Why is the paint() method not executing update() or paint() methods? - java

I'm having this problem where the paint() or update() methods in a class isn't getting called when I execute repaint(). Here's the code:
public class BufferedDisplay extends Canvas implements Runnable {
// Contains all the images in order, ordered from background to foreground
private ArrayList<ImageStruct> images;
// Tracks the last insert ID of the last image for a particular layer
private TreeMap<Integer, Integer> insertIDs;
// Image that holds the buffered Image
private Image offscreen;
public BufferedDisplay() {
images = new ArrayList<ImageStruct>();
insertIDs = new TreeMap<Integer, Integer>();
}
public void addImageStruct(ImageStruct is) {
int layer = is.getLayer();
// Index to insert the image at
int index = -1;
if(insertIDs.containsKey(layer)) {
index = insertIDs.get(layer)+1;
insertIDs.put(layer, index);
}
else {
index = images.size();
insertIDs.put(layer, index);
}
if(index>-1) {
images.add(index, is);
}
}
public void run() {
try
{
while(true)
{
System.out.print("\nSleeping... ");
System.out.print("ArraySize:"+images.size()+" ");
Thread.sleep(1000);
System.out.print("Slept. ");
repaint();
}
}
catch(Exception e)
{
System.out.println("Display Error: ");
e.printStackTrace();
System.exit(-1);
}
}
// Overrides method so the background isn't automatically cleared
public void update( Graphics g )
{
System.out.print("Updating... ");
paint(g);
}
public void paint( Graphics g )
{
System.out.print("Painting... ");
if(offscreen == null)
offscreen = createImage(getSize().width, getSize().height);
Graphics buffer = offscreen.getGraphics();
buffer.setClip(0,0,getSize().width, getSize().height);
g.setColor(Color.white);
paintImages(buffer);
g.drawImage(offscreen, 0, 0, null);
buffer.dispose();
}
public void paintImages( Graphics window )
{
for(ImageStruct i : images) {
i.draw(window);
}
}
}
This class is implemented in this:
public class Game extends JPanel{
// A reference to the C4Game class
private C4Game game;
// A reference to the BufferedDisplay class
private BufferedDisplay display;
// The Image used to initialize the game board
private Image tile;
private int tileSize = 75;
private int tileLayer = 5;
// Thread that controls animation for the BufferedDisplay
Thread animation;
public Game(C4Game game) {
this.game = game;
display = new BufferedDisplay();
try {
tile = ImageIO.read(new File("img\\tile.png"));
} catch (IOException e) {
System.out.println("ERROR: ");
e.printStackTrace();
}
((Component)display).setFocusable(true);
add(display);
animation = new Thread(display);
animation.start();
initBoard();
}
public void initBoard() {
for(int x = 0; x<game.numRows()*tileSize; x+=tileSize) {
for(int y = 0; y<game.numCols()*tileSize; y+=tileSize) {
System.out.println("Placing " +x +" " +y +"...");
display.addImageStruct(new ImageStruct(tile, tileLayer, x, y, tileSize, tileSize));
}
}
}
}
...Which is then implemented in a JFrame.
public class TetraConnect extends JFrame{
public TetraConnect() {
super("TetraConnect", 800, 600);
try {
setIconImage(Toolkit.getDefaultToolkit().createImage("img/icon.png"));
ms = new MainScreen(this);
add(ms);
ms.updateUI();
C4Game c4g = new C4Game(5,6);
Game g = new Game(c4g);
add(g);
g.updateUI();
}
catch(Exception e) {
System.out.println("Init. Error: ");
e.printStackTrace();
System.exit(-1);
}
}
The output when I run it, is:
Slept.
Sleeping... Slept.
Sleeping... Slept.
Sleeping... Slept.
And so forth. I'm also not able to see any images on the Canvas (I'm assuming they are never drawn in the first place). It seems to completely skip the repaint method; the debug statements "Updating... " and "Repainting... " never show up. However, repaint also seems to be executing; the loop repeats without problems. Why isn't the repaint method calling the paint() or update() methods?

