CardLayout Input Issue Java - java

For the game I'm making I'm trying to make a simple title screen with a play button that begins the game once it's pressed. I've heard that a card layout is best suited for this, but now that I implemented it for some reason my input into the game is being ignored. Here's a simplified version of the problem, and thanks for the help.
MainFrame.java
//package panels.examples;
import java.awt.BorderLayout;
import java.awt.CardLayout;
import java.awt.Color;
import java.awt.Container;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class MainFrame extends JFrame implements ActionListener
{
JPanel headerPanel;
JPanel bodyPanel;
JPanel panel1,panel2;
JButton button1,button2;
Container con;
CardLayout clayout;
public MainFrame()
{
//con=getContentPane();
clayout=new CardLayout();
headerPanel=new JPanel();
bodyPanel=new JPanel(clayout);
button1=new JButton("button1");
button2=new JButton("button2");
//add three buttons to headerPanel
headerPanel.add(button1);
headerPanel.add(button2);
button1.addActionListener(this);
button2.addActionListener(this);
panel1=new JPanel();
panel1.add(new JLabel("Panel1"));
panel1.setBackground(Color.pink);
panel2=new PrizePanel();
panel2.add(new JLabel("Panel2"));
panel2.setBackground(Color.gray);
//add above three panels to bodyPanel
bodyPanel.add(panel1,"one");
bodyPanel.add(panel2,"two");
setLayout(new BorderLayout());
setSize(800,400);
add(headerPanel,BorderLayout.NORTH);
add(bodyPanel,BorderLayout.CENTER);
// headerPanel.setBounds(0,0,600,100);
bodyPanel.setBounds(0,100, 600, 500);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setVisible(true);
}
public static void main(String args[])
{
new MainFrame();
}
public void actionPerformed(ActionEvent e) {
if(e.getSource()==button1)
{
clayout.show(bodyPanel, "one");
}
else if(e.getSource()==button2)
{
clayout.show(bodyPanel, "two");
}
}
}
PrizePanel.java
//INCLUDE
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import java.io.IOException;
//CLASS
public class PrizePanel extends JPanel {
//DECLARATION
private static final int FRAMEX = 800;
private static final int FRAMEY = 400;
private static final Color BACKGROUND = new Color(204, 204, 204);
private BufferedImage myImage;
private Graphics myBuffer;
private Player pd;
private Timer t;
int points = 0;
//CONSTRUCTOR
public PrizePanel()
{
myImage = new BufferedImage(FRAMEX, FRAMEY, BufferedImage.TYPE_INT_RGB);
myBuffer = myImage.getGraphics();
myBuffer.setColor(BACKGROUND);
myBuffer.fillRect(0, 0, FRAMEX,FRAMEY);
int xPos = (int)(Math.random()*(FRAMEX-100) + 50);
int yPos = (int)(Math.random()*(FRAMEY-100)+ 50);
pd = new Player(150,150,50);
t = new Timer((17), new Listener());
t.start();
addKeyListener(new KeyHandler());
setFocusable(true);
}
//PAINT
public void paintComponent(Graphics g)
{
g.drawImage(myImage, 0, 0, getWidth(), getHeight(), null);
}
//LISTENER
private class Listener implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
myBuffer.setColor(BACKGROUND);
myBuffer.fillRect(0,0,FRAMEX,FRAMEY);
pd.move();
pd.draw(myBuffer);
myBuffer.setColor(Color.BLACK);
repaint();
}
}
//MOVE
private class KeyHandler extends KeyAdapter
{
//Ground
public void keyPressed(KeyEvent e){
if(e.getKeyCode() == KeyEvent.VK_LEFT){
pd.setdx(-2);
}
if(e.getKeyCode() == KeyEvent.VK_RIGHT){
pd.setdx(2);
}
if(e.getKeyCode() == KeyEvent.VK_UP){
pd.setY(pd.getY()-1);
pd.setdy(-5.5);
}
}
}
}

The problems not the CardLayout, the problem is the use of KeyListener
Basically what's happening is when you the layout is switched, you component is not being given focus, meaning your KeyListener can't respond to key input.
The simplest solution is to use Key Bindings instead, as they allow you to define the focus level that key events will be raised.

