Add Image to Button GUI Java - java

Okay I have tried different ways but I can not get the button to change into an image. I know the file source is right because when I upload it as just an image it works fine. Here's my code:
ImageIcon start = new ImageIcon("start.png");
button = new JButton (start);
add(button);
My whole code
import java.awt.AWTException;
import java.awt.FlowLayout;
import java.awt.Rectangle;
import java.awt.Robot;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.InputEvent;
import java.awt.image.BufferedImage;
import java.awt.image.DataBuffer;
import java.awt.image.DataBufferInt;
import java.awt.image.WritableRaster;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JOptionPane;
public class UnfollowGUI extends JFrame{
private JLabel label;
private JButton button;
private ImageIcon bgi;
private JLabel bgl;
public static Rectangle gameSquare;
public static boolean rock = true;
public static boolean runningMine = true;
public static int stray = 0;
public static int strayCount = 0;
public static void main(String[] args) {
UnfollowGUI gui = new UnfollowGUI ();
gui.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // when click x close program
//gui.setSize(886, 266);
gui.pack();
gui.setVisible(true);
gui.setTitle("Solid Cloud Inc - Twitter Unfolower");
}
public UnfollowGUI(){
setLayout(new FlowLayout());
bgi = new ImageIcon(getClass().getResource("tu.png"));
bgl = new JLabel (bgi);
add(bgl);
ImageIcon start = new ImageIcon("start.png");
button = new JButton (start);
add(button);
label = new JLabel ("");
add(label);
Events e = new Events();
button.addActionListener(e);
}
public class Events implements ActionListener {
public void actionPerformed(ActionEvent e) {
if (e.getSource() == button) {
label.setText("Searching");
try {
Unfollow();
} catch (InterruptedException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
}
}
}
}
public static void Unfollow() throws InterruptedException{
if (rock==true){
runningMine = true;
}
if (strayCount >=2){
runningMine = false;
stray = 90000000;
JOptionPane.showMessageDialog(null, "Program Ended");
System.out.println("Program ended");
}
//System.out.println("look iron start");
try {
Robot robot = new Robot();
while(runningMine == true){
//while (rock == true)
//System.out.println("searching");
gameSquare = new Rectangle(Toolkit.getDefaultToolkit().getScreenSize()); //== game square
BufferedImage img = robot.createScreenCapture(gameSquare);
WritableRaster r = img.getRaster();
DataBuffer db = r.getDataBuffer();
DataBufferInt dbi = (DataBufferInt)db;
int[] data = dbi.getData();
for (int x_scale = 0; x_scale < gameSquare.width; x_scale += 1) {
for(int y_scale = 0; y_scale < gameSquare.height; y_scale += 1) {
int rgb = data[x_scale + gameSquare.width * y_scale];
if (stray < 10000000){ // 2 sec
if ( rgb == -15817767){ //finds unfollow
if (runningMine == true){
runningMine = false;
stray = 0;
int xRock = gameSquare.x + x_scale; // sets the x and y of the point
int yRock = gameSquare.y + y_scale;
robot.mouseMove(xRock, yRock);
robot.mousePress(InputEvent.BUTTON1_MASK);
robot.mouseRelease(InputEvent.BUTTON1_MASK);
Thread.sleep(800);
strayCount = 0;
Unfollow();
//System.out.println("clicked on Rock");
}
}
else{
stray ++;
//lookIron();
}
}
else if ((stray>=10000000)&&(stray <20000000)){
//skillScreen();
//System.out.println("no unfollow buttons");
robot.mouseMove(1359, 704);
Thread.sleep(500);
robot.mousePress(InputEvent.BUTTON1_MASK);
robot.mouseRelease(InputEvent.BUTTON1_MASK);
Thread.sleep(1000);
stray = 0;
strayCount ++;
Unfollow();
}
}
}
}
}
catch(AWTException e) {
e.printStackTrace();
}
}
}

I would get the button's ImageIcon the same way that you get the Icon for the JLabel. So rather than
ImageIcon start = new ImageIcon("start.png");
You'd do:
ImageIcon start = new ImageIcon(getClass().getResource("start.png"));
button = new JButton (start);
Assuming that the start.png image is located with the class files, same as the tu.png image.
This bit of code worries me:
try {
Robot robot = new Robot();
while(runningMine == true){
//....
}
As it looks like it will tie up the Swing Event Dispatch Thread (or EDT), freezing your application. Should that code be run in a background thread such as with a SwingWorker?