As #camickr noted in the comments, you are using the heavyweight AWT canvas. You should really be using lightweight Swing components. Instead of:
public class BufferedDisplay extends Canvas implements Runnable {
I recommend:
public class BufferedDisplay extends JPanel implements Runnable {
Given that small change, I would then do the following:
When overriding the default paining of a component you should override the paintComponent() method.
So, instead of:
public void paint( Graphics g )
{
It should be:
protected void paintComponent( Graphics g )
{
That may fix your problem.
Also, you shouldn't have to override the update() method. Instead, just leave out a call to super.paintCompenent(g) in the paint component method. This should cause the background to be left alone by default.

Make sure that the BufferedDisplay object has been added to a container (e.g. a Frame), and that the container itself is visible. If the component is not showing, then calls to repaint() will not result in update() being called.
This is just generic advice. If you post a self-contained example that can be compiled and run it will probably be easier to find out what is wrong.

Related

Image not rendering (JAVA)

So, today I decided to try to make my own game without using a tutorial, and if I have a problem, try to figure it out on my own. However, this problem is something that I don't understand.
Here is my code:
Game class (where the image is supposed to be rendered):
public class Game extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
private int width = 350;
private int height = 200;
private int scale = 3;
private Dimension size = new Dimension(width * scale, height * scale);
private Thread thread;
private boolean running = false;
private BufferedImage image = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
private int[] pixels = ((DataBufferInt) image.getRaster().getDataBuffer()).getData();
private Loader loader;
public Game() {
JFrame frame = new JFrame("Game");
frame.setPreferredSize(size);
frame.setMaximumSize(size);
frame.setMinimumSize(size);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.add(this);
frame.setVisible(true);
loader = new Loader();
}
public static void main(String[] args) {
Game game = new Game();
game.start();
new Images();
}
public void render() {
BufferStrategy bs = super.getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
g.drawImage(Images.TEST, 10, 10, null);
g.dispose();
bs.show();
}
public synchronized void start() {
if (running)
return;
else
running = true;
thread = new Thread(this);
thread.start();
}
public synchronized void stop() {
if (!running)
return;
else
try {
thread.join();
} catch (Exception e) {
e.printStackTrace();
}
}
#Override
public void run() {
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public int getScale() {
return scale;
}
}
Loader class (where I load the image):
public class Loader {
public BufferedImage loadImage(String fileName) {
try {
System.out.println("Trying to load: " + fileName + " ... succeded!");
return ImageIO.read(new File(fileName));
} catch(Exception e) {
e.printStackTrace();
}
System.out.println("Trying to load: " + fileName + " ... failed!");
return null;
}
}
And my images class, where all of the images get set to a file:
public class Images {
public static Loader loader;
public static final BufferedImage TEST;
static {
Loader loader = new Loader();
TEST = loader.loadImage("res/test.png");
}
}
All I want to do, is simple display an image to the screen, yet this method does not seem to work. I do not know what I am doing wrong.
And, no I haven't put in the wrong directory of the image.
Thanks in advance!
Since run is empty, nothing is performing an update/paint cycle. Start by updating the run method to perform call render...
#Override
public void run() {
while (running) {
render();
}
}
The point of BufferStrategy is to take control of the painting process, so you now become responsible for performing it
Next, get rid of getWidth and getHeight, this is going to cause no end of issues and I wasted time trying to figure out why it wasn't displaying my full image.
The following...
frame.setPreferredSize(size);
frame.setMaximumSize(size);
frame.setMinimumSize(size);
is a bad idea, as the frame includes the window decorations, so your available content size will be reduced by the size of the windows decorations, which you are probably no expecting.
Instead, replace it with...
#Override
public Dimension getPreferredSize() {
return size;
}
and the call pack on the window to pack the window decorations around your desired content size.
Don't get me started on frame.setResizable(false);
TEST = loader.loadImage("res/test.png"); worries me. If res/test.png is embedded within your application Jar then the loading process will fail. If it's externalised to the disk, then you are going to have issues with loading the images if the working directory is not the same as the installation directory - just be warned