Add one line - and panel2 keys will work:
//LISTENER
private class Listener implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
myBuffer.setColor(BACKGROUND);
myBuffer.fillRect(0,0,FRAMEX,FRAMEY);
pd.move();
pd.draw(myBuffer);
myBuffer.setColor(Color.BLACK);
repaint();
requestFocusInWindow();//---->> New line
}
}

Related

Image not appearing in jbutton with wordGen

The image isn't being painted when this is run with WordGen, how do i fix this?
When I run this without wordgen I can get the image to appear. I'm not sure what i'm doing wrong since i'm not getting any errors.
Any help is appreciated.
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class tfot extends JComponent{
private static final long serialVersionUID = 1L;
public static void main(final String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
showGUI(args);
}
});
}
public static void showGUI(String[] args) {
JPanel displayPanel = new JPanel();
JButton okButton = new JButton("Did You Know?");
okButton.setFont(new Font("Times", Font.TRUETYPE_FONT, 100));
final JLabel jLab = new JLabel();
okButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
jLab.setText(wordGen());
}
});
JPanel content = new JPanel();
content.setLayout(new BorderLayout());
content.add(displayPanel, BorderLayout.CENTER);
content.add(okButton, BorderLayout.SOUTH);
content.add(jLab, BorderLayout.NORTH);
JFrame window = new JFrame("Window");
window.setContentPane(content);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setSize(800, 600);
window.setLocation(400, 300);
window.setVisible(true);
}
#Override
public void paint(Graphics g) {
super.paint(g);
g.drawImage(Toolkit.getDefaultToolkit().getImage("Pictures/background1.png"), 0, 0, this);
}
public static String wordGen() {
String[] wordListOne = {"generic text","hi",};
int oneLength = wordListOne.length;
int rand1 = (int) (Math.random() * oneLength);
String phrase = wordListOne[rand1] + " ";
return phrase;
}
}
First...
Don't load resources or perform long running tasks within the paint methods, these may be called a number of times in quick succession. Instead, load the images before hand and paint them as needed...
public Tfot() {
setLayout(new BorderLayout());
try {
background = ImageIO.read(new File("pictures/background1.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (background != null) {
g.drawImage(background, 0, 0, this);
}
}
Generally, you are discouraged from overriding paint and instead should use paintComponent, lots of reasons, but generally, this is where the background is painted...
Second...
You need to add Tfot to something that is displayable, otherwise it will never be painted
JFrame window = new JFrame("Window");
window.setContentPane(new Tfot());
window.add(content);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setSize(800, 600);
window.setLocation(400, 300);
window.setVisible(true);
Thrid...
JPanel by default is not transparent, you need to set it's opaque property to false
JPanel displayPanel = new JPanel();
displayPanel.setOpaque(false);
//...
JPanel content = new JPanel();
content.setOpaque(false);
Then it will allow what ever is below it to show up (ie, the background image)
Take a look at Painting in AWT and Swing, Performing Custom Painting and Reading/Loading an Image for more details
Fourth...
You need to learn the language basics for embarking on advance topics like GUI and custom painting, without this basic knowledge, this topics will bite you hard.
You need to declare background as a instance field of the class Tfot
private BufferedImage background;
public Tfot() {
Updated - Fully runnable example
import java.awt.BorderLayout;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Toolkit;
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.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
import javax.swing.JButton;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class Tfot extends JComponent {
private static final long serialVersionUID = 1L;
public static void main(final String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
showGUI(args);
}
});
}
public static void showGUI(String[] args) {
JPanel displayPanel = new JPanel();
displayPanel.setOpaque(false);
JButton okButton = new JButton("Did You Know?");
okButton.setFont(new Font("Times", Font.TRUETYPE_FONT, 100));
final JLabel jLab = new JLabel();
okButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
jLab.setText(wordGen());
}
});
JPanel content = new JPanel();
content.setOpaque(false);
content.setLayout(new BorderLayout());
content.add(displayPanel, BorderLayout.CENTER);
content.add(okButton, BorderLayout.SOUTH);
content.add(jLab, BorderLayout.NORTH);
Tfot tfot = new Tfot();
tfot.setLayout(new BorderLayout());
tfot.add(content);
JFrame window = new JFrame("Window");
window.setContentPane(tfot);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setSize(800, 600);
window.setLocation(400, 300);
window.setVisible(true);
}
private BufferedImage background;
public Tfot() {
try {
background = ImageIO.read(new File("Pictures/background1.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(background, 0, 0, this);
}
public static String wordGen() {
String[] wordListOne = {"generic text", "hi",};
int oneLength = wordListOne.length;
int rand1 = (int) (Math.random() * oneLength);
String phrase = wordListOne[rand1] + " ";
return phrase;
}
}

