Drawing a circle in Java - java

I want to draw a circle which has the follow properties:
Center is the point where the user first clicks the mouse on the window
Radius should be the length of the distance between when the mouse is first clicked and when it's released (i.e. mouse dragging).
Here's what I have so far but it's not doing what I need it to do:
package assignment;
import java.awt.*;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import javax.swing.*;
public class DrawCircle extends JFrame implements MouseListener
{
private int centerX;
private int centerY;
private int endPtX;
private int endPtY;
private double radius;
private double w;
private double h;
private CirclePanel circPanel;
/** constructor **/
public DrawCircle()
{
this.setTitle("Click to Draw Circle");
this.setSize(500, 500);
this.setPreferredSize(new Dimension(500, 500));
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setVisible(true);
this.setResizable(false);
this.addMouseListener(this);
this.circPanel = new CirclePanel();
this.circPanel.setPreferredSize(new Dimension(500, 500));
this.add(this.circPanel);
pack();
}
public void mousePressed(MouseEvent e)
{
centerX = e.getX();
centerY = e.getY();
circPanel.set(centerX, centerY, radius, radius);
repaint();
pack();
}
public void mouseReleased(MouseEvent e)
{
endPtX = e.getX();
endPtY = e.getY();
radius = Math.sqrt(Math.pow(endPtX - centerX, 2) + Math.pow(endPtY - centerY, 2));
}
public void mouseEntered(MouseEvent e) {}
public void mouseExited(MouseEvent e) {}
public void mouseClicked(MouseEvent e){}
//circle panel
private class CirclePanel extends JComponent
{
private int x;
private int y;
private int w;
private int h;
public void set(int x, int y, double width, double height)
{
this.x = x;
this.y = y;
w = (int) width;
h = (int) height;
}
public void paintComponent(Graphics g)
{
g.drawOval(x, y, w, h);
}
}
//main method
public static void main (String [] args)
{
new DrawCircle();
}
}

It looks like you are doing the
circPanel.set(centerX, centerY, radius, radius);
repaint();
pack();
in the wrong place you shouldn't draw the circle until the user lets go of the mouse because that's when the radius is set and before that the radius is 0 so there is nothing drawn. Try moving that to the mouseReleased method.

Related

My Java Bouncing Ball Bounces up with a larger velocity

I'm making a simple Java program to bounce a ball up and down. The problem is that the ball bounces up higher than its starting point with each bounce. I expect the ball to bounce back up exactly to the height that it started from.
The ball physics can be found in the circle class in the doPhysics() method where I suspect the problem can be found
import java.awt.*;
import java.util.*;
public class Main{
public static Frame frame = new Frame();
public static Physics physics = new Physics();
public static ArrayList<Circle> circles = new ArrayList<Circle>(); //array for the points
public static void main(String args[]) {
Circle circle = new Circle(100, 300, 50, Color.BLACK);
circles.add(circle);
run();
}
public static void run() {
physics.timer.start();
}
}
import java.awt.*;
public class Circle {
private int x;
private int y;
private double xAccel= 0;
private double yAccel = 0;
private double xVel= 0;
private double yVel = 0;
private Color colour;
private int radius;
public Circle(int x, int y, int radius, Color colour) {
setX(x);
setY(y);
setRadius(radius);
setColour(colour);
}
public void draw(Graphics2D g2d) {
g2d.setColor(colour);
g2d.fillOval(x, y, radius*2, radius*2);
}
public void doPhysics() {
hitGround();
System.out.println(yVel);
yVel += Physics.getGravity();
y -= yVel;
}
public void hitGround() {
if(y + radius*2 > Frame.panel.h ) {
yVel = -yVel;
}
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public void setColour(Color colour) {
this.colour = colour;
}
public void setRadius(int radius) {
this.radius = radius;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public Color getColour() {
return colour;
}
public int getRadius() {
return radius;
}
}
import java.awt.*;
import javax.swing.*;
class Frame extends JFrame {
public static Panel panel;
public Frame() {
panel = new Panel();
this.setTitle("Fun");
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.add(panel);
this.pack();
this.setLocationRelativeTo(null);
this.setVisible(true);
}
}
class Panel extends JPanel {
public int w = 500;
public int h = 500;
public Panel() {
this.setPreferredSize(new Dimension(w, h));
this.setBackground(Color.red);
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
for(Circle circle : Main.circles) {
circle.draw(g2d);
}
}
}
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.Timer;
public class Physics implements ActionListener {
private static double gravity = -.1;
public Timer timer;
public Physics() {
timer = new Timer(1, this);
}
public static double getGravity() {
return gravity;
}
#Override
public void actionPerformed(ActionEvent e) {
for(Circle circle : Main.circles) {
circle.doPhysics();
}
Main.frame.repaint();
}
}
The problem is mainly caused by using integer values for position (x and y). On each iteration the values are rounded and the errors get accumulated.
