I am trying to paint circles onto my panel but the colour of the circle is determined by some parameters. Firstly the circles should be painted as white then go into a for loop checking which paramater matches and should paint the circle in that colour. the location of the circles are stored in an array. my code i have done so far does not work. i am clearly doing something wrong but i am new to java and coding so i am very stuck. if someone could show me how to edit/change my code i would really appreciate it. ArrayList circlesT is an arraylist of the circles locations and temp is the array with values i have the parameters too.
public void paintComponent(Graphics g) {
drawShapes(g, circlesT);
}
public void drawShapes(Graphics g, final ArrayList<Shape> circlesT) {
final Graphics2D ga = (Graphics2D) g;
ga.drawImage(newImage, 0, 0, null);
for (int i = 0; i < circlesT.size(); i++) {
ga.draw(circlesT.get(i));
ga.setPaint(Color.white);
ga.fill(circlesT.get(i));
}
Timer timer = new Timer();
TimerTask t;
t = new TimerTask() {
#Override
public void run() {
for (int i = 0; i < 10; i++) {
if (read.temp.get(i) < 31 && read.temp.get(i) > 30) {
ga.draw(circlesT.get(i));
ga.setPaint(Color.green);
ga.fill(circlesT.get(i));
} else if (read.temp.get(i) < 32 && read.temp.get(i) > 31) {
ga.draw(circlesT.get(i));
ga.setPaint(Color.red);
ga.fill(circlesT.get(i));
} else if (read.temp.get(i) < 33 && read.temp.get(i) > 32) {
ga.draw(circlesT.get(i));
ga.setPaint(Color.yellow);
ga.fill(circlesT.get(i));
}
}
}
};
//repaint();
timer.schedule(t, 0, 1000);
}
A few points.
You shouldn't keep hold of the Graphics object from paintComponent beyond the end of the method invocation.
In general you should use javax.swing.Timer instead of java.util.Timer.
What you should actually be doing in the timer task/action is to update the state of your data and call repaint.
The code doing all the painting should be called in paintComponent before it returns.
Related
I'm playing around with graphics in Java. At the moment I have a rectangle that moves from left to right. I want it to start moving left once it hits the right side of the Canvas and left when it hits the right side, i have included a game loop as this will eventually turn into my first very basic game. Thanks.
P.S - I followed some tutorials for different parts of this code hence why it might be a bit messy, I'm working on it :)
Main Class:
public class Game extends JFrame implements Runnable {
private Canvas canvas = new Canvas();
private RenderHandler renderer;
private boolean running = true;
public static int WIDTH = 1200, HEIGHT = WIDTH / 12*9;
public static int moveX =WIDTH/2;
public Game() {
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(WIDTH, HEIGHT);
setLocationRelativeTo(null);
setLocationRelativeTo(null);
add(canvas);
setVisible(true);
canvas.createBufferStrategy(3);
renderer = new RenderHandler(getWidth(), getHeight());
}
public void update() {
}
public void render() {
BufferStrategy bufferStrategy = canvas.getBufferStrategy();
Graphics graphics = bufferStrategy.getDrawGraphics();
super.paint(graphics);
renderer.render(graphics);
graphics.dispose();
bufferStrategy.show();
}
public void run() {
BufferStrategy bufferStrategy = canvas.getBufferStrategy();
int FRAMES = 0;
int TICKS = 0;
long lastTime = System.nanoTime();
double unprocessed = 0;
double nsPerSecs = 1000000000 /60.0;
long Timer = System.currentTimeMillis();
while(running) {
long now = System.nanoTime();
unprocessed += (now - lastTime) / nsPerSecs;
lastTime = now;
if(unprocessed >= 1) {
TICKS ++;
update();
unprocessed -= 1;
}
try
{
Thread.sleep(3);
}catch (InterruptedException e) {
e.printStackTrace();
}
FRAMES++;
render();
if(System.currentTimeMillis() - Timer > 1000) {
System.out.println("Ticks: " + TICKS + " FPS: " + FRAMES);
TICKS = 0;
FRAMES = 0;
Timer += 1000;
}
}
}
public static void main(String[] args) {
Game game = new Game();
Thread gameThread = new Thread(game);
gameThread.start();
}
}
Class drawing the graphics:
public class RenderHandler {
public RenderHandler(int width, int height) {
}
public void render(Graphics g) {
g.setColor(Color.BLACK);
g.fillRect(0, 0, Game.WIDTH, Game.HEIGHT);
g.setColor(Color.RED);
g.fillRect(Game.moveX, Game.HEIGHT/2, 50, 50);
if (Game.moveX >= Game.WIDTH) {
Game.moveX ++;
} else if (Game.moveX <= 0) {
Game.moveX --;
}else { Game.moveX++;
}
}
}
If you know how to draw on the screen and how stuffs work, I would think that this is more about getting the logic down.
