I want to let a ball bounce in a screen with the following code. The problem is that it only moves when I Resize the frame. So i have my paintcomponent in my panel method. While my thread is running i run a loop where i move the ball, sleep the thread and repaint.
The ball is only moving when i resize the frame.
Can anyone help me?
public class SpelPaneel extends JPanel {
private JLabel spelLabel;
private JPanel spelPaneel;
private Image background;
private Bal bal;
public SpelPaneel() {
spelPaneel = new JPanel();
spelLabel = new JLabel("spel");
add(spelLabel);
try {
background = ImageIO.read(new File("src/Main/images/background2.jpg"));
} catch (IOException e) {
e.printStackTrace();
}
bal = new Bal(spelPaneel, 50, 50, 15);
bal.start();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(background, 0, 0, getWidth(), getHeight(), null);
bal.teken(g, Color.red);
}
}
class Bal extends Thread {
private JPanel paneel;
private int x, y, grootte;
private int dx, dy;
private boolean doorgaan;
public Bal(JPanel paneel, int x, int y, int grootte) {
this.paneel = paneel;
this.grootte = grootte;
this.x = x;
this.y = y;
dy = 2;
doorgaan = true;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public void run() {
while (doorgaan) {
paneel.repaint();
slaap(10);
verplaats();
}
}
public void teken(Graphics g, Color kleur) {
g.setColor(kleur);
g.fillOval(x, y, 15, 15);
}
public void verplaats() {
if (x > 335 || x < 50) {
dx = -dx;
}
if (y > 235 || y < 50) {
dy = -dy;
}
x += dx;
y += dy;
setX(x);
setY(y);
}
private void slaap(int millisec) {
try {
Thread.sleep(millisec);
} catch (InterruptedException e) {
}
}
}
spelPaneel = new JPanel(); //
Your SpelPaneel class extends JPanel so there is no need to create another panel. The above line of code just creates a JPanel in memory but does nothing with it.
bal = new Bal(spelPaneel, 50, 50, 15);
Then you create your Bal Thread and pass this dummy panel to it and later attempt to do a repaint on this dummy panel.
Intead I would guess the code should be:
bal = new Bal(this, 50, 50, 15);
since "this" refers to the actual instance of the SeplPaneel that you created.
Related
I am currently trying to create a simple dodge game using Java Swing and AWT. Right now, I have created some simple outline code to test if the concept I am trying to create will work. I have used polymorphism to try to create multiple types of object Enemy which will have individual draw() and act() code that makes them be drawn by AWT and then move in a specific fashion based on what type they are. I imported Graphics2D to draw() in an attempt to make the code more reusable. I then used a while loop to run the Java Swing/AWT built-in thread to allow animations for the enemies. However, when I run the code, it compiles correctly, but only a blank screen is displayed.
How can I fix it?
Here is the code I used. The code involving the Mouse is incomplete.
Game.java
import javax.swing.*;
import java.awt.*;
public class Game extends JPanel {
//FPS Setup
int fps = 30; //FPS
int secConst = 1000; //milliseconds per second
int frmConst = (int) Math.floor((double) secConst / (double) fps); //delay between frames
//FRAME Setup
String appName = "Dodge This"; //app name
int frameW = 500; //frame width
int frameH = 500; //frame height
//ENEMY TEST
//TO REPLACE WITH ARRAY OF ENEMIES
Square square = new Square(0, 100, 0, 10);
Circle circle = new Circle(50, 50, 10);
boolean lose = true;
#Override
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
//TO REPLACE WITH LOOP THROUGH ARRAY OF ENEMIES
square.act();
square.draw(g2d);
circle.act();
circle.draw(g2d);
if (this.lose) {
g2d.setColor(new Color(0, 0, 0));
g2d.setFont(new Font("Sans Serif", Font.PLAIN, 32));
g2d.drawString("You Lose", 0, 0); //TO REPLACE WITH RANDOMIZED LOSE MESSAGE
}
}
public static void main(String [] args) throws InterruptedException {
Game game = new Game();
JFrame frame = new JFrame(game.appName);
frame.setSize(game.frameW, game.frameH);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
while (true) {
if (MouseInfo.getPointerInfo().getLocation().equals(new Point(game.circle.getX(), game.circle.getY())) && MouseInfo.getPointerInfo().getLocation().equals(new Point(game.square.getX(), game.square.getY()))) {
