Iterate through objects to draw on panel - java

I'm a little stump on getting a jump start on this assignment. Any help is appreciated. I have a class called MapView and it's essentially the window of where the game is going to be drawn on the panel. I currently have it iterating through the other classes/objects under the update method already. What would be the best way to iterate through the objects again to draw the game objects? I'm not sure what to do. I have draw methods under each object class also but trying to figure out how to draw those also and draw it through the iterator.
public class MapView extends JPanel implements IObserver, ActionListener{
JPanel myPanel;
private Timer timer = new Timer(5, this);
int x = 0;
int moveX = 2;
public MapView(){
super.setBorder(BorderFactory.createTitledBorder("Map:"));
myPanel = new JPanel();
}
public void update(IObservable o, Object arg){
GameWorldProxy gwp = (GameWorldProxy) o;
Iterator gameObjects = gwp.getCollection().getIterator();
while(gameObjects.hasNext()){
GameObject gameObj = (GameObject) gameObjects.getNext();
System.out.println(gameObj);
}
}
public void paintComponent(Graphics g){
super.paintComponent(g);
timer.start();
}
public void actionPerformed(ActionEvent e){
repaint();
}
}
How do I grab the current objects and iterate through them to draw it correctly on the panel?

Related

Java: JFrame Graphics not drawing rectangle

Hello fellow programmers,
I've ran into a little issue in my code that I can't seem to crack. It has to do with the Jframe; Graphics area of Java. The code that I'll post below, is over a drawing method. Which purpose is to draw the "rooms" that are in a ArrayList roomList which is located in another class hence lvl. before. This off-course doesn't happen, hence the post on here.
public class LevelGUI implements Observer {
private Level lv;
private Display d;
public LevelGUI(Level level, String name) {
this.lv = level;
JFrame frame = new JFrame(name);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
d = new Display(lv, 500, 500);
frame.getContentPane().add(d);
frame.pack();
frame.setLocation(0, 0);
frame.setVisible(true);
}
private class Display extends JPanel {
public Display(Level fp, int x, int y) {
addKeyListener(new Listener());
setBackground(Color.GRAY);
setPreferredSize(new Dimension(x + 20, y + 20));
setFocusable(true);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
draw(g);
}
private void draw(Graphics g) {
Level lvl = new Level();
for(int i = 0; i < lvl.roomList.size(); i++) {
Room room = lvl.roomList.get(i);
g.setColor(room.floorColor);
g.drawRect(room.posX, room.posY, room.roomWidth, room.roomHeight);
}
}
}
}
To get some background info on the program. roomList is the ArrayList, and it is filled with various different sized and colored rooms. The rooms themselves are objects.
Here comes first Level class:
public class Level extends Observable {
private boolean Switch = true;
public ArrayList<Room> roomList = new ArrayList<Room>();
(...)
}
Here is the Class Room() that is used to create the rooms.
public class Room {
Color floorColor;
int roomWidth;
int roomHeight;
int posX;
int posY;
public Room(int dx, int dy, Color color) {
this.floorColor = color;
this.roomHeight = dy;
this.roomWidth = dx;
this.posY = 0;
this.posX = 0;
}
(...)
}
I've managed to locate where the problem is thought to occur, and it's the code in the for-loop. I tried switching the roomList.size() for an integer to test if it was the loop., But it wasn't. It is possible to draw a figure outside of the for-loop.
and again, the problem isn't an error message, the program simply doesn't draw the rooms that I've instructed it to draw in the method draw().
The display output looks like this:
Thanks beforehand!
Be aware that the paintComponent() method is invoked by Swing whenever the framework thinks the component needs to be rendered on screen. This usually is when the window is getting visible - initially or because some other window no longer hides the component. Such events are out of your control.
So your application should create a state and be ready to draw it anytime. Therefore you do not create state (like a level) inside the paint() or paintComponent() method. Put that elsewhere - if need be into the constructor.
Looking at you code:
As you are creating a new level inside paintComponent()/draw(), is it correct to assume that this level has no rooms associated? In that case the method is right to return without having painted anything.
If your application thinks the screen should be updated call repaint(), knowing that the paint() method will be called by the framework soon.

