Coloring a JButton in Java - java

I am struggling with a problem on coloring an array of JButtons.
I made two arrays of JButtons:
public JButton Speler1[] = new JButton[140]; //Player1
public JButton Speler2[] = new JButton[140]; //Player2
These two arrays of buttons make lane 1 and lane 2 of a racing game. I want the position of player 1 and 2 to be colored on both screens. So player 1 can see where player 2 is and vice versa.
I already made a method which sends the position of both players to eachother.
if (message.contains("Positie")) {
String posit = message.replaceFirst("Positie", "");
int positi = Integer.valueOf(posit);
positie2 = positi;
kleurHokje kleur = new kleurHokje();
kleur.hokVerkleur(positi); // positi is the position of each player
}
So when I call the method hokVerkleur(positi), I want to change a button on lane 2.
class kleurHokje{
public void hokVerkleur(int loc){
Speler2[loc].setBackground(Color.yellow);
Speler2[positie2].setBackground(Color.gray);
}
}
It just wont work. While i'm doing almost the same for Speler1[positie] except Speler1 doesn't use the network, which works as I want.
Any help is appreciated,
Thanks Jef
Edit:
If I place my code in one of the MouseListeners it works fine, but rather have it to be colored automatically instead of having to click each time.
class Klaar extends MouseAdapter {
public void mouseClicked(MouseEvent e) {
Speler2[positie2].setBackground(Color.gray);
}
}
Ps. my first language isn't english, I hope you understand my problem.

If I place my code in one of the MouseListeners it works fine:
agreed, if you change Color for JButton from BackGroung Task, then there any changes, you have some issues with Concurency in Swing, your updated to the GUI is out of EDT,
1) then you have to wrap coloring JButtons into invokeLater();
java.awt.EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
Speler2[loc].setBackground(Color.yellow);
Speler2[positie2].setBackground(Color.gray);
}
});
2) but you have to solve by using regular Swing methods
2a) wrap your GUI rellated code to the javax.swing.Action
2b) initialize your BackGroung Tasks from
SwingWorker
Runnble#Tread

Made a runnable thread, works as a charm. Thanks for help everybody.
public void actionThread() {
Thread t = new Thread() {
public void run() {
while (!stop) {
tegenspelerPositie();
Score();
eigenOgen();
try {
sleep(100);
} catch (InterruptedException ex) {
}
}
}
};
t.start();
}

Related

How to implement a smoothly falling JLabel without using Timer, but Threads instead

Alright, so I have a null layout JPanel with a single JLabel in it. The JLabel is positioned at (0,0). What I'm trying to do is use a while loop in a new Thread to sleep the new Thread and then shift the JLabel 10px down by using SwingUtilities.invokeLater . The problem is that the UI gets updated in a laggy sort of way. It doesn't update every time it should, but skips lots of updates and shifts in big chunks. I know I can easily do it with Timer, but the point is understanding Threads better. Thanks in advance!
Code:
private void start(){
Updater up = new Updater();
up.start();
}
public void updatePosition(){
int y = label1.getLocation.y;
label.setBounds(0,y+10, 10,10);
}
private class Updater extends Thread{
public void run(){
while(!shouldQuit){
try{
Updater.sleep(100);
SwingUtilities.invokeLater(new Runnable() {
public void run() {
updatePosition();
}
});
}catch(Exception e){
System.out.println(e);
}
}
}
}
EDIT:
I got it to work by replacing the while loop with a call to a new Thread instance in the updatePosition() method, to settle things down a bit. And also, it wasn't only the Thread that was causing the problem, so I had to force the panel to re-layout it's subviews by calling revalidate() on it.
Here's how it looks (the fully working one):
private void start(){
new Updater().start();
}
public void updatePosition(){
int y = label1.getLocation.y;
label.setBounds(0,y+10, 10,10);
panel.revalidate();
if(!shouldQuit) new Updater().start();
}
private class Updater extends Thread{
public void run(){
try{
Updater.sleep(100);
SwingUtilities.invokeLater(new Runnable() {
public void run() {
updatePosition();
}
});
}catch(Exception e){
System.out.println(e);
}
}
}
You should try to use visibility and GridLayout to maximize movement. You can use a int var to count threads and reciprocate that to the label. As well, you should be using your ability o create Updaters, more and smoother. Just do the start() mwthod while trolling for threads :-)
You could have something besides an infinity call to start. I think you've lost the inheritance from the class, itself. The object label1 must ave been lost in tbe fray. If that's not it, then I'm pretty sure I'm not really able to answer this one.