Make the picture size smaller i.e equal to the size of your button and you'll get the image on your button.
Hope that It will helps.

Related

Need help for moving JLabel in GridLayout

I'm trying to move a robot represented by a JLabel into a GridLayout. The move is made but the display of the JLabel is only done for the final finishing square. I would like to see the move from box to box. I try to use javax.swing.Timer but it's not working.
import java.awt.Color;
import java.awt.Component;
import java.awt.LayoutManager;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.io.Serializable;
import java.util.Vector;
import javax.swing.ImageIcon;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.LayoutStyle;
import javax.swing.Timer;
// Robot
public class Robot extends Case implements Serializable {
private ImageIcon imageRobot;
private Color couleur;
public Robot () {
imageRobot = new ImageIcon("./assets/balle.png");
setIcon(imageRobot);
}
public void seDeplacer (JPanel panel) {
Robot currentRoot = this;
int delay = 1000; //milliseconds
ActionListener taskPerformer = new ActionListener() {
public void actionPerformed(ActionEvent evt) {
for (int i=0; i<5; i++) {
panel.remove(panel.getComponent(i));
panel.add(currentRoot, i);
panel.doLayout();
}
}
};
new Timer(delay, taskPerformer).start();
}
public void detruire () {
}
public void setCouleur (Color couleur) {
this.couleur=couleur;
}
public Color getCouleur () {
return this.couleur;
}
}
This block
public void seDeplacer (JPanel panel) {
Robot currentRoot = this;
int delay = 1000; //milliseconds
ActionListener taskPerformer = new ActionListener() {
public void actionPerformed(ActionEvent evt) {
for (int i=0; i<5; i++) {
panel.remove(panel.getComponent(i));
panel.add(currentRoot, i);
panel.doLayout();
}
}
};
new Timer(delay, taskPerformer).start();
says literally "move my robot 5 times every second" thus robots moves 5 in blink of an eye every second.
What you wat is to move robot 1 time every second. To do that you need to introduce delay between robot moves.
You & the current commentators are over (or under - shrugs) thinking this. It is not necessary to add or remove components or change Z order to move the robot, just change the label text of the place moved from " " and the new label text to `"🤖".
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.border.EmptyBorder;
public class MovingBot {
private JComponent ui = null;
String bot = new String(Character.toChars(129302));
Font font;
JLabel[] labels = new JLabel[100];
MovingBot() {
initUI();
}
public void initUI() {
if (ui!=null) return;
Font[] fonts = GraphicsEnvironment.
getLocalGraphicsEnvironment().getAllFonts();
for (Font font : fonts) {
if (font.canDisplay(129302)) {
this.font = font.deriveFont(20f);
}
}
ui = new JPanel(new GridLayout(0,20,2,2));
ui.setBorder(new EmptyBorder(4,4,4,4));
for (int ii=0; ii<labels.length; ii++) {
JLabel l = new JLabel(" ");
l.setFont(font);
ui.add(l);
labels[ii] = l;
}
labels[0].setText(bot);
ActionListener moveListener = new ActionListener() {
int count = 0;
#Override
public void actionPerformed(ActionEvent e) {
int indexLast = count%100;
labels[indexLast].setText(" ");
count++;
int indexCurrent = count%100;
labels[indexCurrent].setText(bot);
}
};
Timer timer = new Timer(50, moveListener);
timer.start();
}
public JComponent getUI() {
return ui;
}
public static void main(String[] args) {
Runnable r = new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (Exception useDefault) {
}
MovingBot o = new MovingBot();
JFrame f = new JFrame(o.getClass().getSimpleName());
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setLocationByPlatform(true);
f.setContentPane(o.getUI());
f.pack();
f.setMinimumSize(f.getSize());
f.setVisible(true);
}
};
SwingUtilities.invokeLater(r);
}
}