why won't my jbutton with image show up with graphics java

I'm having trouble with my jbutton not displaying. If i do not use paintComponent, then my JButtons with images show up no problem. However now, the image does not show up. If i hover over where it should be, the image shows up for one second. So it's like the button is still there, just maybe below the background?
public class Game extends JPanel implements KeyListener, ActionListener {
//layout variables
private ImageIcon right,left,up,down;
private JButton rightButton,leftButton,upButton,downButton;
//play variables
private boolean play=false;
private int score=0;
private int paddleX= 200; //paddle X position
private int paddleY= 300; //paddle Y pos
private int ballX= 210; //ball x position
private int ballY= 260; //ball y position
private int ballXdir=-1; //x direction
private int ballYdir=-2; //y direction
private Timer time; //my timer
public Game() {
Display(); //display the layout
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
time= new Timer(8,this);
time.start();
}
public void Display(){
//setLayout
this.setLayout(null);
//Setting the Images
//right = new ImageIcon(getClass().getResource("images\\rightIcon.png"));
left = new ImageIcon(getClass().getResource("images\\leftIcon.png"));
up = new ImageIcon(getClass().getResource("images\\upIcon.png"));
down = new ImageIcon(getClass().getResource("images\\downIcon.png"));
//Setting the JButtons for the arrow images
rightButton= new JButton("right");
rightButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
if(paddleX>=400){
paddleX=400;
}
else{
moveRight();
}
repaint();
}
});
//rightButton.setOpaque(false);
//rightButton.setContentAreaFilled(false);
//rightButton.setBorderPainted(false);
leftButton= new JButton(left);
leftButton.setOpaque(false);
leftButton.setContentAreaFilled(false);
leftButton.setBorderPainted(false);
upButton= new JButton(up);
upButton.setOpaque(false);
upButton.setContentAreaFilled(false);
upButton.setBorderPainted(false);
downButton= new JButton(down);
downButton.setOpaque(false);
downButton.setContentAreaFilled(false);
downButton.setBorderPainted(false);
//setting image bounds and adding it to screen
rightButton.setBounds(135,450,50,50);
leftButton.setBounds(45,450,50,50);
upButton.setBounds(90,400,50,50);
downButton.setBounds(90,500,50,50);
//rightButton.addActionListener(this);
leftButton.addActionListener(this);
add(upButton);
add(downButton);
add(leftButton);
add(rightButton);
}
//painting the screen with graphics
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
g.fillRect(25,25,425,300); //game area
//drawing the paddle
g.setColor(Color.YELLOW);
g.fillRect(paddleX,paddleY,50,8);
//drawing the ball
g.setColor(Color.PINK);
g.fillOval(ballX,ballY,20,20);
g.dispose();
}
#Override
public void actionPerformed(ActionEvent e) {
time.start();
if(e.getSource()==right) {
if(paddleX>=400){
paddleX=400;
}
else{
moveRight();
}
}
if(e.getSource()==left) {
if(paddleX<35){
paddleX=35;
}
else{
moveLeft();
}
}
repaint();
}
#Override
public void keyPressed(KeyEvent e) {
if(e.getKeyCode()==KeyEvent.VK_RIGHT){
if(paddleX>=400){
paddleX=400;
}
else{
moveRight();
}
}
if(e.getKeyCode()==KeyEvent.VK_LEFT){
if(paddleX<35){
paddleX=35;
}
else{
moveLeft();
}
}
}
#Override
public void keyReleased(KeyEvent arg0) {
}
#Override
public void keyTyped(KeyEvent arg0) {
}
public void moveRight(){
play=true;
paddleX+=10;
}
public void moveLeft(){
play=true;
paddleX-=10;
}
}
I highly recommend having a look at Performing Custom Painting and Painting in AWT and Swing as it will explain how the painting system works.
Basically, you are passed a reference to the Graphics context which is currently been used to perform the current paint pass, via the paintComponent method. This is a shared resource. All components involved in the paint pass are passed the same Graphics context.
By calling dispose, you are releasing all the underlying resources for the context, which can, on some systems, prevent other components from been painted.
But they paint when I move my mouse over them
Because components can be painted independently of their parent, but you also call repaint on the parent component, which will, you guessed it, paint it's children.
Recommendations
Create a custom component dedicated solely to performing the custom painting operations (and possible some of the other basic game functions)
Create another component to hold the buttons (and make use of appropriate layouts)
Use a some kind of data model which is shared between them. This model will hold the state of the "actions" (ie up/down/left/right) and the "engine" will use this information to update the state of the game.
Make use of the Key bindings API which will solve the unreliability issues associated with KeyListener