Swing animation flickers and makes GUI slow to respond

I'm trying to write a simple program: a bouncing ball that appears and starts bouncing after you press the "Start" button on the screen. The program should be closed by pressing "X".
For some reason, it runs very slowly. The ball is blinking, and I have to wait for a long time after I press the "X" for program to close.
Here is the code:
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import java.util.*;
import javax.swing.*;
public class Bounce
{
public static void main(String[] args)
{
JFrame frame = new BounceFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.show();
}
}
class BounceFrame extends JFrame
{
public BounceFrame()
{
setSize(WIDTH, HEIGHT);
setTitle("Bounce");
Container contentPane = getContentPane();
canvas = new BallCanvas();
contentPane.add(canvas, BorderLayout.CENTER);
JPanel buttonPanel = new JPanel();
addButton(buttonPanel, "Start", new ActionListener()
{
public void actionPerformed(ActionEvent evt)
{
addBall();
}
});
contentPane.add(buttonPanel, BorderLayout.SOUTH);
}
public void addButton(Container c, String title, ActionListener listener)
{
JButton button = new JButton(title);
c.add(button);
button.addActionListener(listener);
}
public void addBall()
{
try
{
Ball b = new Ball(canvas);
canvas.add(b);
for (int i = 1; i <= 10000; i++)
{
b.move();
Thread.sleep(10);
}
}
catch (InterruptedException exception)
{
}
}
private BallCanvas canvas;
public static final int WIDTH = 300;
public static final int HEIGHT = 200;
}
class BallCanvas extends JPanel
{
public void add(Ball b)
{
balls.add(b);
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
for (int i = 0; i < balls.size(); i++)
{
Ball b = (Ball)balls.get(i);
b.draw(g2);
}
}
private ArrayList balls = new ArrayList();
}
class Ball
{
public Ball(Component c) { canvas = c; }
public void draw(Graphics2D g2)
{
g2.fill(new Ellipse2D.Double(x, y, XSIZE, YSIZE));
}
public void move()
{
x += dx;
y += dy;
if (x < 0)
{
x = 0;
dx = -dx;
}
if (x + XSIZE >= canvas.getWidth())
{
x = canvas.getWidth() - XSIZE;
dx = -dx;
}
if (y < 0)
{
y = 0;
dy = -dy;
}
if (y + YSIZE >= canvas.getHeight())
{
y = canvas.getHeight() - YSIZE;
dy = -dy;
}
canvas.paint(canvas.getGraphics());
}
private Component canvas;
private static final int XSIZE = 15;
private static final int YSIZE = 15;
private int x = 0;
private int y = 0;
private int dx = 2;
private int dy = 2;
}
The slowness comes from two related problems, one simple and one more complex.
Problem #1: paint vs. repaint
From the
JComponent.paint docs:
Invoked by Swing to draw components.
Applications should not invoke paint directly, but should instead use the repaint method to schedule the component for redrawing.
So the canvas.paint() line at the end of Ball.move must go.
You want to call
Component.repaint
instead...
but just replacing the paint with repaint will reveal the second problem, which prevents the ball from even appearing.
Problem #2: Animating inside the ActionListener
The ideal ActionListener.actionPerformed method changes the program's state and returns as soon as possible, using lazy methods like repaint to let Swing schedule the actual work for whenever it's most convenient.
In contrast, your program does basically everything inside the actionPerformed method, including all the animation.
Solution: A Game Loop
A much more typical structure is to start a
javax.swing.Timer
when your GUI starts, and just let it run
"forever",
updating your simulation's state every tick of the clock.
public BounceFrame()
{
// Original code here.
// Then add:
new javax.swing.Timer(
10, // Your timeout from `addBall`.
new ActionListener()
{
public void actionPerformed(final ActionEvent ae)
{
canvas.moveBalls(); // See below for this method.
}
}
).start();
}
In your case, the most important
(and completely missing)
state is the
"Have we started yet?"
bit, which can be stored as a boolean in BallCanvas.
That's the class that should do all the animating, since it also owns the canvas and all the balls.
BallCanvas gains one field, isRunning:
private boolean isRunning = false; // new field
// Added generic type to `balls` --- see below.
private java.util.List<Ball> balls = new ArrayList<Ball>();
...and a setter method:
public void setRunning(boolean state)
{
this.isRunning = state;
}
Finally, BallCanvas.moveBalls is the new
"update all the things"
method called by the Timer:
public void moveBalls()
{
if (! this.isRunning)
{
return;
}
for (final Ball b : balls)
{
// Remember, `move` no longer calls `paint`... It just
// updates some numbers.
b.move();
}
// Now that the visible state has changed, ask Swing to
// schedule repainting the panel.
repaint();
}
(Note how much simpler iterating over the balls list is now that the list has a proper generic type.
The loop in paintComponent could be made just as straightforward.)
Now the BounceFrame.addBall method is easy:
public void addBall()
{
Ball b = new Ball(canvas);
canvas.add(b);
this.canvas.setRunning(true);
}
With this setup, each press of the space bar adds another ball to the simulation.
I was able to get over 100 balls bouncing around on my 2006 desktop without a hint of flicker.
Also, I could exit the application using the 'X' button or Alt-F4, neither of which responded in the original version.
If you find yourself needing more performance
(or if you just want a better understanding of how Swing painting works),
see
"Painting in AWT and Swing:
Good Painting Code Is the Key to App Performance"
by Amy Fowler.
I would suggest you to use 'Timer' class for running your gameloop.It runs infinitely and you can stop it whenever you want using timer.stop()
You can also set its speed accordingly.