Swing GUI Animation Flicker When Moving JLabel Using AbsoluteLayout

I want to make a JLabel containing an icon movable by using mouseDrag event. It works fine when using default layout but when I use AbsoluteLayout by specifying a null LayoutManager animation flickers very badly. Here is the code.
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionAdapter;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
public class Example
{
private static int pX, pY;
public static void main(String[] args)
{
ImageIcon myIcon = new ImageIcon("C:\\Users\\User\\Desktop\\x.png");
JFrame jf = new JFrame();
jf.setLayout(null);
jf.setSize(800, 800);
JLabel label = new JLabel(myIcon);
label.setSize(100, 100);
label.addMouseListener(new MouseAdapter()
{
#Override
public void mousePressed(MouseEvent arg0) {
pX = arg0.getX();
pY = arg0.getY();
}
});
label.addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseDragged(MouseEvent arg0) {
label.setLocation(label.getX() + arg0.getX() - pX, label.getY() + arg0.getY() - pY);
}
});
jf.add(label);
jf.setVisible(true);
}
}
Edit: added example code
I wrote this flickering or to say shaking method long time ago,
only single issue with this is, till time the JComponent MouseExited Listener won't get fired, your component will not flicker, also there is one more case when components are in very close location like less than 10px.
also flickering is mostly for JLabel but when you attach a JButton or JPanel kind of components it will shake it vertically or horizontally.
moreover you will also only allow the shaking on horizontal or vertical axis.
Try the below source code:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Font;
import java.awt.Point;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.Iterator;
import javax.swing.JButton;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.SwingConstants;
import javax.swing.SwingUtilities;
//Sometimes due to the Cursor contains the bounds of component
//and don't leave the component so the MouseExited event not fired
//which leads to the component not flickering issue
public class FlickerExample {
private static boolean flickerVertical = false;
private static boolean mouseEntered = false;
private static boolean isThreadBusy = false;
private static ArrayList<String>
compAbsoluteFixedFlagHashAddresses = new ArrayList<String>();
public static void main(String[] args) {
JLabel openLabel = new JLabel("click button to open", SwingConstants.CENTER);
openLabel.setForeground(Color.BLACK);
openLabel.setFont(new Font("Dialog", Font.BOLD, 22));
openLabel.setSize(80, 30);
flickerComponent(openLabel, false, false);
JButton openButton = new JButton("click me to open");
openButton.setFocusPainted(false);
openButton.setSize(80, 30);
openButton.setFont(openLabel.getFont());
flickerComponent(openButton, false, false);
JFrame frame = new JFrame();
frame.setTitle("Flicker JComponent");
frame.getContentPane().setLayout(new BorderLayout());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setBounds(500, 250, 300, 200);
frame.getContentPane().add(openLabel, BorderLayout.PAGE_START);
frame.getContentPane().add(openButton, BorderLayout.PAGE_END);
frame.setVisible(true);
}
public static void moveComponent(final JComponent comp, final Point p) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