Solution: declare double x and double y and only use the rounded integer values for drawing.
Above should reduce the problem, but not completely solve it. The code is doing a rough integration over time¹ by using the velocity calculated after the time interval (see Numerical Integration). This can be improved by doing an average of the velocities before and after it was changed. Roughly:
double preVel = yVel;
yVel += Physics.getGravity();
y -= (preVel + yVel)/2;
which can be simplified (pure math) to:
yVel += Physics.getGravity();
y -= yVel - Physics.getGravity()/2;
This should work fine since the acceleration is constant. Not the case if the acceleration is also changing. And it is also susceptible to precision errors being accumulated over time.
1 - see Numerical integration and Temporal discretization

How do you rotate a circle about a point in JPanel?

I am trying to rotate a circle around a separate point in a program. right now I can get the circle to rotate but it slowly starts getting closer and closer to the point it's rotating from. I am trying to do this using JPanel and implementing it as a rectangle.
package WoffindenZone;
import java.awt.*;
import javax.swing.*;
import java.util.*;
import java.awt.event.*;
import java.lang.Math;
public class Protector extends Rectangle{
double Velocity;
int speed = 3;
Protector(int x, int y, int PROTECTOR_DIAMETER){
super(x,y,PROTECTOR_DIAMETER,PROTECTOR_DIAMETER);
}
public void keyPressed(KeyEvent e){
if(e.getKeyCode()==KeyEvent.VK_A) {
setDirection(speed);
move();
}
if(e.getKeyCode()==KeyEvent.VK_D) {
setDirection(speed);
move();
}
}
public void keyReleased(KeyEvent e){
if(e.getKeyCode()==KeyEvent.VK_A) {
setDirection(0);
move();
}
if(e.getKeyCode()==KeyEvent.VK_D) {
setDirection(0);
move();
}
}
public void setDirection(int Direction){
Velocity = Direction*Math.PI/180;
}
public void move(){
x = (int)Math.round(500 + Math.cos(Velocity) * (x-500) - Math.sin(Velocity) * (y-((1000*0.5555)/2)));
y = (int)Math.round(((1000*0.5555)/2) + Math.sin(Velocity) * (x-500) + Math.cos(Velocity) * (y-((1000*0.5555)/2)));
System.out.println(x);
System.out.println(y);
}
public void draw(Graphics g){
g.setColor(Color.blue);
g.fillOval(x,y,width,height);
}
Use a rotation instance of an AffineTransform. See getRotateInstance(theta,anchorx,anchory) for details.
Returns a transform that rotates coordinates around an anchor point. This operation is equivalent to translating the coordinates so that the anchor point is at the origin (S1), then rotating them about the new origin (S2), and finally translating so that the intermediate origin is restored to the coordinates of the original anchor point (S3).
How do you rotate a circle about a point in JPanel?
Here's how I rotate a circle about a point in a JPanel.
I don't know how to make an animated GIF. Just imagine the blue circle rotating clockwise around the center of the drawing JPanel.
