Finding if my mouse is inside a rectangle in Java - java

I'm starting to develop a game and I need to be able to see if my mouse is inside a rectangle,
I've tried using .contains for a rectangle but i can't seem to get it to work, i'll paste my code below, any help would be greatly appreciated! :)
public boolean isMouseOver(GameContainer gc){
r = new Rectangle(getX(), getY(),getWidth(),getHeight());
Input input = gc.getInput();
xpos = input.getMouseX();
ypos = input.getMouseY();
return r.contains(xpos, ypos);
}
This is the method i'm trying to use, but it keeps returning false when the mouse is inside the rectangle. obviously, I initiated xpos, ypos, and the rectangle further up and I called the method in the update method of the class i'm trying to use it in.

You have two points for your mouse, it's x and y pos.
int mouseX = gc.getInput().getMouseX();
int mouseY = gc.getInput().getMouseY();
And we have a rectangle
Rectangle rec = new Rectangle( 100, 100, 200, 200 );
So we can check
if ( mouseX >= rec.getMinX() && mouseX <= rec.getMaxX ) // check if X is within range
&& ( mouseY >= rec.getMinY() && mouseY <= rec.getMaxY) // check if y is within range
Or now that we know our X value has to be greater than the rectangles low value but less than it's high value, and the same for Y lets check the contains function
contains(float xp, float yp, float xr, float yr, float widthr, float heightr)
xp - The x coordinate of the point to check
yp - The y coordinate of the point to check
xr - The x coordinate of the rectangle
yr - The y coordinate of the rectangle
widthr - The width of the rectangle
heightr - The height of the rectangle
So I'd say
contains( mouseX, mouseY, rec.getMinX(), rect.getMinY(), rec.getWidth(), rec.getHeight() )
Perhaps something was going wrong here?

Did you display the bounds of the Rectangle and the mouse position?
I would guess the Rectangle is relative to your component and the mouse is relative to the screen.
You can use the SwingUtilities class to do point conversions to make sure the points are relative to the same component.

Try out somethings like this..
Just run this below program, I hope you will get the answer:
package mouse;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.HeadlessException;
import java.awt.Image;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionListener;
import javax.swing.JFrame;
public class Mouse extends JFrame implements MouseMotionListener {
private Image dbImage;
private Graphics dbg;
int mx, my;
boolean mouseDragged;
public Mouse() throws HeadlessException {
setSize(400, 300);
setResizable(false);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
addMouseMotionListener(this);
}
public void paint(Graphics g) {
dbImage = createImage(getWidth(), getHeight());
dbg = dbImage.getGraphics();
paintComponent(dbg);
g.drawImage(dbImage, 0, 0, this);
}
public void paintComponent(Graphics g) {
if (mouseDragged){
g.setColor(Color.DARK_GRAY);
g.fillRect(0, 0, getWidth(), getHeight());
g.setColor(Color.LIGHT_GRAY);
g.fillRect(mx, my, 20, 20);
}else{
g.setColor(Color.LIGHT_GRAY);
g.fillRect(0, 0, getWidth(), getHeight());
g.setColor(Color.DARK_GRAY);
g.fillRect(mx, my, 20, 20);
}
repaint();
}
public static void main(String[] args) {
Mouse mouse = new Mouse();
}
#Override
public void mouseDragged(MouseEvent e) {
mx = e.getX() - 10;
my = e.getY() - 10;
mouseDragged = true;
e.consume();
}
#Override
public void mouseMoved(MouseEvent e) {
mx = e.getX();
my = e.getY();
mouseDragged = false;
e.consume();
}
}
Also there are lot of videos on you tube. I will post the link as well. Check this youtube channel : http://www.youtube.com/watch?v=PopdTUzizDA