This code slice I so brutally tore from your question is right next to where the rendering takes place (a problem because I view it as rather unorganized; I would recommend game logic and rendering to take place in two different functions). It basically says that it will move right if it is beyond the right of the screen, if not, it will move left if it is beyond the left of the screen, and finally, if not, it will just move left.
if (Game.moveX >= Game.WIDTH) {
Game.moveX ++;
} else if (Game.moveX <= 0) {
Game.moveX --;
}else { Game.moveX++;
}
If you want it to bounce, you will have to use a boolean to keep track of its moving state, or, if you want more versatility, use a pair of floats or doubles (floats are typically used in Java game design) to keep track of its position, and another for its velocity. I'm in a tight squeeze right now, I will return.
Add this to render handler instead of the current if statement in render
bool rol = true; // initialize this outside the method
If(Game.movex + 50 >= Game.width)
rol = false;
Else if(Game.movex <= 0)
rol = true;
If(rol)
Game.movex++;
Else
Game.movex--;
You need to store current moving direction somewhere, so add this to Game class:
public static int deltaX = 1;
And replace condition in render() with
if (Game.moveX >= Game.WIDTH-50) {
Game.deltaX =-1;
} else if (Game.moveX <= 0) {
Game.deltaX =1;
}
Game.moveX += Game.deltaX;
I've been working on a small "game," which I think is called Pachinko. I have uploaded an image of what the game screen looks like. I will be dropping balls, and having them look like they are rolling off pegs, ending up being caught in the bottom "gates."
My problem is that I cannot get the repaint() method to work. Does the repaint() method require a timer, or action to work? Please look at at these two classes. I have created a Ball class object inside the GameWindow class (near the bottom), and would like to update the ball's x/y values using the Ball's setPos() method, then repaint, so the ball appears to move.
What am I doing wrong? Do I need an update() method to use the repaint() method?
Game Window Image:
public class GameWindow extends JPanel{
private int numBalls = 0;
// GameWindow Constructor (Sets Ball amount from user)
public GameWindow(int balls){
JFrame myFrame = new JFrame("Game Window");
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// Globally set ball amount
setBallAmount(balls);
myFrame.add(this);
myFrame.setSize(325, 790);
myFrame.setLocationRelativeTo(this);
myFrame.setResizable(false);
myFrame.setVisible(true);
} // End GameWindow Constructor
// Function setPegAmount;
// Passes the amount of balls the user to class variable.
public void setBallAmount(int balls)
{
numBalls = balls * 2;
}
public void paintComponent(Graphics g){
super.paintComponent(g); // housekeeping, etc.
this.setBackground(Color.WHITE); // Background
int counter = 0; // count what number peg we are painting
int row = 1; // calculate what row we are creating
int rowSpacer = 55;
boolean evenRow = false;
int columnSpacer = 60;
// DRAW PEGS TO SCREEN (4 rows of 8, 4 rows of 7)
for (int x = 0; x < 60; x++)
{
// For odd rows
if (row % 2 == 1)
{
g.setColor(Color.BLACK);
g.fillOval(rowSpacer - 40, columnSpacer, 10, 10);
rowSpacer += 40;
counter++;
}
// For Even rows
else
{
g.setColor(Color.BLACK);
g.fillOval(rowSpacer - 20, columnSpacer, 10, 10);
rowSpacer += 40;
counter++;
}
// Check to see if we are finished with odd row
if (counter % 8 == 0 && evenRow == false)
{
row++;
rowSpacer = 55;
columnSpacer += 60;
evenRow = true;
counter = 0;
}
else if(counter % 7 == 0 && evenRow == true)
{
row++;
rowSpacer = 55;
columnSpacer += 60;
evenRow = false;
counter = 0;
}
} // END DRAWING PEGS TO SCREEN
// DRAW RECTANGULAR WALLS TO SCREEN
g.setColor(Color.BLACK); // Wall Color
g.fillRect(0, 0, 5, 760); // LEFT Wall
g.fillRect(315, 0, 5, 760); // RIGHT Wall
g.fillRect(0, 0, 315, 5); // TOP Wall
g.fillRect(0, 755, 320, 5); // BOTTOM Wall
// DRAW BOTTOM GATES
int gateSeperator = 35;
for (int x = 0; x < 7; x++)
{
g.setColor(Color.BLACK);
g.fillRect(gateSeperator, 500, 10, 255);
gateSeperator += 40;
}
// Create instance of ball object
Ball myBall = new Ball();
// Test draw ball
myBall.drawBall(g); // The ball is drawn to screen
myBall.setPos(50, 50); // Change the x and y coordinates of the Ball
repaint(); // Also tried "this.repaint();" but neither does anything
} // Ends paintComponent
} // End GameWindow Class
Ball.java:
public class Ball{
private int x = 5;
private int y = 30;
public void setPos(int xPos, int yPos)
{
x = xPos;
y = yPos;
}
public void drawBall(Graphics g)
{
g.setColor(Color.GREEN);
g.fillOval(x, y, 30, 30);
}
}
I don't think that's the way to do it. Swing's not my specialty but calling repaint in paintComponent, according to my experience, is incorrect.
