Move Image on JFrame without repaint() - java

I'm trying to build a 2d game.
I have a background-image that static and an Image of the character. When i press a move-key (WASD) the Mainclass (were the keylistener is) calling a function in a class called Player The function is changing the location of the character (Image). And after this function is called i use repaint() to repaint the character on new position.
If i remove the background i can see the old images still left from the other positions. So this meens i have to repaint the player and the background for each step.
There might be a better solution for this? Worst case scenario: It's an onlinegame and there are many players moving around and each 100 milliseconds the repaint is called for update every players posisions. I have a feeling this will take out all the memory of the players computer or at least the game will not feel so good

Don't paint directly in the JFrame content pane. Instead, override paintComponent() in a JComponent. This AnimationTest draws into a JPanel, which is double buffered by default. The example also shows one approach to examining the time budget devoted to painting.

As far as I know, there is no other solution. Repainting every 100 ms generally isn't too memory intensive on most computers.

I think repaint is the only solution, I once created a 2d car simulation game and that's what i do, I also change the coordinates of all Car objects and then repaint the whole thing. I tried to simulate 2000 Car objects running at 100 ms repaint on all of them without trouble. hehe fun

(i used a jpanel inside the jframe) and use bufferedimage of java.awt.image
Instead you can try using a JLabel with Icons. Then all you do is invoke the setLocation(...) method of the label. The Swing RepaintManager will look after repainting the old location and the new location.
Here's an example to get you started. This example uses separate Timers for each image. In your game you would reset the location of all images at the same time when your single Timer fires.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class AnimationBackground extends JLabel implements ActionListener
{
int deltaX = 2;
int deltaY = 3;
int directionX = 1;
int directionY = 1;
public AnimationBackground(
int startX, int startY,
int deltaX, int deltaY,
int directionX, int directionY,
int delay)
{
this.deltaX = deltaX;
this.deltaY = deltaY;
this.directionX = directionX;
this.directionY = directionY;
setIcon( new ImageIcon("dukewavered.gif") );
setSize( getPreferredSize() );
setLocation(startX, startY);
new javax.swing.Timer(delay, this).start();
}
public void actionPerformed(ActionEvent e)
{
Container parent = getParent();
// Determine next X position
int nextX = getLocation().x + (deltaX * directionX);
if (nextX < 0)
{
nextX = 0;
directionX *= -1;
}
if ( nextX + getSize().width > parent.getSize().width)
{
nextX = parent.getSize().width - getSize().width;
directionX *= -1;
}
// Determine next Y position
int nextY = getLocation().y + (deltaY * directionY);
if (nextY < 0)
{
nextY = 0;
directionY *= -1;
}
if ( nextY + getSize().height > parent.getSize().height)
{
nextY = parent.getSize().height - getSize().height;
directionY *= -1;
}
// Move the label
setLocation(nextX, nextY);
}
public static void main(String[] args)
{
JPanel panel = new JPanel(null)
{
Image image = new ImageIcon("mong.jpg").getImage();
protected void paintComponent(Graphics g)
{
g.drawImage(image, 0, 0, getWidth(), getHeight(), null);
super.paintComponent(g);
}
};
panel.setOpaque(false);
// panel.add( new AnimationBackground(10, 10, 2, 3, 1, 1, 10) );
panel.add( new AnimationBackground(300, 100, 3, 2, -1, 1, 20) );
panel.add( new AnimationBackground(200, 200, 2, 3, 1, -1, 20) );
panel.add( new AnimationBackground(50, 50, 5, 5, -1, -1, 20) );
// panel.add( new AnimationBackground(0, 000, 5, 0, 1, 1, 20) );
panel.add( new AnimationBackground(0, 200, 5, 0, 1, 1, 80) );
JFrame frame = new JFrame();
frame.setContentPane(panel);
frame.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
frame.setSize(400, 400);
frame.setLocationRelativeTo( null );
frame.setVisible(true);
}
}
You will need to provide a background image and an image for the label where the code creates an ImageIcon.

There is efficient to redraw only part of your component. Read this tutorial.
Basically you have to call component.repaint(posX, posY, length, height) twice:
once at he old player image position (will repaint the background) and then at the new position.
(This solution was also proposed by G_H in the comments.)