Calling repaint from another class JFrame

I'm trying to call repaint from another class. But it does not work. I have to draw on a frame.
public class Tester extends JFrame{
public static dtest d ;
public static void main(String[] args) {
Tester t = new Tester();
d = new dtest();
test tnew = new test();
}
public static class dtest extends JFrame implements MouseMotionListener{
public static int x,y;
dtest()
{
super("title");
setSize(500,500);
setVisible(true);
addMouseMotionListener(this);
}
#Override
public void mouseDragged(MouseEvent e) {
x = e.getX();
y = e.getY();
repaint();
}
#Override
public void mouseMoved(MouseEvent e) {
// TODO Auto-generated method stub
}
public void paint(Graphics g)
{
System.out.println("I am called");
}
}
public static class test {
public test()
{
for(int i = 0 ; i < 5 ; i++)
{
System.out.println("I am called from run");
d.repaint();
}
}
}
}
this prints
I am called from run
I am called from run
I am called from run
I am called from run
I am called from run
so it does not executing the paint() portion. d.repaint() is not working. why?
Take a look at this page and look at the first answer. It's a similar if not exact question to yours.
JFrame's paint() method has been deprecated. The compiler, or your IDE, should be complaining a bit, especially if you place the #Override tag directly above the method (use this to test if this method can be rewritten... aka what you're trying to do).
This means that its use has been discouraged and some functionality may have been removed. When using javax.swing, you'll want to learn the system completely about JPanels and JComponents. To paint something on a screen, you'll want to add a custom class that extends JPanel with the add(Component c) method. Then, override the paintComponent(Graphics g) method in that class. Make sure to have the first line in that method be super.paintComponent(g); so that the window can refresh itself.
For completeness:
public class MyWindow extends JFrame {
MyPanel thePanel;
public MyWindow(int x, int y) {
setSize(x, y);
thePanel = new MyPanel(x, y);
this.add(thePanel);
}
}
public class MyPanel extends JPanel {
public MyPanel(int x, int y)
setSize(x, y);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(ImageManager.getImage("Cute Puppy"), 40, 40, null); // Or whatever
}
}
So, when the repaint() or revalidate() method is called on the MyWindow, the Panel will recieve a paintComponent call.
Please let me know in the comments if you need any additional help.
Edited:
Since you need to use MouseMotionListener, and I'm still not quite understanding the context and trouble of "I need to call repaint from another class"... I will try my best.
Firstly, check out this tutorial on the Oracle pages. Also, check out the others on GUI's. You'll learn a lot about organization and displaying that will make you realize how their system can work with yours.
Now, for your questions:
i have to use MouseMotionListener.
Not quite... it is a good way for set up but you can run a Thread (something that constantly runs methods over and over) to check the Mouse coordinates. You'll want to start doing this when you get into games and other miscellaneous applications.
new Thread() {
public void run() {
Point mouse;
int mousex;
int mousey;
while (true) {
mouse = MouseInfo.getPointerInfo().getLocation();
mousex = mouse.x - theWindow.getLocationOnScreen().x - 3; // You'll need to get the
// x coordinate, subtract the window's x coordinate, and subtract 3 because of
// the blue border around a standard pc window.
mousey = mouse.y - theWindow.getLocationOnScreen().y - 29; // 29 is top bar height
SomeOtherClass.processMove(mousex, mousey);
}
}
}.start();
Next: I tried that with JPanel but i could not do that. If you read the tutorial at the top of my edit, you see they implement MouseMotionListener with ease.
Next: I prefer to do it with JFrame. If you wish to process the mouse in the JFrame, do the following: Have your JFrame the listener, but the JPanel be where the mouse data comes from. As follows:
public class MyWindow extends JFrame implements MouseMotionListener {
public MyPanel thePanel;
public int x;
public int y;
public MyWindow() {
thePanel = new MyPanel();
thePanel.addMouseMotionListener(this);
// Make this JFrame get called when the mouse
// moves across the panel.
}
#Override
public void mouseDragged(MouseEvent e) {
x = e.getX();
y = e.getY();
thePanel.repaint();
}
#Override
public void mouseMoved(MouseEvent e) {
// TODO Auto-generated method stub
}
}
public class MyPanel extends JPanel {
public void paintComponent(Graphics g) {
super.paintComponent(g);
// Other painting stuff
}
}
Next: Now i have to update the frame from another class. I could not find a way to update the GUI(the frame) from another class.
Simple. Since the JPanel is what needs to be updated, add the following method to the MyWindow class:
public void repaintWindow() {
thePanel.repaint();
}
And add this to whenever you need to update it:
MyWindow theWindow = new MyWindow();
theWindow.repaintWindow();
Next: all the answers here extended JPanel. So i could not find my answer.
I apologize, but you NEED a panel. It is possible to do with JFrames, but if you want to start doing things raw and low-level, you need to learn how these things work by learning to read the oracle tutorials and the oracle documentation. For now, use JPanels in any ways I've shown you.
Next: from another class I have to draw something on JFrame.Is that possible?
Yes, indeed! Whenever you want to draw something:
MyWindow theWindow = new MyWindow();
Graphics g = theWindow.thePanel.getGraphics();
BufferedImage someRandomImage = SomeRandomClass.getRandomImage();
g.drawImage(someRandomImage, 200, 481, null);
theWindow.repaintWindow();
I really hope I've helped but to program in java you need to use the tools they give you, especially when it comes to high level things like Swing. There are tutorials everywhere for this stuff. Please read them before asking for specific help in the future.