How to delete an JPanel Object?

Im on to create a little "game", something like an 2d AirForce Shooter.
So, i have a problem with deleting unused enemys.
An Enemy is an simple JPanel, which is saved in the main logic as an array List.
public static ArrayList<Enemy> enemys = new ArrayList<Enemy>();
The Enemy run logic does the following:
while(!destroyed){
if(Game.running){
x--;
if(getBounds().intersects(Field.player.getBounding())){
Player.death = true;
}
if(x < 0){
Field.deleteEnemy(this);
}
setBounds((int) x, (int) y, 100, 50);
try{Thread.sleep(10);}catch(InterruptedException e){}
}
}
So you can seem there i already tried to call the method deleteEnemy, and just give it the unused Enemy.
But it isnt possible - when i just do this:
public static void deleteEnemy(Enemy e){
System.out.println("test");
enemys.remove(e);
}
It will be just removed from the list, but coninues existing on the Main JPanel.
And i cannot say
remove(e);
Because then i try to call a non static function in a static.
So, how could i delete an Enemy? Someone knows?
Thanks for help!
The hole code: (Game.java)
And, Enemy.java:
package Game;
import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
public class Field extends JPanel implements Runnable{
public static Player player = new Player();
public static ArrayList<Enemy> enemys = new ArrayList<Enemy>();
private Thread moveBackground = new Thread(this);
private boolean bgMoving = false;
public static boolean addMob = false;
private int x = 0;
private int bgSpeed = -1;
public Field(){
setBounds(0, 0, 800, 600);
setFocusable(true);
setLayout(null);
addKeyListener(new Handler());
add(player);
}
public void paintComponent(Graphics g){
Field.super.paintComponent(g);
g.drawImage(Images.images[0], x, 0, this);
}
public static void deleteEnemy(Enemy e){
System.out.println("test");
enemys.remove(e);
}
public void run(){
while(!Player.death){
if(bgMoving){
bgMoving = true;
x += bgSpeed;
if(x < -(Images.images[0].getWidth(this) - this.getWidth() - 20)){
bgMoving = false;
}
repaint();
try { Thread.sleep(20); } catch (InterruptedException e) {}
}
if(addMob){
enemys.add(new Enemy());
add(enemys.get(enemys.size() - 1));
addMob = false;
}
}
JOptionPane.showMessageDialog(null, "DIED!");
}
public class Handler extends KeyAdapter {
public void keyPressed(KeyEvent e) {
player.KeyPressed(e);
if(!bgMoving){
if(Game.running){
bgMoving = true;
if(moveBackground.getState().toString() == "NEW"){
moveBackground.start();
}
}
}
}
public void keyReleased(KeyEvent e) {
player.KeyReleased(e);
}
}
}
And, Enemy.java:
package Game;
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JPanel;
public class Enemy extends JPanel implements Runnable{
Thread t = new Thread(this);
private double x = Game.width();
private double y = Math.random() * Game.height();
private double xF = 0, yF = 0;
private boolean destroyed = false;
public Enemy(){
setBounds((int) x, (int) y, 100, 50);
setOpaque(false);
t.start();
}
public void paintComponent(Graphics g){
Enemy.super.paintComponent(g);
g.setColor(Color.GREEN);
g.drawImage(Images.images[2], 0, 0, this);
}
public void run() {
while(!destroyed){
if(Game.running){
x--;
if(getBounds().intersects(Field.player.getBounding())){
Player.death = true;
}
if(x < 0){
Field.deleteEnemy(this);
}
setBounds((int) x, (int) y, 100, 50);
try{Thread.sleep(10);}catch(InterruptedException e){}
