why paint method not being called in snake game - java

#SuppressWarnings("serial")
class GUI extends JPanel implements ActionListener
{
public void paint(Graphics g)
{
super.paint(g);
System.out.println("In here...");
g.drawRect(frame.getWidth()/2,frame.getHeight()/2,(frame.getWidth()/2)+5,(frame.getHeight()/2+5));
g.setColor(Color.BLACK);
g.fillRect(frame.getWidth()/2,frame.getHeight()/2,(frame.getWidth()/2)+5,(frame.getHeight()/2+5));
}
#Override
public void actionPerformed(ActionEvent ae)
{
if(ae.getSource() == slow)
{
this.setMotionToSnake(slowMotion);
this.repaint();
}
}
}
Im writing a snake game program. While doing that paint method is not being called.
Explaining the code:
im adding one menu bar to my frame
in that menu bar start is one menu with 3 sub menus in it viz slow,medium,fast.
Whenever i say slow the motion of the snake to move is decided and now i should able to see a rectangular box(at least) in the frame.
Thats why im calling the repaint method there.
Other than this.repaint() i have also used frame.repaint() / just repaint().
But method is not getting invoked.
Thanks for ur help in advanced.

im using flow layout manager frame.setLayout(new FlowLayout());
A FlowLayout respects the size of all the components added to the panel. You are creating a custom component and by default the size of your component is (0, 0) so there is nothing to paint.
Override the getPreferredSize() of your custom component to return the proper Dimension for your component.
Also, custom painting is done by overriding the paintComponent(...) method, not the paint() method.
Read the section from the Swing tutorial on Custom Painting for more information and working examples that show how to do this.

Related

GUI application that the shape changes on a radio button click

What my application is meant to do is change the background and foreground on a click of a radio button and change the shape of the item based on a radio button.I am trying to get my application to actively change shape based on the radio button that is selected.I have the background and foreground working just not the shape. I have seen another post kinda like this but it has a submit button and does not use the JSlider
Below is what I have been messing with and cannot seem to get the program to execute correctly. I have gotten the shape to change but then the slider breaks. Am i approaching this the wrong way?
public class OvalPanel extends JPanel
{
private int diameter = 10; // default diameter
// draw an oval of the specified diameter
public void paintComponent(Graphics g)
{
super.paintComponent(g);
if(rectFillRadioButton.isSelected()){
g.fillRect(10,10,10,10);
//repaint();
}
if(ovalFillRadioButton.isSelected()){
g.fillOval(10,10,10,10);
//repaint();
}
}
// validate and set diameter, then repaint
public void setDiameter(int newDiameter)
{
// if diameter invalid, default to 10
diameter = (newDiameter >= 0 ? newDiameter : 10);
repaint(); // repaint panel
}
// used by layout manager to determine preferred size
public Dimension getPreferredSize()
{
return new Dimension(200, 200);
}
// used by layout manager to determine minimum size
public Dimension getMinimumSize()
{
return getPreferredSize();
}
}
this is the class that i initially have that sets the paintComponent. I also have
private class TopRadioButtonHandler extends JFrame implements ItemListener {
private Graphics panel;
public TopRadioButtonHandler(Graphics p) {
panel = p;
}
#Override
public void itemStateChanged(ItemEvent event) {
if(rectFillRadioButton.isSelected()){
panel = myPanel.getGraphics();
panel.fillRect(10,10,10,10);
repaint();
}
if(ovalFillRadioButton.isSelected()){
panel = myPanel.getGraphics();
panel.fillOval(10,10,10,10);
repaint();
}
}
}
i dont think i need the repaint but when i use this method my JSlider stops working.
Am i approaching this the wrong way?
Yes, the paintComponent() method should not be referencing another Swing component.
When you do custom painting, the paintComponent() should only paint the current state of your component.
For example when you use a Jlabel you have methods like setText() and setIcon() to set the text and icon you want to paint.
You already have a method, setDiameter() which is a good start. However, your painting code just hard codes the size of the oval/rectangle. The painting methods should reference you diameter variable.
Now, you need another property to idicate whether to paint an oval or a rectangle. So maybe you need a property like setPaintOval(boolean paintOval).
Then your painting code could be:
If (paintOval)
g.fillOval(10, 10, diameter, diameter);
else
g.fillRect(10, 10, diameter, diameter);
Of course the problem with this approach is that you can only paint two objects.
Also, you should never invoke repaint() in a painting method. The repaint() should only be invoked from your setter methods when you change the state of the component.
but then the slider breaks
The code you posted has nothing to do with a slider.
I'm guessing you want the slider to change the diameter of the oval? Well you need to add a ChangeListener to the slider and then invoke your setDiameter() method with the slider value.
Read the section from the Swing tutorial on How to Use Sliders for a working example.