comp.setLocation(p);
}
});
}
public static void setVertical(boolean bool){
flickerVertical = bool;
}
public static void flickerComponent(final JComponent comp){
flickerComponent(comp, false, false);
}
public synchronized static void flickerComponent(final JComponent comp, boolean absoluteFixedFlag, boolean requiredFlag){
if(absoluteFixedFlag){
flickerVertical = requiredFlag;
compAbsoluteFixedFlagHashAddresses.add(String.valueOf(comp.hashCode()) + ":" + String.valueOf(requiredFlag));
}
comp.addMouseListener(new MouseAdapter(){
#Override
public void mouseEntered(MouseEvent evt){
//System.out.println("mouse entered for flickering...");
if(!mouseEntered && !isThreadBusy){
isThreadBusy = true;
mouseEntered = true;
new Thread(new Runnable(){
public void run(){
try{
short min = 0, max = 0;
byte delay = 7;
Font tempFont = null;
final Point loc = comp.getLocation();
if(compAbsoluteFixedFlagHashAddresses.size()>0){
Iterator<String> itr = compAbsoluteFixedFlagHashAddresses.iterator();
String hc = String.valueOf(comp.hashCode());
loop:
while(itr.hasNext()){
String str = itr.next();
if(str.indexOf(hc) != -1){
flickerVertical = new Boolean(str.substring(str.indexOf(":")+1));
break loop;
}
}
itr = null;
}
if(comp instanceof JLabel){
tempFont = ((JLabel)comp).getFont();
((JLabel)comp).setFont(new Font(tempFont.getFamily(), tempFont.getStyle(), tempFont.getSize()+5));
}
if(flickerVertical){
min = (short) (loc.y - 4);
max = (short) (loc.y + 4);
if(comp instanceof JLabel)
((JLabel)comp).setVerticalTextPosition(SwingConstants.BOTTOM);
while(comp.getLocation().y != min){
moveComponent(comp, new Point(loc.x, comp.getY()-2));
Thread.sleep(delay);
}
if(comp instanceof JLabel)
((JLabel)comp).setVerticalTextPosition(SwingConstants.TOP);
delay = 3;
while(comp.getLocation().y != max){
moveComponent(comp, new Point(loc.x, comp.getY()+2));
Thread.sleep(delay);
}
if(comp instanceof JLabel)
((JLabel)comp).setVerticalTextPosition(SwingConstants.BOTTOM);
delay = 5;
while(comp.getLocation().y != loc.y){
moveComponent(comp, new Point(loc.x, comp.getY()-2));
Thread.sleep(delay);
}
if(comp instanceof JLabel)
((JLabel)comp).setVerticalTextPosition(SwingConstants.CENTER);
}else{
min = (short) (loc.x - 4);
max = (short) (loc.x + 4);
if(comp instanceof JLabel)
((JLabel)comp).setHorizontalTextPosition(SwingConstants.RIGHT);
while(comp.getLocation().x != min){
moveComponent(comp, new Point(comp.getX()-2, loc.y));
Thread.sleep(delay);
}
if(comp instanceof JLabel)
((JLabel)comp).setHorizontalTextPosition(SwingConstants.LEFT);
delay = 3;
while(comp.getLocation().x != max){
moveComponent(comp, new Point(comp.getX()+2, loc.y));
Thread.sleep(delay);
}
if(comp instanceof JLabel)
((JLabel)comp).setHorizontalTextPosition(SwingConstants.RIGHT);
delay = 5;
while(comp.getLocation().x != loc.x){
moveComponent(comp, new Point(comp.getX()-2, loc.y));
Thread.sleep(delay);
}
if(comp instanceof JLabel)
((JLabel)comp).setHorizontalTextPosition(SwingConstants.CENTER);
}
if(comp instanceof JLabel)
((JLabel)comp).setFont(tempFont);
moveComponent(comp, loc);
flickerVertical = !flickerVertical;
isThreadBusy = false;
}catch(InterruptedException ie){
ie.printStackTrace();
}
}
}).start();
}
}
#Override
public void mouseExited(MouseEvent evt){
if(!isThreadBusy)
if(mouseEntered)
mouseEntered = false;
}
});
}
}

