Slow movement using paintComponent method - java

I decided to re-write my game using Swing's painting technique paintComponent() method(someone on SO actually told me to use this method). I decided to use JPanel as the game's base instead of Canvas. My previous written game uses a Canvas but the game could not show up on my 64 bit desktop but could show up on my 32 bit labtop which is why this game had to be re-written.
Problem now is, while the ship's movement works, the drawing seems awfully slow(unless it is my laptop problem?) compare to what I did before which was using AWT's double buffering drawing technique. I spend a whole day but could not figure out what could possibly make the ship run faster.
public class Ship extends JLabel implements KeyListener{
private Image image;
private boolean turnRight;
private int x;
private int y;
private int speed = 5;
private boolean turnLeft;
public Ship(int x, int y)
{
this.x = x;
this.y = y;
try {
image = ImageIO.read(new File("Ship/Ship.PNG"));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
addKeyListener(this);
}
public Image getImage()
{
return image;
}
#Override
public void keyPressed(KeyEvent e) {
// TODO Auto-generated method stub
if(e.getKeyCode() == KeyEvent.VK_RIGHT)
{
x += speed;
setTurnRight(true);
setTurnLeft(false);
}
else if(e.getKeyCode() == KeyEvent.VK_LEFT)
{
x -= speed;
setTurnLeft(true);
setTurnRight(false);
}
// redraw yourself
repaint();
}
private void setTurnLeft(boolean turnLeft) {
// TODO Auto-generated method stub
this.turnLeft = turnLeft;
}
// swing custom painting
public void paintComponent(Graphics g)
{
if(x <= 0)
{
x = 0;
}
else if(x >= 610)
{
x = 610;
}
g.drawImage(getImage(), x, y, null);
}
public void setTurnRight(boolean turnRight)
{
this.turnRight = turnRight;
}
public boolean getTurnLeft()
{
return turnLeft;
}
public boolean getTurnRight()
{
return turnRight;
}
#Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub
}
#Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
}

Normally, I would create a concept of a renderable element. I would maintain a list of these elements and update them accordingly within my main loop.
At the very least, each would have a concept of location, direction and rotation (if required), they would also be capable of been painted.
Within my main component, I would simply loop through all these elements and "draw" them, offset the Graphics context to allow for there position within the game space.
But that's not what you are doing...
Remember, components have a sense of location and size already, you shouldn't be trying to re-implement this requirement, instead, you should be finding ways to take advantage of it...(ie, don't maintain a reference to the x/y values ;))
The following is a simple example. It uses a JPanel to render the main image. The main loop (in this case a javax.swing.Timer), tells the component that it should update it's movement as required.
The ship itself is responding to key events by changing the rotation value by a given, variable, delta. This allows you to control the speed of the spin as you need (I've deliberately set it low to start with, so play around with it)
What you should resist doing, is changing the frame rate ;)
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
import javax.swing.border.LineBorder;
public class BattleShipGame {
public static void main(String[] args) {
new BattleShipGame();
}
public BattleShipGame() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new OceanPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class OceanPane extends JPanel {
private BattleShip ship;
public OceanPane() {
setLayout(new GridBagLayout());
ship = new BattleShip();
add(ship);
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
ship.move();
revalidate();
repaint();
}
});
timer.setRepeats(true);
timer.setCoalesce(true);
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
}
public static class BattleShip extends JPanel {
protected static final int MAX_TURN_RATE = 5;
private BufferedImage ship;
private float angle;
private float angleDelta;
public BattleShip() {
setOpaque(false);
try {
ship = ImageIO.read(new File("BattleShip.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
setFocusable(true);
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0), "leftTurn");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0), "rightTurn");
am.put("leftTurn", new TurnAction(-0.1f));
am.put("rightTurn", new TurnAction(0.1f));
}
public void move() {
angle += angleDelta;
}
public void setAngle(float angle) {
this.angle = angle;
}
public float getAngle() {
return angle;
}
#Override
public Dimension getPreferredSize() {
Dimension size = new Dimension(0, 0);
if (ship != null) {
double rads = Math.toRadians(getAngle());
double sin = Math.abs(Math.sin(rads)), cos = Math.abs(Math.cos(rads));
int w = ship.getWidth();
int h = ship.getHeight();
size.width = (int) Math.floor(w * cos + h * sin);
size.height = (int) Math.floor(h * cos + w * sin);
}
return size;
}
#Override
public Dimension getMinimumSize() {
return getPreferredSize();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (ship != null) {
Graphics2D g2d = (Graphics2D) g.create();
double rads = Math.toRadians(getAngle());
double sin = Math.abs(Math.sin(rads)), cos = Math.abs(Math.cos(rads));
int w = ship.getWidth();
int h = ship.getHeight();
int newWidth = (int) Math.floor(w * cos + h * sin);
int newHeight = (int) Math.floor(h * cos + w * sin);
AffineTransform at = new AffineTransform();
at.translate((newWidth - w) / 2, (newHeight - h) / 2);
at.rotate(Math.toRadians(getAngle()), w / 2, h / 2);
g2d.drawImage(ship, at, this);
g2d.dispose();
}
}
protected class TurnAction extends AbstractAction {
protected float delta;
public TurnAction(float delta) {
this.delta = delta;
}
#Override
public void actionPerformed(ActionEvent e) {
angleDelta += delta;
if (angleDelta > MAX_TURN_RATE) {
angleDelta = MAX_TURN_RATE;
} else if (angleDelta < (MAX_TURN_RATE * -1)) {
angleDelta = (MAX_TURN_RATE * -1);
}
}
}
}
}