Related

Java moving an object (a simple machine simulator)

I am working on a dusk cleaner simulator on Java, in this case the shape of the cleaner is a circular ball.
The program is quite simple, the user puts in the width and length of the "room" and coordinates x and y.
What I want to do and cannot is create a series of commands, each represented by a character. There are three commands that I want to imnplement:
1. char 'A' = Move forward 1 meter
2. char 'L' = Turn left 90 degrees
3. R Turn right 90 degrees
Example of user input AALA, in this case the expected output is that the machine moves 2 meters and then turns left 90 degrees and then moves 1 meter again. Hope I am clear.
As you can see in the code, I have tried to create an array of chars but I dont know what the next step should be...
The code:
public class Cleaner extends JPanel {
/* int lx = 1, ly = 1;
int x = 200, y = 250;
*/
int x, y;
int width = 52, height = 50; // width and height of the "dust sucker"
int lx , ly;
// an array of chars
char[] charArray ={ 'A', 'L', 'R'};
java.util.Timer move; // making the instance of Timer class from the util package
static JFrame frame;
Cleaner()
{
frame = new JFrame ("Cleaner started!"); // passing attributes to our fame
frame.setSize (400, 400); // setting size of the starting window
frame.setVisible (true);
setForeground(Color.black); // setting color
move = new java.util.Timer();
move.scheduleAtFixedRate(new TimerTask()
{
public void run()
{
if(x<0)
lx = 1;
if(x>=getWidth()-45)
lx = -1; // -1 sets boundry for the dusk sucker
if(y<0)
ly = 1;
if(y>=getHeight()-45)
ly = -1; // -1 sets boundry for the dusk sucker
x+=lx; // to make the machine move
y+=ly;
repaint();
}
}, 0, 5// speed of the machine
);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public void paint (Graphics g)
{
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.fillOval(x, y, width, height);
}
public static void main (String[] args)
{
// lx value
String lxValue =
JOptionPane.showInputDialog( "Enter lx" );
// ly value
String lyValue =
JOptionPane.showInputDialog( "Enter ly" );
String xValue =
JOptionPane.showInputDialog( "Enter x value" );
// ly value
String yValue =
JOptionPane.showInputDialog( "Enter y value" );
// convert String inputs to int values
int firstInput = Integer.parseInt( lxValue );
int secondInput = Integer.parseInt( lyValue );
int thirdInput = Integer.parseInt( xValue );
int forthInput = Integer.parseInt( yValue );
Cleaner cleaner = new Cleaner();
frame.add(cleaner);
cleaner.lx = firstInput;
cleaner.ly = secondInput;
cleaner.x = thirdInput;
cleaner.y = forthInput;
}
}
All help is appreciated!
First some basics:
override paintComponent(), not paint() when doing custom painting.
use a Swing Timer for animation. All updates to Swing components need to be done on the Event Dispatch Thread (EDT).
in this case the shape of the cleaner is a circular ball.
So you need to create a class to represent the ball. It will have basic properties like:
size
location
direction of movement.
speed of movement.
You will then need to create methods to change the properties. Maybe:
move() - move in the current direction at the current speed
turnRight() - adjust direction
turnLeft() - adjust direction
Then you can create an ArrayList to store the moves and a Swing Timer to execute the moves.
Whenever the Timer fires you remove the command from the ArrayList and execute the command. By invoking one of the above 3 methods.
Check out: get width and height of JPanel outside of the class for an example that is similiar (not exact) to what you want. It demonstrates the concept if creating an object with the properties needed to control its motion.

How can I remove the white background and how can i add a stick?