I get a stack overflow error

I'm trying to create a program where you press start and a new JFrame comes up with 3 buttons , you have to switch the button after you click on it using a random , I'm fairly new to java so I don't know what to do. Thank you
package code;
import java.awt.FlowLayout;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.Timer;
public class StartListener implements java.awt.event.ActionListener {
private int counter;
private Game Ga;
private JFrame z;
private int x;
public StartListener(Game a, int co){
Ga=a;
counter = co;
}
public void actionPerformed(ActionEvent e) {
Timer time = new Timer(10000,new Time(Ga));
time.start();
z = new JFrame("Sequence game");
FlowLayout fl = new FlowLayout(0, 50, 40);
z.getContentPane().setLayout(fl);
z.setVisible(true);
JButton a = new JButton("A");
Font f = a.getFont();
Font myFont = f.deriveFont(Font.BOLD, f.getSize()*4);
a.setSize(200,100);
a.setVisible(true);
JButton b = new JButton("B");
b.setVisible(true);
b.setSize(200,100);
JButton c = new JButton("C");
c.setVisible(true);
c.setSize(200,100);
z.getContentPane().add(a);
z.getContentPane().add(b);
z.getContentPane().add(c);
z.pack();
Random r = new Random();
x=r.nextInt(3);
figure(a,b,c,x,myFont,f);}
public void figure(JButton a,JButton b, JButton c, int x, Font myFont,Font f){
if(x==0){
a.setEnabled(true);
b.setEnabled(false);
c.setEnabled(false);
a.setFont(myFont);
b.setFont(f);
c.setFont(f);
x =buttonA(a);
figure(a,b,c,x,myFont,f);
;}
else if(x==1){
a.setEnabled(false);
b.setEnabled(true);
c.setEnabled(false);
a.setFont(f);
c.setFont(f);
b.setFont(myFont);
x = buttonB(b);
figure(a,b,c,x,myFont,f);
}
else if(x==2){
a.setEnabled(false);
b.setEnabled(false);
c.setEnabled(true);
a.setFont(f);
b.setFont(f);
c.setFont(myFont);
x = buttonC(c);
figure(a,b,c,x,myFont,f);
}
}
public int buttonA(JButton a){
Random r = new Random();
int rand = 0;
a.addActionListener(new Something(Ga));
rand = r.nextInt(3);
return rand;
}
public int buttonB(JButton b){
Random r = new Random();
int rand = 0;
b.addActionListener(new Something(Ga));
rand=r.nextInt(3);
return rand;
}
public int buttonC(JButton c){
Random r = new Random();
int rand=0;
c.addActionListener(new Something(Ga));
rand = r.nextInt(3);
return rand;
}
}
And here's the code for Something
package code;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class Something implements ActionListener {
private Game G;
public Something(Game a){
G = a;
}
public void actionPerformed(ActionEvent e) {
// TODO Auto-generated method stub
G.increment();
}
}
Here's the error :
Exception in thread "AWT-EventQueue-0" java.lang.StackOverflowError
at java.awt.Component.enable(Unknown Source)
at java.awt.Component.setEnabled(Unknown Source)
at javax.swing.JComponent.setEnabled(Unknown Source)
at javax.swing.AbstractButton.setEnabled(Unknown Source)
Your figure method continuously calls itself recursively forever, or until stack space runs out. Solution: get rid of those recursive calls. Also you really don't want to keep adding multiple ActionListeners on to JButtons, all this suggesting that you will want to refactor and perhaps redesign the entire program.
You will want to change the state of a field in the class, and use that field's state to decide what to do within the ActionListener.
For example:
import java.awt.Dimension;
import java.awt.Font;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
#SuppressWarnings("serial")
public class SwapButtons extends JPanel {
private static final Font ACTIVE_FONT = new Font(Font.DIALOG, Font.BOLD, 15);
private static final String[] BTN_TEXT = { "Monday", "Tuesday", "Wednesday" };
private static final int EXTRA_WIDTH = 50;
private List<AbstractButton> buttonList = new ArrayList<>();
private int buttonIndex = 0;
public SwapButtons() {
setLayout(new GridLayout(1, 0, 5, 0));
BtnListener btnListener = new BtnListener();
for (int i = 0; i < BTN_TEXT.length; i++) {
JButton button = new JButton(BTN_TEXT[i]);
button.addActionListener(btnListener);
buttonList.add(button); // add to ArrayList
add(button); // add to GUI
}
setActiveButton();
setBorder(BorderFactory.createEmptyBorder(5, 5, 5, 5));
}
#Override
public Dimension getPreferredSize() {
Dimension superSz = super.getPreferredSize();
if (isPreferredSizeSet()) {
return superSz;
}
// give preferred size extra width so gui can handle larger fonts
int prefW = superSz.width + EXTRA_WIDTH;
int prefH = superSz.height;
return new Dimension(prefW, prefH);
}
private void setActiveButton() {
// iterate through buttonList, turning on the "active" button
// as determined by the buttonIndex variable
for (int i = 0; i < buttonList.size(); i++) {
if (i == buttonIndex) {
buttonList.get(i).setFont(ACTIVE_FONT);
buttonList.get(i).setEnabled(true);
} else {
buttonList.get(i).setFont(null);
buttonList.get(i).setEnabled(false);
}
}
}
private class BtnListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
// show which button pressed
System.out.println("Button Pressed: " + e.getActionCommand());
// advance button index so that next button can be activated
buttonIndex++;
// but change index to 0 if buttonList size is reached
buttonIndex %= buttonList.size();
// activate the next button:
setActiveButton();
}
}
private static void createAndShowGui() {
SwapButtons mainPanel = new SwapButtons();
JFrame frame = new JFrame("Swap Buttons");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}