I would recommend having a class which extends JPanel, using a javax.swing.Timer in there, defining your 1000/fps and your ActionListener, in which you use a repaint() which uses a paintComponent that you will make that would call upon the draw method in your Ship, which is now called paintComponent.
So, as that explaination was terrible, here is some code:
public class Class_Name extends JPanel()
{
Ship ship = new Ship(0,0);
javax.swing.Timer timer = new javax.swing.Timer(1000/60, new ActionListener(){
repaint();
});
public void paintComponent(Graphics g)
{
super.paintComponent();
ship.draw(g);
}
}
and the draw is, what is now called paintComponent.
If this didn't answer your question, please let me know.

Related

How do I make a top down view with the ability to rotate with built in java graphics?

I'm trying to make a racing game with the top down view on a static player in the middle of the screen, so instead of moving the player through the map, the map would move around the player. Since it's a racing game, I wanted it to also be somewhat similar to a car, but I've been having trouble with rotating the map around the player and having that work with translations.
I've tried keeping track of the center by adding or subtracting from it, which is what I did for the translations, but it doesn't work with the rotate method. The rotate function wouldn't rotate about the player and instead would rotate the player around some other point, and the translations would snap to a different location from the rotations. I'm sure my approach is flawed, and I have read about layers and such, but I'm not sure what I can do with them or how to use them. Also, any recommendations as to how to use java graphics in general would be greatly appreciated!
This is what I have in my main:
import javax.swing.JFrame;
import java.awt.BorderLayout;
public class game
{
public static void main(String []args)
{
JFrame frame = new JFrame();
final int FRAME_WIDTH = 1000;
final int FRAME_HEIGHT = 600;
frame.setSize(FRAME_WIDTH, FRAME_HEIGHT);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
final Map b = new Map();
frame.add(b,BorderLayout.CENTER);
frame.setVisible(true);
b.startAnimation();
}
}
And this is the class that handles all the graphics
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JComponent;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class Map extends JComponent implements Runnable, KeyListener
{
private int speed = 5;
private int xcenter = 500; // starts on player
private int ycenter = 300;
private double angle = 0.0;
private int[] xcords = {xcenter+10, xcenter, xcenter+20};
private int[] ycords = {ycenter-10, ycenter+20, ycenter+20};
private boolean moveNorth = false;
private boolean moveEast = false;
private boolean moveSouth = false;
private boolean moveWest = false;
public Map()
{
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
}
public void startAnimation()
{
Thread t = new Thread(this);
t.start();
}
public void paintComponent(Graphics g)
{
g.fillPolygon(xcords, ycords, 3);
// move screen
if(moveNorth)
{
ycenter += speed;
g.translate(xcenter, ycenter);
}
else if(moveEast)
{
angle += ((1 * Math.PI/180) % (2 * Math.PI));
((Graphics2D) g).rotate(angle, 0, 0);
}
else if(moveSouth)
{
System.out.println(xcenter + ", " + ycenter);
ycenter -= speed;
((Graphics2D) g).rotate(angle, 0, 0);
g.translate(xcenter, ycenter);
}
else if(moveWest)
{
angle -= Math.toRadians(1) % (2 * Math.PI);
((Graphics2D) g).rotate(angle, 0, 0);
}
for(int i = -10; i < 21; i++)
{
g.drawLine(i * 50, -1000, i * 50, 1000);
g.drawLine(-1000, i * 50, 1000, i * 50);
}
g.drawOval(0, 0, 35, 35);
}
public void run()
{
while (true)
{
try
{
if(moveNorth || moveEast || moveSouth || moveWest)
{
repaint();
}
Thread.sleep(10);
}
catch (InterruptedException e)
{
}
}
}
public void keyPressed(KeyEvent e)
{
if(e.getExtendedKeyCode() == 68) // d
{
moveEast = true;
}
else if(e.getExtendedKeyCode() == 87) // w
{
moveNorth = true;
}
else if(e.getExtendedKeyCode() == 65) // a
{
moveWest = true;
}
else if(e.getExtendedKeyCode() == 83) // s
{
moveSouth = true;
}
}
public void keyReleased(KeyEvent e)
{
moveNorth = false;
moveEast = false;
moveSouth = false;
moveWest = false;
}