Java - Creating PNG/Textlogo and drawing it to JFrame

I'm trying to print a string that the user can enter to a textbox, to a JFrame.
My problem is that the paintComponent method is never being called. Why?
PNGCreatorWindow Class:
public class PNGCreatorWindow {
private JFrame frame;
private JTextField txtText;
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
try {
PNGCreatorWindow window = new PNGCreatorWindow();
window.frame.setVisible(true);
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
public PNGCreatorWindow() {
initialize();
}
private void initialize() {
frame = new JFrame();
frame.setBounds(100, 100, 678, 502);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
txtText = new JTextField();
txtText.setBounds(121, 13, 216, 22);
frame.getContentPane().add(txtText);
txtText.setColumns(10);
JButton btnGenerate = new JButton("Generate");
btnGenerate.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent arg0) {
}
});
btnGenerate.addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent arg0) {
GeneratePNGImage();
}
});
btnGenerate.setBounds(436, 6, 183, 36);
frame.getContentPane().add(btnGenerate);
JPanel panel = new JPanel();
panel.setBounds(107, 151, 338, 160);
frame.getContentPane().add(panel);
}
protected void GeneratePNGImage() {
PNGImage img = new PNGImage(txtText.getText());
frame.getContentPane().add(img);
frame.getContentPane().validate();
frame.getContentPane().setVisible(true);
frame.repaint();
}
}
PNGImage Class:
public class PNGImage extends JComponent {
private String text;
public PNGImage(String text){
this.text = text;
}
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.setColor(Color.red);
g2.drawString(this.text, 100,100);
g2.fillRect(50, 50, 1000, 1000);
}
}
I made a few changes to your code to get it to draw the text on the JPanel.
I put the JTextField and the JButton inside of a control panel (JPanel) and set a layout manager (FlowLayout) for the control panel. You should always use a layout manager for laying out Swing components.
I defined the image panel (PNGImage) as part of the laying out of the Swing components. First, you lay all of the Swing components out. Then, you change their state.
I removed the mouse adapter and just used an action listener on the JButton. The action listener works with the mouse.
In the PNGImage class, I added a setter, so I could pass the text to the class later, after the user typed the text in the JTextField.
I added a call to setPreferredSize so that I could set the size of the drawing canvas. I removed all other sizing, and used the pack method of JFrame to make the JFrame the appropriate size to hold the Swing components.
I added a null test to paintComponent, so that the text would only be drawn when there was some text to draw.
Here's the code. I put all the code in one module to make it easier to paste.
package com.ggl.testing;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JTextField;
public class PNGCreatorWindow {
private JFrame frame;
private JTextField txtText;
private PNGImage imagePanel;
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
try {
new PNGCreatorWindow();
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
public PNGCreatorWindow() {
initialize();
}
private void initialize() {
frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel controlPanel = new JPanel();
controlPanel.setLayout(new FlowLayout());
txtText = new JTextField(10);
controlPanel.add(txtText);
JButton btnGenerate = new JButton("Generate");
btnGenerate.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent event) {
generatePNGImage();
}
});
controlPanel.add(btnGenerate);
imagePanel = new PNGImage();
frame.getContentPane().add(controlPanel, BorderLayout.NORTH);
frame.getContentPane().add(imagePanel, BorderLayout.CENTER);
frame.pack();
frame.setVisible(true);
}
protected void generatePNGImage() {
imagePanel.setText(txtText.getText());
imagePanel.repaint();
}
public class PNGImage extends JPanel {
private static final long serialVersionUID = 602718701626241645L;
private String text;
public PNGImage() {
setPreferredSize(new Dimension(400, 300));
}
public void setText(String text) {
this.text = text;
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
if (this.text != null) {
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.red);
g2.drawString(this.text, 100, 100);
}
}
}
}
Edited to add an action listener that saves the contents of a JPanel as a .png file:
package com.ggl.crossword.controller;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.awt.image.RenderedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFileChooser;
import javax.swing.JPanel;
import javax.swing.filechooser.FileFilter;
import javax.swing.filechooser.FileNameExtensionFilter;
import com.ggl.crossword.view.CrosswordFrame;
public class CreateImageActionListener implements ActionListener {
private CrosswordFrame frame;
private JPanel panel;
public CreateImageActionListener(CrosswordFrame frame,
JPanel panel) {
this.frame = frame;
this.panel = panel;
}
#Override
public void actionPerformed(ActionEvent event) {
writeImage();
}
public void writeImage() {
FileFilter filter =
new FileNameExtensionFilter("PNG file", "png");
JFileChooser fc = new JFileChooser();
fc.setFileFilter(filter);
int returnValue = fc.showSaveDialog(frame.getFrame());
if (returnValue == JFileChooser.APPROVE_OPTION) {
File file = fc.getSelectedFile();
if (!file.getAbsolutePath().endsWith(".png")) {
file = new File(file.getAbsolutePath() + ".png");
}
RenderedImage image = createImage(panel);
try {
ImageIO.write(image, "png", file);
} catch (IOException e) {
e.printStackTrace();
}
}
}
private BufferedImage createImage(JPanel panel) {
int w = panel.getWidth();
int h = panel.getHeight();
BufferedImage bi = new BufferedImage(w, h,
BufferedImage.TYPE_INT_RGB);
Graphics2D g = bi.createGraphics();
panel.paint(g);
g.dispose();
return bi;
}
}