Java Swing Timer and Animation: how to put it together

I am gonna re-post this questione again trying to be more precise and hoping I will get some help because this is driving me crazy. I am developing a board game with up to 6 player, each one with a different colored pawn. I have the following image that is loaded in BufferedImage arrays treating it as a sprite:
and this is the relative code, putting each face of each colored die in a position in the BufferedImage[]:
private BufferedImage[] initAnimationBuffer() {
BufferedImage[] result = new BufferedImage[36];
for (int i = 0; i < 6; i++) {
for (int j = i; j < 6 + i; j++)
result[i + j] = DieSprite.getSprite(j, i, 0);
}
return result;
}
Then each player, according to his color, wil have also the following matrix containing the faces of his color according to the obtained die value/position. In other words this matrix contains "a line" of the image and it is indexed by value:
private BufferedImage[][] initExactDieFaces() {
BufferedImage[][] result = new BufferedImage[6][1];
int row = -1;
String myColor = this.coreGame.getMyPartecipant().getColor();
if (myColor.equals(Constants.COLOR[0])) {
row = 0;
} else if (myColor.equals(Constants.COLOR[1])) {
row = 2;
} else if (myColor.equals(Constants.COLOR[2])) {
row = 4;
} else if (myColor.equals(Constants.COLOR[3])) {
row = 1;
} else if (myColor.equals(Constants.COLOR[4])) {
row = 5;
} else if (myColor.equals(Constants.COLOR[5])) {
row = 3;
}
int offset = 0;
for (int i = 0; i < 6; i++) {
result[i][0] = DieSprite.getSprite(row, i, offset);
offset += 2;
}
return result;
}
What I want is the following:
-when the "flip die" button is pressed, I want that (for example) 20 random die faces are shown (they should be taken from the first array, AnimationBuffer) in a specific JLabel inside a JPanel
-as soon as the previous animation has finished, I want that the obtained result of the launch of the die is shown (according to the color pawn, taken from ExcatDieFaces).
To get this I know that I need Swing Timer but I am not able to put it all together; here's some code of the startAnimationDie method which is called when the "flip die" button is pressed:
private void startAnimationDie(final JPanel dieContainer) {
final BufferedImage[] animationBuffer = initAnimationBuffer();
final BufferedImage[][] exactDieFaces = initExactDieFaces();
final AnimationSprite animation = new AnimationSprite(
animationBuffer, Constants.DIE_ANIMATION_SPEED);
/* getting launch value fromt the core Game */
int launchResult = coreGame.launchDie();
coreGame.getMyPartecipant().setLastLaunch(launchResult);
final Timer timer = new Timer(250, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
dieContainer.removeAll();
dieContainer.updateUI();
animation.start();
JLabel resultDie = new JLabel();
resultDie.setBounds(60, 265, Constants.DIE_SIZE,Constants.DIE_SIZE);
resultDie.setIcon(new ImageIcon(animationBuffer[new Random().nextInt(36)]));
dieContainer.add(resultDie);
dieContainer.updateUI();
updateUI();
repaint();
}
});