How to delete an JPanel Object?

Im on to create a little "game", something like an 2d AirForce Shooter.
So, i have a problem with deleting unused enemys.
An Enemy is an simple JPanel, which is saved in the main logic as an array List.
public static ArrayList<Enemy> enemys = new ArrayList<Enemy>();
The Enemy run logic does the following:
while(!destroyed){
if(Game.running){
x--;
if(getBounds().intersects(Field.player.getBounding())){
Player.death = true;
}
if(x < 0){
Field.deleteEnemy(this);
}
setBounds((int) x, (int) y, 100, 50);
try{Thread.sleep(10);}catch(InterruptedException e){}
}
}
So you can seem there i already tried to call the method deleteEnemy, and just give it the unused Enemy.
But it isnt possible - when i just do this:
public static void deleteEnemy(Enemy e){
System.out.println("test");
enemys.remove(e);
}
It will be just removed from the list, but coninues existing on the Main JPanel.
And i cannot say
remove(e);
Because then i try to call a non static function in a static.
So, how could i delete an Enemy? Someone knows?
Thanks for help!
The hole code: (Game.java)
And, Enemy.java:
package Game;
import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
public class Field extends JPanel implements Runnable{
public static Player player = new Player();
public static ArrayList<Enemy> enemys = new ArrayList<Enemy>();
private Thread moveBackground = new Thread(this);
private boolean bgMoving = false;
public static boolean addMob = false;
private int x = 0;
private int bgSpeed = -1;
public Field(){
setBounds(0, 0, 800, 600);
setFocusable(true);
setLayout(null);
addKeyListener(new Handler());
add(player);
}
public void paintComponent(Graphics g){
Field.super.paintComponent(g);
g.drawImage(Images.images[0], x, 0, this);
}
public static void deleteEnemy(Enemy e){
System.out.println("test");
enemys.remove(e);
}
public void run(){
while(!Player.death){
if(bgMoving){
bgMoving = true;
x += bgSpeed;
if(x < -(Images.images[0].getWidth(this) - this.getWidth() - 20)){
bgMoving = false;
}
repaint();
try { Thread.sleep(20); } catch (InterruptedException e) {}
}
if(addMob){
enemys.add(new Enemy());
add(enemys.get(enemys.size() - 1));
addMob = false;
}
}
JOptionPane.showMessageDialog(null, "DIED!");
}
public class Handler extends KeyAdapter {
public void keyPressed(KeyEvent e) {
player.KeyPressed(e);
if(!bgMoving){
if(Game.running){
bgMoving = true;
if(moveBackground.getState().toString() == "NEW"){
moveBackground.start();
}
}
}
}
public void keyReleased(KeyEvent e) {
player.KeyReleased(e);
}
}
}
And, Enemy.java:
package Game;
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JPanel;
public class Enemy extends JPanel implements Runnable{
Thread t = new Thread(this);
private double x = Game.width();
private double y = Math.random() * Game.height();
private double xF = 0, yF = 0;
private boolean destroyed = false;
public Enemy(){
setBounds((int) x, (int) y, 100, 50);
setOpaque(false);
t.start();
}
public void paintComponent(Graphics g){
Enemy.super.paintComponent(g);
g.setColor(Color.GREEN);
g.drawImage(Images.images[2], 0, 0, this);
}
public void run() {
while(!destroyed){
if(Game.running){
x--;
if(getBounds().intersects(Field.player.getBounding())){
Player.death = true;
}
if(x < 0){
Field.deleteEnemy(this);
}
setBounds((int) x, (int) y, 100, 50);
try{Thread.sleep(10);}catch(InterruptedException e){}