Related

java, rotate BufferedImage with mouse angle

I have been searching all over the internet for a simple way to just rotate a sprite following an angle.
The objective is to have a weapon sprite following the mouse by rotating at the centre of the screen (Top-down shooter in Java). I have tried different things:
NB: The render(Graphics g) function is inside my Gun.java class and uses g, the Graphics element I use to paint on the canvas of the game. The image is the BufferedImage containing the original sprite. And reticle.getAngle() is giving the angle made by the mouse considering the centre of the screen as the origin of the frame.
Attempt 1
public void render(Graphics g) {
// create a new BufferedImage with the image of the gun on it
BufferedImage rotatedImage = new BufferedImage(image.getWidth(), image.getHeight(),
BufferedImage.TYPE_INT_ARGB);
Graphics gRotatedImage = rotatedImage.getGraphics();
gRotatedImage.drawImage(image, 0, 0, null);
// rotate this gun image in the direction of shoot
private AffineTransform at = new AffineTransform();
at.rotate(reticle.getAngle() + Math.PI,
rotatedImage.getWidth()/2, rotatedImage.getHeight()/2);
AffineTransformOp op = new AffineTransformOp(at, AffineTransformOp.TYPE_BILINEAR);
rotatedImage = op.filter(rotatedImage, null);
// finally display the rotated version of the gun image
g.drawImage(rotatedImage,
(int)(handler.getDisplay().getWidth()/2 - rotatedImage.getWidth()/2),
(int)(handler.getDisplay().getHeight()/2 - rotatedImage.getHeight()/2),
rotatedImage.getWidth(), rotatedImage.getHeight(), null);
}
With this solution, from java2s.com, I end up with the sprite being displayed at the centre and rotating but more like a helicopter... It keeps rotating not following the mouse.
I also tested all the solutions from the related StackOverflow question. This time, I get the weapon being displayed at the top left corner following the mouse, but I can't find a way to place it at the centre of the screen. I tried translations but then the sprite image rotates considering the top left corner as the centre.
Attempt 2
public void render(Graphics g) {
Graphics2D g2d = (Graphics2D) g.create();
double rotation = 0f;
int width = image.getWidth() - 1;
int height = image.getHeight() - 1;
rotation = reticle.getAngle();
rotation = Math.toDegrees(rotation) + 180;
g2d.rotate(Math.toRadians(rotation), width / 2, height / 2);
// g2d.translate(handler.getDisplay().getWidth()/2, handler.getDisplay().getHeight()/2);
g2d.drawImage(image, 0, 0, null);
int x = width / 2;
int y = height / 2;
g2d.setStroke(new BasicStroke(3));
g2d.setColor(Color.RED);
g2d.drawLine(x, y, x, y - height / 4);
g2d.dispose();
}
I just would like to rotate my sprite every tick of the game by the angle provided by reticle.getAngle() which I know is good. I feel really lost on how to use Graphics2D or AffineTransform to perform rotation. Can someone provide an example on how to rotate a sprite following the mouse and then display it at the centre of the screen?
What is the best way to rotate an image which we then want to display at the centre of the screen?
I don't know if this helps, but I wrote this example program, which has a rectangle (works the same as an image really...) at the center of the screen which rotates following your mouse. The important stuff is in the paintComponent method, pretty much everything else is setup.
package main;