public void keyTyped(KeyEvent e)
{
}
}
You have to keep in mind that transformations are compounding, so if you rotate the Graphics context by 45 degrees, everything painted after it will be rotated 45 degrees (around the point of rotation), if you rotate it again by 45 degrees, everything painted after it will be rotated a total of 90 degrees.
If you want to paint additional content after a transformation, then you either need to undo the transformation, or, preferably, take a snapshot of the Graphics context and dispose of it (the snapshot) when you're done.
You also need to beware of the point of rotation, Graphics2D#rotate(double) will rotate the Graphics around the point of origin (ie 0x0), which may not be desirable. You can change this by either changing the origin point (ie translate) or using Graphics2D#rotate(double, double, double), which allows you to define the point of rotation.
For example...
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.Set;
import java.util.TreeSet;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
JFrame frame = new JFrame();
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
} catch (IOException ex) {
Logger.getLogger(Main.class.getName()).log(Level.SEVERE, null, ex);
}
}
});
}
public class TestPane extends JPanel {
enum Direction {
LEFT, RIGHT;
}
protected enum InputAction {
PRESSED_LEFT, PRESSED_RIGHT, RELEASED_LEFT, RELEASED_RIGHT
}
private BufferedImage car;
private BufferedImage road;
private Set<Direction> directions = new TreeSet<>();
private double directionOfRotation = 0;
public TestPane() throws IOException {
car = ImageIO.read(getClass().getResource("/images/Car.png"));
road = ImageIO.read(getClass().getResource("/images/Road.png"));
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false), InputAction.PRESSED_LEFT);
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, true), InputAction.RELEASED_LEFT);
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false), InputAction.PRESSED_RIGHT);
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, true), InputAction.RELEASED_RIGHT);
am.put(InputAction.PRESSED_LEFT, new DirectionAction(Direction.LEFT, true));
am.put(InputAction.RELEASED_LEFT, new DirectionAction(Direction.LEFT, false));
am.put(InputAction.PRESSED_RIGHT, new DirectionAction(Direction.RIGHT, true));
am.put(InputAction.RELEASED_RIGHT, new DirectionAction(Direction.RIGHT, false));
Timer timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (directions.contains(Direction.RIGHT)) {
directionOfRotation += 1;
} else if (directions.contains(Direction.LEFT)) {
directionOfRotation -= 1;
}
// No doughnuts for you :P
if (directionOfRotation > 180) {
directionOfRotation = 180;
} else if (directionOfRotation < -180) {
directionOfRotation = -180;
}
repaint();
}
});
timer.start();
}
protected void setDirectionActive(Direction direction, boolean active) {
if (active) {
directions.add(direction);
} else {
directions.remove(direction);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(213, 216);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
drawRoadSurface(g2d);
drawCar(g2d);
g2d.dispose();
}
protected void drawCar(Graphics2D g2d) {
g2d = (Graphics2D) g2d.create();
int x = (getWidth() - car.getWidth()) / 2;
int y = (getHeight() - car.getHeight()) / 2;
g2d.drawImage(car, x, y, this);
g2d.dispose();
}
protected void drawRoadSurface(Graphics2D g2d) {
g2d = (Graphics2D) g2d.create();
// This sets the point of rotation at the center of the window
int midX = getWidth() / 2;
int midY = getHeight() / 2;
g2d.rotate(Math.toRadians(directionOfRotation), midX, midY);
// We then need to offset the top/left corner so that what
// we want draw appears to be in the center of the window,
// and thus will be rotated around it's center
int x = midX - (road.getWidth() / 2);
int y = midY - (road.getHeight() / 2);
g2d.drawImage(road, x, y, this);
g2d.dispose();
}
protected class DirectionAction extends AbstractAction {
private Direction direction;
private boolean active;
public DirectionAction(Direction direction, boolean active) {
this.direction = direction;
this.active = active;
}
#Override
public void actionPerformed(ActionEvent e) {
setDirectionActive(direction, active);
}
}
}
}

