - 2)); //x
ant.add(rnd.nextInt(200 - 2)); //y
ants.add(ant);
}
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
for (List<Integer> ant : ants) {
int xDelta = randomDelta();
int yDelta = randomDelta();
int x = ant.get(0) + xDelta;
int y = ant.get(1) + yDelta;
if (x < 0) {
x = 0;
} else if (x + 2 > getWidth()) {
x = getWidth() - 2;
}
if (y < 0) {
y = 0;
} else if (y + 2 > getHeight()) {
y = getHeight() - 2;
}
ant.set(0, x);
ant.set(1, y);
}
repaint();
}
});
timer.start();
}
protected int randomDelta() {
int delta = 0;
do {
double rnd = Math.random();
delta = rnd < 0.5d ? -1 : 1;
} while (delta == 0);
return delta;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
for (List<Integer> ant : ants) {
g2d.fillRect(ant.get(0), ant.get(1), 2, 2);
}
g2d.dispose();
}
}
}
This example basically generates a random delta (change in direction) for each ant's x & y coordinate. I suspect you might need to have something a little more sophisticated

How do you create multiple animated components with timer/actionevents with two different time intervals on the same panel?

I need help with a simple animation assignment. It goes as follows.
I have two stop lights on a JPanel and the object is for the two of them to have different time intervals i.e there lights cycle at different times.
Everything works fine if I only have one light at a time. I am relatively new to this but I believe I know the problem.
In the code under this text, I use this several times. I believe my issue occurs in the public void cycle() method in which it just says this.repaint(); I have a feeling that the panel is being repainted at the two different time periods and it gives me a somewhat random light changing instead of a nice cycle.
Is there a way I can have these two components on the same JPanel with a more specific repaint method (maybe a bounding box around the individual light fixtures) or would creating separate panels be a better option (and a little help if that is the case because I understand the basic layouts but have never used them before).
import java.awt.*;
import java.awt.geom.*;
import javax.swing.*;
public class DrawingPanel extends JPanel implements Lighter
{
// instance variables
private final int INTERVAL1 = 2000;
private final int INTERVAL2 = 5000;
private TrafficLight _light1, _light2;
private LightTimer _timer1,_timer2;
/**
* Constructor for objects of class DrawingPanel
*/
public DrawingPanel()
{
// initialise instance variables
super();
this.setBackground(Color.CYAN);
_light1 = new TrafficLight(50,50);
_light2 = new TrafficLight(200,50);
_timer1 = new LightTimer(INTERVAL1,this);
_timer2 = new LightTimer(INTERVAL2,this);
_timer1.start();
_timer2.start();
}
public void cycle(){
_light1.cycle();
_light2.cycle();
this.repaint();
}
public void paintComponent(Graphics pen)
{
super.paintComponent(pen);
Graphics2D aBetterPen = (Graphics2D)pen;
_light1.fill(aBetterPen);
_light2.fill(aBetterPen);
}
}
Running two timers in the fashion is achievable. Personally, I would write a "signal" class that controls a single light with it's own timing and painting routines, but that's not what you've asked.
What you need to do is maintain some kind of state variable for each signal and update them separately.
You would then need to modify the paint code to detect these states and take appropriate actions...for example
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Ellipse2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TestBlink {
public static void main(String[] args) {
new TestBlink();
}
public TestBlink() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private Timer blink1;
private Timer blink2;
private boolean light1 = false;
private boolean light2 = false;
public TestPane() {
blink1 = new Timer(250, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
light1 = !light1;
repaint();
}
});
blink2 = new Timer(1000, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
light2 = !light2;
repaint();
}
});
blink1.start();
blink2.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int radius = 20;
int x = (getWidth() - (radius * 2)) / 2;
int y = (getHeight() - (radius * 2)) / 2;
Ellipse2D signal1 = new Ellipse2D.Float(x, y, radius, radius);
Ellipse2D signal2 = new Ellipse2D.Float(x + radius, y, radius, radius);
g2d.setColor(Color.RED);
g2d.draw(signal1);
if (light1) {
g2d.fill(signal1);
}
g2d.setColor(Color.GREEN);
g2d.draw(signal2);
if (light2) {
g2d.fill(signal2);
}
g2d.dispose();
}
}
}
Updated
A better solution (as I stated earlier) would be to contain all the logic for a single sequence in a single class. This isolates the painting and allows you to change the individual nature each sequence.
For example...
This is a simple example which uses a fixed rate of change, so each light gets the same about of time...
public class TraficLight01 extends JPanel {
public static final int RADIUS = 20;
private Timer timer;
private int state = 0;
public TraficLight01() {
timer = new Timer(500, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
state++;
if (state > 2) {
state = 0;
}
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(RADIUS, (RADIUS + 1) * 3);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int radius = 20;
Ellipse2D light = new Ellipse2D.Float(0, 0, RADIUS, RADIUS);
int x = (getWidth() - radius) / 2;
int y = ((getHeight()- (radius * 3)) / 2) + (radius * 2);
Color color[] = new Color[]{Color.RED, Color.YELLOW, Color.GREEN};
for (int index = 0; index < color.length; index++) {
g2d.translate(x, y);
g2d.setColor(color[index]);
g2d.draw(light);
if (state == index) {
g2d.fill(light);
}
g2d.translate(-x, -y);
y -= radius + 1;
}
g2d.dispose();
}
}
Or you provide a variable interval for each light...
public static class TraficLight02 extends JPanel {
public static final int RADIUS = 20;
private Timer timer;
private int state = 0;
// Green, Yellow, Red
private int[] intervals = new int[]{3000, 500, 3000};
public TraficLight02() {
timer = new Timer(intervals[0], new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
timer.stop();
state++;
if (state > 2) {
state = 0;
}
timer.setInitialDelay(intervals[state]);
repaint();
timer.restart();
}
});
timer.start();
timer.setRepeats(false);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(RADIUS, (RADIUS + 1) * 3);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int radius = 20;
Ellipse2D light = new Ellipse2D.Float(0, 0, RADIUS, RADIUS);
int x = (getWidth() - radius) / 2;
int y = ((getHeight()- (radius * 3)) / 2) + (radius * 2);
Color color[] = new Color[]{Color.GREEN, Color.YELLOW, Color.RED};
for (int index = 0; index < color.length; index++) {
g2d.translate(x, y);
g2d.setColor(color[index]);
g2d.draw(light);
if (state == index) {
g2d.fill(light);
}
g2d.translate(-x, -y);
y -= radius + 1;
}
g2d.dispose();
}
}
It wouldn't take much to change these two concepts to seed them with variable intervals via a setter method.
Equally, you could use three Timers, each time one fires, you would simply start the next one. This way you could define a chain of timers, each one firing at different intervals after the completion of it's parent...
As a Note, your comment
it gives me a somewhat random light changing instead of a nice cycle.
What are you expecting it to look like?
With the Time intervals you have set it may appear somewhat random but it is actually working ie your intervals would work like this (well my assumptions of what the Interval variable are for)
Time(s) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Light1 ON OFF ON OFF ON OFF ON OFF
Light2 ON OFF ON

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