When I modify a JPanel after it becomes visible, paintComponent gets called before componentResized

I have a data plot with a color bar that's a JPanel with a layout that has two JPanels inside of it. One JPanel is the data plot itself, and the other is the color bar. I'd like to add functionality so the color bar can be toggled on and off, and I've gone about this by simply removing the JPanel containing the color bar. Something like this:
public class Data2DPlotWithColorBar extends JPanel {
public Data2DPlotWithColorBar() {
this.data2DPlot = new Data2DPlot();
this.colorBar = new VerticalColorBar();
this.setPlot();
}
public final void toggleColorBar() {
enableColorBar = !enableColorBar;
setPlot();
}
private void setPlot() {
this.removeAll();
this.setLayout(new BorderLayout());
if (enableColorBar) {
this.add(colorBar, BorderLayout.EAST);
}
this.add(this.data2DPlot, BorderLayout.CENTER);
this.revalidate();
this.repaint();
}
private final Data2DPlot data2DPlot;
private final VerticalColorBar colorBar;
private boolean enableColorBar;
}
The problem is that when the color bar is removed, the data plot has a component listener with the componentResized method overrided which correctly resizes the data (maintains fixed aspect ratio) to fit the size of the JPanel. Something like this:
public class Data2DPlot extends JPanel {
...
#Override
public final void componentResized(ComponentEvent e) {
double scaleFactorBuf = Math.min((double)getPixelMaxViewWidth()/getNativeWidth(),
(double)getPixelMaxViewHeight()/getNativeHeight());
// Make sure scaleFactorBuf isn't close to zero
if (Math.abs(scaleFactorBuf) > MathUtilities.LAMBDA) {
scaleFactor = scaleFactorBuf;
}
}
...
#Override
protected final void paintComponent(Graphics g) {
super.paintComponent(g);
....
}
}
It turns out that as-is, the dataplot is not resizing properly. I did some debugging and I found out that componentResized gets called AFTER the paintComponent method when I toggle the color bar off and on. This means the image gets painted, and then the scaleFactor gets updated afterwards, which is incorrect. The only way I've been able to fix it so far is to call repaint() at the very end of the componentResized method. However, repaint() is already called when the component is resized, so I feel like this is the incorrect approach. Some googled led me to solutions involving the use of revalidate and repaint after modifying a JPanel on demand. However, any combination of doing this still led to componentResized being called after repaint. Is there a standard fix for this?
An answer proposed in this thread offers an easy solution; rather than overriding the componentResized method, do the setBounds(int,int,int,int) one.
The call order of componentResized, setBounds, and repaint is strange; on program startup it is like this;
setBounds
componentResized
repaint
while if you manually resize it later (I did not test with in-code resizing order) it goes
setBounds
repaint
componentResized
By setting your flags in setBounds rather than componentResized, you can know to recompute your repaint size-sensitive variables on panel resizing, effective immediately.