So, let's start at the beginning. Basically, I have a circle rotating on the circumference of another circle. So, I create a Circle model class from plain Java.
public class Circle {
private final int radius;
private final Color color;
private Point center;
public Circle(int radius, Color color) {
this.radius = radius;
this.color = color;
}
public Point calculateCircumferencePoint(int theta) {
double radians = Math.toRadians(theta);
int x = center.x + (int) Math.round(Math.cos(radians) * radius);
int y = center.y + (int) Math.round(Math.sin(radians) * radius);
return new Point(x, y);
}
public void setCenter(int x, int y) {
this.center = new Point(x, y);
}
public void setCenter(Point center) {
this.center = center;
}
public int getRadius() {
return radius;
}
public Color getColor() {
return color;
}
public Point getCenter() {
return center;
}
}
The class consists of basic getters and setters. I make the radius and color final because they don't change value in this Java application.
The calculateCircumferencePoint method is the only interesting method. It takes an int angle in degrees, and calculates the point on the circumference represented by that angle, rounded to the nearest X and Y integer points.
Next, we create two Circle instances, an inner circle and an outer circle. Here's the class constructor setting the preferred size of the drawing area, the inner circle, and the outer circle. We start the outer circle at zero degrees (to the right);
private Circle innerCircle;
private Circle outerCircle;
private Dimension drawingPanelSize;
public RotateCircle() {
this.drawingPanelSize = new Dimension(400, 400);
int innerCircleRadius = drawingPanelSize.width / 4;
int centerX = drawingPanelSize.width / 2;
int centerY = drawingPanelSize.height / 2;
int outerCircleRadius = drawingPanelSize.width / 10;
this.innerCircle = new Circle(innerCircleRadius, null);
this.innerCircle.setCenter(centerX, centerY);
this.outerCircle = new Circle(outerCircleRadius, Color.BLUE);
Point point = innerCircle.calculateCircumferencePoint(0);
this.outerCircle.setCenter(point);
}
Now, we can start coding the GUI. First, we start the Java application by calling the SwingUtilities invokeLater method. This method ensures that we create and execute the Swing components on the Event Dispatch Thread.
Next, we define the JFrame. Here's the code we have so far.
public static void main(String[] args) {
SwingUtilities.invokeLater(new RotateCircle());
}
private Animation animation;
private Circle innerCircle;
private Circle outerCircle;
private DrawingPanel drawingPanel;
private Dimension drawingPanelSize;
public RotateCircle() {
this.drawingPanelSize = new Dimension(400, 400);
int innerCircleRadius = drawingPanelSize.width / 4;
int centerX = drawingPanelSize.width / 2;
int centerY = drawingPanelSize.height / 2;
int outerCircleRadius = drawingPanelSize.width / 10;
this.innerCircle = new Circle(innerCircleRadius, null);
this.innerCircle.setCenter(centerX, centerY);
this.outerCircle = new Circle(outerCircleRadius, Color.BLUE);
Point point = innerCircle.calculateCircumferencePoint(0);
this.outerCircle.setCenter(point);
}
#Override
public void run() {
JFrame frame = new JFrame("Rotate Circle");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
drawingPanel = new DrawingPanel(drawingPanelSize,
outerCircle);
frame.add(drawingPanel, BorderLayout.CENTER);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
animation = new Animation(0);
new Thread(animation).start();
}
The JFrame methods must be called in a certain order. This is the order I use for most of my SWwing applications.
I pack the JFrame. I don't set a JFrame size. I let the Swing layout managers set the size of my JFrame. The default layout of a JFrame content pane is a BorderLayout. I put my drawing JPanel in the center of the BorderLayout.
Next, I create the drawing JPanel.
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = 1L;
private Circle circle;
public DrawingPanel(Dimension size, Circle circle) {
this.circle = circle;
this.setBackground(Color.WHITE);
this.setPreferredSize(size);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
Point center = circle.getCenter();
int radius = circle.getRadius();
int diameter = radius + radius;
g2d.setColor(circle.getColor());
g2d.fillOval(center.x - radius, center.y - radius,
diameter, diameter);
}
}
All the drawing JPanel does is paint a Circle object. Pretty straightforward.