}
}
}
}
After removing you will need to call revalidate() and repaint()
[Too long for a comment]
I think the problem is in your logic on removing an Enemy/JPanel:
You are removing it from the ArrayList only, what about the containing JPanel/JFrame you added it to?
You must remove the JPanel from its container (maybe another JPanel or the JFrame) not just the ArrayList via Component#remove(Component c).
If you drew the Enemy images directly in paintComponent(...) of your container via iterating the ArrayList; removing it from the ArrayList would be sufficient, as it will no longer be in the Array and thus no longer drawn on the next repaint().
+1 to #Optional, you may need to call revalidate() and repaint() on the container for the affects of the removed JPanel/Enemy to be shown.
Also as #darijan mentioned, the use of static variables along with instance is not really a great design (though for certain designs this may be fine).
In your case if you need access to an instance method of another class, within another class, simply pass the instance of the class whos method you would like to access to the object which will access it.
Here is some psuedo code expressing much of the above mentioned problems / solutions:
public class Field extends JPanel {
private ArrayList<Enemy> enemies;
public Field() {
...
enemies.add(new Enemy(this));//create a new enemy and pas it the JPanel instance so it may access instance methods of this class
}
//ONLY USED IF JPanel for Enemy is ommited and Enemy class created which represents Enemy object and not Enemy object and aJPanel
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
ArrayList<Enemy> enemiesClone = new ArrayList<>(enemies);//copy array into another so we don't get a ConcurrentModificaton exception if removeEnemy is called while iterating the list
if(!enemiesClone.isEmpty())
for(Enemy e:enemiesClone) {//iterate through array of images
draw(e.getImage(),e.getX(),e.getY(),this);
}
}
public void removeEnemy(Enemy e) {
enemies.remove(e);//remove from the array
//ONLY USED IF JPanels are used as Enemy
remove(e);//remove from the JPanel
//so the changes of removed panel can be visible seen
revalidate();
repaint();
}
}
class Enemy extends JPanel //extends JPanel should be ommited for paintComponent method of drawing an enemy onscreen
{
private int x,y;
private BufferedImage image;
private Field f;
public Enemy(Field f) {//constructor accepts Field instance to access instance method for the class
this.f=f;
}
public void update() {
if(offscreen||dead) {
f.removeEnemy(this);//call removeEnemy which is an instance method of Field
}
}
//BELOW METHODS ONLY USED WHEN Enemy represents object and not a JPanel which can draw its image itself (and update position by simply changing co-ordinates)
public BufferedImage getImage() {
return image;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
}
For a more detailed look check Game Development Loop, Logic and Collision detection Java Swing 2D I made which will give you the basics needed for most 2D games. However I do not use JPanels rather draw directly to a container.
Where do you add an Enemy to JPanel?
Basically, you should call remove on Field JPanel:
public void deleteEnemy(Enemy e){
System.out.println("test");
enemys.remove(e);
this.remove(e);
}
The method should not be static.