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.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class GPanel extends JPanel{
private int width, height;
private Timer timer;
private int mouseX, mouseY;
public static void main(String[] args) {
JFrame f = new JFrame();
GPanel gp = new GPanel(400, 400);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(gp,BorderLayout.CENTER);
f.pack();
f.setVisible(true);
}
public GPanel(int width, int height) {
mouseX = 0;
mouseY = 0;
this.width = width;
this.height = height;
this.setPreferredSize(new Dimension(width, height));
timer = new Timer(17 , new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
// TO DO
repaint();
}
});
addMouseMotionListener();
timer.start();
}
#Override
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D)g;
g.setColor(new Color(255, 255, 255));
g2.fillRect(0, 0, width, height);
g2.setColor(new Color(0, 0, 0));
g2.translate(width / 2, height / 2);
double x = mouseX - width / 2d;
double y = mouseY - height / 2d;
double theta = Math.atan2(x, y);
g2.rotate(-theta);
g2.translate(-20, 0);
g2.fillRect(0, 0, 40, 100);
}
private void addMouseMotionListener() {
this.addMouseMotionListener(new MouseAdapter() {
#Override
public void mouseMoved(MouseEvent e) {
mouseX = e.getX();
mouseY = e.getY();
}
#Override
public void mouseDragged(MouseEvent e) {
if(SwingUtilities.isLeftMouseButton(e)) {
//TO DO
} else if(SwingUtilities.isRightMouseButton(e)) {
}
repaint();
}
});
}
}
What I would do is create an affine transformation for the sprite. I imagine a sprite, img should be at (cx, cy) and the angle it is rotated should be theta.
Graphics2D g2d = (Graphics2D)g;
AffineTransform at = new AffineTransform();
//translate the center to be at cx, cy.
at.translate(cx - img.getWidth()/2.0, cy - img.getHeight()/2.0);
//rotate about the center of the sprite.
at.rotate(theta, img.getWidth()/2.0, img.getHeight()/2.0);
g2d.drawImage(img, at, this);
I tested it out with this example, where you can click on the JPanel and center the sprite. The sprite follows the mouse cursor around when you move it.
import javax.swing.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.awt.geom.*;
public class RotateArrow{
int cx = 0;
int cy = 0;
double theta = 0;
public void startGui(){
JFrame frame = new JFrame("arrow");
BufferedImage img = new BufferedImage(64, 64, BufferedImage.TYPE_INT_ARGB);
Graphics g = img.getGraphics();
g.setColor(Color.RED);
g.drawLine(0, 32, 64, 32);
g.drawLine(48, 0, 48, 64);
g.dispose();
JPanel panel = new JPanel(){
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2d = (Graphics2D)g;
AffineTransform at = new AffineTransform();
//rotate about center of image.
at.translate(cx - img.getWidth()/2.0, cy - img.getHeight()/2.0);
at.rotate(theta, img.getWidth()/2.0, img.getHeight()/2.0);
g2d.drawImage(img, at, this);
}
};
panel.addMouseListener( new MouseAdapter(){
#Override
public void mousePressed(MouseEvent evt){
cx = evt.getX();
cy = evt.getY();
panel.repaint();
}
} );
panel.addMouseMotionListener( new MouseAdapter(){
#Override
public void mouseMoved(MouseEvent evt){
double dx = evt.getX() - cx;
double dy = evt.getY() - cy;
if(dx != 0 || cy != 0){
theta = Math.atan2(dy, dx);
panel.repaint();
}
}
} );
frame.setContentPane(panel);
frame.setSize(512, 512);
frame.setVisible(true);
}
public static void main(String[] args){
EventQueue.invokeLater( ()->new RotateArrow().startGui() );
}
}