How can I change color of background using a group of radio buttons?

Could you please help me understand what I am doing incorrectly in this code? Purpose of this code is simple - change color of background depending upon user selection of 1 of 3 radio buttons.
I gave up on changing the background color of frame, and tried replacing the background color of an additional panel that i threw on top of the frame.
Any help is greatly appreciated! Thank you :)
public Ch16_Frame() { initComponents(); }
// this calls method generated automatically using NetBeans GUI Builder. It is simply declaring properties of Swing objects.
public static void main(String args[]) {
/* Create and display the form */
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
Ch16_Frame test = new Ch16_Frame();
test.setVisible(true);
test.setLocationRelativeTo(null);
test.colorChooser();
}
});
}
public void colorChooser() {
// Color chooser
if (redBackground.isSelected()) {
backgroundPanel.setBackground(Color.red);
}
else if (blueBackground.isSelected()) {
backgroundPanel.setBackground(Color.blue);
}
else if (greenBackground.isSelected()) {
backgroundPanel.setBackground(Color.green);
}
}
One thing comes to mind. You do not seem to have implemented any actionlisteners. You have methods that check which radiobutton is selected, but you need to implement a listener, who actually triggers an action when the radiobuttons are pressed. This requires a bit of reading, but I hope this will give you the nudge you need to move on.
https://docs.oracle.com/javase/tutorial/uiswing/events/actionlistener.html