actionPerformed skip a step

I want everytime i click on the button "bouton" to execute the function
boutonPane.Panel2(h, ....) which is supposed to display h circles. So i want 2 then 3 then 4, then 5... circles.
The problem is that it is not displaying the step with number 4. I see the function is called in the console but on the screen it does really 2, (press button) 3, (press button) 5, (press button)9. I dont see 4. I dont see 6,7,8.. Could you tell me what is the problem please? Here is the code:
public class Window extends JFrame implements ActionListener {
int lg = 1000; int lrg = 700;
int h = 2;
Panel b = new Panel();
private JButton btn = new JButton("Start");
JButton bouton = new JButton();
private JPanel container = new JPanel();
public Window(){
this.setTitle("Animation");
this.setSize(300, 300);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setLocationRelativeTo(null);
container.setBackground(Color.white);
container.setLayout(new BorderLayout());
JPanel top = new JPanel();
btn.addActionListener(this);
top.add(btn);
container.add(top);
this.setContentPane(container);
this.setVisible(true);
}
public void Window2()
{
System.out.println("windows2");
this.setTitle("ADHD");
this.setSize(lg, lrg);
this.setLocationRelativeTo(null);
bouton.addActionListener(this);
if(h<11)
{
Panel boutonPane = new Panel();
boutonPane.Panel2(h, Color.BLUE ,lg, lrg, this.getGraphics());
System.out.println("draw"+h);
boutonPane.add(bouton);
this.add(boutonPane);
this.setContentPane(boutonPane);
this.revalidate();
this.repaint();
}
this.setVisible(true);
}
public void actionPerformed(ActionEvent e)
{
if((JButton)e.getSource()==btn)
{
System.out.println("pressed0");
Window2();
}
if((JButton)e.getSource()==bouton)
{
h++;
System.out.println("pressed"+h);
Window2();
}
}
}
Here is a the Panel class:
public class Panel extends JPanel
{
int m;
int i=1;
int a=0, b=0, tremp=0;
Color cc;
int lgi, lrgi;
int [] ta;
int [] tb;
Graphics gi;
int u=0;
Panel()
{
}
public void Panel2(int n, Color c, int lg, int lrg, Graphics g){
m=n;
cc=c;
gi=g;
lgi=lg;
lrgi=lrg;
ta = new int [n]; ta[0]=0;
tb = new int [n]; tb[0]=0;
}
public void paintComponent( final Graphics gr){
gr.setColor(Color.red);
for(int it=0; it<m;it++)
{
ta[it]=100*it;
tb[it]=100*it;
gr.fillOval(ta[it],tb[it], 150, 150);
}
}
}
"But would you have an idea of another, correct, way to do what I want please?"
You should only have one panel for the circles. There's absolutely no need to keep creating new panel.
Use a List for Ellipse2D objects. Just loop through them in the paintComponent method.
When you want to add a new circle, just add a new Ellipse2D object to the List and call repaint()
Here's an example.
NOTE Accept Gijs Overvliet's answer, as his was the one that answered your problem. I just wanted to share some insight.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Ellipse2D;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class EllipseList extends JPanel {
private static final int D_W = 700;
private static final int D_H = 500;