Drawing circle at centre of JFrame doesn't update after `repaint()`

I am writing a program which involves creating a JFrame and drawing a circle inside it using drawOval() from the Graphics class. I have reached a problem where I am trying to create a point at the centre of the JFrame, and then draw my circle with this pont being the x and y coordinates of the circle. Here is my code so far:
import java.awt.Graphics;
import javax.swing.JFrame;
import java.awt.event.*;
import java.awt.geom.Point2D;
import java.awt.Point;
class MouseJFrameMotion extends JFrame implements MouseMotionListener{
int circleXcenter;
int circleYcenter;
int circleRadius = 50;
boolean show = false;
public MouseJFrameMotion(){
addMouseMotionListener(this);
}
public void paint(Graphics g){
super.paint(g);
if(show){
g.drawOval(circleXcenter,circleYcenter, circleRadius*2,circleRadius*2);
}
}
public void mouseDragged(MouseEvent e){
}
Point frameCenter = new Point((this.getWidth()/2), (this.getHeight()/2));
public void mouseMoved(MouseEvent e){
int xLocation = e.getX();
int yLocation = e.getY();
show = true;
circleXcenter = (int) frameCenter.getX();
circleYcenter = (int) frameCenter.getY();
repaint();
}
}
public class GrowingCircle {
public static void main(String[] args) {
MouseJFrameMotion myMouseJFrame = new MouseJFrameMotion();
myMouseJFrame.setSize(500, 500);
myMouseJFrame.setVisible(true);
}
}
As you can see in the main() function, I set the size of the JFrame to 500x500. However, when the circle is drawn, it's x and y coordinates are (0,0) when I expect them to be (250, 250) based on Point frameCenter after repaint() is called. Where am I going wrong?
So two things...
Don't override paint of JFrame, there a JRootPane, contentPane and other components between the user and the frames surface which can interfere with the painting. Instead, use a JPanel and override its paintComponent method
At the time Point frameCenter = new Point((this.getWidth()/2), (this.getHeight()/2)); is evaluated, the frame's size is 0x0, you need to reevaluate the frameCenter before you paint the circle. When you do this will depend on how dynamic you want the change to be
I think you need both repaint() and revalidate() method
When you are constructing the class MouseJFrameMotion, the variable frameCenter is defined and set width and height 0 and it will never change. So what you can do is to calculate the frame center when you are drawing.
public void mouseMoved(MouseEvent e) {
int xLocation = e.getX();
int yLocation = e.getY();
show = true;
Point frameCenter = new Point((this.getWidth() / 2), (this.getHeight() / 2));
circleXcenter = (int) frameCenter.getX();
circleYcenter = (int) frameCenter.getY();
repaint();
}

Difficulty Implementing mousePressed and mouseReleased

I've been trying to use mousePressed and mouseReleased but to no avail. The purpose of this program is to obtain an initial coordinate for the center of a circle from the mousepressed and to use the mousereleased to determine the radius of this circle. For some reason, I can't get the ball to repaint such that its center is the same position as the mousePressed(). I know that the first two parameters of the Ellipse2D object determine top-left corner of the ellipse, so if the radius length is subtracted from the x coordinate and the radius length is added to the y coordinate, shouldn't the ball appear at the first mouse click? I'm having difficulty understanding why it won't construct where I want it to.
Edit 1: Reformatted program for readability, made program compilable.
Here is the relevant portion of my program...
Main Class