For example, tell the component to repaint itself.
/**
* Tells the view to repaint itself.
*/
public void update() {
repaint();
}
As soon as possible, repaint ends up calling paintComponent via paint.
/**
* Paints the component.
* #param g The graphics object for the view.
*/
#Override
protected void paintComponent(Graphics g) {
// Draw some stuff...
}
So calling repaint inside of paintComponentis likely not what you're wanting to do. What you should be doing is using repaint to invode paintComponent.
I don't think you can rely on putting the repaint or update at the end of paintComponent because, I believe, multiple calls to repaint get lumped into a single update. So, yes, to properly animate object you should look into using a Swing Timer. For example,
Timer timer = Timer(delay, action);
timer.start();
The above timer will invoke the given action on the delay given in milliseconds. Please see this for more details.
I am working on science research and am getting strange results from my code, and as a visual learner I thought it efficient to print my data to screen as it is analysed to try and see where the code is going wrong. For reference, I am analyzing a nonlinear waveform.
Here is the code for analysis:
public void getMachineCode(int trial, int wave){
double[] tempwave = new double[5000];
int index = 0;
for(int x = 0; x < 5000; x++){
tempwave[x] = waves[trial][wave][x];
}
for(int repeat = 5; repeat > 0; repeat--){
int tempstart = index;
if(tempwave[index] > 0){
while(tempwave[index] > 0){
index++;
}
}else{
while(tempwave[index] < 0){
index++;
}
}
int midwave = index - tempstart;
if(tempwave[midwave] > 0){
System.out.println(0);
}else{
System.out.println(1);
}
}
}
Here, all I want is to print the (x,y) coordinates of my trial to the screen as the index increases so it is a constantly changing graph, something like:
if(tempwave[index] > 0){
while(tempwave[index] > 0){
index++;
printpixel(index,y); //something to show where the code is scanning
}
}else{
while(tempwave[index] < 0){
index++;
printpixel(index,y);
}
I am not very familiar with java graphics and was looking into using a JFrame but it is hard for me to implement. There will be about 4000 data points to plot, so I might also have to only print every few points or is there a way to make a better visual? Any ideas? Thanks!
This should give you basic idea.
Normally with Swing graphics, you override the paintComponent() method and draw from some shared state
Instead you can just draw to a large image, and then draw that image using paintComponent()
I've compressed this into a single self contained example, this can be separated out in a larger application
Example
public static void main(String[] args) throws Exception {
final BufferedImage image = new BufferedImage(1280, 768,
BufferedImage.TYPE_INT_RGB);
JPanel canvas = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, this);
}
};
JFrame frame = new JFrame();
frame.setLayout(new BorderLayout()); // <== make panel fill frame
frame.add(canvas, BorderLayout.CENTER);
frame.setSize(500, 500);
frame.setVisible(true);
// do you drawing somewhere else, maybe a different thread
Graphics g = image.getGraphics();
g.setColor(Color.red);
for (int x = 0; x < 100; x += 5) {
for (int y = 0; y < 100; y += 5) {
g.drawRect(x, y, 1, 1);
}
}
g.dispose();
canvas.repaint();
}
I'm kind of new to Java and OO programming, here is the code of moving black and white balls problem. First let me explain the program that I want in the output: there are n balls(for example 6 balls) on the window, one black and one white, in each move we only are allowed to move just one ball and this movement should be shown on the screen, and at the end all the white balls should be on one side and all the black balls should be on the other side. Here is an example of six balls:
I have written the program and it seems working good and no flaws in the algorithm, but my problem is that I can't show animation of the movement of the balls, in each movement one ball should swap its place with its neighbor ball, but all I get is the final arrangements of the balls. Please someone help me with the animation part. I would be really thankful for that.