game.lose = true;
break;
}
game.repaint();
Thread.sleep(game.frmConst);
}
}
}
Enemy.java
import java.awt.*;
public abstract class Enemy {
public int x;
public int y;
public double direction;
public double speed;
//BASIC METHODS
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public void setDirection(double direction) {
this.direction = direction;
}
public void setSpeed(double speed) {
this.speed = speed;
}
public int getX() {
return this.x;
}
public int getY() {
return this.y;
}
public double getDirection() {
return this.direction;
}
public double getSpeed() {
return this.speed;
}
//METHODS FOR UNIQUE ENEMIES
public abstract void act();
public abstract void draw(Graphics2D g2d);
}
Square.java
import java.awt.*;
public class Square extends Enemy{
//CONSTRUCTORS
public Square() {
this.x = 0;
this.y = 0;
this.direction = (int) Math.floor(Math.random() * 8) * 45;
this.speed = (int) Math.floor(Math.random() * 15);
} //default constructor
public Square(int x, int y) {
this.x = x;
this.y = y;
this.direction = (int) Math.floor(Math.random() * 8) * 45;
this.speed = (int) Math.floor(Math.random() * 15);
}
public Square(int x, int y, double direction) {
this.x = x;
this.y = y;
this.direction = direction;
this.speed = (int) Math.floor(Math.random() * 15);
}
public Square(int x, int y, double direction, double speed) {
this.x = x;
this.y = y;
this.direction = direction;
this.speed = speed;
}
//ACTIONS
#Override
public void act() {
this.x += Math.floor(this.speed * (Math.cos(this.direction)));
this.y += Math.floor(this.speed * -1 * (Math.sin(this.direction)));
}
#Override
public void draw(Graphics2D g2d) {
g2d.setColor(new Color(100, 100, 100));
g2d.fillRect(this.x, this.y, 50, 50);
}
}
Circle.java
import java.awt.*;
public class Circle extends Enemy{
double mouseX;
double mouseY;
//CONSTRUCTORS
public Circle() {
this.x = 0;
this.y = 0;
this.direction = 0;
this.speed = 5;
} //default constructor
public Circle(int x, int y) {
this.x = x;
this.y = y;
this.direction = 0;
this.speed = 5;
}
public Circle (int x, int y, int speed) {
this.x = x;
this.y = y;
this.direction = 0;
this.speed = speed;
}
//ACTIONS
#Override
public void act() {
this.mouseX = MouseInfo.getPointerInfo().getLocation().getX();
this.mouseY = MouseInfo.getPointerInfo().getLocation().getY();
this.x += this.speed * Math.floor(Math.abs(this.y - this.mouseY) / Math.abs(this.x - this.mouseX));
this.y += this.speed * -1 * Math.floor(Math.abs(this.x - this.mouseX) / Math.abs(this.y - this.mouseY));
}
#Override
public void draw(Graphics2D g2d) {
g2d.setColor(new Color(50, 50, 50));
g2d.fillOval(this.x, this.y, 10, 10);
}
}
See the following code for some improvements in the program structure as well as better use of Swing tools. Note the comments:
import java.awt.*;
import javax.swing.*;
public class Game extends JPanel {
//FPS Setup
int fps = 3; // FPS (slow for testing)
int secConst = 1000; //milliseconds per second
int frmConst = secConst / fps; //delay between frames
private Timer timer;
String appName = "Dodge This"; //app name
int frameW = 500, frameH = 500; //frame width and height
Square square = new Square(0, 100, 0., 10.);
Circle circle = new Circle(50, 50, 0., 10.);
boolean lose = false; //the correct state at start ;
//override paintComponent rather than paint
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
square.draw(g2d);
circle.draw(g2d);
if (lose) {
g2d.setColor(new Color(0, 0, 0));
g2d.setFont(new Font("Sans Serif", Font.PLAIN, 32));
g2d.drawString("You Lose", 0, 0);
}
}
public void start(){
//use swing timer to invoke game cycles
if(timer != null && timer.isRunning()) {
timer.stop();
}
timer = new Timer(frmConst, e->{
if(lose) {
timer.stop();
} else {
play();
}
}
);
timer.start();
}
public void play(){
square.act();
circle.act();
//lose criteria (not sure what are you trying to check)
if (MouseInfo.getPointerInfo().getLocation().equals(new Point(circle.getX(), circle.getY()))
&& MouseInfo.getPointerInfo().getLocation().equals(new Point(square.getX(), square.getY()))) {
lose = true;
}
repaint();
}