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Main{
public static void main(String[] args){
CircleComponent component = new CircleComponent();
JFrame frame = new JFrame("Bouncing Ball");
class mousePressedListener implements MouseListener
{
int x1, y1, x2, y2;
public void mouseClicked(MouseEvent e) { }
#Override
public void mouseEntered(MouseEvent e) { }
#Override
public void mouseExited(MouseEvent e) { }
public void mousePressed(MouseEvent e) {
x1 = e.getX();
y1 = e.getY();
System.out.println(x1+ "|x1");
System.out.println(y1+ "|y1");
}
public void mouseReleased(MouseEvent e){
x2 = e.getX();
y2 = e.getY();
System.out.println(x2 + "|x2");
System.out.println(y2 + "|y2");
frame.getHeight();
frame.getWidth();
component.moveBall(frame.getHeight(), frame.getWidth(), x1, y1, x2, y2);
}
}
class timeListener implements ActionListener{
public void actionPerformed(ActionEvent event)
{
frame.getHeight();
frame.getWidth();
component.moveBall(frame.getWidth(), frame.getHeight());
}
}
frame.add(component); //adds the ball to frame
frame.setVisible(true);
frame.setSize(500,500);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//creates square panel with specific size and the default exit
ActionListener listener = new timeListener();
Timer timer = new Timer(500, listener);
timer.start();
frame.addMouseListener(new mousePressedListener());
}
}
CircleComponent Class
import javax.swing.JPanel;
import javax.swing.Timer;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.geom.Ellipse2D;
import javax.swing.JComponent;
import java.awt.Color;
public class CircleComponent extends JComponent{
private int x, y, a, b;
int radius = 50;
private Color color = Color.WHITE;
private int dx = 1, dy = 1;//initializes the speed of the ball
public void paintComponent(Graphics g){
Graphics2D g2 = (Graphics2D) g;
g2.setColor(color);
Ellipse2D ball = new Ellipse2D.Double(x, y, 2*radius, 2*radius);
g2.fill(ball);
}
public void moveBall(int inWidth, int inHeight){
if(x<0 || x>inWidth-65){
dx = -dx;
}
if(y<0 || y>inHeight-150) {
dy = -dy;
}
x = x + dx;
y = y + dy;
repaint();
}
public void moveBall(int inWidth, int inHeight, int x1, int y1, int x2, int y2){
double r = (double) (Math.pow((x1-x2),2) + Math.pow((y1-y2),2));
radius = (int) Math.sqrt(r);
System.out.println(radius+"|radius");
if(x<0 || x>inWidth-65){
dx = -dx;
}
if(y<0 || y>inHeight-150) {
dy = -dy;
}
x = x1-radius;
y = y1+radius;
x = x + dx;
y = y + dy;
System.out.println(x+"X"+y+"Y");
repaint();
}
}
A MouseListener needs to be added to a viable GUI component for its magic to work, and you never seem to add your MouseListener to anything. You need to call .addMouseListener(...) on your CircleComponent object and pass in your created MouseListener.
As an aside, your code as formatted is very difficult to read. Please consider editing your post and fixing your indentation style so that it is uniform and consistent. I usually avoid using tabs for indenting (forum software often doesn't play well with tabs) and indent each code block 4 spaces.
Edit
Other suggestions:
Again, add the MouseListener to the CircleComponent instance, what you name "component".
I'd not make the MouseListener an inner class, but rather make it its own stand alone class.
You don't need a reference to the JFrame in the MouseListener, only the CircleComponent instance, which you can get by passing in a reference into the MouseListener's constructor, or by calling (CircleComponent) e.getSource()
In the MouseListener get the CircleComponent's width and height.
You will need to call the super's method inside of your paintComponent override.
Your calculations are off and you will need to debug these.