The repaint method stops working for short delays

I'm trying to create a simple panel where a 2-dimensional ball is bouncing up and down. I can't get it to work because for some reason I can't call the repaint method more than once a second. The design is basically that there is an object that can be given "an impulse" with the method move(). Everytime the evaluatePosition method is called, the current position will be calculated through the time that has passed, the velocity and the acceleration. The code for the panel is:
public class Display extends JPanel {
private MovableObject object = new MovableObject(new Ellipse2D.Double(5,5,50,50));
private static final int DELAY = 1000;
public Display(){
object.move(50,50);
Timer timer = new Timer(DELAY, new ActionListener(){
#Override
public void actionPerformed(ActionEvent e){
object.evaluatePosition();
repaint();
}
});
timer.start();
}
}
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.drawOval((int)object.getPosition().getX(), (int)object.getPosition.getY()
(int)object.getShape().getWidth(), object.getShape().getHeight());
}
This code works for DELAY=1000 but not for DELAY=100 or DELAY=10 and so on. I read some example code here on SO but they all seem to me like what I already did. So why is my code not working?
EDIT (2016-01-30):
Since it really seems to be a performance issue, here's the code for the MovableObject (I just thought it would be irrelevant and you will probably see why):
public class MovableObject {
// I would really like to use Shape instead of Ellipse2D so that
// objects of any shape can be created
private Ellipse2D.Double shape;
private Point position;
// Vector is my own class. I want to have some easy vector addition and
// multiplication and magnitude methods
private Vector velocity = new Vector(0, 0);
private Vector acceleration = new Vector(0, 0);
private Date lastEvaluation = new Date();
public MovableObject(Ellipse2D.Double objectShape){
shape = objectShape;
}
public void evaluatePosition(){
Date currentTime = new Date();
long deltaTInS = (currentTime.getTime()-lastEvaluation.getTime())/1000;
// s = s_0 + v*t + 0.5*a*t^2
position = new Point((int)position.getX()+ (int)(velocity.getX()*deltaTInS) + (int)(0.5*acceleration.getX()*deltaTInS*deltaTInS),
(int)position.getY()+ (int)(velocity.getY()*deltaTInS) + (int)(0.5*acceleration.getY()*deltaTInS*deltaTInS));
lastEvaluation = currentTime;
}
}
public void move(Vector vector){
velocity = velocity.add(vector);
evaluatePosition();
}
public Point getPosition(){
return position;
}
public Ellipse2D.Double getShape(){
return shape;
}
My move method does not change position but velocity. Please notice that I just changed the shape Object from Shape to Ellipse2D for testing if my code has a performance issue because of the additional code. So if you think this is more complex than it needs to be: I actually want to add some complexity so that the MovableObject can have the shape of any subclass of shape. I've seen a lot of code that seemed more complex to me and rendered fast. So I'd like to know what's wrong with this (besides the fact that it's a bit too complex for just rendering an ellipse).
Okay, so this is a simple example, based on the out-of-context code snippet you left which doesn't seem to have any problems. It has variable speed controlled by a simple slider...
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.RenderingHints;
import java.awt.Shape;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.AffineTransform;
import java.awt.geom.Ellipse2D;
import java.awt.geom.GeneralPath;
import java.awt.geom.PathIterator;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JSlider;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
public class Display extends JPanel {
public static void main(String[] args) {
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 Display());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
private MovableObject object = new MovableObject(new Ellipse2D.Double(5, 5, 50, 50));
private int delay = 40;
private Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
object.evaluatePosition(getSize());
repaint();
}
});
private JSlider slider = new JSlider(5, 1000);
public Display() {
object.move(50, 50);
slider = new JSlider(5, 1000);
slider.setSnapToTicks(true);
slider.setMajorTickSpacing(10);
slider.setMinorTickSpacing(5);
setLayout(new BorderLayout());
add(slider, BorderLayout.SOUTH);
// This is simply designed to put an artificate delay between the
// change listener and the time the update takes place, the intention
// is to stop it from pausing the "main" timer...
Timer delay = new Timer(250, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (timer != null) {
timer.stop();
}
timer.setDelay(slider.getValue());
timer.start();
}
});
slider.addChangeListener(new ChangeListener() {
#Override
public void stateChanged(ChangeEvent e) {
delay.restart();
repaint();
}
});
slider.setValue(40);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g.create();
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.draw(object.getTranslatedShape());
FontMetrics fm = g2.getFontMetrics();
String text = Integer.toString(slider.getValue());
g2.drawString(text, 0, fm.getAscent());
g2.dispose();
}
public class MovableObject {
private Shape shape;
private Point location;
private int xDelta, yDelta;
public MovableObject(Shape shape) {
this.shape = shape;
location = shape.getBounds().getLocation();
Random rnd = new Random();
xDelta = rnd.nextInt(8);
yDelta = rnd.nextInt(8);
if (rnd.nextBoolean()) {
xDelta *= -1;
}
if (rnd.nextBoolean()) {
yDelta *= -1;
}
}
public void move(int x, int y) {
location.setLocation(x, y);
}
public void evaluatePosition(Dimension bounds) {
int x = location.x + xDelta;
int y = location.y + yDelta;
if (x < 0) {
x = 0;
xDelta *= -1;
} else if (x + shape.getBounds().width > bounds.width) {
x = bounds.width - shape.getBounds().width;
xDelta *= -1;
}
if (y < 0) {
y = 0;
yDelta *= -1;
} else if (y + shape.getBounds().height > bounds.height) {
y = bounds.height - shape.getBounds().height;
yDelta *= -1;
}
location.setLocation(x, y);
}
public Shape getTranslatedShape() {
PathIterator pi = shape.getPathIterator(AffineTransform.getTranslateInstance(location.x, location.y));
GeneralPath path = new GeneralPath();
path.append(pi, true);
return path;
}
}
}
You could also have a look at
Swing animation running extremely slow
Rotating multiple images causing flickering. Java Graphics2D
Java Bouncing Ball
for some more examples...