public static void main(String [] args) throws InterruptedException {
Game game = new Game();
JFrame frame = new JFrame(game.appName);
frame.setSize(game.frameW, game.frameH);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(game);// add game to frame
game.start();
}
}
abstract class Enemy {
public int x,y;
public double direction, speed;
public Enemy(int x, int y, double speed) {
this(x,y,0, speed);
}
public Enemy(int x, int y, double direction, double speed) {
this.x = x;
this.y = y;
this.direction = direction;
this.speed = speed;
}
//BASIC METHODS
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public void setDirection(double direction) {
this.direction = direction;
}
public void setSpeed(double speed) {
this.speed = speed;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public double getDirection() {
return direction;
}
public double getSpeed() {
return speed;
}
//METHODS FOR UNIQUE ENEMIES
public abstract void act();
public abstract void draw(Graphics2D g2d);
}
class Square extends Enemy{
public Square(int x, int y, double direction, double speed) {
super(x, y, direction, speed);
}
#Override
public void act() {
x += Math.floor(speed * Math.cos(direction));
y += Math.floor(speed * -1 * Math.sin(direction));
}
#Override
public void draw(Graphics2D g2d) {
g2d.setColor(new Color(100, 100, 100));
g2d.fillRect(x, y, 50, 50);
}
}
class Circle extends Enemy{
double mouseX, mouseY;
public Circle(int x, int y, double direction, double speed) {
super(x, y, direction, speed);
}
#Override
public void act() {
mouseX = MouseInfo.getPointerInfo().getLocation().getX();
mouseY = MouseInfo.getPointerInfo().getLocation().getY();
x += speed * Math.floor(Math.abs(y - mouseY) / Math.abs(x - mouseX));
y += speed * -1 * Math.floor(Math.abs(x - mouseX) / Math.abs(y - mouseY));
}
#Override
public void draw(Graphics2D g2d) {
g2d.setColor(new Color(50, 50, 50));
g2d.fillOval(x, y, 10, 10);
}
}
(Run it online here)
Good day, I'm new to StackOverflow and Java programming. I currently have a school project that needs multi threading and I just need your advice on how to fix my code. I have spent too much time looking for answers on how to create a moving multiple images using a thread. I knew I'm almost near to find the solution but I'm running out of time as the submission is fast approaching. I believed I'll be more efficient if I seek help from somehow who knows better in Java.
Many thanks in advance.
Below is my current code, and it seems that image is flickering while moving.
// Bounce.java
import javax.swing.JFrame;
public class Bounce {
public static void main(String args[]) {
myBall s = new myBall(10, 20, 2, 2);
myBall s1 = new myBall(100, 10, 2, 2);
myBall s2 = new myBall(40, 10, 2, 2);
JFrame f = new JFrame();
f.add(s);
f.add(s1);
f.add(s2);
f.setVisible(true);
f.setSize(600, 400);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setTitle("Moving Ball");
}
}
The next code is in separate file.
// myBall.java
import java.awt.*;
import java.awt.geom.Ellipse2D;
import javax.swing.*;
public class myBall extends JPanel implements Runnable {
private Thread animator;
int x = 0, y = 0, velX = 2, velY = 2;
Timer t;
public myBall(int x, int y, int velX, int velY) {
JFrame jf = new JFrame();
jf.setSize(600,400);
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jf.add(this);
jf.setVisible(true);
this.x = (int )(Math.random() * 560);
this.y = (int )(Math.random() * 360);
this.velX = velX;
this.velY = velY;
}
#Override
public void addNotify() {
super.addNotify();
animator = new Thread(this);
animator.start();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Ellipse2D ellipse = new Ellipse2D.Double(x, y, 40, 40);
g2.fill(ellipse);
}
public void cycle() {
if(x < 0 || x > 560) {
velX = -velX;
}
if(y < 0 || y > 360) {
velY = -velY;
}
x += velX;
y += velY;
System.out.println(x);
}
#Override
public void run() {
while(true) {
for (int i = 0; i < 600; i++) {
cycle();
repaint();
try {
Thread.sleep(10);
} catch (InterruptedException e) {
System.out.println("interrupted");
}
}
}
}
}
Here you go. I normally don't do this, but you asked nicely and your code was pretty clean, so I assumed you been working a lot on it.