How to draw part of a large BufferedImage?

I have a 10000x10000 BufferedImage and I'm looking to draw only part of it to a Canvas, is there a way to do this using args such as:
x, y, width, height ?
So for example, drawImage(img, x, y, width, height) would draw a rectangle from the image starting at (x, y) and having (width, height) as the dimensions?
EDIT:
I'm going to re- word this question:
I have a 10000x10000 image and I only want to display a portion of it on the screen, the problem with just offsetting it by x and y is that this still causes lag as the entire image is being rendered, just most of it off canvas. How can I basically make it so that the entire image is rendered but I can scroll around it without causing the canvas to lag?
I have a 10000x10000 BufferedImage and I'm looking to draw only part
of it to a Canvas, is there a way to do this using args such as:
Don't use canvas for custom painting in java. use JComponent or JPanel instead. It has a nice function paintComponent(Graphics g), override it and paint your image inside with g.drawImage(x, y, width, height, observer);
Swing graphics has Graphics.clipRect(int x, int y, int width, int height) to bound the area rectangle to which you wish to draw prior to drawing the image.
Edit (In response to your edited question):
First approach is to use BufferedImage..getSubimage(x, y, width, height) to get a sub image with specified rectangle region. It is faster.
BufferedImage img = ImageIO.read(new File("file"));
img = img.getSubimage(50, 50, 500, 500); // 500 x 500
This function will give you a new image cropped with the rectangle(x, y, width, height) of your original image you specified. Use the returned image to draw on your component.
Tutorial resource: Clipping the Drawing Region
Demo: Demonstrating clipping Image with Animation:
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import java.util.*;
import java.util.logging.*;
import javax.imageio.ImageIO;
import javax.swing.*;
import javax.swing.Timer;
class MyCanvas extends JPanel implements ActionListener
{
public BufferedImage buffImg;
public Rectangle rectangle;
Random random;
long lastTimeChanged;
int dirX = 1, dirY = 1;
volatile static boolean imageLoading = true;
public MyCanvas() {
random = new Random();
rectangle = new Rectangle(50, 50, 250, 250);
lastTimeChanged = System.currentTimeMillis();
setBackground(Color.WHITE);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if(imageLoading)
{
showWaitForLoading(g);
return;
}
g.clipRect(rectangle.x, rectangle.y, rectangle.width, rectangle.height);
g.drawImage(buffImg, 0, 0, getWidth(), getHeight(), this);
}
public void showWaitForLoading(Graphics g)
{
Graphics2D g2d = (Graphics2D)g.create();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setColor(Color.DARK_GRAY);
g2d.fillRoundRect(getWidth()/2-100, getHeight()/2-15, 200, 30, 30, 30);
g2d.setColor(Color.WHITE);
g2d.drawString("Loading image...", getWidth()/2 - 45, getHeight()/2 + 3 );
g2d.dispose();
}
#Override
public void actionPerformed(ActionEvent e) {
long endTime = System.currentTimeMillis();
if(endTime - lastTimeChanged > 500)
{
dirX = random.nextInt(2) == 0 ? -1 : 1;
dirY = random.nextInt(2) == 0 ? -1 : 1;
lastTimeChanged = endTime;
}
if(rectangle.x < 0)dirX = 1;
else if(rectangle.x + rectangle.width > getWidth())dirX = -1;
if(rectangle.y < 0)dirY = 1;
else if(rectangle.y + rectangle.height > getHeight())dirY = -1;
rectangle.x = rectangle.x + dirX * 10;
rectangle.y = rectangle.y + dirY * 10;;
repaint();
}
}
public class CustomPainting {
public static void main(String[] args) throws IOException {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
final MyCanvas canvas = new MyCanvas();
JFrame frame = new JFrame();
frame.setSize(new Dimension(500, 500));
frame.add(canvas);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Timer timer = new Timer(200, canvas);
timer.start();
new Thread()
{
public void run()
{
try {
canvas.buffImg = ImageIO.read(new URL("http://images6.fanpop.com/image/photos/33400000/Cute-Panda-beautiful-pictures-33434826-500-500.jpg"));
MyCanvas.imageLoading = false;
} catch (IOException ex) {
Logger.getLogger(CustomPainting.class.getName()).log(Level.SEVERE, null, ex);
}
}
}.start();
}
});
}
}
You can scale or draw a part of an image using Graphics.drawImage as mentioned another answer and according to Java documentation, ImageObserver argument is not needed for BufferedImage so you can just pass null.
http://docs.oracle.com/javase/7/docs/api/java/awt/Graphics.html
However, my choice would be the clipping drawing region of image instead.
Here is an example you can try:
Graphics2D g = BufferedImage.getGraphics;
g.setClip(x, y, width, height);
g.drawImage(sx, sy, x - sx, y - sy, null );
Yes there is: drawImage(Image img, int x, int y, int width, int height, ImageObserver observer)