}
}
}
}
After removing you will need to call revalidate() and repaint()
[Too long for a comment]
I think the problem is in your logic on removing an Enemy/JPanel:
You are removing it from the ArrayList only, what about the containing JPanel/JFrame you added it to?
You must remove the JPanel from its container (maybe another JPanel or the JFrame) not just the ArrayList via Component#remove(Component c).
If you drew the Enemy images directly in paintComponent(...) of your container via iterating the ArrayList; removing it from the ArrayList would be sufficient, as it will no longer be in the Array and thus no longer drawn on the next repaint().
+1 to #Optional, you may need to call revalidate() and repaint() on the container for the affects of the removed JPanel/Enemy to be shown.
Also as #darijan mentioned, the use of static variables along with instance is not really a great design (though for certain designs this may be fine).
In your case if you need access to an instance method of another class, within another class, simply pass the instance of the class whos method you would like to access to the object which will access it.
Here is some psuedo code expressing much of the above mentioned problems / solutions:
public class Field extends JPanel {
private ArrayList<Enemy> enemies;
public Field() {
...
enemies.add(new Enemy(this));//create a new enemy and pas it the JPanel instance so it may access instance methods of this class
}
//ONLY USED IF JPanel for Enemy is ommited and Enemy class created which represents Enemy object and not Enemy object and aJPanel
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
ArrayList<Enemy> enemiesClone = new ArrayList<>(enemies);//copy array into another so we don't get a ConcurrentModificaton exception if removeEnemy is called while iterating the list
if(!enemiesClone.isEmpty())
for(Enemy e:enemiesClone) {//iterate through array of images
draw(e.getImage(),e.getX(),e.getY(),this);
}
}
public void removeEnemy(Enemy e) {
enemies.remove(e);//remove from the array
//ONLY USED IF JPanels are used as Enemy
remove(e);//remove from the JPanel
//so the changes of removed panel can be visible seen
revalidate();
repaint();
}
}
class Enemy extends JPanel //extends JPanel should be ommited for paintComponent method of drawing an enemy onscreen
{
private int x,y;
private BufferedImage image;
private Field f;
public Enemy(Field f) {//constructor accepts Field instance to access instance method for the class
this.f=f;
}
public void update() {
if(offscreen||dead) {
f.removeEnemy(this);//call removeEnemy which is an instance method of Field
}
}
//BELOW METHODS ONLY USED WHEN Enemy represents object and not a JPanel which can draw its image itself (and update position by simply changing co-ordinates)
public BufferedImage getImage() {
return image;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
}
For a more detailed look check Game Development Loop, Logic and Collision detection Java Swing 2D I made which will give you the basics needed for most 2D games. However I do not use JPanels rather draw directly to a container.
Where do you add an Enemy to JPanel?
Basically, you should call remove on Field JPanel:
public void deleteEnemy(Enemy e){
System.out.println("test");
enemys.remove(e);
this.remove(e);
}
The method should not be static.