public class Start {
public static void main(String args[]) {
JFrame f = new JFrame();
Gui gui = new Gui();
gui.addBalls();
f.add(gui);
f.setSize(600, 400);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setTitle("Moving Ball");
f.setVisible(true);
}
}
Class GUI:
public class Gui extends JPanel implements Runnable {
private Thread animator;
int x = 0, y = 0, velX = 2, velY = 2;
Timer t;
ArrayList<myBall> myBalls = new ArrayList<>();
#Override
public void addNotify() {
super.addNotify();
animator = new Thread(this);
animator.start();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
for (myBall ball: myBalls) {
int x = ball.getX();
int y = ball.getY();
Ellipse2D ellipse = new Ellipse2D.Double(x, y, 40, 40);
g2.fill(ellipse);
}
}
public void cycle() {
for (myBall ball: myBalls) {
int x = ball.getX();
int y = ball.getY();
if(x < 0 || x > 560) {
ball.reverseX();
}
if(y < 0 || y > 360) {
ball.reverseY();
}
ball.move();
System.out.println(x);
}
}
#Override
public void run() {
while(true) {
for (int i = 0; i < 600; i++) {
cycle();
repaint();
try {
Thread.sleep(10);
} catch (InterruptedException e) {
System.out.println("interrupted");
}
}
}
}
public void addBalls() {
for (int i = 0; i < 4; i++) {
int x = (int )(Math.random() * 560);
int y = (int )(Math.random() * 360);
int velX = -5;
int velY = 5;
myBalls.add(new myBall(x, y, velX, velY));
}
}
}
Class Ball:
public class myBall {
int x;
int y;
int velX;
int velY;
public myBall(int x, int y, int velX, int velY) {
this.x = (int )(Math.random() * 560);
this.y = (int )(Math.random() * 360);
this.velX = velX;
this.velY = velY;
}
public void move() {
x+=velX;
y+=velY;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public void reverseX() {
velX = -velX;
}
public void reverseY() {
velY = -velY;
}
}
Well my problem is that I'm making the stars move with a thread, they move verticaly and it works good but i do a random X for the star and sometimes it intersecs other stars like this :
This is my code for the JPanel:
class Backgroundmoving
public class Backgroundmoving extends JPanel {
ArrayList<starmoving> star;
public Backgroundmoving() {
this.setSize(650, 501);
star = new ArrayList<>();
for (int i = 0; i < 20; i++)
this.addStar();
}
public void addStar() {
int x, y;
x = (int) (Math.random() * 625);
y = (int) (Math.random() * 476);
starmoving e = new starmoving(x, y);
star.add(e);
Thread t = new Thread(e);
t.start();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
draw(g);
}
public void draw(Graphics g) {
g.drawImage(new ImageIcon("background.png").getImage(), 0, 0, 650, 501, null);
for (int i = 0; i < star.size(); i++) {
star.get(i).draw(g);
}
repaint();
}
public static void main(String[] args) {
// TODO code application logic here
JFrame gui = new JFrame();
gui.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
gui.setSize(650, 510);
gui.setResizable(false);
gui.add(new Backgroundmoving());
gui.setVisible(true);
}
}
class starmoving
public class starmoving implements Runnable {
int x;
int y;
int yVel;
public starmoving(int x, int y) {
this.x = x;
this.y = y;
yVel = 1;
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
private void move() {
y += yVel;
if (y > 476) {
y = 0;
x = (int) (Math.random() * 625);
}
}
private boolean isOffScreen() {
if (y <= 476)
return false;
return true;
}
public void draw(Graphics g) {
g.drawImage(new ImageIcon("star.png").getImage(), x, y, 12, 12, null);
}
#Override
public void run() {
while (true) {
move();
try {
Thread.sleep(7);
} catch (InterruptedException ex) {
System.out.println(ex.getMessage());
}
}
}
}
i don't want stars intersecting, was thinking in a if before the random X but how can i know if other star is in that X ?
You have an ArrayList that contains all your "StarMoving" objects. So you need to iterate through that list to make sure that none of the object intersect.
On top of that you have other problems.
Use proper Java class names. Java classes SHOULD start with an upper case character. (ie. "starmoving" is wrong)
Don't use multiple Threads for the animation. You current code starts 20 Threads. You should have a single Thread and then iterate through your ArrayList to move all the stars.