2D Game camera logic

I'm trying to implement a camera for a 2D game that I'm making... The goal will to have the cam keep the player in the center and the sprites relative to the camera.
To get the hang of normalocity's post, I tried starting off simple by making a Camera Test project, where I'd simulate a camera by drawing a sprite to a JPanel, and moving a "camera" object (which is the JPanel) around and setting the sprite's x,y relative to that.
The Camera, as I said, is the JPanel... and I've added a "world", which is a class with an x,y of 0,0, and w=1000, h=1000. I've included the sprite's location relative to the world as well as the camera. When I move the camera up, the sprite moves down and the player stays in the middle as expected..
But if I keep pressing down, the sprite seems to keep drawing over itself.
My questions are:
Am I on the right track in implementing a camera given the code below?
Why does the sprite start to draw over itself there? It should just disappear off the viewPort/JPanel
Thanks!
Now with PaintComponent(g) added, my JPanel bg color of gray now slides off. Is this supposed to happen?
EDIT: SSCCE of my program:
Main Class:
import java.awt.Dimension;
import java.awt.Toolkit;
import javax.swing.JFrame;
#SuppressWarnings("serial")
public class MainSSCCE extends JFrame {
static MainSSCCE runMe;
public MainSSCCE() {
JFrame f = new JFrame("Camera Test");
CameraSSCCE cam = new CameraSSCCE(0, 0, 500, 500);
f.add(cam);
f.setSize(cam.getWidth(), cam.getHeight());
f.setVisible(true);
f.setResizable(false);
f.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
Dimension screensize = Toolkit.getDefaultToolkit().getScreenSize();
f.setLocation( (screensize.width - f.getWidth())/2,
(screensize.height - f.getHeight())/2-100 );
}
public static void main(String[] args) {
runMe = new MainSSCCE();
}
}
Camera Class:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JPanel;
//Camera is the JPanel that will draw all objects... each object location will be in relation to the World
public class CameraSSCCE extends JPanel implements KeyListener {
//add world to camera...
private static final long serialVersionUID = 1L;
private int camX, camY, camH, camW;
private SpriteSSCCE sprite;
private PlayerSSCCE player;
private WorldSSCCE world;
public CameraSSCCE(int x, int y, int w, int h) {
camX = x;
camY = y;
camW = w;
camH = h;
sprite = new SpriteSSCCE(this, 300, 300, 20, 20);
player = new PlayerSSCCE(this, camW/2, camH/2, 25, 40);
world = new WorldSSCCE(this, 0, 0, 1000, 1000);
addKeyListener(this);
setFocusable(true);
}
public int getWidth() {
return camW;
}
public int getHeight() {
return camH;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
//cam is 500 x 500
g.setColor(Color.gray);
g.fillRect(camX, camY, camW, camH);
//draw sprite at JPanel location if in camera sight
if (((sprite.getX()-camX) >= camX) && ((sprite.getX()-camX) <= (camX+camW)) && ((sprite.getY()-camY) >= camY) && ((sprite.getY()-camY) <= (camY+camH))) {
g.setColor(Color.green);
g.fillRect(sprite.getX()-camX, sprite.getY()-camY, 20, 20);
//Cam Sprite Location
g.setColor(Color.white);
g.drawString("Camera Sprite Location: (" + (sprite.getX()-camX) + ", " + (sprite.getY()-camY) + ")", sprite.getX()-camX, sprite.getY()-camY);
}
//Player location (center of Camera... Camera follows player)
g.setColor(Color.cyan);
g.fillRect(player.getX()-player.getWidth(), player.getY()-player.getWidth(), player.getWidth(), player.getHeight());
g.setColor(Color.white);
//World Sprite Location
g.drawString("World Sprite Location: (" + sprite.getX() + ", " + sprite.getY() + ")", sprite.getX(), sprite.getY());
//Cam Player Location
g.drawString("Cam Player Location: (" + (camW/2-player.getWidth()) + ", " + (camH/2-player.getHeight()) + ")", camW/2-player.getWidth(), camH/2-player.getHeight());
}
public void keyPressed(KeyEvent e) {
//move camera right in relation to World
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
camX+=5;
}
//move camera left in relation to World
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
camX-=5;
}
//move camera up in relation to World
if (e.getKeyCode() == KeyEvent.VK_UP) {
camY-=5;
}
//move camera down in relation to World
if (e.getKeyCode() == KeyEvent.VK_DOWN) {
camY+=5;
}
repaint();
}
public void keyReleased(KeyEvent e) {}
public void keyTyped(KeyEvent e) {}
}
World Class:
public class WorldSSCCE {
private int x, y, w, h;
private CameraSSCCE camera;
public WorldSSCCE(CameraSSCCE cam, int x, int y, int w, int h) {
camera = cam;
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