AnimatedGIFField from blackberry knowledge base, don't know how to manipulate the gif

I am using this code, if anybody is familiar with it, its from the blackberry knowledge base. Anyway, I was wondering how to manipulate GIF's using this class. I can get the gif on the screen, but it keeps repeating and will not disappear. Any help is greatly appreciated!
public class AnimatedGIFField extends BitmapField
{
private GIFEncodedImage _image; //The image to draw.
private int _currentFrame; //The current frame in
the animation sequence.
private int _width; //The width of the image
(background frame).
private int _height; //The height of the image
(background frame).
private AnimatorThread _animatorThread;
public AnimatedGIFField(GIFEncodedImage image)
{
this(image, 0);
}
public AnimatedGIFField(GIFEncodedImage image, long style)
{
//Call super to setup the field with the specified style.
//The image is passed in as well for the field to
//configure its required size.
super(image.getBitmap(), style);
//Store the image and it's dimensions.
_image = image;
_width = image.getWidth();
_height = image.getHeight();
//Start the animation thread.
_animatorThread = new AnimatorThread(this);
_animatorThread.start();
}
protected void paint(Graphics graphics)
{
//Call super.paint. This will draw the first background
//frame and handle any required focus drawing.
super.paint(graphics);
//Don't redraw the background if this is the first frame.
if (_currentFrame != 0)
{
//Draw the animation frame.
graphics.drawImage(_image.getFrameLeft(_currentFrame), _image.getFrameTop(_currentFrame),
_image.getFrameWidth(_currentFrame), _image.getFrameHeight(_currentFrame), _image, _currentFrame, 0, 0);
}
}
//Stop the animation thread when the screen the field is on is
//popped off of the display stack.
protected void onUndisplay()
{
_animatorThread.stop();
super.onUndisplay();
}
//A thread to handle the animation.
private class AnimatorThread extends Thread
{
private AnimatedGIFField _theField;
private boolean _keepGoing = true;
private int _totalFrames; //The total number of
frames in the image.
private int _loopCount; //The number of times the
animation has looped (completed).
private int _totalLoops; //The number of times the animation should loop (set in the image).
public AnimatorThread(AnimatedGIFField theField)
{
_theField = theField;
_totalFrames = _image.getFrameCount();
_totalLoops = _image.getIterations();
}
public synchronized void stop()
{
_keepGoing = false;
}
public void run()
{
while(_keepGoing)
{
//Invalidate the field so that it is redrawn.
UiApplication.getUiApplication().invokeAndWait(new Runnable()
{
public void run()
{
_theField.invalidate();
}
});
try
{
//Sleep for the current frame delay before
//the next frame is drawn.
sleep(_image.getFrameDelay(_currentFrame) * 10);
}
catch (InterruptedException iex)
{} //Couldn't sleep.
//Increment the frame.
++_currentFrame;
if (_currentFrame == _totalFrames)
{
//Reset back to frame 0 if we have reached the end.
_currentFrame = 0;
++_loopCount;
//Check if the animation should continue.
if (_loopCount == _totalLoops)
{
_keepGoing = false;
}
}
}
}
}
}
Don't call super.paint(graphics), rather draw everything you need to draw by yourself. re-write your paint(Graphics graphics) method like below:
private boolean isPaint = true;
protected void paint(Graphics graphics) {
if(!isPaint) return;
// super.paint(graphics);
if (_currentFrame == _image.getFrameCount()-1) {
graphics.setGlobalAlpha(0);
isPaint = false;
}
graphics.drawImage(
_image.getFrameLeft(_currentFrame),
_image.getFrameTop(_currentFrame),
_image.getFrameWidth(_currentFrame),
_image.getFrameHeight(_currentFrame), _image,
_currentFrame, 0, 0
);
}