Don't read the image in the draw() method. Currently you code is reading the image every 7ms. This is not very efficient. The image should be read once and then stored as a property of your class.
I created a program that makes multiple bouncing balls with random color, speed and radius. When user clicks on the screen a new random ball should appear and move around screen. But i have a multi-thread issue. When i click on the screen a ball appears and doesn't moving at all. When another click comes nothing happens.
BouncingBalls Class
public class BouncingBalls extends JPanel implements MouseListener{
private Ball ball;
protected List<Ball> balls = new ArrayList<Ball>(20);
private Container container;
private DrawCanvas canvas;
private int canvasWidth;
private int canvasHeight;
public static final int UPDATE_RATE = 30;
int x = random(480);
int y = random(480);
int speedX = random(30);
int speedY = random(30);
int radius = random(20);
int red = random(255);
int green = random(255);
int blue = random(255);
int count = 0;
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
public BouncingBalls(int width, int height){
canvasWidth = width;
canvasHeight = height;
ball = new Ball(x, y, speedX, speedY, radius, red, green, blue);
container = new Container();
canvas = new DrawCanvas();
this.setLayout(new BorderLayout());
this.add(canvas, BorderLayout.CENTER);
this.addMouseListener(this);
}
public void start(){
Thread t = new Thread(){
public void run(){
while(true){
update();
repaint();
try {
Thread.sleep(1000 / UPDATE_RATE);
} catch (InterruptedException e) {}
}
}
};
t.start();
}
public void update(){
ball.move(container);
}
class DrawCanvas extends JPanel{
public void paintComponent(Graphics g){
super.paintComponent(g);
container.draw(g);
ball.draw(g);
}
public Dimension getPreferredSize(){
return(new Dimension(canvasWidth, canvasHeight));
}
}
public static void main(String[] args){
javax.swing.SwingUtilities.invokeLater(new Runnable(){
public void run(){
JFrame f = new JFrame("Bouncing Balls");
f.setDefaultCloseOperation(f.EXIT_ON_CLOSE);
f.setContentPane(new BouncingBalls(500, 500));
f.pack();
f.setVisible(true);
}
});
}
#Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mousePressed(MouseEvent e) {
count++;
balls.add(new Ball(x, y, speedX, speedY, radius, red, green, blue));
balls.get(count-1).start();
start();
}
#Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
}
Ball Class
import java.awt.Color;
import java.awt.Graphics;
public class Ball{
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
private BouncingBalls balls;
int x = random(480);
int y = random(480);
int speedX = random(30);
int speedY = random(30);
int radius = random(20);
int red = random(255);
int green = random(255);
int blue = random(255);
int i = 0;
public Ball(int x, int y, int speedX, int speedY, int radius, int red, int green, int blue){
this.x = x;
this.y = y;
this.speedX = speedX;
this.speedY = speedY;
this.radius = radius;
this.red = red;
this.green = green;
this.blue = blue;
}
public void draw(Graphics g){
for(Ball ball : balls){
g.setColor(new Color(red, green, blue));
g.fillOval((int)(x - radius), (int)(y - radius), (int)(2 * radius), (int)(2 * radius));
}
}
public void move(Container container){
x += speedX;
y += speedY;
if(x - radius < 0){
speedX = -speedX;
x = radius;
}
else if(x + radius > 500){
speedX = -speedX;
x = 500 - radius;
}
if(y - radius < 0){
speedY = -speedY;
y = radius;
}
else if(y + radius > 500){
speedY = -speedY;
y = 500 - radius;
}
}
}
Container Class
import java.awt.Color;
import java.awt.Graphics;
public class Container {
private static final int HEIGHT = 500;
private static final int WIDTH = 500;
private static final Color COLOR = Color.WHITE;
public void draw(Graphics g){
g.setColor(COLOR);
g.fillRect(0, 0, WIDTH, HEIGHT);
}
}
You're maintaing two different references to your ball.
You have a reference to a single Ball called ball and a List of balls. Your update and paint methods only reference the single ball
Ball doesn't seem to have a start method (that I can see) so this balls.get(count-1).start(); doesn't make sense...
Updated
You don't need the reference to ball
While not a bad idea, while testing, you should probably call start in the constructor
Your update method in BouncingBalls should looping through the balls list, calling move on each ball in the list...