public int getX() {
return this.x;
}
public int getY() {
return this.y;
}
public int getWidth() {
return this.w;
}
public int getHeight() {
return this.h;
}
}
Player Class:
import java.awt.Dimension;
public class PlayerSSCCE {
private int x, y, w, h;
private CameraSSCCE cam;
public PlayerSSCCE(CameraSSCCE cm, int x, int y, int w, int h) {
cam = cm;
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
public int getX() {
return this.x;
}
public int getY() {
return this.y;
}
public int getWidth() {
return this.w;
}
public int getHeight() {
return this.h;
}
public void setX(int val) {
this.x += val;
}
public void setY(int val) {
this.y += val;
}
}
Sprite Class:
import java.awt.Color;
import java.awt.Graphics;
public class SpriteSSCCE {
private int xLoc, yLoc, width, height;
private CameraSSCCE world;
public SpriteSSCCE(CameraSSCCE wld, int x, int y, int w, int h) {
xLoc = x;
yLoc = y;
width = w;
height = h;
world = wld;
}
public int getX() {
return xLoc;
}
public int getY() {
return yLoc;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public void paintComponent(Graphics g) {
g.setColor(Color.green);
g.fillRect(xLoc, yLoc, width, height);
}
}
1) You have not honored the paint chain by calling super.paintComponent(g) in paintComponent(..):
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
//do drawing here
}
As per Java docs:
protected void paintComponent(Graphics g)
Further, if you do not invoker super's implementation you must honor
the opaque property, that is if this component is opaque, you must
completely fill in the background in a non-opaque color. If you do not
honor the opaque property you will likely see visual artifacts.
2) Also notice the #Override annotation I added and the fact that I changed public modifier to protected as thats what the access level is defined as in the implementation class which we should keep unless for a specific reason.
3) Also Swing uses Keybindings have a read on How to Use Key Bindings
4) Also have a read on Concurrency in Swing specifically on The Event Dispatch Thread which dictates all swing components be created on EDT via SwingUtillities.invokeXXX(..) block:
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
//create and manipulate swing components here
}
});
5) You extend the JFrame class and create an instance, this is not what you want rather remove the extends JFrame from the class declaration:
public class MainSSCCE extends JFrame { //<-- Remove extends JFrame
public MainSSCCE() {
JFrame f = new JFrame("Camera Test");//<-- instance is created here
}
}
Your world is a virtual area larger than the screen (or your jpanel for what matters). All objects' positions are relative to the world. Let's call them absolute coordinates.
Your camera is a small rectangular portion of the world (your panel). By moving it you see different world portions. If you could move the camera like in the post you link to, then at some point you would not be able to see neither the player nor the other sprite.
Since your goal is to keep the player centered on the screen what does this mean for our world? This means that the player and the camera are moving together in relation to the world.
Given the above it does not make sense to draw a camera sprite as in your first screenshot. The camera sprite should be either invisible or it should be drawn in the same position with the player sprite. Nor it makes sense to change the camera's absolute coordinates without changing the player's. Those two are moving together. (take this into account in your keyPressed() methods)
Now when you are drawing, you are drawing from the camera's point of view (or in other words in the camera's coordinate system). From that point of view, the camera always see a rectangle of (0, 0, cameraWidth, cameraHeight). That's what you should use when clearing the area with gray color. This will fix your moving background issue. Since camera and player always have the same absolute coordinates the player will always be in the same place (this is what we want). The rest of the sprites will be seen relative to camera.
For each one of them you translate them in the camera's coordinate system when you do (sprite.x - cam.x) and (sprite.y - cam.y). Since they are translated, you only need to check if they are inside the camera's rectangle (0, 0, cameraWidth, cameraHeight). If they are you go ahead and draw them. If not ignore them.
I hope that helps
Note: cameraWidth, cameraHeight are your jpanel's dimensions

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