Java Swing and Thread sleeping

I decided to make something fun as a break from reading programming books, and I have hit a snag. This is my first swing program, and am ready to wrap it up!
The problem: I clearly don't understand how threads work with Swing. I am writing a GUI for a black jack game, and I did all of the functionality first e.g. drawing a new card to the screen when the player hits, showing the dealer hit after the player decides to stay, etc. This all works.
When I added in the logic to check for a user bust when hitting, or who wins when the user decides to stay, the game instantly goes to the win/loss screen before drawing either: the card the user got that caused a bust, or; the cards that the dealer drew when hitting (if any).
I tried inserting Thread.sleep in various places, to no avail. The program would sleep before drawing the card, then end instantly as above (even though it was placed logically after the call to draw, and before the call to calculate a winner).
also I tried to follow the MVC paradigm here, just fyi.
P.S. my program runs on one thread, I do not explicitly instantiate another, but I vaguely remember reading that Swing spawns it's own thread for graphics stuff
Sorry for that long intro! Here is some code:
The Model class' pertinent methods
void hit() {
//run when button is clicked
player.hand.add(deck.deck.get(0));
deck.deck.remove(0);
}
boolean isBust() {
if (player.getScore() > 21)
return true;
return false;
}
void dealerHit() {
while (dealer.getScore() < 17) { //could implement soft 17 rules for more difficulty
dealer.hand.add(deck.deck.get(0));
setChanged();
notifyObservers();
deck.deck.remove(0);
//Here was one attempt
try {
TimeUnit.SECONDS.sleep(1);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
boolean isWin() {
//and another
try {
TimeUnit.SECONDS.sleep(1);
} catch (InterruptedException e) {
e.printStackTrace();
}
if ((player.getScore() > dealer.getScore() && player.getScore() <= 21) || dealer.getScore() > 21)
return true;
return false;
}
void stay() {
dealerHit();
isWin();
}
View Class
void addHitListener(ActionListener HitListener) {
hit.addActionListener(HitListener);
}
void addStartListener(ActionListener StartListener) {
start.addActionListener(StartListener);
}
void addStayListener(ActionListener StayListener) {
stay.addActionListener(StayListener);
}
void display() {
JFrame myFrame = new JFrame("BlackJack");
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
myFrame.setContentPane(this);
myFrame.setPreferredSize(new Dimension(700,550));
myFrame.pack();
myFrame.setVisible(true);
}
void addCards(Player p, Dealer d) {
topPanel.remove(start);
pcardPanel.add(playerlabel);
dcardPanel.add(dealerlabel);
for (Card c : p.hand) {
ImageIcon cc = new ImageIcon(c.img);
JLabel cC = new JLabel(cc);
//cC.setAlignmentX(alignmentX); use to get X alignment of card 1 & 2 for splits
//cC.setAlignmentY(alignmentY); same for Y, then increment by .3f
pcardPanel.add(cC);
}
for (Card c : d.hand)
dcardPanel.add(new JLabel(new ImageIcon(c.img)));
topPanel.add(new JLabel("Options: "));
topPanel.add(hit);
topPanel.add(stay);
validate();
repaint();
}
void endGame(boolean isWin) {
//I think I tried here, too
removeAll();
setBackground(new Color(0, 122, 0));
if (isWin == true)
add(new JLabel("You won!"));
else
add(new JLabel("You Lost"));
validate();
repaint();
}
public void hitPlayer(Player p) {
JLabel hits = new JLabel(new ImageIcon(p.hand.get(p.hand.size()-1).img));
//hits.setAlignmentY(alignmentY);
pcardPanel.add(hits);
validate();
repaint();
}
public void hitDealer(Dealer d) {
dcardPanel.add(new JLabel(new ImageIcon(d.hand.get(d.hand.size()-1).img)));
validate();
repaint();
}
Controller class:
public class Controller implements Observer {
BlackJack game;
Table t;
Controller(BlackJack game, Table t) {
this.game = game;
this.t = t;
this.game.addObserver(this);
this.t.addHitListener(new HitListener());
this.t.addStartListener(new StartListener());
this.t.addStayListener(new StayListener());
}
public void go() {
t.display();
}
public void update(Observable obj, Object observed) {
t.hitDealer(game.getDealer());
}
class HitListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
game.hit();
t.hitPlayer(game.getPlayer());
if (game.isBust() == true)
t.endGame(false);
}
}
class StartListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
t.addCards(game.getPlayer(), game.getDealer());
}
}
class StayListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
game.stay();
//doStay();
if (game.isWin() == true)
t.endGame(true);
else
t.endGame(false);
}
}
I just had a thought, since I'm doing this in the actionPerformed methods, could that be why sleep seemed to affect the GUI thread, and not draw the card(s) then sleep. I bet that is it. But I'm going to eat dinner, hopefully someone smarter than myself can lend a hand! Thanks in advance
P.P.S. if there are any typos (I don't think there are) just know that it all compiles and works! And no warnings, if that helps
Swing is indeed a single-thread library, like most UIs. There are also many optimizations to make it work fast. Case in point - most paintings are cached and displayed together. Even if this was not the case, you'd be relying on the speed of the system, which is not a good idea.
If you want a delayed action, you need to use swing's timer (not to be confused with the other timer class). That class has an action listener that goes off when the timer expires. In your case, you'd detect the win/bust condition, start the timer (e.g to fire in 2 seconds) and continue the drawing as usual.
This is a little too long for me to read and understand... But I guess your problem is because you are processing everything in the Event Dispatching Thread.
When you paint something on the GUI and then have more processing, the paint will actually reflect on the GUI only when the whole of the thread has finished processing. That's why you are not seeing your drawing before your Thread.sleep method.
Instead you should use SwingWorker to split your processing and GUI updating to different threads.
Look at this https://docs.oracle.com/javase/tutorial/uiswing/concurrency/worker.html

MouseListener in Java Swing sometimes not respond

I've implemented right mouse click for open menu listener on my main Jframe, it works fine except one problem. One out of 5 (give or take) clicks it not responding, this can be very annoying for the user. Here is my code:
contentPane = new JPanel();
contentPane.addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
if (e.getButton() == MouseEvent.BUTTON3)
{
//Do Stuff
}
}
});
Can you please help me
You won't get clicks from sub-components of contentPane.
I think your problem is that you have added things to your panel. When the user clicks at regions occupied by a sub-component, that sub-component get's the click event.
Quick fix: I would recommend you to add the same mouse listener to all sub-components.
You are not "clicking"
A click is when the mouse is pressed and release really quickly. If you are not careful you might get events for (for instance) "pressed, moved, released" instead of "clicked".
Quick fix: use mouseReleased event instead.
Use this Code instead:
private MouseAdapter listener = new MouseAdapter() {
public void mouseReleased(MouseEvent e) {
if (downer) {
downer = false;
if (new Rectangle(e.getComponent().getLocationOnScreen(), e.getComponent().getSize())
.contains(e.getLocationOnScreen())) {
downer = false;
// CODE
new Thread(new Runnable(){
public void run(){
//Your Listener code
}
}).start();
/// COde
}
}
}
boolean downer = false;
public void mousePressed(java.awt.event.MouseEvent e) {
downer = true;
}
};
This code only reacts if you press on the component and release on the component AND starts a new Thread for the custom task. This should work allways, because the AWT Thread isnt blocked with long calculations.