I am trying to create a Billiards game for my project and I am having difficulty in adding the stick and the balls at the same time. Also, when I add the balls the background of the JFrame goes white, it is actually supposed to be green (the color of the table).
Your help will be much appreciated.
I tried using Graphics. For example g2d.setBackground(Color.green). Which did not work
public class Practice_Window implements MouseListener, MouseMotionListener, KeyListener {
JFrame Practice_Mode = new JFrame();
Balls myBalls = new Balls();
Stick myStick = new Stick();
public void PracticeWindow()
{
Practice_Mode.setSize(1000, 500);
Practice_Mode.setVisible(true);
Practice_Mode.setResizable(false);
Practice_Mode.setTitle("Practice Mode");
Practice_Mode.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Practice_Mode.getContentPane().setBackground(new Color(0, 1, 0, 0.5f)); //Not visible after i add my balls
Practice_Mode.getRootPane().setBorder(BorderFactory.createMatteBorder(10, 10, 10, 10, Color.GREEN));
Practice_Mode.add(myBalls);
//Practice_Mode.add(myStick);
//JPanel p = new JPanel();
//Timer t= new Timer(10, myBalls);
}
//BALL CLASS
public class Balls extends JPanel implements ActionListener
{
double Size = 35;
double REDxSpeed = 5;
double REDySpeed = 5;
double REDSpeed = 0;
double YELLOWxSpeed = 2;
double YELLOWySpeed = 3;
double YELLOWSpeed = 0;
double WHITExSpeed = 4;
double WHITEySpeed = 2;
double WHITESpeed = 0;
double friction = 0.2;
boolean Collision = false;
Ellipse2D.Double red = new Ellipse2D.Double(200, 200, Size, Size);
Ellipse2D.Double yellow = new Ellipse2D.Double(300, 300, Size, Size);
Ellipse2D.Double white = new Ellipse2D.Double(150, 400, Size, Size);
Timer t = new Timer(10, this);
Balls()
{
t.start();
}
#Override
public void actionPerformed(ActionEvent e) //Things are moving here
{
//RED BALL
red.x += REDxSpeed;
red.y += REDySpeed;
REDSpeed = Math.sqrt(REDxSpeed*REDxSpeed + REDySpeed*REDySpeed);
repaint();
if(red.x < 0 || red.x > getWidth() - red.width)
{
REDxSpeed = -REDxSpeed;
}
if(red.y < 0 || red.y > getHeight() - red.height)
{
REDySpeed = -REDySpeed;
}
//YELLOW BALL
yellow.x += YELLOWxSpeed;
yellow.y += YELLOWySpeed;
YELLOWSpeed = Math.sqrt(YELLOWxSpeed*YELLOWxSpeed + YELLOWySpeed*YELLOWySpeed);
repaint();
if(yellow.x < 0 || yellow.x > getWidth() - yellow.width)
{
YELLOWxSpeed = -YELLOWxSpeed;
}
if(yellow.y < 0 || yellow.y > getHeight() - yellow.height)
{
YELLOWySpeed = -YELLOWySpeed;
}
//WHITE BALL
white.x += WHITExSpeed;
white.y += WHITEySpeed;
WHITESpeed = Math.sqrt(WHITExSpeed*WHITExSpeed + WHITESpeed*WHITEySpeed);
repaint();
if(white.x < 0 || white.x > getWidth() - white.width)
{
WHITExSpeed = -WHITExSpeed;
}
if(white.y < 0 || white.y > getHeight() - white.height)
{
WHITEySpeed = -WHITEySpeed;
}
Collision_Detection();
}
public void paintComponent(Graphics g) //DRAWING MY BALLS
{
super.paintComponent(g);
Graphics2D g2d = (Graphics2D)g;
//g2d.setBackground(Color.green);
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setColor(Color.red);
g2d.fill(red);
g2d.setColor(Color.yellow);
g2d.fill(yellow);
g2d.setColor(Color.black);
g2d.fill(white);
}
//STICK CLASS
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import java.awt.geom.Rectangle2D;
import javax.swing.*;
public class Stick extends JPanel implements MouseListener, MouseMotionListener, ActionListener {
int xLocation = 50;
int yLocation = 50;
int Width = 50;
int Height = 15;
Rectangle2D.Double stick = new Rectangle2D.Double(200, 200, Width, Height);
Timer t = new Timer(10, this);
Stick()
{
t.start();
}
public void PaintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2d = (Graphics2D)g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setColor(Color.ORANGE);
g2d.fill(stick);
}
I am having difficulty in adding the stick and the balls at the same time.
So why are you trying to write your entire application at once without doing any testing along the way? Why do you have Timers in the code? Why do you have KeyListeners?
Learn to develop applications one step at a time. Write a little code do some testing. When it works add more functionality. Get the basic right first before adding more complicated logic.
Practice_Mode.add(myBalls);
//Practice_Mode.add(myStick);
The default layout manager of a JFrame is the BorderLayout. By default, when you add a component to the frame (and don't specify a constraint) the component goes to the CENTER. Only a single component can be added to the CENTER so only the last component added will be visible.
Your basic design is wrong. You don't want to have separate panels for the balls and stick. You want to have a single "BilliardsGameBoard" panel that will paint multiple objects. So this panel will paint all the balls and the stick. This way all the objects are managed by the same class.
You should also not be creating individual objects with variable names. This limits the number of object you can control. Instead, keep the objects you want to paint in an ArrayList, then the painting method iterates through the ArrayList and paints each object.
See: get width and height of JPanel outside of the class for a working example of this approach.
I add the balls the background of the JFrame goes white,
Practice_Mode.getContentPane().setBackground(new Color(0, 1, 0, 0.5f));
Don't use alpha values when you specify your color. For green you can just use:
practiceMode.getContentPane().setBackground( Color.GREEN );
Your stick and balls are extending JPanel, which is typically used as a container to group a bunch of JComponents, which are buttons and UI elements. The graphical errors you see is likely Java trying to line up your panels side by side using the default BorderLayout, because it thinks you want panels of buttons and stuff when you are just trying to achieve freeform shapes.
A better approach would be to to render your stick and balls as primitive shapes on a JPanel, rather than as JPanels themselves. This is accomplished by making them implement Shape or at least giving them draw methods; the Primitives tutorial would be of use. This question also has somebody in a somewhat similar situation as yourself, and has answers relevant to you.