The fillOval method paints an oval from the upper left hand corner. We calculate the upper left hand point from the center point.
The responsibility for calculating and updating the outer circle center point falls to my controller class, the Animation class. I use a simple loop to update the theta angle, calculate the new outer circle center point, paint the outer circle, and wait a period of time.
Here's that code.
public class Animation implements Runnable {
private int theta;
public Animation(int theta) {
this.theta = theta;
}
#Override
public void run() {
while (true) {
theta++;
theta = (theta >= 360) ? 0 : theta;
Point center = innerCircle.calculateCircumferencePoint(theta);
outerCircle.setCenter(center);
repaint();
sleep(30L);
}
}
private void repaint() {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
drawingPanel.repaint();
}
});
}
private void sleep(long duration) {
try {
Thread.sleep(duration);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
The Animation repaint method makes the call to the drawing JPanel repaint method inside another SwingUtilities invokeLater method. This method ensures that the drawing happens on the Event Dispatch Thread.
Finally, here's the complete, runnable, example. I used inner classes so I could post the code as one block, and you can copy and run this code as one block. Generally, classes should be in separate files and for a more complex GUI, separate packages.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.RenderingHints;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class RotateCircle implements Runnable {
public static void main(String[] args) {
SwingUtilities.invokeLater(new RotateCircle());
}
private Animation animation;
private Circle innerCircle;
private Circle outerCircle;
private DrawingPanel drawingPanel;
private Dimension drawingPanelSize;
public RotateCircle() {
this.drawingPanelSize = new Dimension(400, 400);
int innerCircleRadius = drawingPanelSize.width / 4;
int centerX = drawingPanelSize.width / 2;
int centerY = drawingPanelSize.height / 2;
int outerCircleRadius = drawingPanelSize.width / 10;
this.innerCircle = new Circle(innerCircleRadius, null);
this.innerCircle.setCenter(centerX, centerY);
this.outerCircle = new Circle(outerCircleRadius, Color.BLUE);
Point point = innerCircle.calculateCircumferencePoint(0);
this.outerCircle.setCenter(point);
}
#Override
public void run() {
JFrame frame = new JFrame("Rotate Circle");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
drawingPanel = new DrawingPanel(drawingPanelSize,
outerCircle);
frame.add(drawingPanel, BorderLayout.CENTER);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
animation = new Animation(0);
new Thread(animation).start();
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = 1L;
private Circle circle;
public DrawingPanel(Dimension size, Circle circle) {
this.circle = circle;
this.setBackground(Color.WHITE);
this.setPreferredSize(size);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
Point center = circle.getCenter();
int radius = circle.getRadius();
int diameter = radius + radius;
g2d.setColor(circle.getColor());
g2d.fillOval(center.x - radius, center.y - radius,
diameter, diameter);
}
}
public class Animation implements Runnable {
private int theta;
public Animation(int theta) {
this.theta = theta;
}
#Override
public void run() {
while (true) {
theta++;
theta = (theta >= 360) ? 0 : theta;
Point center = innerCircle.calculateCircumferencePoint(theta);
outerCircle.setCenter(center);
repaint();
sleep(30L);
}
}
private void repaint() {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
drawingPanel.repaint();
}
});
}
private void sleep(long duration) {
try {
Thread.sleep(duration);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public class Circle {
private final int radius;
private final Color color;
private Point center;
public Circle(int radius, Color color) {
this.radius = radius;
this.color = color;
}
public Point calculateCircumferencePoint(int theta) {
double radians = Math.toRadians(theta);
int x = center.x + (int) Math.round(Math.cos(radians) * radius);
int y = center.y + (int) Math.round(Math.sin(radians) * radius);
return new Point(x, y);
}
public void setCenter(int x, int y) {
this.center = new Point(x, y);
}
public void setCenter(Point center) {
this.center = center;
}
public int getRadius() {
return radius;
}
public Color getColor() {
return color;
}
public Point getCenter() {
return center;
}
}
}

Implement in JAVA a rectangle shape feature like in Paint

I want to implement a Rectangle shape feature exactly as in Paint in JAVA. I have built a program as following. I have built a class MyPaint where buttons and frame are defined. I have built another class inside the same program PadDraw, where a drawing pad is created where I can draw with pencil like in Paint. Then I have another class outside the program DrawRect where the rectangle shape feature is created.