private static final int CIRCLE_SIZE = 50;
private List<Ellipse2D> circles;
private double x = 0;
private double y = 0;
private CirclePanel circlePanel = new CirclePanel();
public EllipseList() {
circles = new ArrayList<>();
JButton jbtAdd = createButton();
JFrame frame = new JFrame();
frame.add(jbtAdd, BorderLayout.NORTH);
frame.add(circlePanel);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
private JButton createButton() {
JButton button = new JButton("Add");
button.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e) {
circles.add(new Ellipse2D.Double(x, y, CIRCLE_SIZE, CIRCLE_SIZE));
x += CIRCLE_SIZE * 0.75;
y += CIRCLE_SIZE * 0.75;
circlePanel.repaint();
}
});
return button;
}
public class CirclePanel extends JPanel {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.setPaint(Color.RED);
for (Ellipse2D circle : circles) {
g2.fill(circle);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(D_W, D_H);
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new EllipseList();
}
});
}
}
Try this:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Window extends JFrame implements ActionListener
{
int lg = 1000;
int lrg = 700;
int h = 2;
Panel b = new Panel();
private JButton btn = new JButton("Start");
JButton bouton = new JButton();
private JPanel container = new JPanel();
Panel boutonPane = new Panel();
public Window()
{
this.setTitle("Animation");
this.setSize(300, 300);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setLocationRelativeTo(null);
container.setBackground(Color.white);
container.setLayout(new BorderLayout());
JPanel top = new JPanel();
btn.addActionListener(this);
top.add(btn);
container.add(top);
this.setContentPane(container);
this.setVisible(true);
}
public void Window2()
{
System.out.println("windows2");
this.setTitle("ADHD");
this.setSize(lg, lrg);
this.setLocationRelativeTo(null);
bouton.addActionListener(this);
if (h < 11)
{
boutonPane.Panel2(h, Color.BLUE, lg, lrg, this.getGraphics());
System.out.println("draw" + h);
boutonPane.add(bouton);
this.add(boutonPane);
this.setContentPane(boutonPane);
updateWindow2();
}
this.setVisible(true);
}
public void updateWindow2()
{
boutonPane.Panel2(h, Color.BLUE, lg, lrg, this.getGraphics());
this.revalidate();
this.repaint();
}
public void actionPerformed(ActionEvent e)
{
if ((JButton) e.getSource() == btn)
{
System.out.println("pressed0");
Window2();
}
if ((JButton) e.getSource() == bouton)
{
h++;
System.out.println("pressed" + h);
updateWindow2();
}
}
public static void main(String[] args)
{
Test t = new Test();
}
}
What you did wrong was adding a new BoutonPane every time you clicked the button. The next time you clicked the button, you didn't click ONE button, but TWO buttons, adding two more boutonPanes, and two more buttons. This multiplies very quickly.
What I did was the following:
make boutonPane a class member variable
call window2() only once
create a method updateWindow2() for updating the circles. Call that method from window2() and actionPerformed().

JPanel Possibly Overlapping?