/* animation begins, rolling faces are shown each time the Timer ends*/
for(int i = 0; i<20; i++)
timer.start()
/* showing the final face according to the pawn color and the obtained result from the launch */
dieContainer.removeAll();
dieContainer.updateUI();
AnimationSprite resultAnimation = new AnimationSprite(exactDieFaces[launchResult - 1], 6);
resultAnimation.start();
resultAnimation.update();
resultDie.setIcon(new ImageIcon(exactDieFaces[launchResult - 1][0]));
resultDie.setBounds(60, 265, Constants.DIE_SIZE, Constants.DIE_SIZE);
dieContainer.add(resultDie);
dieContainer.updateUI();
dieContainer.repaint();
}
How can I make it work? I think I am supposed to use Swing.invokeAndWait but I cannot put together all the pieces...Can you help please?
Don't call updateUI, unless you're dealing with installing a look and feel, it's not doing what you think it is (and it's very inefficient)
Don't rebuild the UI each time, this is time consuming work, which is going to make the animation look stilled and staggered and probably flash a lot. Instead, simply update the icon property of the label
Use a single Timer, allow it to increment a counter, so you know how many times it's been called and update the die roll and counter on each tick.
Think of the Timer as a kind of loop, where on each iteration (tick), you need to do something (like increment the counter)
(Note- When it looks like the die has "stalled", it's because the image is been displayed more then once in sequence. You could over come this by placing all the images into a List and using Collections.shuffle. Do this three times, adding the result to another List should give you 24, no-repeating sequence (ok, it "might" repeat on the boundaries, but it's better then using Math.random ;))
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private BufferedImage[] dice = new BufferedImage[6];
private JLabel die;
public TestPane() {
try {
BufferedImage img = ImageIO.read(new File("/Users/swhitehead/Documents/Die.png"));
int width = 377 / 6;
for (int index = 0; index < 6; index++) {
dice[index] = img.getSubimage(width * index, 0, width, width);
}
} catch (IOException ex) {
ex.printStackTrace();
}
setLayout(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridwidth = GridBagConstraints.REMAINDER;
die = new JLabel(new ImageIcon(dice[0]));
add(die, gbc);
JButton roll = new JButton("Roll");
add(roll, gbc);
roll.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
roll.setEnabled(false);
Timer timer = new Timer(250, new ActionListener() {
private int counter;
private int lastRoll;
#Override
public void actionPerformed(ActionEvent e) {
if (counter < 20) {
counter++;
lastRoll = (int)(Math.random() * 6);
System.out.println(counter + "/" + lastRoll);
die.setIcon(new ImageIcon(dice[lastRoll]));
} else {
lastDieRollWas(lastRoll);
((Timer)e.getSource()).stop();
roll.setEnabled(true);
}
}
});
timer.start();
}
});
}
protected void lastDieRollWas(int roll) {
System.out.println("You rolled " + (roll + 1));
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
}
}