I want to know if there is a way to integrate the rectangle in a way that if I click a button "Rectangle", the way of drawing should change and instead of drawing with pencil, I should draw rectangle shapes exactly like in Paint when the rectangle shape is pressed.
The piece of code for PadDraw class is as following:
class PadDraw extends JComponent {
private Image image;
private Graphics2D graphics2D;
private int currentX , currentY , oldX , oldY ;
public PadDraw(){
setDoubleBuffered(false);
addMouseListener(new MouseAdapter(){
public void mousePressed(MouseEvent e){
oldX = e.getX();
oldY = e.getY();
}
});
addMouseMotionListener(new MouseMotionAdapter(){
public void mouseDragged(MouseEvent e){
currentX = e.getX();
currentY = e.getY();
if(graphics2D != null)
graphics2D.drawLine(oldX, oldY, currentX, currentY);
repaint();
oldX = currentX;
oldY = currentY;
}
});
}
public void paintComponent(Graphics g){
if(image == null){
image = createImage(getSize().width, getSize().height);
graphics2D = (Graphics2D)image.getGraphics();
graphics2D.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
clear();
}
g.drawImage(image, 5, 5, null);
}
While the piece of code of DrawRect class that I want to integrate in the program where MyPaint and PadDraw class are located is as following:
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class DrawRect extends JPanel {
int x, y, x2, y2;
public static void main(String[] args) {
JFrame f = new JFrame("Draw Box Mouse 2");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setContentPane(new DrawRect());
f.setSize(300, 300);
f.setVisible(true);
}
DrawRect() {
x = y = x2 = y2 = 0; //
MyMouseListener listener = new MyMouseListener();
addMouseListener(listener);
addMouseMotionListener(listener);
}
public void setStartPoint(int x, int y) {
this.x = x;
this.y = y;
}
public void setEndPoint(int x, int y) {
x2 = (x);
y2 = (y);
}
public void drawPerfectRect(Graphics g, int x, int y, int x2, int y2) {
int px = Math.min(x,x2);
int py = Math.min(y,y2);
int pw=Math.abs(x-x2);
int ph=Math.abs(y-y2);
g.drawRect(px, py, pw, ph);
}
class MyMouseListener extends MouseAdapter {
public void mousePressed(MouseEvent e) {
setStartPoint(e.getX(), e.getY());
}
public void mouseDragged(MouseEvent e) {
setEndPoint(e.getX(), e.getY());
repaint();
}
public void mouseReleased(MouseEvent e) {
setEndPoint(e.getX(), e.getY());
repaint();
}
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
drawPerfectRect(g, x, y, x2, y2);
}
}

A Swing novice, want to make a small moving eyes Java GUI practice but stuck

I want to implement a panel that draws two eyes that moving to look up, to the center, or down depending on whether the mouse cursor is above, inside, or below the eyes. I first used this code to make the eyes:
public class EyesPanel extends JPanel implements ActionListener {
// images
public void paintComponent(Graphics g) {
super.paintComponents(g);
g.drawOval(130, 100, 120, 120);
g.drawOval(250, 100, 120, 120);
g.fillOval(175, y, 30, 30); // x: 175 y: 145
g.fillOval(295, y, 30, 30); // x: 295 y: 145
}
And then is time to add event listener to make this class works, but here is the part I stuck. I know how to make graphics move (ActionListener) and I know how to implement MouseInputListener (extends MouseInputListener). However, combining those two together make me feel frustrated. Can anybody tell me how to do it, give me a sample code can be really helpful.