So I have this problem with my code. Whenever I load up the game there is a red square in the center of the screen, and I have not programmed it to do so. I have tried to find the error for hours but I just can't see it. I think it has to do with the panels or something. The second thing is that when I press the button to draw the grid, only a small line appears. It is programmed to be much bigger than what it is, and it is not in the right location either. Below is all my code, and any help is greatly appreciated!!
package com.theDevCorner;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.BorderFactory;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JMenuBar;
import javax.swing.JPanel;
public class Game extends JPanel implements ActionListener {
public static JButton grid = new JButton("Show Grid");
public static JPanel drawArea = new JPanel();
public static JMenuBar menu = new JMenuBar();
public static JPanel notDrawn = new JPanel();
public static boolean gridPressed = false;
public Game() {
grid.addActionListener(this);
}
public static void main(String args[]) {
Game game = new Game();
JFrame frame = new JFrame();
frame.setVisible(true);
frame.setSize(new Dimension(
Toolkit.getDefaultToolkit().getScreenSize().width, Toolkit
.getDefaultToolkit().getScreenSize().height));
frame.setTitle("Game");
frame.setAlwaysOnTop(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
menu.setSize(new Dimension(1600, 20));
menu.setLocation(0, 0);
notDrawn.setBackground(new Color(255, 0, 50));
notDrawn.setSize(100, 900);
notDrawn.add(grid);
notDrawn.setLayout(null);
grid.setSize(new Dimension(100, 25));
grid.setLocation(0, 25);
drawArea.setSize(new Dimension((Toolkit.getDefaultToolkit()
.getScreenSize().width), Toolkit.getDefaultToolkit()
.getScreenSize().height));
drawArea.setLocation(100, 0);
drawArea.setBackground(Color.black);
drawArea.add(menu);
drawArea.add(game);
frame.add(drawArea);
frame.add(notDrawn);
}
public void paint(Graphics g) {
Game game = new Game();
if (gridPressed) {
Game.drawGrid(0, 0, g);
}
g.dispose();
repaint();
}
public static void drawGrid(int x, int y, Graphics g) {
g.setColor(Color.white);
g.drawLine(x, y, 50, 300);
}
#Override
public void actionPerformed(ActionEvent e) {
if (e.getSource() == grid && gridPressed == true) {
gridPressed = false;
System.out.println("Unpressed");
}
if (e.getSource() == grid) {
gridPressed = true;
System.out.println("Pressed");
}
}
}
There are a number of problems...
The red "square" you are seeing is actually your grid button. The reason it's red is because of your paint method.
Graphics is a shared resource, that is, each component that is painted on the screen shares the same Graphics context. Because you chose to dispose of the context and because you've failed to honor the paint chain, you've basically screwed it up.
Don't EVER dispose of a Graphics context you didn't create. It will prevent anything from being painted to it again. Always call super.paintXxx. The paint chain is complex and does a lot of very important work. If you're going to ignore it, be ready to have to re-implement it.
null layouts are vary rarely the right choice, especially when you're laying out components. You need to separate your components from your custom painting, otherwise the components will appear above the custom painting.
This frame.setSize(new Dimension(Toolkit.getDefaultToolkit().getScreenSize().width, Toolkit.getDefaultToolkit().getScreenSize().height)) is not the way to maximize a window. This does not take into consideration the possibility of things like tasks bars. Instead use Frame#setExtendedState
As Andreas has already commented, you actionPerformed logic is wrong. You should be using an if-statement or simply flipping the boolean logic...
Updated with simple example
ps- static is not your friend here...
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Game extends JPanel implements ActionListener {
private GridPane gridPane;
public Game() {
setLayout(new BorderLayout());
SideBarPane sideBar = new SideBarPane();
sideBar.addActionListener(this);
add(sideBar, BorderLayout.WEST);
gridPane = new GridPane();
add(gridPane);
}
public static void main(String args[]) {
Game game = new Game();
JFrame frame = new JFrame();
frame.setVisible(true);
frame.setExtendedState(JFrame.MAXIMIZED_BOTH);
frame.setTitle("Game");
frame.setAlwaysOnTop(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(game);
}
#Override
public void actionPerformed(ActionEvent e) {
if (e.getActionCommand().equalsIgnoreCase("grid")) {
gridPane.setGridOn(!gridPane.isGridOn());
}
}
public class GridPane extends JPanel {
private boolean gridOn = false;
public GridPane() {
setBackground(Color.BLACK);
}
public boolean isGridOn() {
return gridOn;
}
public void setGridOn(boolean value) {
if (value != gridOn) {
this.gridOn = value;
repaint();
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (gridOn) {
g.setColor(Color.white);
g.drawLine(0, 0, 50, 300);
}
}
}
public class SideBarPane extends JPanel {
public JButton grid;
public SideBarPane() {
setBackground(new Color(255, 0, 50));
setLayout(new GridBagLayout());
grid = new JButton("Show Grid");
grid.setActionCommand("grid");
GridBagConstraints gbc = new GridBagConstraints();
gbc.anchor = GridBagConstraints.NORTH;
gbc.weighty = 1;
add(grid, gbc);
}
public void addActionListener(ActionListener listener) {
grid.addActionListener(listener);
}
}
}