Simple animations in Java

I'm attempting to code a simple animation or physics example in a Java Swing application. I have the actual windows application open and working, but I can't figure out how to actually draw my shapes, and how I'd format the code for calculations between frames, that sort of stuff.
I've read some stuff about over riding a paint method, but I don't know what that means, and I don't believe I'm using it in the code I'm using right now. This is my code:
public class Physics extends JFrame{
public Physics() {
initUI();
}
private void initUI() {
JPanel panel = new JPanel();
getContentPane().add(panel);
panel.setLayout(null);
final JLabel label = new JLabel("Hi, press the button to do something");
label.setBounds(20, 0, 2000, 60);
final JButton submitButton = new JButton("Start");
submitButton.setBounds(20, 150, 80, 20);
submitButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
//Put button code here later
}
});
panel.add(label);
panel.add(submitButton);
setTitle("Program");
setSize(300, 250);
setLocationRelativeTo(null);
setDefaultCloseOperation(EXIT_ON_CLOSE);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
Physics ex = new Physics();
ex.setVisible(true);
}
});
}
}
So I have some blank space above my button where I'd like to draw maybe a square or circle moving across the screen to start off with, once I get that down I can start getting into the more advanced stuff. Any hints on how to do that would be appriciated :D
Thanks!
"I've read some stuff about over riding a paint method, but I don't know what that means"
So you've overridden actionPerformed, so you know what an #Override is. As you'll notice from the ActionListener, you never actually explicitly call actionPerformed, but whatever you put in the there, still get's used. That's because the ActionListener implicitly call it for you.
The same is true with painting. In the Swing painting process, there is a paint chain that Swing uses to paint components. Along the way paint is called somewhere. So just like actionPerformed, you can override paint and it will get implicitly called for you.
#Override
public void paint(Graphics g) {
super.paint(g);
}
The Graphics object passed to the method is the graphics context that Swing will use for the painting. You can look at the Graphics API to see the methods you can use. You can use drawOval to draw a circle
#Override
public void paint(Graphics g) {
super.paint(g);
g.drawOval(x, y, width, height);
}
Now here's the thing. You don't actually want to override paint. In the tutorials linked above, some of the examples will use applets and override paint, but you shouldn'y paint on top level containers like JFrame or JApplet. Instead paint on a JPanel or JComponent and just add it the JFrame. When you do paint on JPanel or JComponent, you'll instead override paintComponent (which also gets called along the paint chain), instead of paint
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawOval(x, y, width, height);
}
You see how I used variables for the drawOval method. The x is the x location from the top-let of the screen, and y and the y point. width and height are width and height of the circle. The great thing about using variables is that their values can be changed at runtime.
That's where the animation comes to play. As pointed out, you an use a javax.swing.Timer
The basic construct is
public Timer(int delay, ActionListener listener) {
}
The delay is the milliseconds to delay each call to the listener. The listener will have your actionPerformed call back that will do what's inside, every delay milliseconds. So what you can do, is just change the x from the drawOval and repaint(), and it will animate. Something like
Timer timer = new Timer(40, new ActionListener(){
#Override
public void actionPerformed(ActionEvent e) {
x += 5;
repaint();
}
});
timer.start();
The timer code you can just put in the constructor. That's probably simplest explanation I can give. Hope it helps.
Don't forget the to see Custom Painting and Grapics2D for more advance topics on graphics. Also see some example of timers and animation here and here and here and here and here
Also avoid using null layouts. See Laying out Components Within a Container to learn how to use layout managers, as should be done with Swing apps.
Take a look at the Swing tutorial on Custom Painting.
The example shows you how to do painting. If you want animation, then you would use a Swing Timer to schedule the animation. The tutorial also has a section on How to use a Swing Timer.
Put the two tutorial together and you have a solution.
There are any number of ways to achieve this.
Start by taking a look at:
Performing Custom Painting
2D Graphics
For details about how painting in Swing is done.
Animation is not as simple as just pausing a small period of time and then repainting, theres acceleration and deceleration and other concepts that need to be considered.
While you could write your own, that's not a small task, a better solution might be to use a pre-existing engine, for example...
Then take a look at:
Timing Framework
Trident
java-universal-tween-engine
Which are all examples of animation engines in Swing. While I prefer the Timing Framework as it provides me with a lower level API, this is a personal opinion. Both Trident and the JUWE seem to be geared more towards component/property based animation (which the Timing Framework can do if you want to build some of the feature sets up)
I created a simple animation with two rockets blasting off. The full eclipse project is here: https://github.com/CoachEd/JavaExamples/tree/master/RaceToSpace. Here's a screenshot:

How to paint an invisible JFrame elsewhere?