The paintComponent method of DrawCanvas needs access to and should make use of the balls list. This might be better achievable through a model interface
Do not construct a new Ball with parameters, as it's giving each ball the same properties, especially when you assign random values to it when you construct it any way...
Ball doesn't have (or need) a start method
public class BouncingBalls extends JPanel implements MouseListener {
// private Ball ball;
protected List<Ball> balls = new ArrayList<Ball>(20);
private Container container;
private DrawCanvas canvas;
private int canvasWidth;
private int canvasHeight;
public static final int UPDATE_RATE = 30;
int x = random(480);
int y = random(480);
int speedX = random(30);
int speedY = random(30);
int radius = random(20);
int red = random(255);
int green = random(255);
int blue = random(255);
int count = 0;
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
public BouncingBalls(int width, int height) {
canvasWidth = width;
canvasHeight = height;
// ball = new Ball(x, y, speedX, speedY, radius, red, green, blue);
container = new Container();
canvas = new DrawCanvas();
this.setLayout(new BorderLayout());
this.add(canvas, BorderLayout.CENTER);
this.addMouseListener(this);
start();
}
public void start() {
Thread t = new Thread() {
public void run() {
while (true) {
update();
repaint();
try {
Thread.sleep(1000 / UPDATE_RATE);
} catch (InterruptedException e) {
}
}
}
};
t.start();
}
public void update() {
for (Ball ball : balls) {
ball.move(container);
}
}
class DrawCanvas extends JPanel {
public void paintComponent(Graphics g) {
super.paintComponent(g);
container.draw(g);
for (Ball ball : balls) {
ball.draw(g);
}
// ball.draw(g);
}
public Dimension getPreferredSize() {
return (new Dimension(canvasWidth, canvasHeight));
}
}
public static void main(String[] args) {
javax.swing.SwingUtilities.invokeLater(new Runnable() {
public void run() {
JFrame f = new JFrame("Bouncing Balls");
f.setDefaultCloseOperation(f.EXIT_ON_CLOSE);
f.setContentPane(new BouncingBalls(500, 500));
f.pack();
f.setVisible(true);
}
});
}
#Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mousePressed(MouseEvent e) {
count++;
balls.add(new Ball());
// balls.add(new Ball(x, y, speedX, speedY, radius, red, green, blue));
// balls.get(count - 1).start();
// start();
}
#Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
public static class Ball {
public int random(int maxRange) {
return (int) Math.round(Math.random() * maxRange);
}
int x = random(480);
int y = random(480);
int speedX = random(30);
int speedY = random(30);
int radius = random(20);
int red = random(255);
int green = random(255);
int blue = random(255);
int i = 0;
public Ball() { //int x, int y, int speedX, int speedY, int radius, int red, int green, int blue) {
// this.x = x;
// this.y = y;
// this.speedX = speedX;
// this.speedY = speedY;
// this.radius = radius;
// this.red = red;
// this.green = green;
// this.blue = blue;
}
public void draw(Graphics g) {
g.setColor(new Color(red, green, blue));
g.fillOval((int) (x - radius), (int) (y - radius), (int) (2 * radius), (int) (2 * radius));
}
public void move(Container container) {
x += speedX;
y += speedY;
if (x - radius < 0) {
speedX = -speedX;
x = radius;
} else if (x + radius > 500) {
speedX = -speedX;
x = 500 - radius;
}
if (y - radius < 0) {
speedY = -speedY;
y = radius;
} else if (y + radius > 500) {
speedY = -speedY;
y = 500 - radius;
}
}
}
public static class Container {
private static final int HEIGHT = 500;
private static final int WIDTH = 500;
private static final Color COLOR = Color.WHITE;
public void draw(Graphics g) {
g.setColor(COLOR);
g.fillRect(0, 0, WIDTH, HEIGHT);
}
}
}
Updated
As pointed out by the commentators, ArrayList is not thread safe, it's not a good idea to have multiple threads trying to access it simultaneously. While adding is slightly safer then removing, it is still bad practice.