How to switch between JPanels in my JFrame

I don't know why this does not work. I have implemented an ItemListener to check if the continue button is clicked on on the SplashScreen to then switch to the MainMenu panel. When I run the code, I get the first panel with the background image and button and then when I click the button nothing happens.
Here is my Window class
package edu.ycp.cs.Main;
import java.awt.BorderLayout;
import java.awt.CardLayout;
import java.awt.Container;
import java.awt.event.ItemEvent;
import java.awt.event.ItemListener;
import javax.swing.JButton;
import javax.swing.JPanel;
public class Window implements ItemListener{
private static final long serialVersionUID = 1L;
JPanel cards; // a panel that uses CardLayout
final static String SPLASHSCREEN = "SplashScreen";
final static String MAINMENU = "MainMenu";
public void addComponentToWindow(Container pane) {
// Put the JComboBox in a JPanel to get a nicer look.
JPanel gameWindow = new JPanel(); // use FlowLayout
// Create the "cards".
JPanel card1 = new JPanel();
JButton continueButton = new JButton("Continue");
continueButton.addItemListener(this);
card1.add(new SplashScreen());
card1.add(continueButton);
JPanel card2 = new JPanel();
card2.add(new MainMenuScreen());
cards = new JPanel(new CardLayout());
cards.add(card1, SPLASHSCREEN);
cards.add(card2, MAINMENU);
pane.add(gameWindow, BorderLayout.PAGE_START);
pane.add(cards, BorderLayout.CENTER);
}
public void itemStateChanged(ItemEvent evt) {
CardLayout cl = (CardLayout) (cards.getLayout());
cl.show(cards, (String) evt.getItem());
}
}
Here is my splashscreen code
the MainMenu code is exactly the same with a different image file
package edu.ycp.cs.Main;
import javax.imageio.ImageIO;
import javax.swing.*;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.io.File;
class SplashScreen extends JPanel {
private static final long serialVersionUID = 1L;
private BufferedImage background;
public SplashScreen() {
try {
background = ImageIO.read(new File("Logo.png"));
} catch (Exception e) {
e.printStackTrace();
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(800, 600);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (background != null) {
int x = (getWidth() - background.getWidth());
int y = (getHeight() - background.getHeight());
g.drawImage(background, x, y, this);
}
Graphics2D g2d = (Graphics2D) g;
g2d.setPaint(Color.white);
g2d.drawString("Please wait...", getWidth() / 2, getHeight() * 3 / 4);
}
}
and here is my Main
package edu.ycp.cs.Main;
import javax.swing.JFrame;
public class Main {
public static void main(String[] args) {
//Schedule a job for the event dispatch thread:
//creating and showing this application's GUI.
javax.swing.SwingUtilities.invokeLater(new Runnable() {
public void run() {
makeGUI();
}
});
}
private static void makeGUI() {
// Create and set up the window.
JFrame frame = new JFrame("M&M Arcade");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// Create and set up the content pane.
Window window = new Window();
window.addComponentToWindow(frame.getContentPane());
// Display the window.
frame.pack();
frame.setVisible(true);
}
}
An ItemListener will have no effect when you click on the continue JButton. Use an ActionListener instead:
continueButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
CardLayout cl = (CardLayout) (cards.getLayout());
cl.show(cards, MAINMENU);
}
});
Consider also using CardLayout#next for navigation.

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