Java Awt & Swing

Pong.Java
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
public class Pong {
private static final int WIDTH = 900, HEIGHT = 700;
JFrame win = new JFrame();
Paddle paddleOne = new Paddle(1);
Paddle paddleTwo = new Paddle(2);
Graphics g;
Pong(){
init();
}
void init(){
win.setTitle("PONG");
win.setSize(WIDTH, HEIGHT);
win.addKeyListener(keyListener);
win.setLocationRelativeTo(null);
win.getContentPane().setBackground(Color.black);
win.setVisible(true);
win.getContentPane().validate();
win.repaint();
}
public void paintComponent(Graphics g){
g.setColor(Color.white);
g.fillRect(paddleOne.getX(), paddleOne.getY(), paddleOne.getHEIGHT(), paddleOne.getWIDTH());
System.out.println("drawn");
}
KeyListener keyListener = new KeyListener() {
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
switch(key){
case 87:
System.out.println("Player 1 Up");
break;
case 83:
System.out.println("Player 1 Down");
break;
case 38:
System.out.println("Player 2 Up");
break;
case 40:
System.out.println("Player 2 Down");
break;
}
win.getContentPane().validate();
win.repaint();
}
public void keyReleased(KeyEvent arg0) {
// TODO Auto-generated method stub
}
public void keyTyped(KeyEvent arg0) {
// TODO Auto-generated method stub
}
};
public static void main(String[] args) {
Pong p = new Pong();
}
}
Paddle.Java
public class Paddle{
private int WIDTH = 50, HEIGHT = 150, X, Y;
int playerNum;
Paddle(int playerNum){
if(playerNum == 1){
X = 10;
Y = 10;
}else if (playerNum == 2){
X = 500;
Y = 10;
}
}
public void setX(int x){
X = x;
}
public void setY(int y){
Y = y;
}
public int getWIDTH() {
return WIDTH;
}
public int getHEIGHT() {
return HEIGHT;
}
public int getX() {
return X;
}
public int getY() {
return Y;
}
}
I'm relatively new to Java programming, or more specifically Awt & Swing, what my question is, why isn't my rectangle drawing? Any help is appreciated. Thank you so much!
In order for something to be painted within in Swing, it first must extend from something Swing know's how to paint, this commonly means a JComponent (or more typically a JPanel).
Then you can override one of the paint methods, which is called by the painting subsystem, in this case, it's generally preferred to override paintComponent, but don't forget to call super.paintComponent before you do any custom painting, or you're setting yourself up for some weird and generally unpredictable painting issues.
Take a look at Painting in AWT and Swing and Performing Custom Painting for more details.
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Pongo {
public static void main(String[] args) {
new Pongo();
}
public Pongo() {
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 PongPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class PongPane extends JPanel {
private static final int WIDTH = 900, HEIGHT = 700;
Paddle paddleOne = new Paddle(1);
Paddle paddleTwo = new Paddle(2);
public PongPane() {
setBackground(Color.BLACK);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.white);
g.fillRect(paddleOne.getX(), paddleOne.getY(), paddleOne.getHEIGHT(), paddleOne.getWIDTH());
//System.out.println("drawn"); //Should not put something here which may overhead.
}
}
public class Paddle {
private int WIDTH = 50, HEIGHT = 150, X, Y;
int playerNum;
Paddle(int playerNum) {
if (playerNum == 1) {
X = 10;
Y = 10;
} else if (playerNum == 2) {
X = 500;
Y = 10;
}
}
public void setX(int x) {
X = x;
}
public void setY(int y) {
Y = y;
}
public int getWIDTH() {
return WIDTH;
}
public int getHEIGHT() {
return HEIGHT;
}
public int getX() {
return X;
}
public int getY() {
return Y;
}
}
}
I would also discourage the use of KeyListener within this context and inside advice the use of the key bindings API, it doesn't suffer from the same focus related issues that KeyListener does. See How to Use Key Bindings for more details
You need to overriding paintComponents to draw.
Here is your Pong.java
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
public class Pong {
private static final int WIDTH = 900, HEIGHT = 700;
JFrame win = new JFrame();
Paddle paddleOne = new Paddle(1);
Paddle paddleTwo = new Paddle(2);
Graphics g;
Pong() {
init();
}
void init() {
win.setTitle("PONG");
win.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
win.setSize(WIDTH, HEIGHT);
win.addKeyListener(keyListener);
win.setLocationRelativeTo(null);
win.add(new Panel(paddleOne));
win.getContentPane().setBackground(Color.black);
win.setVisible(true);
win.getContentPane().validate();
win.repaint();
}
KeyListener keyListener = new KeyListener() {
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
switch (key) {
case 87:
System.out.println("Player 1 Up");
break;
case 83:
System.out.println("Player 1 Down");
break;
case 38:
System.out.println("Player 2 Up");
break;
case 40:
System.out.println("Player 2 Down");
break;
}
win.getContentPane().validate();
win.repaint();
}
public void keyReleased(KeyEvent arg0) {
// TODO Auto-generated method stub
}
public void keyTyped(KeyEvent arg0) {
// TODO Auto-generated method stub
}
};
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new Pong();
}
});
}
}
Here Panel.java in where paintComponent overridden.
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JPanel;
public class Panel extends JPanel{
private Paddle paddleOne;
public Panel(Paddle pdl) {
paddleOne = pdl;
}
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
g.setColor(Color.white);
g.fillRect(paddleOne.getX(), paddleOne.getY(), paddleOne.getHEIGHT(), paddleOne.getWIDTH());
//System.out.println("drawn"); //Should not put something here which may overhead.
}
}