You can either replace ArrayList with Vector, which would be the simpler solution, or synchronize the access to the list around a common monitor lock. Given your example, I'd use a java.util.Vector
You Can try this alternate Java Programm for bouncing 10 multi-colored balls on a single "START" button.....
import java.awt.*;
import java.awt.event.*;
import java.io.*;
import javax.swing.*;
import javaimage.io.*;
class Thr extends Thread
{
boolean up=false;
Ballbounce parent;
int top,left;
Color c;
Thr(int t,int l,Color cr,ex5 p)
{
top=l;
if(top > 170)
top=170-t/8;
left=t;
c=cr;
parent=p;
}
public void run()
{
try
{
while(true)
{
Thread.sleep(37);
if(top >= 188)
up=true;
if(top <= 0)
up=false;
if(!up)
top=top+2;
else
top=top-2;
parent.p.repaint();
}
}catch(Exception e){}
}
}
class Ballbounce extends JFrame implements ActionListener
{
int top=0,left=0,n=0,radius=50;
Color C[]={Color.black,Color.cyan,Color.orange,Color.red,Color.yellow,Color.pink,Color.gray,Color.blue,Color.green,Color.magenta};
Thr t[]=new Thr[10];
GPanel p;
JButton b;
Panel p1;
Ballbounce()
{
setSize(700,300);
setVisible(true);
setLayout( new BorderLayout());
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
add(p=new GPanel(this),BorderLayout.CENTER);
b= new JButton("Start");
b.addActionListener(this);
add(p1=new Panel(),BorderLayout.SOUTH);
p1.setBackground(Color.lightGray);
p1.add(b);
}
public static void main(String args[])
{
new Ballbounce();
}
public void actionPerformed(ActionEvent e)
{
t[n]=new Thr(left+(radius+13)*n+29,top+n*25,C[n],this);
t[n].start();
n++;
p.repaint();
if(n >9)
b.setEnabled(false);
}
}
class GPanel extends JPanel
{
Ballbounce parent;
GPanel(Ballbounce p)
{
parent=p;
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
setBackground(Color.white);
for(int i=0;i< parent.n;i++)
{
g.setColor(parent.t[i].c);
g.fillOval(parent.t[i].left,parent.t[i].top,parent.radius,parent.radius);
}
}
}
I hope you will like it....
If u are unable to understand the code... You can question it anytime...... :)
Enjoy the code... :)
Here i have a code which draws a rectangle on the mouseClicked position using the paintComponent.I can get the output message but anything related to graphics and .draw() wont work.
Code:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public final class testclass extends JFrame {
static JPanel p;
Timer t;
int x = 1;
int y = 1;
int xspeed = 1;
int yspeed = 1;
public testclass() {
initComponents();
this.setBounds(100, 300, 500, 500);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
t.start();
this.add(p);
}
public void initComponents() {
final ActionListener action = new ActionListener() {
public void actionPerformed(ActionEvent evt) {
System.out.println("Hello!");
p.repaint();
}
};
t = new Timer(50, action);
p = new JPanel() {
public void paintComponent(Graphics g) {
super.paintComponent(g);
final Graphics2D gD = (Graphics2D) g;
moveBALL();
gD.drawOval(x, y, 25, 25);
p.addMouseListener(new MouseListener() {
#Override
public void mouseReleased(MouseEvent e) {
System.out.println("a");
}
#Override
public void mousePressed(MouseEvent e) {
System.out.println("b");
}
#Override
public void mouseExited(MouseEvent e) {
System.out.println("c");
}
#Override
public void mouseEntered(MouseEvent e) {
System.out.println("d");
}
#Override
public void mouseClicked(MouseEvent e) {
gD.drawRect(e.getX(), e.getY(), 10, 60);
gD.setColor(Color.green);
System.out.println("clicked");
}
});
}
void moveBALL() {
x = x + xspeed;
y = y + yspeed;
if (x < 0) {
x = 0;
xspeed = -xspeed;
} else if (x > p.getWidth() - 20) {
x = p.getWidth() - 20;
xspeed = -xspeed;
}
if (y < 0) {
y = 0;
yspeed = -yspeed;
} else if (y > p.getHeight() - 20) {
y = p.getHeight() - 20;
yspeed = -yspeed;
}
}
};
}
public static void main(String args[]) {
EventQueue.invokeLater(new Runnable() {
public void run() {
new testclass().setVisible(true);
p.setBackground(Color.WHITE);
}
});
}
}
What is the proper way to implement a mouseListener() in this program?
Thanks.
Some suggestions on current code:
Watch class naming scheme i.e testclass should be TestClass or even better Test (but thats nit picking). All class names begin with capital letter and each new word thereafter is capitalized.
Dont extend JFrame unnecessarily.