How can I recreate my graphic using recursion?

I have a graphic which consists of a horizontal line of circles of different sizes at regular intervals. Here is the picture:
I am trying to recreate this graphic using recursion as opposed to the if statements used in my code but after trying, am unsure about how to do this. Would love some help, here is my code:
package weekFour;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import javax.swing.*;
#SuppressWarnings("serial")
public class Circle extends JPanel {
private int circX = 10;
private static int windowW = 1700;
private static int windowH = 1000;
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); //smoothes out edges
Color c5 = new Color(50, 50, 50);
Color c4 = new Color(100, 100, 100);
Color c3 = new Color(150, 150, 150);
Color c2 = new Color(200, 200, 200);
Color c1= new Color(250, 250, 250);
for (int i = 0; i < 1; i++) {
g2.setColor(c1);
g2.fillOval(522 + 75*i, 138, 666, 666);
g2.setColor(c1);
g2.drawOval(522 + 75*i, 138, 666, 666);
}
for (int i = 0; i < 3; i++) {
g2.setColor(c2);
g2.fillOval(244 + 522*i, 365, 180, 180);
g2.setColor(c2);
g2.drawOval(244 + 522*i, 365, 180, 180);
}
for (int i = 0; i < 10; i++) {
g2.setColor(c3);
g2.fillOval(130 + 174*i, 428, 60, 60);
g2.setColor(c3);
g2.drawOval(130 + 174*i, 428, 60, 60);
}
for (int i = 0; i < 25; i++) {
g2.setColor(c4);
g2.fillOval(60 + 87*i, 444, 25, 25);
g2.setColor(c4);
g2.drawOval(60 + 87*i, 444, 25, 25);
}
for (int i = 0; i < 120; i++) {
g2.setColor(c5);
g2.fillOval(circX + 29*i, 450, 12, 12);
g2.setColor(c5);
g2.drawOval(circX + 29*i, 450, 12, 12);
}
}
private static void createAndShowGui() {
JFrame frame = new JFrame("MyTaskToo");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new Circle());
frame.setSize(windowW, windowH);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
Thanks for your time.
This is how I went about this problem, although we had to do it with green circles as opposed to grey circles but it's not that different.
N.B: Sorry for the appealing comments for sometimes trivial things but we get marks for commenting and it is better to be safe than sorry. Maybe they change you some insight into the thought process.
Here is the main method that starts the programme and sets out the window information.
public class Q2Main {
public static void main(String[] args) {
// here we are just setting out the window end putting the circles drawin in Q2Circles into this window.
JFrame window = new JFrame();
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setSize(1000, 500);
window.getContentPane().add(new Q2Circles(5));
window.setVisible(true);
}}
This is where the magic happens:
public class Q2Circles extends JPanel {
// this allows the user to specify how many loops of recursion they want the programme to complete before finishing
int recursionsToDo;
public Q2Circles(int recursionMax){
super();
recursionsToDo = recursionMax;
}
/*
this method is automatically called when we run the constructor as it inherits from the JFram superclass. here
we are setting out the size of the circle by getting the size of the window to make it proportional to the rest
of the screen and circles.
we then pass these values into the drawCircle method to draw the circle
*/
public void paintComponent(Graphics g){
Rectangle rectangle = this.getBounds();
int diameter = rectangle.width/3;
int centerPoint = rectangle.width/2;
drawCircle(g, 1, centerPoint, diameter);
}
/*
This method is where the magic of the programme really takes place. first of all we make sure we haven't completed
the necessary recursions. we the set the color by dividing it by the amount of times we have recursed, this will
have the affect of getting darker the more times the method recurses. we then sset the color. finaly we fill the
oval (draw the circle). because we want to move depending on the times it has recursed and size of the previous
we do it based on the size of the elements from the previous call to this method. Getting the right numbers
though was just alot of trial and error.
we then increment the recursion counter so that we know how many times we have recursed and that can then be
used at different points where needed. e.g for setting the color.
each recursive call used the dimension of the other recursive calls to make the whole picture. Although the
first recursive call creates the circles on the right of the screen. the second call draws the circle on the
left of the screen and the last one does the circles in the middle, they all use eachothers values to make it
complete. without one recursive step, more is missing than just what is created by that recursive call on its own.
in all honesty though, there is alot of duplication, like the large middlecircle.
*/
public void drawCircle(Graphics g, int amountOfRecursions, int center, int diameter){
if (amountOfRecursions <= recursionsToDo){
int recursionsCount = amountOfRecursions;
int greenColor = Math.round(225 / (amountOfRecursions));
g.setColor(new Color(0, greenColor, 0));
g.fillOval(center - (diameter/2), 200 - (diameter/2), diameter, diameter);
recursionsCount++;
drawCircle(g, recursionsCount, Math.round(center + diameter), diameter/3);
drawCircle(g, recursionsCount, Math.round(center - diameter), diameter/3);
drawCircle(g, recursionsCount, Math.round(center), diameter/3);
}
}}