code:
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Ellipse2D;
import javax.swing.*;
public class DrawPanel extends JPanel implements ActionListener
{
Timer myTimer = new Timer(2000, this);
public static final int NUMBER_OF_CIRCLES = 10; //number of circles which are to moved
static int[] circles = new int[NUMBER_OF_CIRCLES];
public void paintComponent(Graphics g)
{
int x = 0; //start point of circles;
int length = 40; //diagonal of the circles
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Ellipse2D circle;
//painting n circles based on the array
for(int index = 0; index<10; index++)
{
if(circles[index] == 0){ //if the element of the arrayy is 0 then draw a void circle
circle = new Ellipse2D.Double(x, 120, length, length);
g2.draw(circle);
}
else if(circles[index] == 1){ //if the element of the array is 1 them draw a filled circle
circle = new Ellipse2D.Double(x, 120, length, length);
g2.fill(circle);
}
x += 45; //increas start pont of the next circle 45 pixles
}
myTimer.start();
}
public void actionPerformed(ActionEvent e)
{
int tmp; //template for swaping elements
int condition; //condition of the forS
arrayFill(circles); //fills the array based on the writen method, one 1 and one 0 like: 0 1 0 1 0 1 0 1
//here is the part which works good, it changes palces of an elemen at time.
//at the end of this part the array would be like: 1 1 1 1 0 0 0 0
if(NUMBER_OF_CIRCLES % 2 == 0)
condition = circles.length/2 -1;
else
condition = circles.length/2;
for(int i = circles.length-1, k = 1; i>condition; i--, k++)
{
for(int j = i - k; j<i ;j++)
{
tmp = circles[j];
circles[j] = circles[j+1];
circles[j+1] = tmp;
//if we call arrayPrint method it will print the array but I don't know why repaint is not working here
//arrayPrint(circles);
repaint();
}
}
}
//fills the array, one 1 and one 0. Example: 0 1 0 1 0 1 0 1 0 1
public static void arrayFill(int[] array)
{
for(int i = 0; i<array.length; i++)
{
if( i%2 == 0)
array[i] = 0;
else
array[i] = 1;
}
}
}//end of class
And the main Class:
import javax.swing.JFrame;
public class BlackAndWhiteBallsMoving {
public static void main(String[] args)
{
DrawPanel myPanel = new DrawPanel();
JFrame myFrame = new JFrame();
myFrame.add(myPanel);
myFrame.setSize(600, 500);
myFrame.setTitle("Black And White Balls Moving");
myFrame.setVisible(true);
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}//end of class
The events triggered by the Timer are performed on the same event thread as the repaints. Calling repaint does not actively perform a paint event, rather it queues one for later. When you call your repaints from within the timer event, they will only get executed once the timer event is completed.
What you need to do is refactor your loop so that only a single swap is performed each time the timer triggers. I've done this for you as an example:
public class DrawPanel extends JPanel implements ActionListener {
public static final int NUMBER_OF_CIRCLES = 10;
Timer myTimer = new Timer(500, this);
int[] circles = new int[NUMBER_OF_CIRCLES];
public DrawPanel() {
arrayFill(circles);
if(NUMBER_OF_CIRCLES % 2 == 0) {
condition = circles.length/2 -1;
} else {
condition = circles.length/2;
}
i = circles.length - 1;
k = 1;
myTimer.start();
}
int i, j, k;
int condition;
boolean outer = true;
#Override
public void actionPerformed(ActionEvent e) {
if(outer) {
if(i > condition) {
j = i - k; // set j
outer = false; // and move to the inner loop swap
} else {
myTimer.stop(); // the outer loop is done so stop the timer
}
}
if(!outer) {
int tmp = circles[j];
circles[j] = circles[j+1];
circles[j+1] = tmp;
repaint();
j++;
if(j >= i) {
i--;
k++;
outer = true; // move to the outer condition
} // next time the timer triggers
}
}
#Override
protected void paintComponent(Graphics g) {
int x = 0;
int length = 40;
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Ellipse2D circle;
for(int index = 0; index<10; index++) {
if(circles[index] == 0){
circle = new Ellipse2D.Double(x, 120, length, length);
g2.draw(circle);
} else if(circles[index] == 1){
circle = new Ellipse2D.Double(x, 120, length, length);
g2.fill(circle);
}
x += 45;
}
//myTimer.start();
}
public static void arrayFill(int[] array) {
for(int i = 0; i<array.length; i++) {
if( i%2 == 0) {
array[i] = 0;
} else {
array[i] = 1;
}
}
}
}
(I'm sure it could be factored another way.)