I want to paint the contents of a JFrame onto another frame. Currently, I only get it to work if the JFrame is visible.Is there a way to paint a hidden JFrame?
Additional info:In my project I need to be able to rotate and scale windows. I do not want to write my own window-api, so I thought I might be able to just paint JFrames or similar container classes in a rotated way (which the Graphics2D-API supports perfectly well). It would be awesome to be able to use standard JFrames for that, but a custom frame extending a JFrame would also be OK..
public class JFTest extends JFrame {
private JFrame frameToPaint = null;
public static void main (String[] args) {
new JFTest ();
}
public JFTest () {
// some basic initialization
super ("Container");
setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE);
setExtendedState (JFrame.MAXIMIZED_BOTH);
add (new JPanel () {
#Override public void paintComponent (Graphics g) {
super.paintComponent (g);
// painting the child frame's contents onto this frame
if (frameToPaint != null) frameToPaint.getRootPane().paintAll (g);
}
});
setVisible (true);
// initializing some test-frame that will get painted onto the container
frameToPaint = new JFrame ("child");
frameToPaint.setSize (200, 100);
frameToPaint.add (new JLabel ("test"));
frameToPaint.addComponentListener (new ComponentAdapter() {
#Override public void componentResized (ComponentEvent e) { repaint (); }
#Override public void componentHidden (ComponentEvent e) { repaint (); }
});
// magic line. an invisible frame will not get painted! why??
frameToPaint.setVisible (true);
}
}
Hint 1: JFrame's setDefaultLookAndFeelDecorated(false)/setUndecorated(true) might be of use for a window without caption and borders;
Hint 2: as setGlassPane/setLayeredPane/setOpaque(false) might be of use for a second "layer".
I want to get the graphical contents of a frame without having to make the frame visible for the user
The Screen Image class should help. Although I think it will only work for the "content pane" of the frame and not the entire frame (with the title bar and borders) unless you use a decorated frame.
1) you have to use proper LayoutManager, not setSize() or setBounds()
2) if is there null LayoutManager used then Container returns any size after setVisible(true);
3) if is there used proper LayoutManager, then Container return its Size after call pack();, in other hands this container couldn't be visible on the screen ( meaning setVisible(true); )
4) JComponents must to returns PrefferedSize for example

Java - JPanel won't show up on JFrame when overriding JFrame's paint

I have a JFrame on which I am using overriding the paint method to display some graphics. I also want to add a JPanel to it that will show up on top of the graphics. Right now, all I see is the graphics created from JFrame paint method.
Here's my JPanel:
public class NoteDraw extends JPanel {
public NoteDraw() {
setSize(200, 100);
setBackground(Color.BLACK);
}
#Override public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.red);
g.fillRect(0, 0, 100, 100);
}
}
Here's my JFrame:
public class ui extends JFrame {
public void paint(Graphics g) {
//do some drawing here...
}
}
Here's my main:
public class Main {
static ui main_gui = new ui();
public static void main(String[] args) {
NoteDraw note = new NoteDraw();
main_gui.getContentPane().add(note);
main_gui.setVisible(true);
}
}
You should NEVER override the paint() method of a JFrame (unless you really know what you are doing). This method is responsible for all the optimized painting behaviour of Swing.
Custom painting should always be done by overriding the paintComponent() method of a Swing component like you have done on your NoteDraw panel.
The reason the code in the paint method doesn't show is because the NoteDraw panel is opaque and therefore the panel paints over top of the Graphics code in your paint method.
So the solution is to move the Graphics painting code to the NoteDraw panel.
Or if you are trying to create some kind of background image for your frame then you can try using the Background Panel.
Or if you truly do need custom painting then you create a background panel and override the paintComponent() method. Then you set the layout to a BorderLayout and add this panel to the frame. Then you make your NoteDraw panel non-opaque and add it to the custom background panel. Now the background will show through on the NoteDraw panel.
Remember to call super.paint() when you override your paint() method.
This way, you still use the behavior defined in the parent class, and you can add your modifications safely.
Resources :
sun.com - Using the Keyword super

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