Does the repaint() method in Java require a timer or action?

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.

JFrame Simple Application

I am working on creating a game for fun that basically is a simplistic representation for evolution.
Essentially, when I click on my moving ball it changes color. The goal is to continuously change until it matches the background color meaning the ball is successfully hidden. Eventually I will add more balls but I am trying to figure out how to change its color upon a mouse click. I have created the moving ball animation so far.
How can I change the ball color when I click on the ball?
Code:
public class EvolutionColor
{
public static void main( String args[] )
{
JFrame frame = new JFrame( "Bouncing Ball" );
frame.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
BallPanel bp = new BallPanel();
frame.add( bp );
frame.setSize( 1800, 1100 ); // set frame size
frame.setVisible( true ); // display frame
bp.setBackground(Color.YELLOW);
} // end main
}
class BallPanel extends JPanel implements ActionListener
{
private int delay = 10;
protected Timer timer;
private int x = 0; // x position
private int y = 0; // y position
private int radius = 15; // ball radius
private int dx = 2; // increment amount (x coord)
private int dy = 2; // increment amount (y coord)
public BallPanel()
{
timer = new Timer(delay, this);
timer.start(); // start the timer
}
public void actionPerformed(ActionEvent e)
// will run when the timer fires
{
repaint();
}
public void mouseClicked(MouseEvent arg0)
{
System.out.println("here was a click ! ");
}
// draw rectangles and arcs
public void paintComponent( Graphics g )
{
super.paintComponent( g ); // call superclass's paintComponent
g.setColor(Color.red);
// check for boundaries
if (x < radius) dx = Math.abs(dx);
if (x > getWidth() - radius) dx = -Math.abs(dx);
if (y < radius) dy = Math.abs(dy);
if (y > getHeight() - radius) dy = -Math.abs(dy);
// adjust ball position
x += dx;
y += dy;
g.fillOval(x - radius, y - radius, radius*2, radius*2);
}
}
Take a look at How to Write a Mouse Listener.
Don't make decisions about the state of the view in the paintComponent, painting can occur for any number of reasons, many you don't control. Instead, make theses decisions within the actionPerformed method of your Timer
You may also wish to consider changing your design slightly. Rather then having the balls as JPanels, you create a virtual concept of a ball, which contains all the properties and logic it needs and use the JPanel to paint them. You could then store them in some kind of List, each time you register a mouse click you could iterate the List and check to see if any of the balls were clicked
Have look at Java Bouncing Ball for an example
Instead of hard-coding the color (g.setColor(Color.red);), why not create an attribute:
g.setColor(currentColor);
Then when you click in the circle area, change currentColor.

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