multiple graphics2d

ok i have two classes similar like this(the graphics are set up the same way) and another class that is displayed on the bottom. as you can see i have two graphics2ds that i would like to display at the same time with the items class being transparent and on top (the items class has almost nothing in it, and the game class is fully covered with pictures and such)
is there any way to do this?
currently the items class take priority ever the game class because it was called last and totally blocks the game class.
public class game extends Canvas implements Runnable
{
public game()
{
//stuff here
setBackground(Color.white);
setVisible(true);
new Thread(this).start();
addKeyListener(this);
}
public void update(Graphics window)
{
paint(window);
}
public void paint(Graphics window)
{
Graphics2D twoDGraph = (Graphics2D)window;
if(back==null)
back = (BufferedImage)(createImage(getWidth(),getHeight()));
Graphics graphToBack = back.createGraphics();
//draw stuff here
twoDGraph.drawImage(back, null, 0, 0);
}
public void run()
{
try
{
while(true)
{
Thread.currentThread();
Thread.sleep(8);
repaint();
}
}catch(Exception e)
{
}
}
}
class two
public class secondary extends JFrame
{
private static final int WIDTH = 800;
private static final int HEIGHT = 600;
public secondary()
{
super("Test RPG");
setSize(WIDTH,HEIGHT);
game game = new game();
items items = new items();
((Component)game).setFocusable(true);
((Component)items).setFocusable(true);
getContentPane().add(game);
getContentPane().add(items);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main( String args[] )
{
secondary run = new secondary();
}
}
Here are my suggestions:
Extend JComponent rather than Canvas (you probably want a lightweight Swing component rather than a heavyweight AWT one)
Then don't bother with the manual back-buffering for your drawing - Swing does back-buffering for you automatically (and will probably use hardware acceleration while doing so)
Have one component draw both items and the rest of the game background. There is no good reason to do it separately (even if you only change the items layer, the background will need to be redrawn because of the transparency effects)
Capitalise Your ClassNames, it makes my head hurt to see lowercase class names :-)
EDIT
Typically the approach would be to have a class that represents the visible area of the game e.g. GameScreen, with a paintCompoent method as follows:
public class GameScreen extends JComponent {
....
public void paintComponent(Graphics g) {
drawBackground(g);
drawItems(g);
drawOtherStuff(g); // e.g. animated explosions etc. on top of everything else
}
}

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