(JAVA) moving clipping area by keylistener

My goal is moving clipping area 10 pixels at a time using arrow keys. I got the image on the panel and the clipping area is there too, but the thing is that the clipping area won't move. Here is my code, and I hope to learn what's wrong with it.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class clipping_area extends JFrame{
clipping_area(){
setTitle("OpenChallenge");
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(500,500);
add(new panelOC());
}
class panelOC extends JPanel{
int xAxis=0;
int yAxis=0;
public void paintComponent(Graphics g){
super.paintComponent(g);
Image img=(new ImageIcon("images/image1.jpg")).getImage();
g.setClip(100+10*xAxis,100+10*yAxis,50,50);
g.drawImage(img,0,0,getWidth(),getHeight(),this);
}
panelOC(){
requestFocus();
addKeyListener(new KeyAdapter(){
public void keyPressed(KeyEvent KE){
if(KE.getKeyCode()==KeyEvent.VK_UP){
yAxis-=1;
repaint();
}
else if(KE.getKeyCode()==KeyEvent.VK_DOWN){
yAxis+=1;
repaint();
}
else if(KE.getKeyCode()==KeyEvent.VK_LEFT){
xAxis-=1;
repaint();
}
else if(KE.getKeyCode()==KeyEvent.VK_RIGHT){
xAxis+=1;
repaint();
}
}
});
}
}
public static void main(String[] args){
new clipping_area();
}
}
KeyListener is a real pain in the, well, focus area. If the component it is attached to is not focusable AND has keyboard focus, it won't trigger events, that's the way it's designed. Instead, use the Key Bindings API which has been designed to overcome this.
See How to Use Key Bindings for more details
Be wary of modifying the clip of a Graphics context, a Graphics context is shared resource, meaning that it will be past to other components. You could also, if you're not careful, size the clip in such away as to paint beyond the range of the component, causing some weird graphics glitches, personally, I stay away from it.
If you use ImageIO.read instead, you can get a reference to a BufferedImage and use getSubImage to "fake" it instead
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import static javax.swing.JComponent.WHEN_IN_FOCUSED_WINDOW;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class ClippingArea extends JFrame {
ClippingArea() {
setTitle("OpenChallenge");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
add(new PanelOC());
pack();
setVisible(true);
}
class PanelOC extends JPanel {
int xAxis = 0;
int yAxis = 0;
private BufferedImage img;
#Override
public Dimension getPreferredSize() {
return new Dimension(500, 500);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
int width = 50;
if (xAxis + width > img.getWidth()) {
width = img.getWidth() - xAxis;
}
int height = 50;
if (yAxis + height > img.getHeight()) {
height = img.getHeight() - yAxis;
}
if (width > 0 && height > 0) {
BufferedImage subImage = img.getSubimage(xAxis, yAxis, width, height);
g.drawImage(subImage, xAxis, yAxis, this);
}
}
}
protected void registerKeyBinding(String name, KeyStroke keyStroke, Action action) {
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(keyStroke, name);
am.put(name, action);
}
public PanelOC() {
try {
img = ImageIO.read(new File("C:\\hold\\thumbnails\\_cg_836___Tilting_Windmills___by_Serena_Clearwater.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
registerKeyBinding("moveClip.up", KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0), new YKeyAction(-10));
registerKeyBinding("moveClip.down", KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0), new YKeyAction(10));
registerKeyBinding("moveClip.left", KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0), new XKeyAction(-10));
registerKeyBinding("moveClip.right", KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0), new XKeyAction(10));
}
public class XKeyAction extends AbstractAction {
private int delta;
public XKeyAction(int delta) {
this.delta = delta;
}
#Override
public void actionPerformed(ActionEvent e) {
xAxis += delta;
if (yAxis > getWidth()) {
yAxis = getWidth() - 50;
} else if (yAxis < 0) {
yAxis = 0;
}
repaint();
}
}
public class YKeyAction extends AbstractAction {
private int delta;
public YKeyAction(int delta) {
this.delta = delta;
}
#Override
public void actionPerformed(ActionEvent e) {
yAxis += delta;
if (yAxis > getHeight()) {
yAxis = getHeight() - 50;
} else if (yAxis < 0) {
yAxis = 0;
}
repaint();
}
}
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
ClippingArea ca = new ClippingArea();
}
});
}
}
Take a look at Reading/Loading an Image for more details
You should also be creating and modiying your UI from within the context of the Event Dispatching Thread, see Initial Threads for more details
instead of using a keylistener on a panel use a AWTEventListener (which will grab all events of a particular type
java.awt.Toolkit toolkit = java.awt.Toolkit.getDefaultToolkit();
toolkit.addAWTEventListener(new AWTEventListener() {
#Override
public void eventDispatched(AWTEvent ae) {
if (ae instanceof KeyEvent) {
KeyEvent KE = (KeyEvent) ae;
if (KE.getID() == KeyEvent.KEY_PRESSED) {
switch(KE.getKeyCode()) {
case KeyEvent.VK_UP:
yAxis -= 1;
break;
case KeyEvent.VK_DOWN:
yAxis += 1;
break;
case KeyEvent.VK_LEFT:
xAxis -= 1;
break;
case KeyEvent.VK_RIGHT:
xAxis += 1;
break;
}
repaint();
}
}
}
}, AWTEvent.KEY_EVENT_MASK);
And a second edit, I replaced your if statements with a switch ( its significantly cleaner to read and easier to modify later.