JPanel Repaint Not Clearing

I have a custom, abstract class 'Panel' which extends JPanel. There aren't many differences with the two when painting. I have a Panel and I'm simulating an animation by updating the x value of an image. I have two animations right now, one that properly repaints and another than does not. This is for the one that does not. The one that works will be labelled A, the one that doesn't will be B.
A and B follow the same format. Update some variable on the Panel, calls update (a method in Panel which calls PaintComponent) and then calls repaint. It calls repaint after because this issue was with A before and was solved that way.
A: Updates an image variable.
B: Updates the x variable of an image.
The Problem: The repaint doesn't clear the old image location and so it's a choppy mess across the screen.
What I've tried:
I've seen the super.PaintComponent(g) mentioned a lot, but this
hasn't solved the problem.
I've tried changing the order for when the repaint/update methods are
called.
Repaint does not update the Panel at all. (Probably because the
painting is done in PaintComponent)
Any help would be appreciated.
Code:
Panel:
public Panel (boolean visible){
super();
this.setLayout(new BorderLayout(640, 416));//sets the Layout type of the panel
this.setOpaque(false);//Makes it so that the panel underneath can be seen where images aren't drawn
this.setVisible(visible);
ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
gs = ge.getDefaultScreenDevice();
gc = gs.getDefaultConfiguration();
}
public void paintComponent (Graphics g){
setUp();
drawOff();
setDown(g);
}
private void setUp(){
off_screen = gc.createCompatibleImage(getSize().width, getSize().height, Transparency.TRANSLUCENT);
buffer = off_screen.createGraphics();
}
protected abstract void drawOff();
private void setDown(Graphics g){
g.drawImage(off_screen,0,0,this);
off_screen.flush();
}
public void update(){
paintComponent(this.getGraphics());
}
Animation Methods (mg is the panel in question):
private void battleStart(User user) {
for (int i = 0; i < user.battle.length; i++) {
mg.battleStart(user.battleStart(i));
mg.update();
try {
Thread.sleep(150);
} catch (Exception e) {
}
mg.repaint();
}
}
private void animateStart(User user){
for (int i = 0; i < 10; i++){
mg.x = mg.x + 10;
mg.update();
try {
Thread.sleep(100);
} catch (Exception e) {
}
mg.repaint();
}
}
I think your design is way off and that is why things are not working. I'm not quite sure how your non-abstract JPanels work, but consider making your parent JPanel something more along these lines:
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import javax.swing.*;
public class MyPanel extends JPanel {
private GraphicsEnvironment ge;
private GraphicsDevice gs;
private GraphicsConfiguration gc;
private BufferedImage offScreen;
public MyPanel(boolean visible) {
super();
this.setLayout(new BorderLayout(640, 416)); // strange constants for this layout.
this.setOpaque(false);
this.setVisible(visible);
ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
gs = ge.getDefaultScreenDevice();
gc = gs.getDefaultConfiguration();
addComponentListener(new ComponentAdapter() {
#Override
public void componentResized(ComponentEvent e) {
setUp();
}
});
}
#Override
// don't make this public. Keep it protected like the super's
// just draw in this method. Don't call other methods that create buffers
// or draw to buffers.
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (offScreen != null) {
g.drawImage(offScreen, 0, 0, null);
}
}
private void setUp() {
offScreen = gc.createCompatibleImage(getSize().width, getSize().height,
Transparency.TRANSLUCENT);
}
// draw to the buffer outside of the paintComponent
// and then call repaint() when done
public void upDateOffScreen() {
// ?? offScreen.flush(); // I've never used this before,
// so am not sure if you need this here
Graphics2D osGraphics = offScreen.createGraphics();
// TODO: do drawing with osGraphics object here
osGraphics.dispose();
repaint();
}
}
Also and again,
Do all long processing methods off of the EDT (Event Dispatch Thread).
Never call Thread.sleep(...) on the EDT.
Consider using Swing Timers instead of using Thread.sleep for the animations.
It's OK to call repaint on your JPanel off of the EDT, but for the most part that's about it.
All other Swing methods should be called on the EDT.
Read, re-read, and study the 2D and Swing graphics tutorials.

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