Dont call setBounds on JFrame rather use appropriate LayoutManager and/or override getPreferredSize() of JPanel and return dimensions which fits its content.
Always call pack() on JFrame before setting it visible (taking above into consideration).
Use MouseAdapter vs MouseListener
Dont call moveBall() in paintComponent rather call it in your Timer which repaints the screen, not only slightly better design but we also should not do possibly long running tasks in paint methods.
As for your problem I think your logic is a bit skewed.
One approach would see the Rectangle (or Rectangle2D) get replaced by its own custom class (which will allow us to store attributes like color etc). Your ball would also have its own class which has the method moveBall() and its attributes like x and y position etc. On every repaint() your JPanel would call the method to move the ball, the JPanel itself could wrap the moveBall() in its own public method which we could than call from the timer which repaints the screen.
Here is an example of your code with above fixes implemented (please analyze it and if you have any questions let me know):
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Rectangle2D;
import java.util.ArrayList;
import javax.swing.*;
public class Test {
private MyPanel p;
private Timer t;
public Test() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
initComponents();
frame.add(p);
frame.pack();
frame.setVisible(true);
t.start();
}
private void initComponents() {
final ActionListener action = new ActionListener() {
#Override
public void actionPerformed(ActionEvent evt) {
p.moveEntities();//moves ball etc
p.repaint();
}
};
t = new Timer(50, action);
p = new MyPanel();
p.addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
p.addEntity(e.getX(), e.getY(), 10, 50, Color.GREEN);
System.out.println("clicked");
}
});
p.setBackground(Color.WHITE);
}
public static void main(String args[]) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new Test();
}
});
}
}
class MyPanel extends JPanel {
int width = 300, height = 300;
ArrayList<MyRectangle> entities = new ArrayList<>();
MyBall ball = new MyBall(10, 10, 25, 25, Color.RED, width, height);
void addEntity(int x, int y, int w, int h, Color c) {
entities.add(new MyRectangle(x, y, w, h, c));
}
void moveEntities() {
ball.moveBALL();
}
#Override
protected void paintComponent(Graphics grphcs) {
super.paintComponent(grphcs);
Graphics2D g2d = (Graphics2D) grphcs;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setColor(ball.getColor());
g2d.fillOval((int) ball.x, (int) ball.y, (int) ball.width, (int) ball.height);
for (MyRectangle entity : entities) {
g2d.setColor(entity.getColor());
g2d.fillRect((int) entity.x, (int) entity.y, (int) entity.width, (int) entity.height);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(width, height);
}
}
class MyRectangle extends Rectangle2D.Double {
Color color;
public MyRectangle(double x, double y, double w, double h, Color c) {
super(x, y, w, h);
color = c;
}
public void setColor(Color color) {
this.color = color;
}
public Color getColor() {
return color;
}
}
class MyBall extends Ellipse2D.Double {
int xspeed = 1;
int yspeed = 1;
Color color;
private final int maxWidth;
private final int maxHeight;
public MyBall(double x, double y, double w, double h, Color c, int maxWidth, int maxHeight) {
super(x, y, w, h);
color = c;
this.width = w;//set width and height of Rectangle2D
this.height = h;
//set max width and height ball can move
this.maxWidth = maxWidth;
this.maxHeight = maxHeight;
}
public void setColor(Color color) {
this.color = color;
}
public Color getColor() {
return color;
}
void moveBALL() {
x = x + xspeed;
y = y + yspeed;
if (x < 0) {
x = 0;
xspeed = -xspeed;
} else if (x > maxWidth - ((int) getWidth() / 2)) {// i dont like hard coding values its not good oractice and resuaibilty is diminshed
x = maxWidth - ((int) getWidth() / 2);
xspeed = -xspeed;
}
if (y < 0) {
y = 0;
yspeed = -yspeed;
} else if (y > maxHeight - ((int) getHeight() / 2)) {
y = maxHeight - ((int) getHeight() / 2);
yspeed = -yspeed;
}
}
}
First of all the paint component is called every time swing needs to redraw the component.
And you are adding a new instance of mouse listener to the panel every time the paint is called.
Just move the line
p.addMouseListener(new MouseListener() {...}
out of the paint component, preferably after the initialization of the panel.
default template is
JPanel p = new JPanel(){
#Override
public void paintComponent(Graphics g) {
}
};
p.addMouseListener(new MouseListener() or new MouseAdapter()
//Your overridden methods
});
Hope this helps.