Also:
I added #Override annotations which you should use. Doing so will warn you when you make certain mistakes. (Like misspelling a method name or incorrectly declaring its signature.)
I moved circles to an instance variable because I don't see a reason it should be static. It is part of the state of the DrawPanel instance.
I created a constructor which initializes variables such as circles.
paintComponent is a protected method and it should remain so unless there is a reason to promote it to public.
(I removed your comments and changed the bracing style just to condense the code for my answer.)
As a side note, you should read the tutorial Initial Threads. You are not creating your GUI on the Swing event thread. Basically you need to wrap your code in main inside a call to invokeLater:
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
// create and show your GUI
}
});
}
The basic problem is in your actionPerformed method. Your two for loops are rearranging the array to its final arrangement very quickly. Each loop iteration will take a matter of nanoseconds to milliseconds to complete (it depends on how the repaint() method works). The entire process is finished in less than 50 milliseconds or so. That's too fast for your eyes to keep up.
Basically, the repaint() method is working, but it's working too fast for human eyes to keep up.
If you break up the for loops into something that does one step of the algorithm each time it's called, you can trigger that from a timer and see the animation at a human-detectable speed.
add a paint thread. it should always call repaint() like,
new Thread(){ // this can be started on main or constructor of object
public void run(){
while(true){
repaint();
try {
Thread.sleep(50);
} catch(Exception e){ }
}
}
}.start();
and then, on action performed, mark moving objects like movingObjects, keep a animate_x = 0 and keep a boolean variable like existAnimation
then on paintComponent, increase animate_x
animate_x = animate_x + 1;
if (animate_x >= MAX_WIDTH_OF_ANIMATION){
existAnimation = false;
}
and use this existAnimation, animate_x and movingObjects
like,
public void paintComponent(Graphics g)
{
int x = 0; //start point of circles;
int length = 40; //diagonal of the circles
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Ellipse2D circle;
//painting n circles based on the array
for(int index = 0; index<10; index++)
{
int paint_x = x;
if (movingObjects.has(circles[index])){
paint_x += animate_x;
}
if(circles[index] == 0){ //if the element of the arrayy is 0 then draw a void circle
circle = new Ellipse2D.Double(paint_x, 120, length, length);
g2.draw(circle);
}
else if(circles[index] == 1){ //if the element of the array is 1 them draw a filled circle
circle = new Ellipse2D.Double(paint_x, 120, length, length);
g2.fill(circle);
}
x += 45; //increas start pont of the next circle 45 pixles
}
myTimer.start();
}
I'm trying to create a program which will visualize different sorting algorithms by drawing a set of bars representing an array along for each time the sort loops. However, when I set the array from within the sorter class which in turn repaints the panel, it seems that it only calls paintComponent() for the first and last iteration, not showing the steps in between.
Here is the sort code which calls the setNumberArray() method:
public void bubbleSort() {
int[] x = getNumberArray();
boolean doMore = true;
while (doMore) {
doMore = false;
for (int count = 0; count < x.length - 1; count++) {
if (x[count] > x[count+1]) {
int temp = x[count]; x[count] = x[count+1]; x[count+1] = temp;
doMore = true;
}
}
// Update the array
SorterGUI.getSorterPanel().setNumberArray(x);
// Pause
try {
Thread.sleep(500);
} catch (InterruptedException ex) {
Logger.getLogger(Sorter.class.getName()).log(Level.SEVERE, null, ex);
}
}
}
Which calls:
public void setNumberArray(int[] numberArray) {
this.numberArray = numberArray;
repaint();
}
Finally drawing the bars:
protected void paintComponent(Graphics g) {
super.paintComponent(g);
int length = numberArray.length;
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.white);
g2d.fillRect(0, 0, getWidth(), getHeight());
g2d.setColor(Color.gray);
for(int count = 0; count < length; count++) {
g2d.fill3DRect((getWidth() / length) * (count + 1), 0,
getWidth() / length, getHeight() - (numberArray[count] * 3),
true);
playSound(numberArray[count]);
}
System.out.print(".");
}
I know it's not repainting in between (with or without the delay) because it only prints one "." when I start sorting.
Forget the paintImmediately as that won't solve your problem. The issue is that you're calling Thread.sleep on the EDT, the main Swing thread known as the event dispatch thread, and this will put your Swing app to sleep (as you're finding out). Instead use a Swing Timer for your delay and all will work well. Either that or do your Thread.sleep in a background thread.
You can use JComponent.paintImmediately to force immediate painting