The following is my code so far, not a functioning and complete code:
public class EyesPanel extends JPanel implements ActionListener {
private JPanel panel;
private int y;
private int dy;
private Timer t;
private Mouse move;
public EyesPanel() {
dy = 5;
y = 145;
// mouse detector
this.addMouseListener(new Mouse());
this.addMouseMotionListener(new Mouse());
// Timer
t = new Timer(100, this);
}
// images
public void paintComponent(Graphics g) {
super.paintComponents(g);
g.drawOval(130, 100, 120, 120);
g.drawOval(250, 100, 120, 120);
g.fillOval(175, y, 30, 30); // x: 175 y: 145
g.fillOval(295, y, 30, 30); // x: 295 y: 145
}
public void actionPerformed(ActionEvent event) {
moveDown(); //➜ not complete, don't know how to implement
}
// move up
private void moveUp() {
if (move.move() == 1) {
t.start();
y = y + dy;
repaint();
} else {
t.stop();
}
}
// move down
private void moveDown() {
if (move.move() == -1) {
t.start();
y = y - dy;
repaint();
} else {
t.stop();
}
}
// ➜ not complete, trying, but no clue
}
My mouse event class:
public class Mouse extends MouseInputAdapter {
private int y;
public void mouseEntered(MouseEvent event) {
JPanel pane = (JPanel) event.getSource();
y = pane.getHeight(); // ➜ not complete
}
}
make your class like this, and your gota take the s off super.paintComponents(g);
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionListener;
import java.util.Timer;
import javax.swing.JPanel;
public class EyesPanel extends JPanel implements ActionListener,MouseMotionListener{
private JPanel panel;
private int y;
private int dy;
private Timer t;
public EyesPanel() {
dy = 5;
y = 145;
// mouse detector
this.addMouseMotionListener(this);
// Timer
}
// images
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawOval(130, 100, 120, 120);
g.drawOval(250, 100, 120, 120);
g.fillOval(175, y, 30, 30); // x: 175 y: 145
g.fillOval(295, y, 30, 30); // x: 295 y: 145
}
// move up
// ➜ not complete, trying, but no clue
#Override
public void actionPerformed(ActionEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void mouseDragged(MouseEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void mouseMoved(MouseEvent arg0) {
// TODO Auto-generated method stub
System.out.println(arg0.getY());
if(arg0.getY() > 101 && arg0.getY() < 187)
y = arg0.getY();
repaint();
}
}
The math for having the eyes follow the cursor is not that complicated.
Here's what my GUI looks like.
I created an Eye class to hold the center of the outer eye socket and the center of the inner eyeball.
I created a MovingEyes class to create the JFrame and a DrawingPanel class to draw the eyes on the DrawingPanel. I created the Eye array to hold 2 eyes in the constructor of the MovingEyes class.
The paintComponent method of the DrawingPanel class does nothing but draw the eyes. The calculation of the center of the black eyeballs happens in another class. I created a couple of convenience methods so that I could draw a circle and fill a circle using the center point and radius.
The EyeballListener class performs the calculation of the two black eyeballs. We compute the theta angle (in radians) for the line that extends from the center of the eye socket to the mouse pointer. Then, we compute the x and y position of the black eyeball using the theta angle and the eyeball distance.
Here's the code.