JPanel in puzzle game not updating

I have a simple puzzle game. There is an image consisting of 16 tiles (randomly placed). Images are stored in an array and when game is launched they're added to main JPanel.
Game works in this way : Each image has atributes 'place' and 'number'. 'Place' is the current place on grid (either correct or not) and 'number' is the desired place for the image. When a user clicks image their 'place' and 'number' attributes are checked. If they match nothing happens. If not game checks if any image is currently in memory. If there is none, then this image's 'place' and 'number' are stored. If there is some image in memory, then the currently clicked image's 'plac'e is checked with stored image's 'number'. When they match - their places are exchanged. This part works properly. But now, I'm calling addComponent method on my JPanel with updated images and simply nothing happens. Shouldn't the new images be added to JPanel replacing the old ones ?
package Bonus;
import javax.swing.*;
import java.util.Random;
import java.awt.event.*;
import java.awt.*;
class Puzzle extends JPanel implements ActionListener {
private int selected_nr=-1;
private int selected_pl=-1;
private boolean memory=false;
private static Img[] images;
public Puzzle(){
JFrame f = new JFrame("Smile");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(this);
f.setSize(252,252);
f.setVisible(true);
setLayout(new GridLayout(4, 4));
images = new Img[16];
int[] buttons = new int[16];
for(int i=0; i<16; i++){
buttons[i] = i;
}
int rand;
int temp;
Random random;
random = new Random(System.currentTimeMillis());
for (int i = 0; i < buttons.length; i++) {
rand = (random.nextInt() & 0x7FFFFFFF) % buttons.length;
temp = buttons[i];
buttons[i] = buttons[rand];
buttons[rand] = temp;
}
for (int i = 0; i < 16; i++) {
images[i] = new Img(i, buttons[i]);
}
addComponents(images);
}
public void addComponents(Img[] im){
this.removeAll();
for(int i=0; i<16; i++){
im[i].addActionListener(this);
im[i].setPreferredSize(new Dimension(53,53));
add(im[i]);
}
this.validate();
}
public void actionPerformed(ActionEvent e) {
Img b = (Img)(e.getSource());
int num = b.getNumber();
int pl = b.getPlace();
if(!(b.rightPlace())){
if(memory){
if(pl == selected_nr){
images[pl].setPlace(selected_pl);
images[selected_pl].setPlace(selected_nr);
selected_nr = -1;
selected_pl = -1;
memory = false;
addComponents(images);
}
else{
System.out.println("Try other image");
}
}
else{
memory = true;
selected_nr = num;
selected_pl = pl;
}
}
else{
System.out.println("OK !");
}
}
public static void main(String args[]) {
javax.swing.SwingUtilities.invokeLater(new Runnable() {
public void run() {
new Puzzle();
}
});
}
}
class Img extends JButton {
int number;
int place;
ImageIcon img;
public Img(int p, int n){
number = n;
place = p;
img = new ImageIcon("u"+number+".jpg", BorderLayout.CENTER);
setIcon(img);
}
public boolean rightPlace(){
boolean correct=false;
if(number == place){
correct = true;
}
return correct;
}
public void setPlace(int i){
place = i;
}
public int getNumber(){
return number;
}
public int getPlace(){
return place;
}
}
EDIT: Changed the code to use the answers, but still no luck. addComponents() gets updated images[] but doesn't revalidate them.
Rather than relying on precut image files, here's an example of slicing an existing image and shuffling the resulting pieces. It combines the helpful (+1) suggestions of both #Frederick and #akf.
import java.awt.EventQueue;
import java.awt.GridLayout;
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.ArrayList;
import java.util.Collections;
import java.util.List;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
public class ImageLabelPanel extends JPanel implements ActionListener {
private static final int N = 4;
private final List<JLabel> list = new ArrayList<JLabel>();
private final Timer timer = new Timer(1000, this);
ImageLabelPanel() {
this.setLayout(new GridLayout(N, N));
BufferedImage bi = null;
try {
bi = ImageIO.read(new File("image.jpg"));
} catch (IOException e) {
e.printStackTrace();
}
for (int r = 0; r < N; r++) {
for (int c = 0; c < N; c++) {
int w = bi.getWidth() / N;
int h = bi.getHeight() / N;
BufferedImage b = bi.getSubimage(c * w, r * h, w, h);
list.add(new JLabel(new ImageIcon(b)));
}
}
createPane();
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(this);
f.pack();
f.setVisible(true);
timer.start();
}
private void createPane() {
this.removeAll();
for (JLabel label : list) add(label);
this.validate();
}
#Override
public void actionPerformed(ActionEvent e) {
Collections.shuffle(list);
createPane();
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new ImageLabelPanel();
}
});
}
}
You are adding all of your components again to your JPanel without actually removing any of them. In your addComponents() method, I would first call removeAll(). You might want to rename that method to highlight the side-effects, as it no longer would only be adding components. Perhaps, resetComponents() would be better.
After changing the components, you need to 'refresh' the Swing component by calling invalidate() or revalidate().

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