How to drop a ball when clicked with mouse?

I'm working on a game project. The aim is clicking the balls and drop them into the basket which is below in the JPanel. I created some ways to do that but I can't achieve it. In my opinion, when the user click the ball's center with a margin of error (because the program can't catch the real point of balls), the program understands the action and runs the function of this issue. After clicking the ball it should be dropped down straight but the other balls should be continued. I use MouseListener#mousePressed method, but it doesn't work or I'm missing some parts. In addition, I made some changes in my source code, but I want to listen your advices so I am writing this topic.
I wrote a method which finds the mouse and ball coordinates. So when I make some changes to it, I can achieve my project goal. You can see the editing in the picture.
This is my source code ;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.AdjustmentEvent;
import java.awt.event.AdjustmentListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.util.ArrayList;
import javax.swing.JButton;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JScrollBar;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Game {
public Game() {
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("MultipleBallApp");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new BallControl());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class BallControl extends JPanel {
/**
*
*/
private static final long serialVersionUID = 1L;
private BallPanel ballPanel = new BallPanel();
private JButton Suspend = new JButton("Suspend");
private JButton Resume = new JButton("Resume");
private JButton Add = new JButton("+1");
private JButton Subtract = new JButton("-1");
private JScrollBar Delay = new JScrollBar();
public BallControl() {
// Group buttons in a panel
JPanel panel = new JPanel();
panel.add(Suspend);
panel.add(Resume);
panel.add(Add);
panel.add(Subtract);
// Add ball and buttons to the panel
ballPanel.setBorder(new javax.swing.border.LineBorder(Color.red));
Delay.setOrientation(JScrollBar.HORIZONTAL);
ballPanel.setDelay(Delay.getMaximum());
setLayout(new BorderLayout());
add(Delay, BorderLayout.NORTH);
add(ballPanel, BorderLayout.CENTER);
add(panel, BorderLayout.SOUTH);
this.addMouseListener(new MouseListener() {
#Override
public void mouseReleased(MouseEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void mousePressed(MouseEvent clickEvent) {
// TODO Auto-generated method stub
System.out.println("X coordinate =" + clickEvent.getX());
System.out.println("Y coordinate = " + clickEvent.getY());
double radius1;
int x = 0;
double y = 0;
int radius = 15;
double xM = clickEvent.getX();
double yM = clickEvent.getY();
radius1 = Math.sqrt((xM - x) * (xM - x) + (yM - y)
* (yM - y));
System.out.println("Radius1 =" + radius1);
// ballPanel.list.get(0).setD
}
#Override
public void mouseExited(MouseEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void mouseEntered(MouseEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void mouseClicked(MouseEvent arg0) {
// TODO Auto-generated method stub
}
});
// Register listeners
Suspend.addActionListener(new Listener());
Resume.addActionListener(new Listener());
Add.addActionListener(new Listener());
Subtract.addActionListener(new Listener());
Delay.addAdjustmentListener(new AdjustmentListener() {
public void adjustmentValueChanged(AdjustmentEvent e) {
ballPanel.setDelay(Delay.getMaximum() - e.getValue());
}
});
}
class Listener implements ActionListener {
public void actionPerformed(ActionEvent e) {
if (e.getSource() == Suspend) {
ballPanel.suspend();
} else if (e.getSource() == Resume) {
ballPanel.resume();
} else if (e.getSource() == Add) {
ballPanel.add();
} else if (e.getSource() == Subtract) {
ballPanel.subtract();
}
}
}
}
class BallPanel extends JPanel {
/**
*
*/
private static final long serialVersionUID = 1L;
private int delay = 30;
public ArrayList<AnimatedShape> list = new ArrayList<AnimatedShape>();
private AnimatedRectange rectangle;
public BallPanel() {
this.rectangle = new AnimatedRectange(-25, 373, 50, 25, Color.BLACK);
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
// Create a timer with the initial delay
protected Timer timer = new Timer(delay, new ActionListener() {
/**
* Handle the action event
*/
#Override
public void actionPerformed(ActionEvent e) {
for (AnimatedShape ball : list) {
ball.update(getBounds());
}
rectangle.update(getBounds());
repaint();
}
});
public void add() {
int radius = 15;
// Randomised position
int x = (int) (Math.random() * (getWidth() - (radius * 2)))
+ radius;
int y = (int) (Math.random() * (getHeight() - (radius * 2)))