Trigger event only after repaint in Java Swing?

I am making a simple board game in java, where I want to animate a dice roll. So I flash pictures of a dice like this:
public Timer roll_dice = new Timer(50, this);
...
public void actionPerformed(ActionEvent evt) {
if(roll_dice.getDelay() > 500){
roll_dice.setDelay(50);
roll_dice.stop();
movePiece();
}else{
roll_dice.setDelay(roll_dice.getDelay() + 50);
dice_panel.repaint(0);
}
}
}
movePiece(){
//do some more painting
}
So the die is going so show random numbers for a few times, and then slowly settle on a number. After that is done I would like to call the movePiece() method. However, as it is, the the repaint occurs sporadically and screws everything up so that movePiece() gets called before the dice roll is actually finished animating.
Does anyone have any ideas how I can call movePiece only after the final repaint has happened?
So the die is going so show random numbers for a few times, and then slowly settle on a number. After that is done I would like to call the movePiece() method. However, as it is, the the repaint occurs sporadically and screws everything up so that movePiece() gets called before the dice roll is actually finished animating.
What worries me here is why your painting is occurring sporadically -- it simply shouldn't be doing that, and perhaps that is what you need to fix. I wonder if you're reading in the images from the file each time you do the drawing or some other cause for slowing the drawing down. If you need more help regarding this issue, then you'll have to give us more information on how you do your painting. Regardless, you should avoid having program logic be dependent on painting as you don't have full control over when or even if painting will occur.
Rather than redrawing images and calling repaint(), why not simply put your rolling dice images into ImageIcons on program start up, and then in your Swing Timer, swap icons in a JLabel? Then stop your Timer when the delay gets long enough and in that if block, move your piece.
So, assuming that you have several dice, each can be displayed by a JLabel that is held in an array of JLabel called diceLabels, and the ImageIcons can be held in an array called diceIcons. Then you can do something like:
public void actionPerformed(ActionEvent e) {
if (roll_dice.getDelay() > 500) {
roll_dice.setDelay(50);
roll_dice.stop();
movePiece(); // I like this -- this shouldn't change
} else {
roll_dice.setDelay(roll_dice.getDelay() + 50);
// dice_panel.repaint(0);
for (JLabel dieLabel : diceLabels) {
int randomIndex = random.nextInt(diceIcons.length);
dieLabel.setIcon(diceIcons[randomIndex]);
}
}
}
I like your logic on when you call movePiece() and I think that this should remain unchanged.
You can call the rolling in another thread and join() the current thread to the rolling one. That way the main code will wait until the roll thread dies (finished rolling).
public void actionPerformed(ActionEvent evt) {
if(roll_dice.getDelay() > 500){
Thread rollerThread = new RollerThread();
rollerThread.start();
rollerThread.join();
movePiece();
}
else{
roll_dice.setDelay(roll_dice.getDelay() + 50);
dice_panel.repaint(0);
}
}
private RollerThread extends Thread
{
public void run(){
roll_dice.setDelay(50);
roll_dice.stop();
}
}
However, this might not work with the EDT - because repaints should be scheduled to the queue. Maybe you can shedule the event using the SwingUtilities.invokeAndWait():
public void actionPerformed(ActionEvent evt) {
Thread thread = new Thread(){
public void run(){
if(roll_dice.getDelay() > 500){
SwingUtilities.invokeAndWait(new Runnable(){
public void run(){
roll_dice.setDelay(50);
roll_dice.stop();
}
});
movePiece();
}
else{
roll_dice.setDelay(roll_dice.getDelay() + 50);
dice_panel.repaint(0);
}
}
};
thread.start();
}
Does anything change if you put that call to movePiece(); in a SwingUtilities.invokeLater(Runnable);?
if(roll_dice.getDelay() > 500){
roll_dice.setDelay(50);
roll_dice.stop();
SwingUtilities.invokeLater(new Runnable() {
public void run() { movePiece(); }
});
}
...

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