package com.ggl.testing;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionAdapter;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class MovingEyes implements Runnable {
private static final int drawingWidth = 400;
private static final int drawingHeight = 400;
private static final int eyeballHeight = 150;
private static final int eyeballWidthMargin = 125;
private static final int eyeballOuterRadius = 50;
private static final int eyeballInnerRadius = 20;
private DrawingPanel drawingPanel;
private Eye[] eyes;
private JFrame frame;
public static void main(String[] args) {
SwingUtilities.invokeLater(new MovingEyes());
}
public MovingEyes() {
this.eyes = new Eye[2];
this.eyes[0] = new Eye(new Point(eyeballWidthMargin, eyeballHeight));
this.eyes[1] = new Eye(new Point(drawingWidth - eyeballWidthMargin,
eyeballHeight));
}
#Override
public void run() {
frame = new JFrame("Moving Eyes");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
drawingPanel = new DrawingPanel();
frame.add(drawingPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = -2977860217912678180L;
public DrawingPanel() {
this.addMouseMotionListener(new EyeballListener());
this.setBackground(Color.WHITE);
this.setPreferredSize(new Dimension(drawingWidth, drawingHeight));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
for (Eye eye : eyes) {
drawCircle(g, eye.getOrigin(), eyeballOuterRadius);
fillCircle(g, eye.getEyeballOrigin(), eyeballInnerRadius);
}
}
private void drawCircle(Graphics g, Point origin, int radius) {
g.drawOval(origin.x - radius, origin.y - radius, radius + radius,
radius + radius);
}
private void fillCircle(Graphics g, Point origin, int radius) {
g.fillOval(origin.x - radius, origin.y - radius, radius + radius,
radius + radius);
}
}
public class Eye {
private final Point origin;
private Point eyeballOrigin;
public Eye(Point origin) {
this.origin = origin;
this.eyeballOrigin = origin;
}
public Point getEyeballOrigin() {
return eyeballOrigin;
}
public void setEyeballOrigin(Point eyeballOrigin) {
this.eyeballOrigin = eyeballOrigin;
}
public Point getOrigin() {
return origin;
}
}
public class EyeballListener extends MouseMotionAdapter {
private final double eyeballDistance = eyeballOuterRadius
- eyeballInnerRadius - 5;
#Override
public void mouseMoved(MouseEvent event) {
Point p = event.getPoint();
for (Eye eye : eyes) {
Point origin = eye.getOrigin();
double theta = Math.atan2((double) (p.y - origin.y),
(double) (p.x - origin.x));
int x = (int) Math.round(Math.cos(theta) * eyeballDistance)
+ origin.x;
int y = (int) Math.round(Math.sin(theta) * eyeballDistance)
+ origin.y;
eye.setEyeballOrigin(new Point(x, y));
}
drawingPanel.repaint();
}
}
}
You're looking for the method mouseMoved instead of mouseEntered.

Multiple bouncing balls triggered by MouseListener

I want to do a bouncing balls application in java. Each ball should take place by mouse clicking and each of them should have random speed, color, radius and starting position. I managed to do everything except the part where mouse listener takes place. Whatever i do in the mousePressed method didn't work. What should i do to make user create a random ball when he presses the mouse?
EDIT: This is the last version of my code. Now the problem is that i can't create more than one ball. When i click on the screen same ball is just keeps speeding.
BouncingBalls Class
public class BouncingBalls extends JPanel implements MouseListener{
private Ball ball;
protected List<Ball> balls = new ArrayList<Ball>(20);
private Container container;
private DrawCanvas canvas;
private int canvasWidth;
private int canvasHeight;
public static final int UPDATE_RATE = 30;
int x = random(480);
int y = random(480);
int speedX = random(30);
int speedY = random(30);
int radius = random(20);
int red = random(255);
int green = random(255);
int blue = random(255);
int count = 0;
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
public BouncingBalls(int width, int height){
canvasWidth = width;
canvasHeight = height;
ball = new Ball(x, y, speedX, speedY, radius, red, green, blue);
container = new Container();
canvas = new DrawCanvas();
this.setLayout(new BorderLayout());
this.add(canvas, BorderLayout.CENTER);
this.addMouseListener(this);
}
public void start(){
Thread t = new Thread(){
public void run(){
while(true){
update();
repaint();
try {
Thread.sleep(1000 / UPDATE_RATE);