+ radius;
Color color = new Color((int) (Math.random() * 256),
(int) (Math.random() * 256), (int) (Math.random() * 256));
AnimatedBall ball = new AnimatedBall(x, y, radius, color);
list.add(ball);
}
// public void formula(MouseEvent clickEvent) {
// double radius1;
// int x = 0;
// double y = 0;
// int radius = 15;
// double xM = clickEvent.getX();
// double yM = clickEvent.getY();
// radius1 = Math.sqrt((xM - x) * (xM - x) + (yM - y) * (yM - y));
// System.out.println("Radius1 =" + radius1);
// }
public void subtract() {
if (list.size() > 0) {
list.remove(list.size() - 1); // Remove the last ball
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
for (AnimatedShape ball : list) {
ball.paint(this, g2d);
}
rectangle.paint(this, g2d);
}
public void suspend() {
timer.stop();
}
public void resume() {
timer.start();
}
public void setDelay(int delay) {
this.delay = delay;
timer.setDelay(delay);
}
}
public interface AnimatedShape {
public void update(Rectangle bounds);
public void paint(JComponent parent, Graphics2D g2d);
}
public abstract class AbstractAnimatedShape implements AnimatedShape {
private Rectangle bounds;
private int dx, dy;
public AbstractAnimatedShape() {
}
public void setBounds(Rectangle bounds) {
this.bounds = bounds;
}
public Rectangle getBounds() {
return bounds;
}
public int getDx() {
return dx;
}
public int getDy() {
return dy;
}
public void setDx(int dx) {
this.dx = dx;
}
public void setDy(int dy) {
this.dy = dy;
}
#Override
public void update(Rectangle parentBounds) {// ball
Rectangle bounds = getBounds();
int dx = getDx();
int dy = getDy();
bounds.x += dx;
bounds.y += dy;
if (bounds.x < parentBounds.x) {
bounds.x = parentBounds.x;
setDx(dx *= -1);
} else if (bounds.x + bounds.width > parentBounds.x
+ parentBounds.width) {
bounds.x = parentBounds.x + (parentBounds.width - bounds.width);
setDx(dx *= -1);
}
if (bounds.y < parentBounds.y) {
bounds.y = parentBounds.y;
setDy(dy *= -1);
} else if (bounds.y + bounds.height > parentBounds.y
+ parentBounds.height) {
bounds.y = parentBounds.y
+ (parentBounds.height - bounds.height);
setDy(dy *= -1);
}
}
}
public class AnimatedBall extends AbstractAnimatedShape {
private Color color;
public AnimatedBall(int x, int y, int radius, Color color) {
setBounds(new Rectangle(x, y / 2, radius * 2, radius * 2));
this.color = color;
setDx(Math.random() > 0.5 ? 2 : -2);
// setDy(Math.random() > 0.5 ? 2 : -2);
}
public Color getColor() {
return color;
}
#Override
public void paint(JComponent parent, Graphics2D g2d) {
Rectangle bounds = getBounds();
g2d.setColor(getColor());
g2d.fillOval(bounds.x, bounds.y, bounds.width, bounds.height);
}
}
public class AnimatedRectange extends AbstractAnimatedShape {
private Color color;
public AnimatedRectange(int x, int y, int width, int height, Color color) {
setBounds(new Rectangle(x, y, width, height));
this.color = color;
setDx(2);
}
// Don't want to adjust the vertical speed
#Override
public void setDy(int dy) {
}
#Override
public void paint(JComponent parent, Graphics2D g2d) {
Rectangle bounds = getBounds();
g2d.setColor(color);
g2d.fill(bounds);
}
}
/**
* Main method
*/
public static void main(String[] args) {
new Game();
}
}
At the end of your mousePressed method, you can go though all AnimatedShape objects, check whether they are an AnimatedBall. When the object is a ball, you can test whether the mouse click hits the ball. The mouse click hits the ball when the distance between the center of the ball and the mouse position is smaller than the ball radius. When the ball is hit, you can set its horizontal speed to 0, and the vertical speed to 5 or so.
for (AnimatedShape as : ballPanel.list)
{
if (as instanceof AnimatedBall)
{
AnimatedBall ball = (AnimatedBall)as;
Rectangle b = ball.getBounds();
int ballCenterX = b.x + b.width / 2;
int ballCenterY = b.y + b.height / 2;
Point p = new Point(ballCenterX, ballCenterY);
double d = p.distance(clickEvent.getPoint());
if (d < radius)
{
ball.setDx(0);
ball.setDy(5);
}
}
}
Note
In order to make this work properly, you have to attach this listener to the ballPanel. Originally, you had the line
this.addMouseListener(new MouseListener() {
in your code. You have to change this to
ballPanel.addMouseListener(new MouseListener() {
Otherwise, the mouse coordinates will refer to the wrong component!
Concerning the question from the comment
how can I stop and disapper clickedball's when they crash the bound
You may probably insert method to check this, and call this method in the actionPerformed method of your timer. Further explainations are probably beyond the scope of an anser on a Q&A site. Stackoverflow is not a homework-solution-generator.

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