} catch (InterruptedException e) {}
}
}
};
t.start();
}
public void update(){
ball.move(container);
}
class DrawCanvas extends JPanel{
public void paintComponent(Graphics g){
super.paintComponent(g);
container.draw(g);
ball.draw(g);
}
public Dimension getPreferredSize(){
return(new Dimension(canvasWidth, canvasHeight));
}
}
public static void main(String[] args){
javax.swing.SwingUtilities.invokeLater(new Runnable(){
public void run(){
JFrame f = new JFrame("Bouncing Balls");
f.setDefaultCloseOperation(f.EXIT_ON_CLOSE);
f.setContentPane(new BouncingBalls(500, 500));
f.pack();
f.setVisible(true);
}
});
}
#Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mousePressed(MouseEvent e) {
balls.add(new Ball(x, y, speedX, speedY, radius, red, green, blue));
start();
}
#Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
}
Ball Class
import java.awt.Color;
import java.awt.Graphics;
public class Ball{
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
private BouncingBalls balls;
int x = random(480);
int y = random(480);
int speedX = random(30);
int speedY = random(30);
int radius = random(20);
int red = random(255);
int green = random(255);
int blue = random(255);
int i = 0;
public Ball(int x, int y, int speedX, int speedY, int radius, int red, int green, int blue){
this.x = x;
this.y = y;
this.speedX = speedX;
this.speedY = speedY;
this.radius = radius;
this.red = red;
this.green = green;
this.blue = blue;
}
public void draw(Graphics g){
for(Ball ball : balls){
g.setColor(new Color(red, green, blue));
g.fillOval((int)(x - radius), (int)(y - radius), (int)(2 * radius), (int)(2 * radius));
}
}
public void move(Container container){
x += speedX;
y += speedY;
if(x - radius < 0){
speedX = -speedX;
x = radius;
}
else if(x + radius > 500){
speedX = -speedX;
x = 500 - radius;
}
if(y - radius < 0){
speedY = -speedY;
y = radius;
}
else if(y + radius > 500){
speedY = -speedY;
y = 500 - radius;
}
}
}
Container Class
import java.awt.Color;
import java.awt.Graphics;
public class Container {
private static final int HEIGHT = 500;
private static final int WIDTH = 500;
private static final Color COLOR = Color.WHITE;
public void draw(Graphics g){
g.setColor(COLOR);
g.fillRect(0, 0, WIDTH, HEIGHT);
}
}
ERROR: I get "Can only iterate over an array or an instance of java.lang.Iterable" error in this part of code:
public void draw(Graphics g){
for(Ball ball : balls){
g.setColor(new Color(red, green, blue));
g.fillOval((int)(x - radius), (int)(y - radius), (int)(2 * radius), (int)(2 * radius));
}
}
First, if you want to render more than one ball, you should create another class to contain all the properties needed to draw a ball (maybe even a draw (Graphics g) method to delegate the drawing). Then you would have a list of balls on your BouncingBalls class which should be iterated over and painted on the paintComponent method.
Said that, your mouseClicked handler would just create a new Ball instance and add it to the list.
EDIT:
Example of how the drawing process would be on your DrawCanvas class:
class DrawCanvas {
public void paintComponent(Graphics g){
super.paintComponent(g);
container.draw(g);
for (Ball ball : balls)
//the draw method should only care of the specific ball instance
//you are calling it from
ball.draw(g);
}
...
I think you are having problems separating your problem into classes and making their instances cooperate to do what you want. If you are indeed having doubts about this, I recommend you read some articles/books about the topic to get a better idea of the concepts of a class and an object and how they work; it'll definitely help you do your programming with ease.
You need to add the MouseListener to the component:
public BouncingBalls() {
this.addMouseListener(this); // <-- Add this object as a MouseListener.
this.setPreferredSize(new Dimension(BOX_WIDTH, BOX_HEIGHT));
Try using this code in your main method:
frame.addMouseListener(this);
You need to add the mouse listener to the frame/panel.
(response to this comment by you) Alternatively, if you want to add the listener to the panel, first you must call
setFocusable(true);
requestFocusInWindow();
In your BouncingBalls constructor. Then you can add the mouse listener to the panel with:
addMouseListener(this);
This is because the panel does not initially have focus.
The easiest way to do it, though, is to just add the mouse listener to the frame.

Categories